January English

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SourceSTUFF â„–5 | January 2016

Disney And SFM Animating tips using some Disney tricks

GMVK History Learning some information about RU GM community

Interview Platinum TF2 players are talking about their professional career

Cinematic Advice Patrick Hunt helping with some cinema tips and tricks


Contents

23 3 Poster Reviews By Sofka Ketamine 9 VK News New SFM addons

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11 Interview Plat-players are our guests 23 History of GMVK Ru GM community

Sections

31 Espionage Contest finalists are here

Art Gallery Letters to Editors

45 Cinematic Advice Patrick Hunt, cinema and SFM 47 Disney and SFM Cartoons vs SFM

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News

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SourceSTUFF Editor-In-Chief Evil Witch Co-Editors Victory, Enigmus Proof-Readers Void, Traitor Freak, MysticTheMeeM, engiecat, Adel, Sundownsyndrome, Gotchabakin Illustrators p0nystark, ScurvyOrange Correspondent Darthbodan Authors Sofka Ketamine, Patrick Hunt Translators OPyshkin, BRBS, Nessy Cyrodiil, Porontobello, Black Harrier, Chiara, SchizoFrankie

Special Thanks: Facepunch, SPUF, SFM_RU, Alexander Cherepanov.

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Poster Reviews Author: Sofka Ketamine

Yan Nakhtigale

Finally, January of the year 2016 comes to an end. As it does, we can enjoy a lot of new artwork from many different authors, whether they are experienced members of the Source Filmmaker community or newcomers that are just trying their hand at Source Filmmaker art. So let’s take a deeper look over the six most notable pieces of artwork of the month. The first Source Filmmaker poster we’ll review goes by the authorship of Yan Nachtigale. It depicts a giant hand, bound by chains reaching from a giant glowing portal. We can only guess whether that hand belongs to some enormous creature or it’s just a plain giant hand. Who knows? Anyway, it has great composition, atmospheric lightning, nice blurring - it’s all in the picture. The author did really impressive job working on it. The chained hand looks really dynamic. The chain 3

extends upon that effect by drawing our eyes to the bottom of the poster. As for the flaws, you can notice overcaricatured trees, seemingly made from weird shaped cones. It is also worth noting the lack of shadows coming from the chain: In reality, there would be noticeable shadows on the giant hand. It is not hard to fix either by using a graphical editor or by adjusting the SSAO settings of camera in Source Filmmaker.


Mikhael Tkalich

Our next artist is Michael Tchkalich. He recreated the famous movie director Alfred Hitchcock, who was the master of horror movies by using suspense. It’s no wonder this work has some references to his movies, such as “The Birds” and “Psycho”. The artist did a really good job creating this poster. Michael didn’t simply make a portrait of Hitchcock; he created the atmosphere befitting of a man like Hitchcock. There are various details such as an oldfashioned camera on the director’s desk lead us to understand that the portrayed

person is a movie director. The author also filled up the empty walls by adding a door and some hanging framed pictures to his left. The realism in this piece was achieved by adding some reflection on the floor using shadows. The director’s model was also nicely edited by fixing the skin tone, deleting the moustache and adding grey hair. There’s only one minor flaw we could see in this piece. There’s a weird shadow on the door which could’ve been fixed by lowering the settings of MaxDistance and FarZAtten.

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Anatolyi Skrymoff

The last piece of work from the Russian part of the Source Filmmaker community is made by Anatolyi Skryumov. The poster portrays a crime scene with a dead girl murdered by some bloodthirsty maniac. The policemen have just arrived at the scene, carefully approaching the hung corpse while holding up their service pistols. The whole picture gives a strong Detective Noir vibe. The author added a thick layer of fog that’s pierced by policemen’s flashlights and the car’s siren. The scene is right next to a swamp under a highway. It adds some suspense to an already unsettling crime scene. The first thing that draws our attention is the policeman at the bottom left of the poster. Then we move our eyes to the flashlight, which would lead our attention to the disfigured corpse. Anatolyi impresses us again with high-quality work. His composition and rendering skills are incredible as usual. The only minor drawback here is the fact this piece is low resolution. This prevents us from carefully examining all the details here. Though, on the flipside, that gave our beloved artist a little break as he didn’t have to painstakingly improve 5

every little pixel on the giant poster, so this drawback is excusable. Another little flaw is the water doesn’t look too realistic, but it’s something that’s hard to look right with Source engine. Regardless of those setbacks, these flaws in the poster shouldn’t take away from how well done it is. It deserves all the respect it gets.


Cpt. Sourcebird

Switching to posters from abroad, we’ll take a look at a poster by Cpt. Sourcebird, who posed a bank robbery being committed by Team Fortress 2 mercenaries, particularly the Soldier, the Demoman, the Sniper and the Spy. The Soldier is the central character in this piece with an impudent smile on his face as he’s holding a bag full of money, while his partners in crime are shooting at the police or threatening the hostages while being surrounded by flying pieces of money. The outstanding faceposing makes us feel the main characters’ emotions. Soft orange rim lights accent the characters and the blue outfits give the piece some contrast. Nevertheless, this poster has it’s errors. The first thing we can clearly see is the Demoman’s “broken” arm. The author could have fixed it in Photoshop or used the helpers bones on his forearm. The artist also didn’t think of the edges, as

they are quite visible on every character, especially on the Demoman’s bulletproof vest and the Spy’s sleeve. It could be corrected with the “liquify” tool in Photoshop. It should be noted that the Sniper doesn’t even participate in this action, he’s just lying low in the corner of the picture. The artist could have probably avoided that by zooming the poster out.

