ZUGHS

Four thousand creatures, each walking through a world of its own.

Every frame is rendered in 3D by a renderer written from scratch, then counted down into real pixels. 128 by 128, 32 frames, a loop that never stops.

See all 4,000
ZUGH #1000
ZUGH #1000

Fifteen one of ones

Drawn by hand as single pieces. Their colours, their sky and the thing on their head appear nowhere else in the four thousand.

Ten worlds

Five studies

The renderer with the colour taken away. Each one gets fewer shades than it needs, so the form has to carry it.

How a ZUGH is made

No AI and no stock parts. Each character is a shape described in code, lit in 3D and then cut into a handful of hand built colours, one pixel at a time.

  1. Depth map of ZUGH #1000DepthThe raytracer finds the shape.
  2. Surface normals of ZUGH #1000SurfaceEvery pixel knows which way it faces.
  3. Shading cut into a few valuesRampThe light is cut into a few shades, never blurred.
  4. Finished frame of ZUGH #1000, CinderFrameColour, sky and outline land. Then it walks.

One rule holds it together: a planted foot never slides. The ground moves one pixel per frame, so the foot moves back exactly one pixel per frame, and the build checks it.

timso, drawn as a ZUGH

Made by timso

A PFP artist for almost four years, across frame by frame animation, pixel art and generative work. ZUGHS puts all of it together in one renderer.

The collection

4,000 ZUGHS and no two alike. Ten heads, ten hats, ten kinds of eyes, twenty skies and a palette drawn for each one.

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