• Behind the Scenes: The Windrunner
    www.blendernation.com
    Behind the Scenes: The Windrunner By Alina Khan on November 14, 2024 Behind the Scenes Discover the imagination of Andri Stefanus, an Indonesian self-taught artist, as he details the techniques of bringing a fantastic creature to life.INTRODUCTIONHi, my name is Andri Stefanus, and I'm from Indonesia. I majored in Informatic System Specific Website Application Programming, but it didn't work for me, so I decided to make a turn to become a 3D artist.I am self-taught with mixed training in 3D from YouTube channel tutorials. The majority of YouTube 3D tutorials are just basic, so I just had to explore the rest myself, and it was not a pleasant journey. I made multiple failed personal projects, but here I am, getting better and better.INSPIRATIONI want to show you how I created a 3D dragon model. I named it, The Windrunner. No doubt I'm a big fan of the HBO series Game of Thrones; thats why I was motivated and inspired to create my own dragon.Another reason to make this model is that I had an invitation from this platform to write an article about my artwork, so I enhanced it especially for this.PROCESSMy workflow requires multiple software: ZBrush Substance 3D Painter Blender 4.2 LTS Adobe Photoshop (optional for post-processing) SculptingThe first step is to do research for a basic head. I spent two days searching Google for a lizard-head shape. I just wanted to make sure that I didn't create a dragon head that already existed.So I came across this site to grab this image, and sculpt it in ZBrush, making several changes to the head including the spike and smaller eyes just like the image below. I spent my time shaping the head since a dragon is a unique creature.After I was done and satisfied with the shape of the head, I then continued with the shape of the body (keep in mind that at this point, I was still sculpting with dynamesh until I reached the ZBrush polygon limit).This is the body from the topnotice that the wing is stretched wide open. Most 3D models have a goal to be rigged, so I stretched it wide to control the spread through the rig.This is from the side.Now that I was finished with the basic shape, it was time to make inflated support scales for the chest and support spikes (non-subtool details, i.e., I made spikes and scales subtools as well as support spikes and scales to enhance the details) like the image below.I created custom brushes for the scales and spikes. I used this VDM brush to make the support scales, and dragged the stroke on the surface of the mesh just like the picture above.The same process was used to make the support spikes, which were placed on the back of the dragon like this image below.Now its time for retopology using ZRemesher. This is not a game-res model nor for the movie CGI but for portfolio purposes, so I decided to ZRemesh this. I separated the head and body because of my computer limitation; it couldnt comprehend ultra detail smoothly at 100+ million vertices, and I wanted both the head and body to have the same weight of detail. Most dragon CGI models have close shots of the head, and the head has more details that if I joined it with the body as a whole mesh, it just would not work for me because of my PCs limit to process. If my CPU (Ryzen 7 5700G) can process high poly above 100 million polys smoothly, I wouldn't have to split the head and body, but the rigging would unite them both.Here is the low-res body and head.Okay, now that I have reached the point of an established base model, its time to make details, like claws, scales, spikes, teeth, tongue, eye, gum, and fins.I created 30 subtools for this model to support the details I mentioned above. Have a look at the GIF image below; you'll see that there are so many supporting meshes, like the neck dense with spikes, a fin on the back, and other spikes on the thighs and buttocks. If you notice the end of the neck close to the head, those spikes will mask the seam between the head and the neck.After I was finished with all the details, I put them all on a low-res mesh and exported all the subtools to make UV in Blender.As you can see in the image above, my model has 40 UDIM tiles because the even distribution of textures depends on the texel density. Have a look at this picture below; thats how you know if your UV is in even distribution.In the image above, the checkered texture has the same size across the entire mesh surface; this ensures that any details baked from the high-resolution mesh will be at the same resolution across 40 UV tiles.After I finished creating the UVs, its time for surface detailing. To do that, I re-imported the mesh with UVs into ZBrush and then replaced the old one with the new one that has UVs.Now, for surface detailing, I needed custom brushes. I created VDM brushes inspired by real-life lizards, crocodiles, alligators, and snakes.Same as the process with the scales in the previous explanation, I applied the drag method all over the body and head