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RayDraca

Let’s move on to the next poster. RayDraca has presented us with a medieval Demoman, suited in full armor set and looking into the distance. First, let’s mention how appropriately the author chose the background. The blurred castle perfectly fits in the composition and does not require anything else. It may seem cliché to put a castle in the background of a medieval scene, but it works very well in this piece! This poster looks quite pleasant due to it’s simplicity. However, such posters normally don’t receive much praise, because many people consider simplicity boring and scroll to the next one. The good posing here is another positive aspect. It looks realistic and it’s easy to grasp. Though, that’s just because of the simplicity of the approach. Experienced Source Filmmakers will probably criticize how basic it is. It’s not very interesting to look at another typical piece of art taking place in the Team Fortress 2 universe. Yet, if the author tried to turn this work into something more complex, we would get something that’s worse. The only thing that mustn’t be done in haste is lighting. You need to pay a lot of special attention to it because lighting is the thing that will either make or break your poster. That’s what makes this work so appealing. Nevertheless, the one downside in 7

this is hiding in composing mistakes. The handle of his hammer touching poster’s border is not the best choice. Of course it won’t hurt you, but the more eagle-eyed viewers will notice it. The work is rather nice and doesn’t warrant any harsh criticism.


kittin12376

Kittin12376 is the author of our next poster. It’s made in a rather unorthodox resolution, sitting at 1024x2949 pixels. It shows us a BLU Spy casually choosing his disguise near the RED team’s base, while a mischievous RED Sniper is dumping a box full of Jarate on his head. Here it is – the moment before a huge load of pee ruins the Spy’s suit. The first notable thing is the frame resolution. The author chose quite an awkward resolution to display the scene. Despite that, the poster is nice to look at because of how simple it is. Unfortunately, this work it’s own fair share of glaring errors. We can clearly see that the Spy’s legs are cropped and the Sniper’s head is incredibly close to the border of the poster. The author should have increased the horizontal resolution just by a little bit and all of the problems would disappear. There’s another small error that becomes visible if you zoom in the poster – the Spy’s hand goes straight through his sleeve. This can be fixed using some of the sleeve bones on the model. All-in-all, it’s a good piece of work just by how simple the idea is. The artist is really out to please us with his posters!

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VK Group News The Best from issue to issue

The most beloved

the most discussed

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Poster and Video of the year

Genji Overwatch

Overwatch Mercy

The Civilian SFM

Map pack from "End Of The Line"

CS:GO tournament

Prop pack from "End Of The Line"

Krunkidile made a new video

Mutants from "Fallout"

Bayonetta 2 Bayonetta

Ended "Engy’s invention"

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Major League Players are talking about their game interest

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Tell us about yourself first. Seal: I’m Seal and I’ve played Team Fortress 2.since 2010. It’s more or less the only online video game I’ve played since then. Cloudy: My name’s Cloudy! I’ve played Team Fortress 2 since I was 13 years old. I first realised my passion for video games when I was 7. I have been playing competitively for 2 years and am enjoying every minute of it. Khazul: Hello! My name’s Jacob, but online I’m known as “Khazul”. I came up with the name at a very young age and thought it sounded so cool back then, but couldn’t have been more wrong. I’m a 21 year old civil engineering student and self-proclaimed nerd who hails from northern Sweden. Video games, tabletop roleplaying games, board games, Warhammer, card games, live action role-playing, the list goes on... I’ve played just about everyl “nerdy game” at atleast once in my life, which all have given me wonderful memories. These hobbies have led to me traveling around in Sweden, England, Germany, Croatia and Bosnia. I’ve just had a blast since then! Raptor: Hello! I’m Stefan, known as Raptor. I’m 16 years old and I’ve been playing Team Fortress 2 competitively for about 3 years now. I’m from Austria. Team Fortress 2 is practically the only online multiplayer game I play. Klefsas: Hello. In the competitive Team Fortress 2 community I am known as Klefsas or Klef. I’ve been playing Team Fortress 2 since 2011. I started playing competitive Team Fortress 2 since September in 2013. I’m a 21 year old guy living in Kiev and studying in the national university. How were you first introduced to 13

Team Fortress 2? Seal: When I was 15, my friend showed this new cool game after school. This game turned out to be Team Fortress 2. Before then, I had never even tried playing first person shooter games. I was sold immediately, and I ended up buying the Orange Box myself a few weeks later. Cloudy: When I was a kid I really loved Valve games like Counter Strike: Source and Half Life 2. So a couple of years after playing them, I discovered Team Fortress 2. I was playing on public servers on and off for about 2 years. After a long break from the game, I discovered competitive Team Fortress 2 about 2 years ago. Khazul: I was never a huge fan of games like Call of Duty or Counter Strike when I was growing up. It was never the violence in those games I had problems with, but it was more of them not being visually appealing to me. When some friends of mine introduced me to Team Fortress 2 back in 2009, I bought the game to give it a chance. I thought it was really fun from day one. It took me some time before I got really hooked and around 2011, I played almost no other video games but Team Fortress 2. Raptor: I was introduced through a YouTuber I’ve been watching for years. He started playing Team Fortress 2 and had a public Server. I really wanted to play with him, so I downloaded Team Fortress 2 and started to practice to show off my skills on his pub server! Klefsas: I first saw Team Fortress 2 on a YouYube video. My classmate shared a video saying “This guy is f*cking awesome!” I opened the video and watched for five minutes. It was the Pyro running around the cart on cp_well and burning enemies. That was


in 2009. The video and the whole game really amazed me, I mean the visualization, variety, everything. I started visiting a computer club where I played Team Fortress 2. Later I bought a CD and started wasting my time on Russian community servers. I was silent all the time as I was an aggressive schoolboy and got banned everywhere.

League Premiership and United Gaming Clans Platinum. I started playing Soldier in Highlander because I was curious of how it differs from 6v6 Soldier. After some time, I realized that I’m really good at it and that I have fun playing Soldier, so I stuck with him ever since.

What is your main class? Why did you pick this class? And what division you are playing right now? Seal: My main class is the Engineer. I play in the Premiership division in Highlander at the moment. I started playing Engineer because my team needed one since our old Engie had to leave. So I stepped in as a backup, but pretty soon I was the main Engineer. Engineer is a class that requires both skill within a deathmatch and having good gamesense to become the best, and that’s why I enjoy the class so much. Cloudy: I main the sniper class in the Platinum/Premiership division. When I first discovered this class, I realized it could be the most powerful class in the game if you were good enough! I enjoy trying harder and harder to be the best around. Khazul: My main class is the Spy. I originally started to main Heavy with Chessclub, but soon became main Spy after some internal problem with the guy who was our Spy back in the day. I’m playing in Premier Division with back-to-back champion Tourettes Chessclub! Raptor: I’m playing Soldier for my team “Strong Opinions” in the European Team Fortress 2 26


Klefsas: I usually play as Medic. I didn’t choose him, it was decided by destiny. Nevertheless, I like the place that Medic has in team, especially when we play 6v6. I always get so much pleasure from the game if everything goes well. Right now, I’m playing in the Premiership division. If there’s a reason, what got you started playing in competitive enviroment? Seal: Some friends and I were playing actively on a Swedish 2fort server with our “clan” and we wanted 15

to recruit more players to join us, just for fun. When we asked one person, she thought that the clan was for competitive, this new Highlander format. She started our first team for the first Highlander season in European Team Fortress 2 League instead of playing around on same old 2fort. Cloudy: I got bored of playing on public servers and prefered playing games with my friends, but not a lot of my friends liked Team Fortress 2, so I looked to find some friends who did. That’s how I found competitive. Khazul: A buddy and I thought pubstomping had become too boring


What were your first impressions from playing competitive Team Fortress 2? Do you remember your first match?

on its own and we wanted a challenge. Raptor: The YouTuber that had introduced me to Team Fortress 2 also introduced me to competitive Team Fortress 2. After some time he held a Highlander Tournament, no real prizes or money, it was just to get people into competitive, which obviously worked as I’m still here! Klefsas: If there’s a reason, I don’t remember it. But I can say that it was my decision, because there were only three people I talked to. They were really avid pub players.

