• Northamptonshire materials recycling facility
    www.architectsjournal.co.uk
    The consultant team selected for the estimated 36,000 contract will carry out a high-level feasibility study looking at options for the local authority to construct and operate its own materials recycling facility.The study will explore the potential risks, challenges and opportunities of a council owned and operated facility while also modelling tonnage, evaluating potential partners, investigating potential sites and considering potential procurement options.According to the brief: The councils waste management team is responsible for the collection, treatment and disposal of the areas municipal waste through our waste collection services and network of Household Waste Recycling Centres.AdvertisementThe collection services are still operated independently in the three distinct legacy areas. Dry, mixed recyclate is collected in each of the 3 legacy areas and in total around 40,000 tonnes of DMR is collected each year.At present the material collected in the South and Daventry area is separated at a reprocessing facility in Coventry and is contracted to do so until up to 2028. In the Northampton area it is the responsibility of the collection contractor Veolia to arrange for the DMR to go to a MRF - an arrangement that ends in 2028.Located around 97km north-west of London, Northampton is a historic market town with a population of around 250,000 residents.The latest procurement comes almost a year after Studio Egret West revealed proposals to redevelop the site of Arup Associates demolished 1974 Greyfriars Bus Station in Northampton.Bids to deliver the contract will be evaluated 60 per cent on quality and 40 per cent on price. Applicants must hold employers liability insurance of 5 million, public liability insurance of 5 million and professional indemnity insurance of 500,000.AdvertisementCompetition detailsProject title WNC MRF Development - Feasibility StudyClient West Northamptonshire CouncilContract valueTbcFirst round deadline Midday, 22 April 2025Restrictions Applicants must provide details of up to three contracts, in any combination from either the public or private sector; voluntary, charity or social enterprise that are relevant to the requirementMore information https://www.find-tender.service.gov.uk/Notice/007960-2025
    0 Comments ·0 Shares ·15 Views
  • Chase Will Soon Block Certain Zelle Charges. Here's What You Need to Know
    www.cnet.com
    If you bank with JPMorgan Chase and use Zelle to send or receive money, listen up. Starting March 23, 2025, Chase may restrict Zelle payments it believes originated from social media.Here's everything you need to know about the changes Chase is making to its Zelle payment policy and what they mean for you. TAX SOFTWARE DEALS OF THE WEEK H&R Block Free Simple Tax Returns eFile: $0 (save $0) TurboTax Deluxe 2024 (Federal and State, PC/Mac Download): $56 (save $24) TurboTax Premier 2024 (Federal and State, PC/Mac Download): $83 (save $32) TaxSlayer Classic Plan: $28 (save $10) Deals are selected by the CNET Group commerce team, and may be unrelated to this article.Read more: Steer Clear of These Common Venmo, Cash App and Zelle ScamsWhy Chase will be blocking Zelle social media chargesZelle and other digital payment apps, such as Venmo and Cash App, make it easy for scammers to get your money, and many scammers target people on social media. According to Chase, nearly 50% of fraud reports it received from June 1, 2024, to Dec. 31, 2024, came from social media.A December 2024 lawsuit by the Consumer Financial Protection Bureau alleged that customers at JPMorgan Chase, Bank of America and Wells Fargo lost more than $870 million through Zelle payments since the app launched in 2017. While the CFPB recently dropped the suit, it still raised alarms that customers are at risk using the digital payment app. And since Zelle offers no purchase protection, once you've sent your money on the app, you're unlikely to get it back.With its new policy, Chase hopes to stop fraud before it happens. Its updated Zelle Service Agreement will allow it to decline or block payments it believes originated on social media. The bank may also delay or hold payments so it can request information from you to authenticate the transaction, such as verifying your identity, the sender or recipient's identity and payment details.Other ways Chase customers can send money safelyIf you want to send or receive money through your Chase account, there are plenty of secure ways to do so. Chase partners with several other digital payment services, such as PayPal, Apple Pay, Google Pay, Samsung Pay and Paze.You should never send money through a payment app to someone you don't know and trust. It also helps to know the signs of a scam so you can avoid falling into fraudsters' traps. More on avoiding scams
    0 Comments ·0 Shares ·8 Views
  • Gen AI Needs Synthetic Data. We Need to Be Able to Trust It
    www.cnet.com