surface. Just to make sure it was in organic order, I analyzed real life animals, especially with scales like reptiles. Ill give you an example from the tail part. I replicated it like an alligator or crocodiles shape as in the image below.This is the how finished head part looks like:And the whole body:I spent more time, like two days, on surface detailing just to make sure no surface was left unsculpted.I need to tell you that the total vertice count is 254.71 Mil that's millions of total vertices for all subtools and thats how crazy I am about detail. If my PC could handle more, I would have.So, I'm done with this step. I exported both low-res and high-res, and then proceeded to the next step.TexturingThe second step is texturing using Adobe Substance 3D painter. In this step, I baked high-res mesh to low-res mesh first so that I have baked maps, which I will use for the second process when I start painting it again for more detail.I went through 2 processes; the first one is painting for the base color. Have a look at the images below.I contained a stack of multiple layers in this base color creation until I was satisfied and my PC could still handle it. I kept putting layers in the stack from painting layers to masking layers.Proceeding to the next process, I exported the base color and baked maps only, which I needed to paint extra, i.e., micro details, adjustment colors, roughness, and a masking map for the subsurface in the second process.In the second process, I created a new file, reimported low-res mesh, and baked maps, then reused the baked maps on the imported low-res, so I didnt have to rebake from high-res mesh all over again because it took almost an hour to bake it.Notice how I only have 5 baked textures and am missing world space normal and position map in the image above, because I don't need those to paint the model.So what to do with the exported base color textures? I create a new layer, then put the imported base color into the base color slot in that layer, just like this image below.Then I put the layer at the very bottom of the stack.Now I have smooth painting again with the created base color without worrying about lag in the first process that my PC struggled to handle caused by more than 15 paint layers.Here is the complete painting in the second process.Have a look at this side by side image from the first and second processes.As you can see in the image above, the second process adds roughness and the color is more organic when micro details are added.The last one is creating the masking for the subsurface map to be used in Blender Render, with only black and white value on the surface like the mouth area and wings, as in the image below.Finally, I exported all the necessary textures with 4K resolution. Base color textures Roughness textures Alpha textures Normal map textures You are probably wondering why the mesh in the painting is posed. That is because I posed for the sake of painting. Its just menothing is wrong with texturing in the base pose, I just wanted to see how cool the model was going to be.RiggingThe third step is rigging.The end goal of this artwork is to create still images and animation. First of all, I don't claim to be a professional rigger and animator, so what you are about to see is just basic rigging to unite all 30 of the meshes.Import the low res into Blender and start spawning the first bone, and just align it with the mode. Heres several pictures of all the bones covering the meshes.After that, I did the weight painting. I will not cover the weight painting here because it was difficult workbasically, weight paint the mesh part that is aligned with the bones just like the GIF clip below:I created controllers and inverse kinematics to control the arms and legs.To test if the rig was working, I posed it like this image below.Here is the tested animation:And now that I am finished with rigging and the meshes have become fully functionable 3D models to pose or even animate, I can finally render it in any pose I want.RenderingHere are the render results that I made with Cycles render engine and HDRI included in Blender. Post-processingI gave an extra render and if you wonder how composition works or combining real captured images and CGI cycles render objects, I'll show you in brief how I did it.Here are some example pictures I downloaded from a wallpaper site through Google search to combine with the Blender render of the dragon.I posed the dragon model according to the reference images above the way I wanted it to be. Ill explain one with this reference:Analyze where the light is coming from.Then I posed the model like this.Then use the sunrise HDRI included in Blender for lighting so that it looks natural by rotating, using the world shader node map to match the direction of the light of the reference image.Then I rendered the model and noticed the result looked incomplete, even though its completed. This was because I rendered this with the holdout feature in Blender.I wanted the final