Seal: This was back in season one Highlander. Half of the teams were in division 6, it was new and exciting. There was no meta, there was no right way to setup or play, so we just went in for it and had a lot of fun. Cloudy: At first it was very scary, I was afraid of doing something wrong and people shouting at me. I first started in competitive lobbies and pick up games to try and build my confidence, then I looked around for my first team. Before my first competitive official match I was very nervous. I worried that my team would kick me if I played badly, but thankfully it went very well! Khazul: In 2012, a friend and I wanted to try out playing the game competitively, but the team we ended up forming weren’t as interested in playing competitive Team Fortress 2 as us. This led to a whol mess where people never showed up to games. I wouldn’t even say these guys were my first team or a true impression of what competitive Team Fortress 2 is about. My first real impression is from shortly after when (now my fellow teammate) Simon, known online as “Scissors”, asked me to play with him in the team he was making. Instead of all the frustration I had experienced earlier, I was now playing with a bunch of guys who were hanging out in our Teamspeak server during whole evenings. That being the team I’ve been playing with ever since, I think that says a lot about my impressions.

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Raptor: Yes, I remember my first competitive match, it was really interesting to see all those players that were also sick of pubstomping and wanted a challenge.It was really interesting to communicate with your team and try to figure out the best strategy to beat the other team. Obviously I was nervous, but I also excited to get even better at this game Klefsas: My first match was in silver United Gamers Clan (it was the 11th season and there was no gold between silver and platinum). The map was lakeside. I was very nervous because I was afraid that I would let my team down. To be honest, I had been playing only two weeks in competitive Team Fortress 2. The team leader wanted me to be the caller. It brought some powerful emotions forth, needless to say.. Why and how quickly you’ve becomed the skilled player you are now? Seal: I’ve played 7 seasons of Highlander in European Team Fortress 2 League with my team “Skills To Pay The Bills”, and the reason we kept going for so long was that instead of getting new players, we just swapped classes. We climbed from division six to division two before the team died. But in that time I got the chance to main class multiple classes like Scout, Soldier, Demo, Heavy and Engie. This has made me the all-round player I am today. I feel comfortable playing any class at any skill level! Cloudy: It has taken a lot of time and hard work to get to where I am now. It’s important for me as a player to have fun whilst playing, and becoming better at the game. It’s helping me have a lot of fun! 17

Khazul: I think this is a very weird question. Investing time into a sport and improving is an ongoing progress, where “how long” only can be answered by the amount of hours you’ve poured into it. As of this very moment, I’ve played the game for 4200 hours. Raptor: It has taken a lot of trial and error. I think with the right people around you, you will always improve faster as they give you criticism.My first one or two seasons was just getting into competitive, but after those seasons I had the right people around me that could also tell me what I have done wrong and I improved way faster after that. Klefsas: I started playing in competitive Team Fortress 2 in the 3rd division’s team. Since then I have reached the next division after each season. As a result, I’ve been playing in Premiership for two months. From the very beginning, I was seen as a leader because I paid a lot of attention to developing my gamesense and thinking of what the team should do to win. I didn’t watch any video guides, points of views or demos from players. I just played a lot, earned experience and raged. Learning like this didn’t very long, but it was very difficult in terms of emotional strain.


Do you think there’s still something left to achieve? Seal: I have always wanted to represent Sweden in the nation’s cup in Highlander. Right now I am on the roster as a backup, but to play in the grand finale of the nation’s cup is still the biggest achievement in my opinion. Cloudy: I am not going to stop until my team and I are recognized as the best, then I can quit. Khazul: My team and I have not only reached the absolute top once, but we’ve done it twice and not looking to end our streak without a fight. I’m currently the highest grossing Team Fortress 2 Highlander player and I’ve achieved every title I can achieve at least once, but I’m still playing and will keep playing as long as I enjoy it. From when I first bought it, fun is all I ever hoped to achieve from this game. Raptor: Yes, there is still a lot of to achieve. Winning the Premiership division in Highlander and obviously also in 6v6. Don’t forget about winning whole LANs with your team, and get even more well known. Klefsas: Yes, of course. I don’t think I’ve discovered half of the capabilities of my class, so there’s a lot of work to do. I need to do a work hard to become a good caller. If we talk about my cybersport, achievements,

I think they can’t be prioritized in my case. There’s a simple logical chain – if I play very well, I’ll get in a good team and get a good place at the rating table. Imagine a reason that could stop you from playing Team Fortress 2 Seal: If my job comes in the way then I’d have to give up competitive Team Fortress 2 at least. But I can’t imagine a reason for me to stop playing Team Fortress 2 at all since I still enjoy it so much after nearly 10,000 hours on the game. Cloudy: Еf my team didnt want to play any more or there was no one to have fun with in the game, then I’d stop playing. Khazul: To me this is a very silly question. I really enjoy playing Team Fortress 2, but obviously I would stop playing if I didn’t enjoy it anymore or there was something making me not able to play it. Raptor: I could imagine a schedule that can’t fitting the normal scrim time a team has or if you have to travel a lot.

