• LKOTX Season 2 VFX Breakdown by Chop Shop Post
    vfxexpress.com
    Chop Shop Post delivers stunning visual effects for LKOTX Season 2, bringing cinematic depth to its high-octane action and immersive world-building. This VFX breakdown showcases their seamless blend of CG enhancements, digital environments, and dynamic effects, all crafted to elevate the storytelling.From intense action sequences to subtle visual refinements, Chop Shop Posts work ensures that every frame feels grounded yet visually spectacular. Dive into the behind-the-scenes process and witness how top-tier VFX craftsmanship shapes the look and feel of LKOTX Season 2!The post LKOTX Season 2 VFX Breakdown by Chop Shop Post appeared first on Vfxexpress.
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  • Ghost of Yotei Will Support PS5 Pro, New Weapon Types Revealed
    gamingbolt.com
    The official PlayStation page for Sucker Punchs Ghost of Yotei has seen some updates, providing a few new details. While its known that the sequel takes place 300 years after Ghost of Tsushima with a new protagonist named Atsu, the latter has risen from the ashes of her homestead to hunt those who killed her family.She takes on various jobs and bounties for money and revenge. However, it notes her fighting style, means of survival, and the evolution of the Ghosts legend will be up to you. It reinforces the greater control over the story promised by the developer (who also wants to avoid the repetitive nature of open-world titles).Gameplay-wise, the page reaffirmed that players can use dual katana in combat alongside new mechanics and gameplay improvements. You can also wield brand-new weapon types, like the dachi and kusarigama.Ghost of Yotei doesnt have a release date, but its out this year for PS5. It will also feature enhanced performance and visuals on PS5 Pro. Stay tuned for more details and updates en route to its release.
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  • Remedy Entertainment Outlines AA Development and How This Affects FBC: Firebreak
    gamingbolt.com
    Remedy Entertainment has numerous upcoming projects, including the highly anticipated sequel to Control and Max Payne 1 and 2 Remake. However, its co-op spin-off FBC: Firebreak is also generating interest with its sense of style, approach to multiplayer, and lack of live service elements.Theres also the fact that it has a sizable budget 30 Million, compared to Control 2s 50 Million. But even if you consider FBC: Firebreak a double-A title instead of triple-A, how does that work in development?Communications director Thomas Puha explained this to MP1st, noting that for Remedy, It means the cost of the games development, meaning the budget, the development team size and the amount of content and features we ship on day 1. These are all intricately linked to each other.Then, there are things like, we arent doing a lot of VO localized into lots of different languages, being more economical there, which is easier when you dont have cutscenes, which are some of the most expensive things to do in video games. The aim, as always, is to put out as great of a game as possible.The lack of cutscenes is interesting since Remedy is known for its cinematography and presentation. Given how often co-op titles like Helldivers 2 rely on the same, limiting them for pacing and flow is understandable.FBC: Firebreak is out this Summer for Xbox Series X/S, PS5, and PC and will be mid-priced. It wont have cross-progression at launch, but cross-play and matchmaking will be available. You can learn more about its gameplay systems and Altered Augments.
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  • Getting in touch with the Fortnite generation | Cody Clix Conrod interview
    venturebeat.com
    I spoke with Cody "Clix" Conrod, who has millions of followers on social. He has been playing Fortnite since a young age and now he is world famous.Read More
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  • Casa Umbral features a brick-lattice faade that scatters soft light into the interior in Madrid
    worldarchitecture.org
    Submitted by WA ContentsCasa Umbral features a brick-lattice faade that scatters soft light into the interior in MadridSpain Architecture News - Mar 31, 2025 - 05:14 html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd"Madrid-based architecture studio ARQUID has completed a single-family house located in the northeastern district of Madrid, Spain.Named Casa Umbral, the 769-square-metre house serves as a tranquil haven, featuring a distinctive ceramic facade that provides effective protection against external noise and disruptions. The overall mass is carefully crafted based on a series of openings and volumes.By integrating design and technology, clear boundaries and relationships are established between interior and exterior spaces, shaping the project into a dynamic, three-dimensional structure.Casa Umbral represents a perfect blend of innovation, functionality, and sustainability in architectural design, offering its inhabitants an exceptional living experience.The design of the single-family homes structural layout embraces the familys lifestyle and daily routines, with the main objective of creating a tranquil environment and calm spaces. Exclusively designated for daily activities, the ground floor houses the kitchen, office, and living room, all of which are easily accessible.The upper level houses more personal spaces, including the bedrooms. This planning arrangement acts as a buffer for noise and privacy as you ascend. Large windows on the ground floor provide views of and access to the private garden.The house consists of four volumes: one faces the main street, while the other three are positioned at the back, overlooking the garden. Inside, this volumetric arrangement is mirrored through the incorporation of custom enclosures that link the primary