image to look like the dragon was coming out of a fog or clouds, and the right arm and wings hidden behind the hill and trees. So, I used smoke textures with alpha like this as the holdout to mask the right arm and wings, which is how I created the illusion.Have a look at this image below and youll see what I'm talking about. I compiled both the pictures using Adobe Photoshop. The tricky part is to balance the color using color balance adjustment between two images without a lot of change.Here is the complete composited image in full resolution.Remember one thing that I didnt change the reference image except the color only for balancing purposes, so its basically an indestructible method to the reference image.For the rest of the images, its the same principle as shown below: And that was all! Below are the final renders, I hope you like them!RENDER: The Windrunner If you want to see how its done in a video format, here is the YouTube video:BonusThis is a simple dragon fire breath animation using particle sprite.See the full resolution video on YouTube:Thank you for reading! If you have any questions or feedback, feel free to share your thoughts.About the Artist Andri Stefanus is a 3D artist from Indonesia. Links
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  • Verge3D 4.8 Brings 3D Audio and Improved Performance [$]
    www.blendernation.com
    Verge3D 4.8 Brings 3D Audio and Improved Performance By Soft8Soft on November 14, 2024 3D News A fresh update of Blender-friendly WebGL creator tool is out.Here is what's new. spatial (3D) audio effects major shader optimizations for faster rendering and loading option to zoom with Ctrl + Scroll in a Google Maps fashion preserving materials swapped via Puzzles, crucial for 3D configurators Performance Profiler outputs more precise information better click detection for points, lines, and grids support for Blender 4.3 and 4.4 including new Metallic BSDF and Gabor Texture nodes See the full release notes here.*Ape model by Nikola Filipovic.
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  • Computer Scientists: Breaches of Voting System Software Warrant Recounts to Ensure Election Verification
    freespeechforpeople.org
    Posted on November 13, 2024 (November 14, 2024) Election ProtectionA group of computer security experts have written to Vice President Kamala Harris to alert her to the fact that voting systems were breached by Trump allies in 2021 and 2022 and to urge her to seek recounts in key states to ensure election verification.Following the 2020 election, operatives working with Trump attorneys accessed voting equipment in order to gain copies of the software that records and counts votes. The letter to Vice President Harris argues that this extraordinary and unprecedented breach in election system security merits conducting recounts of paper ballots in order to confirm computer-generated tallies. The letter also highlights the fact that the post-election audits in many key states will be conducted after certification and after the window to seek recounts closes, and that therefore recounts should be sought promptly.The letter states: Possessing copies of the voting system software enables bad actors to install it on electronic devices and to create their own working replicas of the voting systems, probe them, and develop exploits. Skilled adversaries can decompile the software to get a version of the source code, study it for vulnerabilities, and could even develop malware designed to be installed with minimal physical access to the voting equipment by unskilled accomplices to manipulate the vote counts. Attacks could also be launched by compromising the vendors responsible for programming systems before elections, enabling large-scale distribution of malware.In December 2022 and again in 2023, many of us, concerned by the security risks posed by these breaches, wrote to the Attorney General, FBI Director, and Cybersecurity and Infrastructure Security Agency (CISA) Director outlining the security concerns and urging an investigation. Though there have been limited, localized investigations, there is no evidence of a federal investigation to determine what was done with the misappropriated voting software.The letter is signed by Professor Duncan Buell, Ph.D., Chair Emeritus NCR Chair in Computer Science and Engineering, Dept. of Computer Science and Engineering, University of South Carolina*; David Jefferson Ph.D., Lawrence Livermore National Laboratory* (retired), Election Integrity Foundation*; Susan Greenhalgh, Senior Advisor for Election Security, Free Speech For People; Chris Klaus, Chief Executive Officer, Fusen World*; William John Malik, Malik Consulting, LLC*; Peter G. Neumann Ph.D., Chief Scientist, SRI International Computer Science Lab*; and Professor John E. Savage, Ph.D, An Wang Professor Emeritus of Computer Science, Brown University*.*Affiliations are listed for identification purposes only and do not imply institutional endorsement.The letter can be read here.