    Today's generative AI models, like those behind ChatGPT and Gemini, are trained on reams of real-world data, but even all the content on the internet is not enough to prepare a model for every possible situation.To continue to grow, these models need to be trained on simulated or synthetic data, which are scenarios that are plausible, but not real. AI developers need to do this responsibly, experts said on a panel at South by Southwest, or things could go haywire quickly.The use of simulated data in training artificial intelligence models has gained new attention this year since the launch of DeepSeek AI, a new model produced in China that was trained using more synthetic data than other models, saving money and processing power.But experts say it's about more than saving on the collection and processing of data. Synthetic data computer generated often by AI itself can teach a model about scenarios that don't exist in the real-world information it's been provided but that it could face in the future. That one-in-a-million possibility doesn't have to come as a surprise to an AI model if it's seen a simulation of it."With simulated data, you can get rid of the idea of edge cases, assuming you can trust it," said Oji Udezue, who has led product teams at Twitter, Atlassian, Microsoft and other companies. He and the other panelists were speaking on Sunday at the SXSW conference in Austin, Texas. "We can build a product that works for 8 billion people, in theory, as long as we can trust it."The hard part is ensuring you can trust it.The problem with simulated dataSimulated data has a lot of benefits. For one, it costs less to produce. You can crash test thousands of simulated cars using some software, but to get the same results in real life, you have to actually smash cars which costs a lot of money Udezue said.If you're training a self-driving car, for instance, you'd need to capture some less common scenarios that a vehicle might experience on the roads, even if they aren't in training data, said Tahir Ekin, a professor of business analytics at Texas State University. He used the case of the bats that make spectacular emergences from Austin's Congress Avenue Bridge. That may not show up in training data, but a self-driving car will need some sense of how to respond to a swarm of bats.The risks come from how a machine trained using synthetic data responds to real-world changes. It can't exist in an alternate reality, or it becomes less useful, or even dangerous, Ekin said. "How would you feel," he asked, "getting into a self-driving car that wasn't trained on the road, that was only trained on simulated data?" Any system using simulated data needs to "be grounded in the real world," he said, including feedback on how its simulated reasoning aligns with what's actually happening.Udezue compared the problem to the creation of social media, which began as a way to expand communication worldwide, a goal it achieved. But social media has also been misused, he said, noting that "now despots use it to control people, and people use it to tell jokes at the same time."As AI tools grow in scale and popularity, a scenario made easier by the use of synthetic training data, the potential real-world impacts of untrustworthy training and models becoming detached from reality grow more significant. "The burden is on us builders, scientists, to be double, triple sure that system is reliable," Udezue said. "It's not a fantasy."How to keep simulated data in checkOne way to ensure models are trustworthy is to make their training transparent, that users can choose what model to use based on their evaluation of that information. The panelists repeatedly used the analogy of a nutrition label, which is easy for a user to understand.Some transparency exists, such as model cards available through the developer platform Hugging Face that break down the details of the different systems. That information needs to be as clear and transparent as possible, said Mike Hollinger, director of product management for enterprise generative AI at chipmaker Nvidia. "Those types of things must be in place," he said.Hollinger said ultimately, it will be not just the AI developers but also the AI users who will define the industry's best practices.The industry also needs to keep ethics and risks in mind, Udezue said. "Synthetic data will make a lot of things easier to do," he said. "It will bring down the cost of building things. But some of those things will change society."Udezue said observability, transparency and trust must be built into models to ensure their reliability. That includes updating the training models so that they reflect accurate data and don't magnify the errors in synthetic data. One concern is model collapse, when an AI model trained on data produced by other AI models will get increasingly distant from reality, to the point of becoming useless."The more you shy away from capturing the real world diversity, the responses may be unhealthy," Udezue said. The solution is error correction, he said. "These don't feel like unsolvable problems if you combine the idea of trust, transparency and error correction into them."