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Klefsas: Many things. I have never placed games above studying and relationships. I’ll play until the games start affecting my real life. Games will never become more important than reality, it’s just a matter of time. I’m not going to spend my life in front of the computer in a small, single-bedroom flat. There are lots of better places in life. Are there any other games or hobbies you succeeded at? Seal: I used to be really good at In The Groove 2, which is similar to Dance Dance Revolution. Maybe five years ago I was in close to the top in the Swedish community and competed for the Swedish Cup. Cloudy: I used to enjoy the game Starcraft 2 and had some success playing that. Outside of gaming, I like playing Rugby with friends. Khazul: Playing and winning competitive Team Fortress 2 Highlander on the highest level hasn’t had any other impacts on my life than amazing experiences and loads of fun, which to me is a success I’ve got from other hobbies as well. Raptor: There are no specific games that I play a lot besides Team Fortress 2. In real life, I play casually

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with friends Klefsas: No. Do you think Team Fortress 2 will die eventually? If so, why? Seal: I think that competitive Team Fortress 2 will eventually die, but I think the game will live on. We’ll have to wait for matchmaking and see how that affects the game. Cloudy: The game is getting very old now, but as long as there are players who are passionate about the game, it will never die. Khazul: Every game will die sooner or later when the developers lose their interest in adding new content. Team Fortress 2 has a really strong player base and is one of the most played games on Steam. It won’t die as long as Valve keeps making a profit from it. If Valve decides they would make a profit by supporting the competitive formats, then competitive won’t die. Raptor: As long as Valve is interested in supporting TF2, not just competitive, and there are motivated players, this game will live on. Will Team Fortress 2 die? Yes. When? Nobody knows. Klefsas: I think that Valve realizes the value of the competitive front in Team Fortress 2 and won’t let it die. They profit off of Steam and some competitive games, and I don’t think they’re so stupid to forget about the game with such huge playerbase. They’re the people who buy crates and hats. Plus, they still release medals for competitive events.


Use one word to describe your team. Seal: Motivated. Cloudy: Happy. Khazul: Durable. Raptor: Keen. Klefsas: Complicated. What can you say to those who aren’t whether they should participate in competitive Team Fortress 2? Seal: If you find that public servers are getting too easy for you or maybe you just want to get to know new people, you should try competitive Team Fortress 2. It’s challenging, fun and definitely worth to atleast try out! Cloudy: If you think it sounds like fun, you should definitely try it. The community is mostly very accepting of new players, and the community definitely needs new players and talent to make it more fun for everyone! Khazul: If you’re looking for a challenge and more depth in the game, you should definitely try to get into it. Playing together with friends in a team, making up strategies and collaborate to win against a bunch of people who’re doing the same, is something else entirely than just “lone wolfing” your way through a server. Raptor: Even if you are not the best player, everyone has to start somewhere. I promise as long as you understand how every class works and you have the basic knowledge of the game, the earlier you come into competitive, the better it is. You will learn way faster if you play competitive

as you actually play as a TEAM. Klefsas: Find a good tutorial, that will make your life much easier, because there are lots of “clever” YouTubers and guides just end up causing problems. A person playing in Premiership or Highlander will give you priceless advice in two words, to make you understand what you should do to advance. Because he has already experienced it all. Thank you very much for the interview! We wish you success in all your games and Hobbies.

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History GmodVK Author: Evgeny Egorov

Minge (Mingebag, Minge, Ming) – is a newbie in Garry’s Mod, who can do nothing except horrible posters. Also when they first start the game they have default nickname «Mingebag» and Isaac Kleiner’s playermodel (That’s why minge = Kleiner) For historical reasons, the main Garry’s Mod group in VK serves as one of the key sites of the modern SFM community. Various individuals who then founded other groups and pubs started from there. Everything about that and other major developments in the group you might just learn from this very article. So, we are going to visit the distant past, specifically the year 2007, when the social network VK had just only celebrated it’s first anniversary. On October 14th, the first message in then-new “Garry’s Mod” group had been posted by Sergei Kisin. “Let’s play multiplayer together!”, the message said. Was it really the first message? Who could’ve posted it? To this day, it remains a mystery, as there are no earlier messages and the account of this person has long since been deleted. Still, October 14th, 2007 is considered to be the official birthday of The Main Garry’s Mod group. But why do we call it “The Main”? It should be noted that the group 23

didn’t have such a boisterous title up until May 30th, 2008. Its name was just «Garry’s Mod». After all, another group by the name “Garry’s Mod: Apprenticeship” was created about the same time. The GmodVK community just made it’s first steps. But let us get back to the years 2007 – 2008. At the time, the Garry’s Mod was already a self-sufficient game with its own functionality. You could easily find many different videos and screenshots made with its help. It attracted many people successfully as well: some were happy to create their own Machinimas, others to make funny screenshots. Then there’s those who just want to have fun and mock the characters of their favorite games and franchises. There was another kind of people who wanted to build various contraptions and vehicles. As you can see, little has changed since then, because it seems to be the main reason as to why this game attracts new players even to this day. In the beginning, all kinds of different players were represented in the Main Group: artists, comic makers, directors, builders, and people that had been called “minges”. It shouldn’t require any sort of explanation whatsoever to who these “minges” are. All you


But why do we call it “The Main”? need to know is that they exist, and will continue existing forever. All-in-all, life was passing by steadily. Creators shared their works, comics, and inventions, newbies were sent to the “Apprenticeship” to learn from the more seasoned players. Throughout its time, the Main Group had eventually become a sort of elite and private club which almost every newbie had dreamt of getting into. Time passed by, the group grew in numbers, the albums filled up with screenshots, some comics became a memorable classic, setting the standard for their genres. The members had get-togethers in real life and the group “message wall” contained an abundance of messages. 2009 was memorable, for it brought forth a whole plethora of events. One in particular was the start of the project «SUPERNOVA»

by ex-admin of the group, Daniel Zaikov. It had happened after he got into disagreements with other administrators within the group, so Daniel decided to start and run his own community. This group also revolved around Garry’s Mod, but it also covered some other related subjects. However, time proved that this idea was short-lived. Nowadays, there are only few scraps left of project «SUPERNOVA». Perhaps the most ambitious project of that time was «MingeOut», created by Vyacheslav Konchits and Nikita Kostyuk. Impressed by the trailer of “Fallout 3”, the authors gathered a crew of enthusiasts who then founded “BBQ Pictures” and started to work on the legendary Machinima. Unfortunately, personal problems, conflicts with colleagues and some other troubles ended this idea abruptly. Vyacheslav later found

Author: Sergey Koparov

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himself as a chief administrator of the “SteamVKontakte” group, but that’s a totally different story for another time. Many silly and ridiculous moments within the group had quickly become “memes”. The perfect example of this is the infamous «Cheese Pancakes» which was born from a very low-quality screenshot by Denis Donskoy. The image was depicting two atrophied characters from Team Fortress 2 — the Engineer and the Heavy both smeared with white splotches. In the description was written: “do not eat the cheese pancakes, pls”. The following discussion had gathered 36 pages of comments in one day. The author had said another memorable phrase: “You’re so serious about that like it’s your purpose in life”. The characters from the “Syrniki” (Cheese Pancakes) screenshot had almost obtained a legendary status amongst the group members.

