• X.COM
    Character Artist Ian Spriggs showcased this highly realistic animated portrait made with Maya. Details of the creative process: https://80.lv/articles...
    Character Artist Ian Spriggs showcased this highly realistic animated portrait made with Maya.Details of the creative process: https://80.lv/articles/check-out-this-highly-realistic-animated-portrait-made-with-maya/
    0 Commentarii 0 Distribuiri 35 Views
  • X.COM
    RT Humanoid History: ALIENS concept art by Syd Mead.
    RT Humanoid HistoryALIENS concept art by Syd Mead.
    0 Commentarii 0 Distribuiri 31 Views
  • X.COM
    Using AI to scam government money is increasingly common
    Using AI to scam government money is increasingly commonAlec Stapp: 25% of community college applicants in California are now AI bots.Scammers enroll the bots in online courses long enough to get money from the Pell Grant system.Welcome to the future.
    0 Commentarii 0 Distribuiri 32 Views
  • 0 Commentarii 0 Distribuiri 33 Views
  • WWW.RESETERA.COM
    Clair Obscur voice language: English or French?
    ConflictResolver Member Jan 1, 2024 4,393 Midgar With Japanese games it depends on the game for me. Persona and SMT I play in Japanese. But Resident Evils and the newer Final Fantasy games are in English. Ghost of Tsushima or Assassin's Creed Shadows I haven't played, but would go Japanese voices. Clair Obscur isn't just because it's a French game, but it feels thematically French so I think it feels right to go with subtitles on this one. What about ya'll?  Mifec Member Oct 25, 2017 19,290 Game was written and recorded in English first if that helps you decide.   OP OP ConflictResolver Member Jan 1, 2024 4,393 Midgar Mifec said: Game was written and recorded in English first if that helps you decide. Click to expand... Click to shrink... Ah just like FFXVI! (If I recall correctly?).   Tailzo Fallen Guardian Member Oct 27, 2017 8,920 Francais, naturelement. J'habite en Norvège depuis l'âge de 4 ans, mais j'essaye de maintenir ma langue maternelle. / French, offcourse. I live in Norway since I was 4 years old, but I try to maintain my mothers tongue.  Silver9 Saw the truth behind the copied door Member Oct 31, 2017 1,210 English voices are great.   Agni Kai Member Nov 2, 2017 9,843 The guillotine is the only answer for those who play in any other language than French.   Chaserjoey Keeper of the White Materia Member Oct 27, 2017 9,807 Go English and if you don't vibe with it then just swap to French   Elven_Star Member Oct 27, 2017 4,687 Haven't tried the French VA, but the English one is great. VA in a language I don't know is way too distracting. I never use it in JP games either.  Clive Member Oct 25, 2017 5,436 Always the language you understand best.   Linus815 Member Oct 29, 2017 23,669 ConflictResolver said: Ah just like FFXVI! (If I recall correctly?). Click to expand... Click to shrink... ff16 script was written in Japanese. it was mocapped by British actors though and english VA is recommended, it doesnt even have JP lipsync  Soulflarz Member Oct 25, 2017 3,934 Ben Starr exists so...   Magoo Member Oct 28, 2017 2,824 UK Ben Starr and Jennifer English have been doing the press touring hard going by my YouTube recommendations, so I'd feel like I owe it to them.   SickNasty Member Mar 18, 2020 1,745 The acting in both is excellent. This is rather harder to decide than Plague Tale, where the French VA was the shining star and maybe fit the setting a little more.   ClamBuster Member Oct 27, 2017 4,303 Ipswich, England don't speak french, but being an avid lover of french cinema, the game will absolute be played in french will always play a game as native as i can  Mars People Comics Council 2020 Member Oct 25, 2017 18,822 It was created in English first. And the English voice acting is exceptional. Go English vo.  super-famicom Avenger Oct 26, 2017 29,896 I'm playing in French!   moqz Member Jan 28, 2025 401 I generally like to play games in their native language but I just can't say no to Ben Starr   Micerider Member Nov 11, 2017 1,339 As a french speaker : english. It's the superior and original version.   