    0 Comments ·0 Shares ·22 Views
  • Athena Lunar Lander Declared Dead on the Moon
    www.scientificamerican.com
    March 10, 20253 min readAthena Lunar Lander Declared Dead on the MoonFor the second time in two years, a commercial lunar lander built and operated by Intuitive Machines has fallen over on the moonBy Tariq Malik & SPACE.com The two legs of Intuitive Machines' private Athena moon lander jut up to the sky, with a half-lit blue Earth above, after the probe fell over during a landing attempt near the lunar south pole on March 6, 2025. Intuitive Machines/Flickr (CC BY-NC-ND 2.0)It's a haunting photo, but at least it has answers: For the second time in as many years, a private Intuitive Machines lunar lander has tipped over on the moon.After a day of uncertainty following a harrowing moon landing attempt, the company Intuitive Machines sealed the fate of its latest lunar probe Athena. The spacecraft, which attempted a historic landing in rugged terrain near the south pole of the moon on Thursday (March 6), had toppled on its side inside a frigid crater.A photo taken by the Athena lander on the moon showed as much. It looked toward Earth, shining blue and half-lit over the moon's horizon, which was canted to the right as two of the Athena lander's legs jutted into the sky after its touchdown in the Mons Mouton region of the lunar south pole. With the lander unable to generate power, Intuitive Machines declared its mission over.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today."With the direction of the sun, the orientation of the solar panels, and extreme cold temperatures in the crater, Intuitive Machines does not expect Athena to recharge," the company wrote in an update Friday. "The mission has concluded and teams are continuing to assess the data collected throughout the mission."Still, the company celebrated the fact that Athena touched down where it did. "This was the southernmost lunar landing and surface operations ever achieved."NASA officials, in a separate update, stated that the Intuitive Machines lander touched down about 1,300 feet (400 meters) from its intended landing site. "Our targeted landing site near the lunar South Pole is one of the most scientifically interesting, and geographically challenging locations, on the moon," NASA associate administrator for science Nicky Fox said in the statement.It marked an ignominous end for Athena and Intuitive's Machine's IM-2 mission, the second lunar landing attempt by the Houston-based company. Its first moon landing on the IM-1 mission last year also tipped over when one of its Odysseus probe's four landing legs broke after hit the lunar surface faster than expected.For IM-2, Intuitive Machines added additional cameras and other guidance and navigation upgrades to Athena, along with some ambitious payloads. The lander carried two small rovers, a Nokia 4G communications system, a hopping robot called Grace and an ice-hunting drill for NASA called PRIME-1. The $62.5 million mission marked the second by Intuitive Machines for NASA under the agency's Commercial Lunar Payloads Services, or CLPS, program."After landing, mission controllers were able to accelerate several program and payload milestones, including NASAs PRIME-1 suite, before the landers batteries depleted," Intuitive Machines said in its update.NASA officials said the Athena lander's orientation on its side prevented it "from fully operating the drill and other instruments before its batteries were depleted," but the PRIME-1 drill "successfully demonstrated the hardwares full range of motion in the harsh environment of space." A mass spectrometer that was included in the PRIME-1 instrument suite also detected some gases that were likely emitted by the lander's engine during landing."While this mission didn't achieve all of its objectives for NASA, the work that went into the payload development is already informing other agency and commercial efforts," Clayton Turner, NASA's associate administrator for space technology, said in the agency's statement. "As we continue developing new technologies to support exploration of the moon and Mars, testing technologies in-situ is crucial to informing future missions."During a press conference after Athena's lunar landing on Thursday, Intuitive Machines CEO Steve Altemus said he still considered the attempt "a success" in that it reached the moon and operated, if only for a bit, a week after launching from Earth atop a SpaceX rocket. He said the company will take what it learns from IM-2 and apply it to its next moon mission, IM-3, in 2026. The company also has a $117 million NASA contract for a fourth flight in 2027.Both Intuitive Machines and NASA stressed that the rugged nature of south pole region of the moon, with its harsh sunlight angles and fifficulty to reach, made it a particularly new challenge for a moon landing. There was also "limited direct communications" with Earth to add to the mix."It's this twilight space of shadows and grays that it was interesting," Tim Crain, chief technology officer of Intuitive Machines, said of the crater lighting during Athena's descent. "I'm really proud of how well our crater tracking system did in this very unusual lighting condition. So, we'll get it next time."Copyright 2025 Space.com, a Future company. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.
    0 Comments ·0 Shares ·7 Views
  • Indiana Jones and the Great Circle PS5 release date reported by reliable leaker
    www.eurogamer.net
    Indiana Jones and the Great Circle PS5 release date reported by reliable leakerWith pre-orders opening soon.Image credit: Eurogamer News by Matt Wales News Reporter Published on March 10, 2025 Indiana Jones and the Great Circle's "spring" arrival on PS5 has been known for a good few months now, but with the season of daffodils and egg box art now almost upon us, we might finally have a specific release date to chew on. According to ultra-reliable leaker Billbil-kun, The Great Circle comes to Sony's consoles on 17th April, with pre-orders set to open soon.Writing on Deallabs, Billbil-kun (who has an excellent track record with PlayStation leaks) claimed their "recent investigations" had revealed the Standard edition of Indiana Jones and the Great Circle will launch for PS5 on 17th April. However, Microsoft is reportedly also releasing a Premium version - just as it did on Xbox and PC - granting two days early access, from 15th April. Billbil-kun says they were unable to confirm if a PS5 Collector's Edition is in the works.Billbil-kun claims The Great Circle's Standard and Premium editions will both be available as a physical release, with prices reportedly matching their Xbox equivalents. That means 69.99 / 79.99 / $69.99 USD for the Standard edition on PS5 and 99.99 / 109.99 / $99.99 for the Premium release. Pre-orders for both versions expected to go live on 25th March in Europe.Eurogamer's review of Indiana Jones and the Great Circle.Watch on YouTube"Smart, fun and so very Indiana Jones," Eurogamer's Katharine Castle wrote in her five star review of The Great Circle last year, "[this] is a stealth action tour de force that marks a bold new era for MachineGames." And if you're somehow still on the fence after all the praise its received since its release, perhaps you might like to know we loved The Great Circle enough that it was named Eurogamer's Game of the Year in 2024.Indiana Jones and the Great Circle's PlayStation 5 release follows Microsoft's decision last year to bring select first-party Xbox releases to other platforms. And after a tentative first 12 months - which saw Sea of Thieves, Grounded, Pentiment, and Hi-fi Rush make the jump to either PS5 or Switch - 2025 looks to be a busy one. Microsoft has already confirmed the likes of Age of Empires 2, Age of Mythology Retold, Forza Horizon 5, Doom: The Dark Ages, and The Outer Worlds 2 are heading to PS5 - with Halo and Flight Simulator 2024 reportedly also on the way.