2009

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We shouldn’t let videos like “The Joke” and “The Bribe» go unmentioned. Despite the rather primitive animation quality and the amateur voice acting, these trashMachinimas became very iconic quickly. The group was practically flooded with quotes, to the point that they would never be forgotten. It should be mentioned as well that at the time several unthemed albums appeared in the group. You’re likely to find an album with spoof images where members had been playing around in creating funny collages with random pictures. There was also an album named “Recreate the Picture” where group members tried to recreate different pictures using Garry’s Mod. However, the most successful one was a game that was rather different from the main theme of the group — “Help to Survive on the Island”. It was an ordinary drawing game where anyone could help a guy to survive on the deserted island as

Author: Vyacheslav Alekseev


they saw fit. Later, the amount of absurd content in this album had grown so tremendous that it was renamed to “Help to Survive in the Crap”. A little bit later Pavel Klimov separated this game to a special group, which was named “Help to Survive in the Crap II”. Many of the enthusiasts are still posting their works there to this day. Because of the growing popularity, new comics were made with different adventures and characters. While they weren’t all good, sometimes you’d find an instant classic. The first one was a comic called “The Experimental Game” where each consecutive frame was made by another member in a specific order. After interest in this comic had declined, it was replaced by brand new comic game made by Evgeny Egorov. It was an interactive comic named “The Ten”. It started on November 22nd and quickly gained popularity, leading to the creation of its own thread in the “Apprenticeship” subgroup. The third and last season of the game takes place right now, closing in on its finale. During 2010 the group continued to grow, more comics were added and the quality of people’s works got better and better. But the big present came from the devs of VK: Before the summer of 2010 the network had been shrinking and compressing images enormously. It was to the point one had to use a magnifying glass to judge the quality of another person’s work. But something revolutionary had happened: The network had stopped compressing the images so badly. They could be

posted at much better resolutions. That made it possible for another way of looking at the artistic side of the group. There was no longer any need to look closely at the screenshots while reading comics and asking for the link to the HDversion. After these changes had come to VK, they started to turn into its modern version. This has affected both the overall structure of the group and the very concept of the “wall”. A new microblog could be started as a part of the beta. The main difference was that you could leave your comment under every message. Now, it’s normal, but in 2010 such change caused severe public outrage. Every conservative user of the VK considered it his own duty to write in a comment section or somewhere else “Durov, bring the wall back!” So the administrators of the Main Group stopped experiments for a while and brought the “wall” back. But not for long. In September a new conflict started between the leaders of the group. The executive, Nikita Kostyuk, was responsible for IRL-

«The Ten» started November 22 2009 26


Author: Nadia Gorbacheva

gatherings of the community. He dismissed every other colleague from the post, leaving them without their abilities to control the group. Evgeny Prosvirkin, “the senior” of the dismissed administrators, contacted the founder of the group (who had retired from this title a long time ago) and asked him to recover the administration. Just like that, Nikita Kostyuk left forever without getting to an arguement with his former 27

colleagues. Unfortunately, a lot of well-known members that were part of the “Garry’s Mod” community followed his lead. That loss hit the group hard. So, on the 12th of September, on the main page of group appeared the first message on behalf of the group about everyone who left the group and that the microblog system is now permanent. Technically, this is how the Main Group came to be what it is today. This year gave us a couple of new local legends, for example “Havchik Borsht” – the titular character of the comic he comes from created by Pavel Klimov with help from other members of the community. Havchik had become a mascot of the group. Leading an eternal fight against “Syrniki” (Cheese Pancake) and being stupid, he left his mark in the history of the Main Group. Later, Pavel Klimov became one of the biggest contributors to RussianYouTubePoops (RYTP). Two years have passed since this moment and here we are in 2012. The amount of content in the group had become massive, but not everything was under control. We’re talking about the main page of the group. It was flooded with spam and other nonsensical messages. Sometimes, even the administration encouraged this

2010


overwhelming amount of gifs, swears, and sporadic flame wars. Sometimes, the main page closed down to stop this nonsense, but this would only lead to rebellious behavior in the community. So, after a few shutdowns, a couple of members in the community created a public page called “Unrated.” The goal of this page was to make it so that rampant flame wars are allowed and members can spam the page with pointless posts. They had believed that the main page and order were impossible to retain. This year also was critical for the group because it was the year of the Source Filmmaker’s release.

The era of the Garry’s Mod as the main tool for creating posters and videos was coming to an end. Totally understanding this situation, Slava Alekseev, on the 27th of June, created a new group - “Source Filmmaker”. With the help of his colleagues from the main group, he built a sturdy community that exists to this day. It’s worth pointing out another member of the main group – Timur Abdrahimov. A little earlier, (23rd of March) he created the group “/r/gaming”. At first, this page only posted content from the subreddit “gaming”, but as time passed the content started to

2012

Author: Denis Avdeev 28


Author: Herman Tarasov

change in style. The group changed the name to “BatyaGaming” and later to just “thebatya”. In early 2013, with the helping hands of other members of the “Garry’s Mod” community, this project turned into one of the biggest pages in the Vkontakte network. It provided the community with a ton of news on media, digital entertainment and recent achievements in the field of science. Another year has passed. The main page of the group kept on closing and reopening, but the problem of keeping order had not been resolved. The administration of the group had some disputes

2013 29

about the path the group should take and what was needed to keep it alive and interesting for the community. In the end, the majority of executives agreed that Evgeny Prosvirkin can’t be the main administrator anymore, because he had “lost his touch.” So Slava Aleskeev dismissed him from his post. Of course, there was a risk that Evgeny was going to come back and make everything the way it was before, but that did not happen. Not long after this, on the 8th of July 2013, a lot of things happened. A giant update for the group came, which included: New administration, permanent closure of the main page discussions, new


administration, permanent closure of the main page discussions, new rules, and a new group navigation system. This was a turning point for the “Garry’s Mod” community and it finally became the way we see it right now. Unfortunately, in the end of 2013, another incident had befell the Main Group. “Apprenticeship” was no longer under the control of “Garry’s Mod”. It was caused by a personal conflict between the administrators of both groups (Vladislav Chapaev and Nikita Samarcev). The true reason to the conflict was lost. Much of it was left purely to speculation. So, just like that, the Main Group had lost “Apprenticeship”. Years have passed, but the situation is mostly the same. Slava Alekseev dived into the Source Filmmaker group, leaving “Garry’s Mod” with Evgeny Egorov, Vladislav Chapaev, and a small group of editors. The conflict between “Apprenticeship” and the Main Group was coming to an end. Now both groups are fairly neutral in the way they treat each other. The order in the main group is strictly maintained, regular posts are coming the way they should be comin. Sometimes, there are contests between the members of the group. Administration keeps polishing the group, trying to fill it with some content about its history and trying to appease every member with good content. Of course, we can dig deeper and remember a lot of other things about the “Garry’s Mod” group, but the only thing that’s important to understand is, it’s not just a

piece of history of our network. It’s really the history of the entirety of Vkontakte in one way or another. It’s been written here. In its own “Alma Mater”. I don’t think that our history had end. The party’s just getting started.