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  • Atomfall, the next game that'll vaguely aim to satisfy our British Fallout thing cravings, just got one of the the most sadness island release date reveal trailers ever
    www.vg247.com
    Yep, that's home.Atomfall, the next game that'll vaguely aim to satisfy our British Fallout thing cravings, just got one of the the most sadness island release date reveal trailers everA poor sod getting mugged next to an old school phone box that's seen better days. Ahhhhhhhhhh, blighty.Image credit: Rebellion News by Mark Warren Senior Staff Writer Published on Nov. 14, 2024 Atomfall, the upcoming game from Sniper Elite developer Rebellion that a lot of folks are be looking to for another fix of British post-apocalypse with a radioactive tinge to it that isn't quite an official Fallout take on our sad little island, now has a proper release date. It's arriving on March 25, 2025, as fresh trailer with very English countryside vibes conveys.While we techincally got British Fallout earlier this year thanks to massive mod Fallout: London, which we really liked when it wasn't suffering too many bugs, ever since Atomfall was announced, it's been getting those comparisons. Whether it warrants them is up to you to decide, and you've now got more material to go off of.To see this content please enable targeting cookies. Closing with the aforementioned release date of March 25 next year, Atomfall's latest trailer is set in an iconic British location - the woods. Casterfell Woods, in fact, Rebellion associate head of design Ben Fisher clarifies in an Xbox Wire post released alongside the trailer. Apparently it's "a wild and inhospitable place, underpinned by an immediately eerie vibe".Yep, add in a liberal supply of discarded condoms and lager cans strewn about next to the wicker men Casterfell has, and that's a pretty accurate description of a lot of the wooded areas around where I live. The fact the trailer basically shows some poor fella being subjected to a folk tune, and then being assaulted next to a dilapidated phone box by a stranger who walks off whistling also seems very realistic England too.Watch on YouTubeAnyway, the phone box is ringing, and Fisher says that's important, writing: "The voice at the end of the phone line is one of Atomfalls many mysteries that players will have to tackle if they are to get to the bottom of what happened at the Windscale nuclear plant all those years ago."In terms of influences, the developer adds that Atomfall's drawing on classic sci-fi like Doctor Who, The Quatermass Experiment and The Day of the Triffids for the creepy woodland bits of its survival-action, er, action.You'll be able to give it a go on PC, Xbox Series X/S, Xbox One, PS5, and PS4 when it releases, as well as Xbox Game Pass on day one. Let us know how grotty your local woods is below, and whether you're planning to play Atomfall.
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  • Pokemon TCG Pocket lets me enjoy my card-collecting hobby for free, but at what cost?
    www.vg247.com
    Shiny!Pokemon TCG Pocket lets me enjoy my card-collecting hobby for free, but at what cost?Pokemon TCG Pocket is testing my bank account and my friendships.Image credit: The Pokemon Company/VG247 Article by Kelsey Raynor Guides Writer Published on Nov. 14, 2024 It's no news to anyone that I'm a pretty big fan of Pokemon, and I've been collecting Pokemon cards 'for fun' for just over three years now. The past three years, however, have largely seen me enjoying the hobby on my own, occasionally sharing rare pulls with my friends, before finally pulling the plug on it all. Now, I'm left with thousands of cards all neatly organised that are collecting dust in their binders and briefcases while I wait to win the lottery and pay to get them graded.To see this content please enable targeting cookies. The physical Pokemon Trading Card Game launches four full sets a year, with various mini-sets or promotional sets amid those highly-anticipated ones. It's hard to keep up with, and after a while, I simply couldn't justify it anymore when more pressing things walked into my life, such as the cost of living crisis. This was fine. I have plenty of other hobbies, namely video games and reading and sometimes, going outdoors, that I can fortunately do endlessly, whenever I want, and for free. Who needs Pokemon cards?Before I could even blink, given just how fast this year has passed, Pokemon TCG Pocket rocked up. A casual, speedier, video-game format of the physical Pokemon TCG or online version Pokemon TCG Live a game that allows me to open two booster packs of cards a day at no cost. My desire to open cards and collect new ones could finally be