Clay Member Oct 29, 2017 9,311 ClamBuster said: don't speak french, but being an avid lover of french cinema, the game will absolute be played in french will always play a game as native as i can Click to expand... Click to shrink... This is an interesting case though. It's not like it came out in French first and was then translated. I get what you're saying, but it seems like the argument here would be more along the lines that it just fits the general atmosphere more, or feels more authentic, not that it's as "native" as possible. That said, I have been curious to check out the French voice acting. Haven't switched over yet though. And as other have said, the English VAs are incredible.  WhoaIsThatMars Member Oct 25, 2017 2,698 湘南 Soulflarz said: Ben Starr exists so... Click to expand... Click to shrink... So does Charles Cox  Syne It's Pronounced "Aerith" Member Feb 5, 2023 9,614 UK   Kalentan Member Oct 25, 2017 50,329 While I have no doubt the French cast is good, it does feel like the game was very much putting it's English Cast at the forefront in all of the marketing.   Moara ▲ Legend ▲ Member Oct 25, 2017 25,783 Can't speak for the french VA but the english voice work is fantastic   Papercuts Prophet of Truth Member Oct 25, 2017 12,590 I would never deny myself the dulcet tones of Jennifer English.   antitrop Member Oct 25, 2017 14,790 Ben Starr and Jennifer English were what got me interested in the game in the first place, then the glowing previews hit.   Greywaren Member Jul 16, 2019 12,830 Spain It was originally written and recorded in English, so I'm sticking with that.   Killyoh Member Oct 28, 2017 1,765 Paris, France I'm french so I started the game in french for once, didn't really like it, tried in English and fell in love with the voices. It was written in English first and it clearly feels like it. The french dub isn't bad at all though, it just feels a bit unnatural. (Also it's really funny to hear the characters randomly change language to swear "Putain de merde")  OP OP ConflictResolver Member Jan 1, 2024 4,393 Midgar Alright that does it I'm changing to English!   Maxime Member Oct 27, 2017 3,539 My plan is: English for first play through, French for / when NG+.   Dinoegg_96 Avenger Nov 26, 2017 2,762 They brought Daredevil, so english it is.   FakePlasticTree Member Jul 24, 2018 13,683 Japanese of course, it's the original so of.. wait a minute   Vex Member Oct 25, 2017 25,378 Silver9 said: English voices are great. Click to expand... Click to shrink... They are great. I think the sound balance is off though. Or they are speaking really low? Sometimes it is hard to hear them.  FakePlasticTree Member Jul 24, 2018 13,683 Clay said: This is an interesting case though. It's not like it came out in French first and was then translated. I get what you're saying, but it seems like the argument here would be more along the lines that it just fits the general atmosphere more, or feels more authentic, not that it's as "native" as possible. That said, I have been curious to check out the French voice acting. Haven't switched over yet though. And as other have said, the English VAs are incredible. Click to expand... Click to shrink... Kalentan said: While I have no doubt the French cast is good, it does feel like the game was very much putting it's English Cast at the forefront in all of the marketing. Click to expand... Click to shrink... The mocap was actually done by the French, which the English cast dubbed over according to Ben, Jen & Andy On that note it was probably written in English first since its lead writer who is also their Localization editor is American I think  Soulflarz Member Oct 25, 2017 3,934 FakePlasticTree said: The mocap was actually done by the French, which the English cast dubbed over Click to expand... Click to shrink... to make this more confusing, the lip syncs are for english though  Kalentan Member Oct 25, 2017 50,329 FakePlasticTree said: The mocap was actually done by the French, which the English cast dubbed over Click to expand... Click to shrink... So people are incorrect that they did the English VO first? (Though that doesn't change that they have pushed the English VO's in the marketing).  Wollan Mostly Positive Member Oct 25, 2017 9,840 Norway but living in France I was leaning French but I'm quite rusty (and never high level) so I will do English voiced and French subtitles.  