2016 - ????

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For Your Eyes Only Espionage classics will never go out of fashion. That’s what we thought when we announced our new interactive for readers. Now it’s time to take a look at the best work.

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Author - scurvyorangesfm You will certainly have a strong desire to deliver and complete all the documents and tasks on hand for such a boss.

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Author - Ivan Nekhoroshkov What’s the easiest way to get to the enemy’s base? Using his clothes and motorbike of course

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Author - scurvyorangesfm Spectre appeared to be quite good, didn’t it?

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Author - Nikolay Morozov It’s hard to work with a partner who doesn’t take his work as seriously as you do.

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Author - Vlad Koltakov Hi girls. My name’s Bond. Spy Bond.

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Author - Sergey Myasnikov And suddenly, a poster for a non-TF2 universe appears in our interactive! It means that you will be able to use any content for our future interactives.

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Author - Uberchain Old school Bondiana movies – that’s what we really missed!

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Author - Uberchain And what’s a Spy without his lady? Spies always used to be such passionate lovers.

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Author - PuzzlerDK Something definitely went wrong whilst spying on the target.

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Author - Sergey Myasnikov How could we forget about modern spy movies? The man from ‘U.N.C.L.E.’ also joins our collection.

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Author - scurvyorangesfm And finally this list wouldn’t be complete without this classical Bondiana styled movie.


Author - Patrick Hunt A Spy’s job seems so exciting and difficult for us.. But for him, it’s just a daily routine.


Cinematic Advice Author: Patrick Hunt

You’re probably often hung up on memorizing important terms or numbers, like the aspect ratio of one format or another, or the name of “these epic stripes on the top and the bottom”. Of course you never thought about saving all this information somewhere. But there’s a solution! We present you the “Animation Director’s Brochure”!

In this pamphlet I expounded and brought together some interesting facts and terms that will make your work in SFM or other programs easier. Print it, save it, laminate it, glue it on the wall and look at it whenever you need help in making videos or posters.

Aspect ratio – the term in cinematography and photography, describing the ratio between the picture’s width and height.

The most known formats and resolutions.

Grandma’s antique boob tube, covered with a napkin.

Dad’s neoteric plasma, which he recently bought to watch football.

Widescreen movie with endless landscapes and enormous explosions.

Movie theater across the street, where someone loudly crunching popcorn.

4:3 (1.33)

16:9 (1.77)

12:5 (2.39)

21:9 (2.35)

1920 x 1440

1920 x 1080

1920 x 800

1920 x 698

1440 x 1080

1440 x 810

1440 x 600

1440 x 524

1280 x 960

1280 x 720

1280 x 532

1280 x 466

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Aspect ratio Original frame size – format in which the image was originally created.

Modified frame size – format that the image must be transformed into before it can be displayed on different screens. Transformed means cropped, stretched, contracted, etc.

The calculated angles of different lenses for the Source engine In computer graphics and video games, field of view is often defined with either width, height or field of view bias. For example, 50mm lens in Source games will have a 39.6 degree field of view, because the lense’s width is used as a field of view measure.

20 mm

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24 mm

73.7

28 mm

65.5

35 mm

54.4

50 mm Field of view – the angular space, visible with the eye or a camera. The bigger it is, the more objects we will see, but the more deformed they will look. The smaller field of view, the bigger and closer to each other objects will become.

39.6

85 mm

23.9

105 mm

19.5

135 mm

15.2

200 mm 300 mm

10.3 6.9 46


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Disney And SFM Talking about Dysney’s animation

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In our VK group, SFM_RU, we often see one artist reusing the ideas of another artist. A piece from here, a part from there – boom, here’s some ‘brand new’ art. Sometimes, artists take the exact same models to replicate some art by simply placing it in SFM. There’s usually no real meaning in these imitations. The only point of copying something is to understand the basic composition of the used image. But alas, there are little to no Source Filmmaker copiers who actually understand composition. The majority of them just copy some famous art to get more attention. But when it comes to animation, the issue of re-using some old ideas is dramatically different. First, let’s dive into the history of animation. Nowadays we have the (almost) almighty Source Filmmaker to create a various number of threedimensional scenes. Old school animators didn’t have any kind of tools like Source Filmmaker, so animation was incredibly tough for them. Animated films were created by a team of animators and every frame required a lot of time. But as humanity progressed, so did animation. In the beginning animators had to work a lot with paper – more precisely with transparent plastic sheets. Initially, the team of animators would work on character sketches. Then when the lineart was finished, the drawing was transferred the plastic sheets by using quills and ink. All of the colors were put on the backside of the sheet to prevent any accidental smudges. Backgrounds were drawn separately from the characters. If you watch some old animated films (say, «The Sleeping Beauty» from 1959), you will see what moves compared to the still background. When all of the drawings were finished, the cameraman 49

had to take a shot of every drawing in a certain order. Audiography was the final touch. This whole process is called traditional animation and the first person to use it was J. Stuart Blackton. However, as the computer came around, we had waved goodbye to traditional animation. Despite this, «Princess and the Frog», released in 2007, used this animation technique. But animation had moved on and the next stop was xerography. It was partially used in the «Sleeping Beauty», but it wasn’t used for an entire film until «101 Dalmatians». I think you can guess why this exact film was in need of such a technique. It’s pretty hard to draw a hundred different puppies one by one. Xerography gave an amazing opportunity to change the size of an object, this making the whole process much simpler. Animators didn’t have to draw out every single movement. The whole point of this process consisted in the fact that there was no need to draw every moment and every movement. Let’s take a look at the puppies’ legs. The base drawing consisted of their torso, so that it was the unchangeable part of the object. Then the animated changeable legs were drawn onto the puppy’s body. In the end it definitely made the drawing process much easier to handle as it rid the animators a huge amount of tedious and repetitive work. Even though the traditional animation had its charm, it was requiring too much work to be used practically. That’s when computer graphics came into play. Cartoons were often made using key frame animation. This method of animation was somewhat close to the old traditional methods. The difference was that the computer programs would fill the space between the key frames by itself and it didn’t consume so much