satiated without needing to spend 50 on an Elite Trainer Box every three months. No longer do I need to physically avert my eyes everytime I see Pokemon cards on the shelf of one of my local shops; I have Pokemon TCG Pocket booster packs to look forward to each day!What's better about Pokemon TCG Pocket is how it's achieved the Pokemon GO effect all over again. All of my friends are playing it, and I'm no longer rejoicing in rare pulls by myself. Every day, me and my friends send screenshots of our pulls to a designated group chat, rejoicing over the wonderful artwork each rare card possesses. My partner who has little experience or interest in Pokemon went from moaning about how much Pokemon battling I was doing to suddenly collecting his own stack of virtual cards and being determined to beat me in battle whenever possible (Im winning 4-2 right now, for what its worth). My mum's been playing it since I successfully got her into Pokemon GO a while back. Image credit: The Pokemon CompanyEven VG247s own Connor Makar lost a battle against me yesterday (Im sorry). It's just great to have this one thing centered around a series I've felt passionate about since I was a kid and for everyone be interested in it again. It's even better to see people showing more of an interest in Pokemon cards again, too. All in all, the buzz around collecting Pokemon feels just like it did back when Pokemon GO launched.Becoming enamored with Pokemon TCG Pocket was my first mistake though. For the first time ever, I'm close to completing a set, albeit not a physical one, and I'm in competition with my friends to try and be the first one to do it. As I've wrapped up my solo battles, missions, and used up the Premium Pass' free trial, Pokemon TCG Pocket's booster packs and the opportunities to open them dwindle. Waiting 12 hours a day when I so desperately want a bloody Gardevoir to finish off my Gengar ex deck is not fun, and engaging in PvP battles for minimal rewards 15 EXP is also not all that fun. How did I deal with that? I became my own worst enemy and returned to buying physical Pokemon cards. This was after I bought the Gardevoir cosmetics available in Pokemon TCG Pocket. I know what Pokemon I like. I wasnt missing out on those.I'm not sure if The Pokemon Company intended to promote its physical cards further with Pokemon TCG Pocket, but it certainly had that effect on me after a hiatus from spending on anything Pokemon-related, and it looks to be having similar effects on other folk every time I open social media lately, too. After opening ten physical packs and receiving just one 'good' pull, however, I think I'll be sticking to my daily packs on Pokemon TCG Pocket. They're free, after all, and the fact I get to share my booster packs with my friends in our silly group chats and via Wonder Picks and bicker about who got good pulls each morning versus who got a pile of nothing is exactly what Pokemon Trading Card Game is all about. Now, if the team behind TCG Pocket could just actually add the trading part to it...
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  • Step-By-Step Guide to Creating a Dynamic Rope Simulation in C4D
    greyscalegorilla.com
    TutorialsStep-By-Step Guide to Creating a Dynamic Rope Simulation in C4DIn this in-depth tutorial, learn how to set up a dynamic rope simulation and then finish it up in your render of choice.by Greyscalegorilla UPDATE: Before you learn the ropes, Cinema 4D has made a couple changes you need to be aware of. Watch this quick lesson before you get started. LEARN THE ROPESIn the first part of this tutorial, Nick will show you how to set up a dynamic rope simulation in Cinema 4D. Learn how to link rope dynamics to controllers so you can take full control of your dynamics. Then, watch part 2 of this tutorial where we show you how to finish this scene in Redshift AND Octane. FINISH UP IN REDSHIFTIn the second part of this tutorial, Nick will show you how to render this beautiful dynamic rope simulation using Redshift and Cinema 4D. Learn how to add Lights, Cameras, and beautiful Paracord Materials to create this eye-catching scene in Redshift and Cinema 4D. FINISH UP IN OCTANEIn the second part of this tutorial, Nick will show you how to render this beautiful dynamic rope simulation using Octane and Cinema 4D. Learn how to add Lights, Cameras, and beautiful Paracord Materials to create this eye-catching scene in Octane and Cinema 4D. Get Started for FREEStart using 50+ popular Greyscalegorilla assets for free. Simply download Studio, activate your account, and connect to your favorite 3D apps.Create a Free Account 1 Comment Leave a Comment:CancelThis site uses Akismet to reduce spam. Learn how your comment data is processed.