    0 Commentarii 0 Distribuiri 33 Views
  • WCCFTECH.COM
    PELADN Launches YO1 Mini PC, Featuring 16-Core Ryzen AI Max+ 395 CPU And 128 GB System Memory In A Compact Chassis
    The Chinese company PELADN launched a compact Strix Halo-based PC, delivering powerful compute performance for intensive workloads. PELADN YO1 Mini PC is the Company's Fastest Offering Yet, Offering Powerful Specifications for AI Tasks Many hardware manufacturers have already debuted their latest Strix Halo-based mini PCs but PELADN hasn't updated its mini PC lineup for a while now, and the latest ones, apart from the recently launched YO1 mini PC, you can find features up to Ryzen 8845HS or Intel Core Ultra 7 155H. The company hasn't released any Strix Point, Krackan Point, or Lunar Lake-based systems till now, but has gone straight for the most powerful Zen 5 chip i.e., the AMD Ryzen AI Max+ 395 CPU. The YO1 Mini PC greatly improves the compute performance of the system without increasing the system's footprint and is the only one from the company to offer up to 128 GB of total system memory. Image Credit: @realVictor_M With companies shifting their focus on AI hardware, higher memory capacity has become the norm and 128 GB can be overkill for most. Still, this keeps the system future-proof and the YO1 will be able to carry out intensive AI workloads quicker. The Ryzen AI Max+ 395 processor is also the fastest mobile chip to be adopted in such systems, bringing 16 cores and 32 threads with powerful integrated graphics. While the YO1 doesn't focus on gaming, the Radeon 8060S is quite sufficient even for modern games, offering competitive gaming performance in the mid-range section. So, essentially, the YO1 is one of the most powerful systems you can carry inside a small backpack that can crunch numbers or play video games while also consuming significantly less power than the desktop alternatives. Not much has been disclosed regarding its complete specification, but we anticipate modern connectivity like WiFi 7 and Bluetooth 5.4, and the latest USB ports for peripheral connection, including USB4 C ports. These are visible in the image as well, which also shows a completely new chassis design for the YO1 that hasn't been used previously by PELADN on any other mini PC. Pricing isn't known yet, but it is going to be quite pricey as Strix Halo systems with Ryzen AI Max+ 395 have been retailing for nearly $2000. News Source: @realVictor_M Deal of the Day
    0 Commentarii 0 Distribuiri 36 Views
  • WWW.UNLIMIT-TECH.COM
    ترقيات OnePlus 13R تشمل تجاوز الشحن ودعم نقل الملفات مع Mac
    لقد تم إطلاق هاتف OnePlus 13T الجديد في السوق الصينية مع شاشة بحجم 6.3 بوصة ضمن فئة الهواتف الذكية المتميزة بنظام اندرويد، وبطارية كبيرة تدعم الشحن السريع. ومع ذلك، أعلنت العلامة التجارية أن بعض عملائها يمكنهم الاستفادة من هذه المزايا دون الحاجة لشراء الهاتف الأحدث.الميزة الأساسية تسمح للهاتف بالعمل عبر مصدر طاقة دون شحن البطارية، مما يقلل من ارتفاع درجة الحرارة أثناء جلسات الألعاب الثقيلة. تم تفعيل هذه الميزة في التحديث البرمجي الأخير لـ OnePlus 13R، الذي يُعد أول جهاز من سلسلة “MAING” في الأسواق العالمية.يشمل التحديث أيضًا إضافة واجهات تشغيل الساعة المخصصة للعلامة التجارية، وميزة تسجيل الشاشة الجزئية، بالإضافة إلى تصحيح أمان أبريل 2025. كما يمكن لمستخدمي 13R الآن توصيل هواتفهم بأجهزة Mac لمشاركة الملفات.المصدر
    0 Commentarii 0 Distribuiri 37 Views
  • GAMEDEV.NET
    generate vertex colors for a mesh
    Author I have mesh and would like to generate vertex colors for the mesh, but have found no solutions, atleast for C++. The mesh looks like this://Vector3F is float[3], Vector2F is float[2] and Triangle is unsigned short[3] class Mesh{ Vector3F* positions; Vector3F* normals; Vector2F* uvMap1; Triangle* triangles; unsigned int numVertex unsigned int numTriangles; }; Just add per ver vertex color as you do with positions, normals, etc. The problem is not on the C++ side, but about the graphics API. You need to tell it which components a vertex has, e.g. additional color, or a second channel of texture coords. Advertisement Author JoeJ said:Just add per ver vertex color as you do with positions, normals, etc.The problem is not on the C++ side, but about the graphics API. You need to tell it which components a vertex has, e.g. additional color, or a second channel of texture coords.Sorry looks like I was completly misunderstood. Let say I have read a mesh from an obj file into my mesh structure. Unfortunatelly obj files store only positions, normals and texture coords, but no vertex colors. This has nothing to do with the graphics API. Just need to generate for the mesh the vertex colors, which were not present.So what I am asking, is some kind of algorithm, which creates for every vertex a coresponding color. Ah ok. But what gives you the ‘coresponding color’?I assume you want to paint the color in some modeling tool like Blender? If so, you could export using a file format which supports vertex colors, and you would also need a new importer for that file format. (Not sure about file formats, but i can confirm the AssImp library, which supports many formats, also supports up to 8 color channels per vertex.)If you instead want to generate the colors using some algorithm, you probably want to learn about ‘procedural texturing’, for example perlin noise, voronoi cells, or similar patterns.Related resources are the old but good book ‘Texturing and Modeling: A Procedural Approach’,or Inigo Quilez website, for example: https://iquilezles.org/articles/voronoilines/or the many examples on ShaderToyThose procedural techniques can be used to generate texture colors but also vertex colors. Well, you can go with 3-D binary Perlin noise, to make cow colouring:https://github.com/AnthonyNystrom/Julia-4D/blob/f1d743be8bd619c3f2d70d8d6514f5bc0bb98759/utilities.cpp#L285You can also do dot