areas.Brick-lattice facadeMade from simple ceramic elements in a terracotta hue to form an elegant and reticular latticework. Modestly covering the interior glass enclosures, it also showcases the two terraces on the upper floor, as desired. Utilizing a criss-cross technology that optimizes privacy while allowing for sunlight and views.Material properties that benefit this projectAn essential element of the design is its role as a secondary skin; it has been designed to support itself and to be reinforced. The ceramic facade features a modular design that creates an intriguing visual effect, a captivating play of shadows, and the diffusion of gentle light throughout the interior.This project employs a brick lattice that provides numerous functional benefits, such as improved acoustics, ventilation, and airflowespecially crucial in an area characterized by mainly hot weather. Since this method requires fewer materials than conventional solid walls, it allows for flexible design configurations at a lower cost.As its name suggests, Casa Umbral serves as a transitional space amidst the vibrancy of urban life. By enabling passive management of the indoor climate, the selected materials enhance the energy efficiency of the structure while fostering a conversation between modernity and tradition.Interiors: Spatial balanceThe exterior wall influences the arrangement of the interior by functioning as a key element of the built-in furniture, thereby dividing and linking the primary living areas.This arrangement creates intimate, secluded areas within the building, enhancing comfort for occupants by keeping them private from the public road.The houses interior design enhances the link to nature outside and maximizes functionality. The main living space, dining area, and kitchen are integrated with an open layout.With large windows, the building can be illuminated by natural light from every direction, and it boasts garden views that can be described as panoramic.The corridor connects various facilities and is primarily located on one side across all floors, facilitating navigation and optimizing the efficient use of space in other areas.Using soft-finish wood for interior features like doors strikes a balance between modern aesthetics and the allure of the natural environment. The area gains definition and warmth from these materials.This generates an atmosphere that is welcoming and snugperfect for a family hometogether with the light colour schemes and conventional finishes.Eco-conscious architecture"This project applies advanced eco-conscious design strategies. The main facade, serves as a sustainable strategy for passive lighting, contributing to energy savings," said ARQUID."All of the building's corridors are vertically aligned, allowing natural light to flow freely through all levels, further enhancing the lighting input.""In addition, the faade criss-cross pattern may promote vegetation expansion in the patios and terraces. These design interventions, enhance the indoor ambience and encourage eco-conscious practices, promoting air purification, and improving indoor air quality," the firm added.To provide efficient heating and cooling, a geothermal system has been installed for air conditioning, utilizing energy from below the surface.Moreover, arrangements have been made for the future installation of photovoltaic panels, which will produce solar energy and contribute to a further reduction in the home's energy consumption. Another component is an electric vehicle charger installed in the garage, which eases the shift to more sustainable mobility.Ground floor planFirst floor planSecond floor planElevationElevationMass diagramMass diagram-2Mass diagram-3ARQUID is an international firm based in Madrid that specializes in managing and designing both small and large projects across various sectors.Project factsProject name:Casa UmbralLocation:Madrid, SpainDeveloper/Client:PrivateDesign Architect:ARQUIDConstructionCompany: COGSL (Construcciones Olias Gmez SL)Carpentry:CareCeramic facade:FerrsWindow carpentry:ItesalTotal surface of the house:768.61 m on a plot of 479 m.Completion year: 2024All images Alberto Amores.All drawings ARQUID.> via ARQUID
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  • Upgrading UK housing to EPC C rating could cost nearly 120bn, study finds
    www.bdonline.co.uk
    Retrofit work would cost up to 11,000 for each homes, according to new researchUpgrading the UKs housing stock to meet the governments energy efficiency targets could cost nearly 120bn, according to new data.It will cost between 6,220 and 11,120 to upgrade each home to the governments benchmark standard EPC rating of C or better, a study by Impact Data Metrics (IDM) has found.Labour has set a target for all rental homes to achieve an EPC rating of at least C by 2030Labour has set a target for all rental properties to have a minimum EPC C rating by 2030, and for newbuild private homes to achieve the rating by 2035 under the Future Homes Standard, which will be introduced this year.IDM, which works with local authorities, developers and agencies leading net zero campaigns, said retrofitting the 10 million-plus homes that need work to reach EPC C would cost at least 65.4bn at the lower range and up to 118.1bn.The firms chief executive Geoff Wainwright said: Against a challenging economic backdrop for the government, our research highlights the scale of the retrofit challenge ahead if we are to get anywhere near meeting our Net Zero ambitions.While official data also shows household energy consumption has fallen significantly in recent years, particularly among people living in the least energy efficient homes, IDM said dramatic intervention would be needed in the form of green grants to incentivise retrofit work if EPC targets are to be met.Between 2020 and 2023, energy consumption fell by up to 17.8%, largely from changes in consumer behaviour.