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  • Architectural rendering techniques: how to bring your designs to life
    www.chaos.com
    Real-time rendering and advanced techniquesReal-time rendering tools like Enscape and Vantage have revolutionized architectural visualization by allowing designers to visualize changes instantly. These tools are particularly useful for creating virtual tours and walkthroughs, which provide clients with an immersive experience of the architectural project. Real-time rendering makes it easy to adjust lighting conditions, materials, and other architectural elements on the fly, helping architects and clients collaborate more effectively.For higher-end architectural projects, hyper-realistic renderings provide the ultimate in visual fidelity. Advanced techniques like ray tracing and physically-based rendering (PBR) are employed to create renderings that are nearly indistinguishable from real-life photographs. These architectural visualization techniques are often used in final client presentations to ensure that every architectural design detail is accurately reflected in the 3D renderings.Essential elements of effective renderingsEffective architectural renderings require mastery of several key elements. Proper lighting is essential for creating depth and mood, while texture mapping brings materials to life. The level of detail (LOD) in 3D renderings varies depending on the phase of the project. For initial concepts or quick reviews, a lower level of detail may be sufficient, while final presentations require intricate detailing of materials, architectural elements, and surfaces.Lighting and shadowsProper lighting is fundamental in rendering to create depth and realism. Whether it's natural or artificial light, dynamic lighting can change the mood of a scene, enhancing how a space is perceived. Natural lighting can emphasize openness, while artificial lighting adds warmth or dramatizes a scene. To dive deeper into the topic, check out our lighting rendering tips.Texture mapping and materialsIn architectural rendering, texture mapping and materials are essential for giving surfaces a realistic appearance. This process involves applying textures like wood, metal, or fabric to 3D models, allowing them to closely resemble real-world materials. Tools like Chaos Scans and V-Rays material libraries offer highly accurate textures, ensuring that surfaces react naturally to lighting conditions. Techniques such as bump mapping and displacement mapping add depth to surfaces by simulating roughness or subtle imperfections, making textures feel more authentic. Properly applied textures bring a rendering to life, helping viewers connect with the materiality of a space.Level of DetailThe level of detail (LOD) in a rendering determines how much complexity is included in the scene. For final presentations, high levels of detail are critical for showcasing intricate textures, materials, and design features. However, in early design phases or quick client reviews, simplified renderings are often sufficient and can speed up the workflow. Reducing unnecessary detail during concept discussions allows for faster iterations without sacrificing clarity. Managing the level of detail helps maintain performance efficiency while ensuring the rendering serves its purpose at different stages of the project.Mapping TechnologiesIn addition, mapping technologies such as Street Mapping and Geographical Information Systems (GIS) are increasingly used to enhance the realism of aerial renderings and urban architectural visualizations. These technologies allow architects to place their architectural designs within real-world environments, providing clients with a more comprehensive view of how the project interacts with its surroundings.
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  • The Runtime Of Sonic's Third Movie Outing Has Seemingly Been Revealed
    www.nintendolife.com
    Image: SEGA / Paramount PicturesThe blue blur (and the ultimate life form) are headed to cinemas next month and more information about this new big screen outing is starting to surface. Apart from the director Jeff Fowler teasing some new details, it seems we might also now have the runtime of Sonic the Hedgehog 3.According to a listing by AMC Theatres (via Sonic Stadium), Sonic 3 will have a runtime of 1 hour and 49 minutes, when it launches on 20th December 2024. For anyone wondering, that's apparently 13 minutes shorter than the second movie which surpassed the two-hour mark (2 hours and 2 minutes). The first movie was 1 hour and 39 minutes and was the shortest of the lot.AMC has also shared a description, which provides a basic outline of Sonic's "most thrilling adventure yet":"Sonic the Hedgehog returns to the big screen this holiday season in his most thrilling adventure yet. Sonic, Knuckles, and Tails reunite against a powerful new adversary, Shadow, a mysterious villain with powers unlike anything they have faced before. With their abilities outmatched in every way, Team Sonic must seek out an unlikely alliance in hopes of stopping Shadow and protecting the planet."This again follows the director Jeff Fowler teasing...spoiler alert...a character at the end of this new movie, which could mean we're getting more adventures beyond the current one. In saying this, there's no official confirmation of a 'Sonic the Hedgehog 4' movie at the time of writing.Sonic the Hedgehog 3 speeds into cinemas December 2024. But who will it be?Will you be watching this new movie in cinemas or are you going to be holding out for a digital release? Let us know in the comments.[source x.com, via screenrant.com]Share:00 Liam is a news writer and reviewer for Nintendo Life and Pure Xbox. He's been writing about games for more than 15 years and is a lifelong fan of Mario and Master Chief. Hold on there, you need to login to post a comment...Related ArticlesSonic X Shadow Generations Mod Runs At A Sweet 60fps on SwitchNo stuttering for ol' SonicNintendo Reconfirms Release Schedule For Its Upcoming MoviesExpect the live-action Zelda in '202X"Sonic Team Producer Says Revivals Of Older Entries Remain AppealingHe personally wants to remake Sonic '06Sonic 3 Director Teases Another Character Reveal At The End Of The MovieBut who will it be?