product based colouring:https://github.com/AnthonyNystrom/Julia-4D/blob/f1d743be8bd619c3f2d70d8d6514f5bc0bb98759/utilities.cpp#L196Also, there is rainbow colouring based on the distance from the origin:https://github.com/AnthonyNystrom/Julia-4D/blob/f1d743be8bd619c3f2d70d8d6514f5bc0bb98759/utilities.cpp#L79 Author I assume you want to paint the color in some modeling tool like Blender? I would like to do it like in some modeling tool, but in my own code. Importing every single model into modeling tool then manualy paint the color and reexporting the model in some new format suporting vertex colors is a big pain in the as. Advertisement convert said:I would like to do it like in some modeling tool, but in my own code. Importing every single model into modeling tool then manualy paint the color and reexporting the model in some new format suporting vertex colors is a big pain in the as.A warning from my personal experience: You can spend lots of time on your own tools, but chances are you will still end up using Blender & co, because overall those professional tools still offer more.Import / export can be automated, requiring a fraction of work compared to making your own mesh editing / painting.The real problem is probably the painting itself. No matter how good tools and asset pipeline is, you still need to do that manually.Eventually for a huge amount of models or levels. And because you didn't tell which kind of content you want to make, we can only give very broad proposals about procedural content generation methods aiming to replace manual work.Beside procedural patterns already mentioned, here are some other things which might help:Wavefunction collapse algorithm (can do procedural textures, but also procedural placement of modular geoemtry, up to entire levels.)Baking global illumination (place few lights and get beautiful color gardients everywhere without painting)Terrain simulation (erosion can give natural mountains and rivers)Maybe there is some magic algorithm which would generate good colors for your specific content, but there surely is no such algorithm working for anything (charaxcters, architecture, terrain, …). So you may want to tell more about your actual goals. Author JoeJ said:convert said:I would like to do it like in some modeling tool, but in my own code. Importing every single model into modeling tool then manualy paint the color and reexporting the model in some new format suporting vertex colors is a big pain in the as.A warning from my personal experience: You can spend lots of time on your own tools, but chances are you will still end up using Blender & co, because overall those professional tools still offer more.Import / export can be automated, requiring a fraction of work compared to making your own mesh editing / painting.The real problem is probably the painting itself. No matter how good tools and asset pipeline is, you still need to do that manually.Eventually for a huge amount of models or levels. And because you didn't tell which kind of content you want to make, we can only give very broad proposals about procedural content generation methods aiming to replace manual work.Beside procedural patterns already mentioned, here are some other things which might help:Wavefunction collapse algorithm (can do procedural textures, but also procedural placement of modular geoemtry, up to entire levels.)Baking global illumination (place few lights and get beautiful color gardients everywhere without painting)Terrain simulation (erosion can give natural mountains and rivers)Maybe there is some magic algorithm which would generate good colors for your specific content, but there surely is no such algorithm working for anything (charaxcters, architecture, terrain, …).So you may want to tell more about your actual goals.Some time ago, about 10 years, have read somewhere that in a modeling tool it is posible to place light(s) and then the tool wil generate colors afected by that light(s). In this case all I need to do is to play with some lights, but posibly I remember it wrong. convert said:Some time ago, about 10 years, have read somewhere that in a modeling tool it is posible to place light(s) and then the tool wil generate colors afected by that light(s). In this case all I need to do is to play with some lights, but posibly I remember it wrong.Yeah, that's possible. But there are potential issues, since you're baking lighting whioch the observer will identify as such:If you bake lighting this way, it is static. We would assume the lighting to change if objects move. Shadows should move with them, but they won't. Also, if you also bake lighting to dynamic models like characters, and then place them into a level with baked lighting as well, they may not fit together, looking wrong.The usual solution to this problem is:Bake only to the static level geometry, and only indirect lighting (indirect = light reflected from walls, but not directly from the light source itself).Then at runtime we calculate the direct lighting in realtime, adding it to both the static and the dynamic models. Eventually with shadows.The baked light is usually stored in textures ('lightmaps'), not vertices. This enables details also on large triangles. But baking per vertex is possible as well. (Usually any 3D modeling tool can be used to bake lighting to geometry.)So if you want to do this, you probably need to learn more about lighting as well. Or you ignore all the errors of incorrect lighting, which can be acceptable if your light palecement aims to add colors everwhere instead achieving realistic lighting. Maybe you even want to disable shadows to avoid the problematic realism. But maybe using only direct lights in realtime is an option too. Can look like this:No textures, no vertex colors, and only one shadowed spotlight is used.