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  • Network Rail to build 40,000 homes in partnership with government-owned developer
    www.bdonline.co.uk
    Treasury also announces taskforce to unlock unused public landNetwork Rail will form a new property company in partnership with government-owned developer London & Continental Railways (LCR) with plans to build 40,000 homes, the Treasury has confirmed.The as yet unnamed company, which has been in the works since 2023 when the plans were first revealed by Network Rail, is set to launch later this year.Network Rails new property company will launch later this yearThe Treasury has announced four sites which are already in the pipeline, including a 100-acre regeneration site at Newcastle Forth Yards which could see the delivery of 5,000 homes.A further 1,500 homes are planned for Manchester Mayfield, with a 450-home mixed-use scheme in Cambridge and a 200-home scheme in Nottingham also being worked up.>> See also:This is a growth story How Network Rail plans to become one of the UKs biggest housebuildersA new taskforce has also been launched to speed up the delivery of homes on unused public land, including land owned by the Ministry of Defence (MoD) which the Defence secretary said has potential for more than 100,000 homes.The cross-government body will identify available sites to be developed as quickly as possible by removing barriers that have prevented houses coming forward at pace on vacant public land for too long, the Treasury said.Chancellor Rachel Reeves said: For too long, surplus government-owned sites have gone underused, but they are a huge untapped resource that could create opportunities for the next generation of homeowners.In contrast to the failed approach of the past, we are making the best use of public land to build the homes that families and our Armed Forces need, improving opportunities for homeownership and creating jobs across the country.Other schemes announced include Deverell Barracks, an MoD site in Ripon which will be transferred to Homes England with plans to start construction on1,300 homes within the next 12 months.Another 1,300 homes would be built at the MoDs Chetwynd Barracks in Chilwell, while thousands of homes could be built at Wyton airfield in Cambridgeshire in the coming years, according to the Treasury.
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  • Model A Mac In Blender
    www.blendernation.com
    Quentin Steinke writes: In this Blender 4.4 tutorial I walk you through modeling a Mac in Blender. If you have any questions of need some help, let me know in the comments!Source
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  • Creating a Stylized 3D Viking with Ease | Character Creator 4 & Blender Auto Setup [$]
    www.blendernation.com
    Creating a Stylized 3D Viking with Ease | Character Creator 4 & Blender Auto Setup By Bart on March 31, 2025 3D News Character designer Peter Alexander shares his enthusiasm for the recent Blender Auto Setup updates, highlighting how they streamline character design using Character Creator 4 (CC4) assets. He details his workflow, emphasizing the efficiency and viability of this setup for those without access to licensed software like Zbrush.About MythconsGreetings, my name is Peter Alexander. I am a character designer and 3D generalist who works with Character Creator 4 (CC4) and related pipelines. The recent updates of the Blender Auto Setup has made me more excited about CC4 character design than ever. Thanks to the brilliant developers, character design in Blender using CC4 assets is very streamlined and is a viable solution for those who do not have access to Zbrush or other licensed software.Check out Mythcons's artstationSend Avatar from CC to Blender with the data linkIn fact, I have mostly switched over to Blender as my CC4 customization software. The power of Blender Auto Setup will depend on which options you choose when sending data over from Character Creator. I would recommend that you use the Send Avatar function, as it will give you access to the Proportion Editor and the ability to sculpt in high resolution and transfer those details to your lower resolution mesh.The proportion editing in the Blender Auto Setup mitigates the need to mush around the mesh, as you can move and scale the bones to get the desired proportions. My preferred method is to use the Proportion Editor, then sculpt once the bones are in place.The options listed under Child Bones Inherit Scale refers to how the child bones (bones under the hierarchy of the current bone) are scaled in relation to the bone you are manipulating. Full will make the child bones scale with the parent bone, and None will leave the child bones unimpacted by scale.If you have set up your workflow to use the Send Avatar function, selecting Go CC in the Blender Auto Setup add-on will send the data back to CC4 and provide you with the option to create a new project with the updates from Blender.If you have set up your workflow to use the Send Morph function, your data will be sent to CC4 as a new morph for your character.Regardless of which method you use, you can take this opportunity to do some clean-up on the characters. I start by applying Mirror Symmetry, since this is a symmetrical character.I also adjust any facial features, such as teeth, using the CC4 Proportion Editor. Selecting the Face category will give you access to the bones of the Eyes, Teeth, and Tongue.At this point I send an updated version of the character over to Blender for additional editing, including texturing and creating some hair and assets. While I usually texture my characters in a dedicated application