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  • Gallery: Unboxing A Nintendo 64DD Development Kit
    www.nintendolife.com
    Image: Shane LuisThe Nintendo 64 Disk Drive (64DD) is one of the company's most interesting releases. A long-delayed, quickly discontinued, infamous flop, the 64's bulky expansion was supposed to provide the console with an additional 'middle-ground' between cartridge and CD. Instead, it ended up being a black mark on an otherwise pretty spotless record (hey, we said "pretty") with only 10 games and a handful of sales to its name.In short, it's a pretty rare bit of kit. Even more so is the 64DD Development Kit the console Nintendo sent to studios before release so design teams could play to its unique features.Subscribe to Nintendo Life on YouTube785kWatch on YouTube As you might imagine, the Development Kit isn't the kind of thing you see very often these days, so you can only imagine our surprise when Rerez' Shane Luis took to BlueSky yesterday to announce that he had been asked to verify and photograph one for a game collector, new in box and everything!An opportunity like this wasn't one to be wasted, so Luis documented the unboxing process with a series of sweet snaps in a long BlueSky thread. We imagined that such a niche add-on would be precisely the kind of thing that you lovely lot would like to check out, so we have gathered together a selection of Luis' images (made publicly available via Internet Archive) and laid them out for you below.We'll start off with the box itself:Images: Shane LuisNext, onto the guts. The box contained two pages of official Nintendo documentation written in Japanese (obviously). Luis shared the original on BlueSky, but user Cheesemeister provided the following translation:Here's my translation of the #64DD devkit documentation. Disclaimer: this is provided for informational purposes only, not for actual usage. I am not responsible for any damage to anyone's hardware. Consider independent verification and proceed at your own risk. Cheesemeister (@cheesemeister.bsky.social) 2024-11-14T14:20:16.899ZThe Dev Kit itself appeared wrapped in plastic under a cardboard lid. Here it is snapped from all angles:Images: Shane LuisImages: Shane LuisBefore we get onto the peripheral all stacked up as it should be, here's a closer look at the other items included in the shipping box unused development disks and labels, an N64 cart, and two cart adapters 'N64JOINT-01' and 'NUS DCC-00':Images: Shane LuisImages: Shane LuisAnd when you compile all those pieces together, you get this almighty stack:Images: Shane LuisIt's quite the looker, eh? If you want to read all about the history behind this infamous Nintendo flop, our sister site, Time Extension, provided a full rundown of the peripheral's development and launch earlier this year. You'll find that history lesson in the feature below. Time ExtensionWe take a closer look at one of Nintendo's biggest failuresTime ExtensionWe've also done some digging of our own on the subject tooTime Extension"We can easily release something like a Second Quest version on the 64DD"What do you make of this unboxing? Anything in particular that catches your eye? Let us know in the comments.[source bsky.app]See AlsoShare:223 Jim came to Nintendo Life in 2022 and, despite his insistence that The Minish Cap is the best Zelda game and his unwavering love for the Star Wars prequels (yes, really), he has continued to write news and features on the site ever since. Hold on there, you need to login to post a comment...Related ArticlesMario & Luigi Fans Aren't Happy About Brothership's Battle Button TweaksIt should be 'B' for the Bro, right?Super Mario Party Jamboree: All Boards List And How To UnlockBoard meetingZelda: Echoes Of Wisdom Devs Explain The Method Behind The Menu MadnessIt even took Aonuma a while to 'get it'Round Up: The Reviews Are In For Mario & Luigi: BrothershipHere's what the critics thought
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