An example of static backgound (upper) and animated (below)

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of the animator’s time. The first person to use that technique was John Lasseter from Pixar. In 1984 he presented the first computer-animated film ever made –"Andre and Wally B.", on the annual SIGGRAPH convention. Everybody was stunned by John’s seamless and smooth animation. An interesting thing to note is that Lasseter used every animation trick he had learned from old traditional methods. That was probably the moment when animators actually started to put more effort into computer animation instead of letting the program do all of the work. “Pixar” were the pioneers of computergenerated animation with their first computer-animated film «Toy Story» in 1995. Besides all of the similarities traditional and computer animation,

they have their differences. The main one is between 2D and 3D animation. When we create 2D animations, we see the character from one side and there is no need to look at it from different sides. However, this won’t work at all in 3D. The trickiest thing you can pull off in 3D is to repeat the same animation by connecting it with different frames. Take note that 2D can’t offer the same opportunity. But these two types are not the only ones existing forms of animation. There is one more – stop-motion animation. There are not many animation studios that utilize this kind of animation technique. But, chances are that you’re familiar with “Laika” and their film «Coraline», made in 2009. The main distinctive feature of this animation technique is the movable dolls being

1

2

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3


put into different poses. Then each frame is photographed separately. In a way, stop-motion animation looks like the lovechild of 2D and 3D animation. Sure, taking pictures of each and every frame is as painstaking as drawing the whole animation frame by frame. But this technique lets animators find the best camera angle for every character and scene. In order to make the whole process a lot less tedious, after some time animators started to use programmed software to create most of the visual effects. Okay, now that we learned the brief history of animation, we’re going to take a look at Source Filmmaker. As we said before, merely copying a Source Filmmaker poster won’t give you anything useful, but it’s the other way around with Source Filmmaker videos. The best way to understand how animation works is to carefully watch some masterpieces and then copy them.

On the left page you can see examples of the different types of animation: 1 - Puppet animation 2 - Computer animation 3 - Traditional animation

If you’re asking yourself “Why would I do that?” – here are a few reasons: 1. That animation was created by a team of professionals who put thought into every movement of each character. 2. Almost every “Disney” character has a reference actor. A reference actor is a person who plays the role of their character to give the animators a base that will serve as the cornerstone of their character’s movements. 3. To catch the consistency of movements. In some animations you can notice that the character’s clothes are moving along with them. Body movements are asynchronous as some body parts are moving with a small delay from the rest of the body. 4. To understand the basic concepts of animation.

Let’s focus on the last reason. The rules of animation. How do you learn it actually in this case? It’s pretty simple. If you copy an SFM poster you just mindlessly copycat the idea/the full picture without any changes to it. But it’s other way round/but it won’t work with animation because you will learn the skeleton and anatomy of the characters while you recreate them. Now we are going to take a look on a few animations to understand that.

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"Mulan" - "I’ll Make a Man Out of You"

An example we’ll look at is a part from "Mulan" named “I’ll Make a Man out of You”. As we watch the original part and compare it to its Source Filmmaker adaptation we see that there is no repetion in characters movements or backgrounds. The author of that Source Filmmaker video just recreated original idea from "Mulan" in the Team Fortress 2 universe. The plot of “I’ll Make a Man out of You” shows a group of silly inexperienced soldiers that came to be trained by Captain Li Shang. All three characters are heavily caricatured stereotypes: the fat one (The Spiteful Yao), the skinny one (Silly Ling) and the big guy (The Calm Chien-Po). Let’s take a look at the shapes of the characters. Chien-Po is based on the shape of a big sphere, so he looks like a guy who’s big

and clumsy but calm and kind. Ling is thin and angular, which reminds us of a triangle – it’s usually the shape of evil or healthy characters. Finally there is Yao – a tiny potty-mouthed guy that has a round shape which gives us a clue about his kindness. We also should notice that Mulan’s friends are drawn in soft colors, but Huns are mostly done in black and dark shades. The soft, light colors of their clothes make the characters look trustworthy. The last thing we should look at is the contrast of the three characters – you can tell each one apart from each other and remember them. Let’s go back to the Source Filmmaker video. In "Mulan" we’ve been introduced to a new universe for the first time, but here we are in a familiar setting with a few common “laws”.

Color distinction of good and evil characters


“laws”. There are two main colors in the game: red and blue, and if you use one of them, the other will always become the enemy. The original film showed the inutility of the characters through their training. The Source Filmmaker video uses the basic newbie set – the Ghastly Gibus, Pyrovision Goggles, and the party hat. The BLU team is their opposition. They are have expensive-looking hats and are incredibly skilled. The teacher here is represented through the Soldier – he’s the skilled mentor who went through thick and thin during his time. Another key character is the Engineer who’s representing "Mulan". The animator gave their characters a few specific traits for comedic effect. E.G., the Heavy always munches on his sandwich which makes him look like a doof who likes to eat his sandwich (like Chien-Po); the Sniper can’t hit any target with his bow; the Spy also misses hitting the training dummy – and that’s what makes them look like total dummies. Despite the high quality level of the recreated plot, the animator makes some typical animation mistakes. Sometimes there is little to no consistency of movement which takes away from the characters agility and realisticness. So here we have a great idea reworked into Source Filmmaker with some new elements but the quality isn’t the best.

Chien-Po, Yao and Ling

Visual techniques in SFM movies

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"Aladdin" - "Friend Like Me"