like 3D-Coat, you can manipulate the textures within Blender using its native tools.UDIMs are supported (meaning you can paint across UV tiles), although I should note that you need to have the same channel selected for all materials otherwise painting over the UV tiles will bleed into improper channels. If you are painting Diffuse (Color), you need to make sure each material is selected to the Diffuse channel. If you have made a change to the textures and want this loaded when the character is sent back to CC4, choose Save All Images.Creating AssetsI will say that I like to keep my assets as low resolution as possible until I need to increase the detail. This allows for optimal control. I will often use a SubDivision modifier, especially if I am creating a hard surface.I start with this shield piece of armor for his belly. I often use the Loop Tools (enabled in Blender add-ons) to create the loops I need and straighten out edges. Keeping the resolution low allows you to prevent unnecessary deformations when you are moving geometry. With higher resolution, more corrections will need to be made.Creating HairAs with clothing and other assets, be aware of the limitations of hair assets for CC4. While a wide variety of hairstyles can be achieved, longer hair can require more advanced solutions. I intended to create these braids and have them swing along with the character as he moved, but since spring bones do not collide with the mesh, these presented a challenge in many animations.Weight SkinningSkinning is the process of assigning weights to objects relative to their rigging system, ensuring natural deformation during animation. Technical artists face challenges with complex setups like characters with large bellies, rigid shields, and associated components, all requiring precise weight assignment. Creating realistic movement involves applying various animation clips, reviewing timeline movements, and making adjustments when deformation issues arise. Saving an initial OBJ copy of items is recommended practice, allowing reset to default state if skinning causes problems. The entire process demands expertise to achieve convincing results without mesh poke-through or unnatural deformations.Facial Expression EditingI used the standard export method to edit the expressions in Blender. To achieve this, export as an FBX and choose Mesh and Expression Sequence. This will allow you to import the necessary data for editing the expressions in Blender.Once in Blender, you can scrub through the timeline and see that all the expressions are there in sequence. When you go to your Shape Key menu, you will see expressions activate. You can pin the shapekey you are working on and edit them without going through the timeline, but certain expressions use bones, such as the Jaw Open expression, so it is good practice to use the timeline.Once you are finished editing, you need to export the FBX. Then, in Character Creator, initiate the facial profile editor and import the FBX with Expression Sequence. This will populate the expressions with the appropriate data.Additional FeaturesScene Lighting PresetsThe Blender Pipeline allows you to easily cycle through many lighting presets. Aside from the rendering benefits, you can see how your character looks under various lighting, giving you the opportunity to adjust your character as needed.SculptingThe sculpting function has two main options: Body and Detail, specifically set up for the CC4 standard character. The Body option is designed for shaping your character, while the Detail is for adding delicate details, like skin pores, veins, sculpted hair, etc. This function will generate high-quality normal maps to your Baked folder, which you can then add to your character in CC4 (I would suggest adding them using SkinGen).Data-Link OptionsThe Data-Link options allow you to send a variety of data back and forth between CC4 and Blender. This is especially useful for checking poses and basic animations.You can take it a step further and Rigify the CC4 avatar, giving animators access to an advanced animation rig. Blender animators especially will be comfortable with this rigging and animation system.The Blender Auto Setup Pipeline has many other functions, but one of the most important is the Skin Parameters menu. All the skin materials are linked, and you can make significant changes to the look of your character very quickly, in a non-destructive manner. The number of quality functions in this add-on cannot be overstated, and it is a free bonus for those who are dedicated to the Reallusion 3D ecosystem.To ConcludeReflecting on the process (here you can see the full breakdown) of creating my stylized Viking for CC4 using the Blender Auto Setup, Im really impressed with how smooth and intuitive it felt. Switching to Blender as my go-to for CC4 customization has honestly been such a rewarding move. The Blender Auto Setup add-on, paired with CC4s tools, just clicks for me. Its like they were made to work together.There were moments that required some extra thought, like figuring out the skinning for the shield and straps or getting the braids to move naturally without clipping through the mesh. But even those challenges felt manageable because the workflow is so well thought out. I especially loved being able to tweak proportions in the Proportion Editor and then jump straight into sculpting details, which just feels natural.As for lighting presets and sculpting options; theyre total time-savers. For someone like me whos always looking for ways to streamline without sacrificing quality, this setup has been a revelation.
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