    0 Commentarii 0 Distribuiri 37 Views
  • UNITY.COM
    Pixyz: What's new
    Pixyz is our data optimization solution designed to ingest, optimize, and convert CAD or 3D assets with tessellated meshes from almost any engineering or design software for use in any 3D staging, rendering, or visualization environment. The Pixyz Portfolio has historically included Pixyz Plugin, Pixyz Studio, and Pixyz Scenario Processor. Please read on to learn about significant improvements and a few licensing changes being made to the Pixyz Portfolio soon.Pixyz Scenario Processor was created to ease the deployment of large-scale data preparation workflows prepared and tested in Pixyz Studio. While Pixyz Scenario Processor has proven to be a valuable tool, it needed to be accessed from the Command Line, which limited flexibility when it came to automation.Today, we are announcing that Pixyz Scenario Processor will evolve into a new, more flexible and powerful toolset called Pixyz SDK or “Software Development Kit”. As the primary offering for developers in all industries, Pixyz is now available as a standard library (Python, C# .NET NuGet), to be used in your favorite IDE (PyCharm, Visual Studio code, etc). This allows for faster, more efficient integrations within our users’ infrastructures and applications. Pixyz SDK will also provide cloud-ready tools (docker image) to simplify the deployment of data pipelines in your private Cloud or local server infrastructure. The purpose of this shift is to better serve our trusted Unity and Pixyz customers handling complex, on-premise, data transformation pipelines.Starting July 24, 2024, Pixyz SDK will become available as the successor to Pixyz Scenario Processor. A minimum acquisition of two nodes will be required for Pixyz SDK. There will also be a grace period for current Pixyz Scenario Processor subscribers. Subscribers with less than two nodes will have 6 months after launch, from July 24, 2024 to January 24, 2025, to renew their license. After that date, all customers will be required to purchase two nodes at a company level, or consider transitioning to our Unity Cloud Automation offering.Our experience working with Pixyz Scenario Processor customers over the years demonstrates that it requires effort to properly set up an on-premise data pipeline and that users get more value when starting with at least two concurrent executions of Pixyz. For instance, many customers require both a staging and production environment, in order to make changes in the staging environment before pushing to production.Unity Cloud Automation and 3D Transformation services will be available later this year for customers who do not wish to purchase two nodes or do not require an on-prem solution.For more information on pricing or your subscription, please contact our sales team. To better understand the differences between Pixyz Scenario Processor and Pixyz SDK, how to migrate data pipelines, and how to access documentation, please visit our FAQ on the Pixyz SDK homepage.As Pixyz SDK is being launched along with a dedicated UI* as the companion app to support the scripting experience, Pixyz Studio naturally changes its position in the Pixyz product stack. From version 2024 onwards, Pixyz Studio will focus on interactive data preparation tasks.Pixyz Studio 2024 launches today in Beta and continues to feature a Python API interface. This enables the creation of simple scripts and plugins designed to enhance its out-of-the-box capabilities and create custom actions to help users work more efficiently. However, Pixyz Studio plugins will not be recommended as compatible with Pixyz SDK.Finally, PyQt native support has been discontinued, so plugins are limited to what the XML structure can offer. Customers wishing to create advanced interfaces should use the full power of Pixyz SDK.On September 3, 2024, Unity will launch a new version of the Pixyz Plugin package. While all main features for CAD and 3D import and data preparation remain unchanged, they have been completely revamped and simplified in order to provide a better user experience that remains faithful to the usual way of working with Unity Editor.With the latest release of the Pixyz Plugin package, Pixyz Plugin will be automatically entitled by Unity Industry and will therefore no longer require a separate license. Standalone Pixyz Plugin license purchases will be discontinued beginning September 3, 2024 and Pixyz Plugin will only be available as part of the Unity Industry bundle.Unity aims to simplify the onboarding process for Industry customers with this change, particularly concerning seat management with Pixyz Plugin. This means access to the Pixyz Plugin package will be automatic for all Unity Industry seats. As the first of many steps to enhance the overall user experience for Industry customers, the Pixyz Plugin package will be continuously upgraded to offer more features that further unlock industrial use cases.Find more information about this important upcoming change in our FAQ here.
    0 Commentarii 0 Distribuiri 37 Views
  • 0 Commentarii 0 Distribuiri 30 Views