The next example is “Friend Like Me” from «Aladdin». The beginning of that scene shows that the friendly colors here are blue, purple, pink with their various shades. In the whole scene we can see that most of the scenes have a blue element (The Genie) that looks friendly and an opposite color, which is red (Jafar’s clothes, Iago). The are a few more main characters in the scene and each character has their own reference actor. For example, The Genie is Robin Williams, Aladdin was a mix of a few people but main one was Tom Cruise, and the comic Iago was played by Gilbert Gottfried. Back to the example, the main character here are Aladdin and The Genie who both try to catch the attention of his friend. The Genie was made as an active character so he frequently appears and disappears in this scene. The dynamics effect is achieved by moving different body parts around. When Genie is dancing his hips lead his legs and body; when he juggles his body divides into two parts – hips that move away his legs and his upper body that

is responsible for his arms’ movements. Besides that, The Genie always appears bigger than Aladdin, which creates a contrast between these two characters. Finally, we notice his round shape, which symbolizes his kindness. Now let’s move to the Source Filmmaker film that recreates this scene. Now we can see that colors have switched their meanings – the red shades are presented as the main and kind ones, and blue becomes the color of evil. Source Filmmaker isn’t an almighty program so to imitate the smooth changes of The Genie’s movements (he’s constantly transforming without losing self-image), the animator used the change of surroundings. So every verse of the song has its own atmosphere. It’s important to look at character’s facial expressions. Medic (who represents Aladdin here) grows more and more friendly towards his genie friend as his smile widens. Another interesting part of the video is Ali Baba and his thief gang. Ali here is presented

not that big of a difference in colors


through the Demoman with slightly exaggerated facial features, which makes him look more stupid than terrifying. The creepy Demomen that suddenly appear behind him were the ones who were actually terrifying. This is a case of using a classic scare method called jumpscares. Both the original and Source Filmmaker videos lead the viewer to believe that one character can’t function without the other. In the Source

Filmmaker video, the animator creates the magic atmosphere while presenting The Genie – he courageously fights with BLU and wins. He grants some of the Medic’s wishes and creates various hats and mediguns for the Medic. This is definitely a well-made recreation of the original scene that benefitted quite well by using some of the animator’s original ideas.

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"Lion King" - "Be Prepared"

The final example is “Be Prepared” from «The Lion King». In the original scene there are four main colors: Green, yellow, red, and blue. The first color that we see in that scene is green – the color of [Scar’s] envy – as Scar sings about his plans to overthrow the king. The next color is yellow – it leads from green to red, from envy to rage. The red-colored scenes show Scar singing about his power over the land after he kills the king. The final color we see is blue, which makes the scene seem peaceful – but it’s really the calm before the storm, set up by Scar

himself before he seize the opportunity to usurp the king. The characters we see here are quite remarkable. The dominant character of the scene is Scar with his Prince Charming-like manners. He’s asserts his dominance over the hyenas that sneak around him as he’s the smartest one, the most graceful, and the most evil here. Hyenas are portrayed as being stupid and unable to comprehend the whole plan. Both Scar and the stupid little hyenas appear as if they all have some insidious evil in them. That impression is created by the color scheme and the background of that


scene. They live in some deep canyon filled by green [toxic] vapors with lava and fire in the end that only contributes to their “bad guys” appearance caricature. The Source Filmmaker video transforms all the animal movements into human ones. The film version shows Scar’s elegant and dynamic movements. His tail and mane seem to move on their own and complete his evil appearance. This feature was nicely adapted by the Source Filmmaker video’s animator. When the Medic moves around his coat also waves around on its own. In his dance we can see the same grace, like Scar’s movements. The Medic is definitely pleased with his evil plan. His determination and pride are as noticeable as his excellent posture. He treats his subordinates as Scar treats the hyenas: He kicks them and pushes them around but also tries to trick them into believing him. It’s obvious that he wants to rise to power by using these pitiful losers. It goes without saying that this video was created by a very talented animator who used that same Disney magic for this incredible piece of work. That’s just an example of great use of an idea in a very well-made animation.

Comparison of Scar and Medic movements

Two villanous henchmen

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Now it’s time to draw the line and see what we’ve learned from this article. It’s obvious that listed here cartoons are somewhat similar to each other, because all of them use the fundamental rules of Disney animation. We must remember the main ones: 1. Preparation and anticipation. There should always be some kind of warm-up before we get to the main action. E.G., to hit the ball you have to aim the foot. The key frame is the process of aiming the foot, because only after that the foot can kick the ball. 2. An overlap between movements. The best example here is Scar: while he jumps from one rock to another, his tail moves on its own. That makes the whole animation look much more natural. When you’re making a Source Filmmaker poster you shouldn’t forget this rule – otherwise you will get a character with a nicely posed arm and a totally dislocated shoulder, and it will ruin the poster.

above all else. You should always keep in mind how much time your character will spend doing their movement and decide on the speed of their actions. It’s important to remember the size and weight of the character or any object you’re going to move. If it’s the Heavy then you should decide how much power it would require to make it move faster and this will determine the running time of the movement. As a final note, we want to give you piece of advice: Always ask yourself “Why?”. Why should this object be put here? Is this crucial to the whole scene? To make a good animation you must understand how and why objects move up to a certain point and how it will progress further. You might want to add your own animation rules but they should be authentic enough, so the viewer will be entertained and moved by your story. Good luck!

3. Have a smooth start and smooth end of an animation. Imagine a character running – firstly he moves his feet slowly, then he speeds up and then again he slows down before he stops. 4. Exaggeration. A really good example of this is the scared Soldier’s bugged-out eyes from the Saxxywinning Source Filmmaker film “Turbulence”. 5. Timing. This is probably the most important rule to adhere in animation 59

Soldier’s bugged-out eyes from "Turbulence"


TF2 styled poster that replicates famous Disney characters

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News Some Steam and non-Steam news

New DLC for “Assassin’s Creed: Syndicate” named «Jack The Ripper».

"Dragon’s Dogma" is now avaliable.

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Winter Sale.

New painting tutorials. 62


Traitor! Egor Danilin DA - link Gmod

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Art Gallery

SFM and Gmod works from around the world


Unnamed Vasily Nefyodov VK - link Gmod

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Untitled GoldenLogik DA - link SFM

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Trooper Z-Wasp DA - link SFM

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Max Payne blackjack474 DA - link SFM

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Cultists Scotchlover DA - link SFM 74


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Come to the Dark side predatorslow DA - link SFM 76


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Moscow 2033 Dkud DA - link SFM

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Blast ‘em! JHKris DA - link SFM

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Harsh Hoth Minaus DA - link Gmod

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Great Swamp Dkud DA - link Gmod

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Greener Grass Heavy-shtopor DA - link SFM

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Bent Desp4 DA - link SFM

Dear readers! Here comes our section “Art gallery”. And here you can find cool works all over the world. It doesn’t matter who creates the picture, what its theme and how it is done. The most important thing for us in this section - beauty. Oh, you can bribe our editors. If you’d like, you could transfer some money to the bank account (0578 1245 9856 2154). Hope, that our chief editor won’t take this out. Try hard enough and your efforts will be rewarded! And the most important part - efforts of less than 200 c.u. will not be accepted.

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Letters to Editors Your interesting stories or wishes Now We’ve got cats here.

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A real taste of humiliation A gourmet dish from Chef Tavish Finnegan DeGroot


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