    0 Comments ·0 Shares ·17 Views
  • The Last of Us Season Two's Abby, Kaitlyn Dever, wants to "do this character justice and make the fans proud"
    www.eurogamer.net
    The Last of Us Season Two's Abby, Kaitlyn Dever, wants to "do this character justice and make the fans proud"Firefly effect.Image credit: HBO News by Victoria Kennedy News Reporter Published on March 10, 2025 When the second season of The Last of Us airs this April, viewers will be introduced to the character of Abby.Those who know the games will be aware of the conversation around this character, with some already expressing concern about the toxicity actress Kaitlyn Dever will likely receive through proxy of playing Abby. In fact, Dever required extra security on set because of the role.But, while Dever has admitted it's "hard not to see those things on the internet", she has worked to "do this character justice" in The Last of Us' second season.The Last of Us Part 2 Remastered's Roguelike No Return Mode Explained. Watch on YouTubeWhen asked by ScreenRant if she pays attention to how people anticipate a character such as The Last of Us Part 2's Abby, Dever replied:"Well, it's hard not to see those things on the internet. It's hard not to stop myself from looking at it every once in a while, especially going into this, for sure. And I want to do this character justice and make the fans proud by bringing her to life in this kind of way."Dever added her "main focus was just the collaboration between Neil [Druckmann] and Craig [Mazin], and making sure I was really getting to the core of who she is and what drives her and her emotional state; her anger and her frustration and her grief and all of that," before closing: "I wanted to make sure that that was what I was focusing most of my energy on." Image credit: HBOThe second season of The Last of Us is set to debut in April, and will comprise seven episodes, with one of those episodes being "quite big" in length. Earlier this month, it was announced Joe Pantoliano, Alanna Ubach, Ben Ahlers, Hettienne Park, Robert John Burke, and Noah Lamanna had all joined the cast for the second season.Pantoliano - who has also starred in The Sopranos to name but one role - will play Eugene, with a role that has been expanded upon from the game in the style of the first season's award winning Bill and Frank episode.The Last of Us Part 2's story will not be told in full during season two, with subsequent seasons expected to wrap up the narrative.
    0 Comments ·0 Shares ·16 Views
  • Marvel Rivals players demand this iconic hero team-up from devs
    www.videogamer.com
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games hereMarvel Rivals, NetEase Games hit hero shooter, continues to grow in popularity with its diverse range of characters and fresh team-up mechanics. As of Season 1.5, the game has a variety of Marvel heroes, each with distinct abilities and team-up synergies on the battlefield.Team-up abilities, a prominent feature, enable characters with comic-book connections to achieve strong combined effects, such as Spider-Man and Venoms Symbiote Synergy that grants spidey the power of symbiote, or Human Torch and Storms Omega Fire ultimate. These not only enhance tactics, but also honor Marvels rich heritage, delighting fans with authentic hero combinations.Recent updates have improved these team-ups, with Iron Fists health bonuses and Luna Snows synergy with Jeff the Land Shark rising in the meta rankings. However, as the game progresses, players are yearning for more, especially for an iconic super soldier duo.Marvel Rivals players call devs to add Super Soldier team-up for Captain America and Winter SoldierMarvel Rivals players have actively called on NetEase devs to add team bonus and team-up abilities for two heroes, specifically Captain America and Winter Soldier, to the existing meta. Despite their long history as partners in comics and the MCU, the duo lacks a devoted in-game chemistry. Fans say that this omission misses an opportunity for both lore-driven gameplay and a tactical edge.Players are demanding team bonus and abilities between two super soldiers. Image by VideoGamer.As of now, Captain America has a team-up ability with Thor that infuses him with Thorforce to unleash lightning attacks, and Winter Soldier benefits from infinite ammo by teaming up with Rocket Raccoons Ammo Overload team-up ability.But the lack of a potential team-up ability or bonus between the two super soldiers could really shift the meta according to players, as one said, Imagine Cap getting a few shots with a pistol while hes shielding, or maybe even puts the shield on his back. But then wed be seeing a passive buff for Bucky, who is probably the last duelist who needs one in his current state.Another player suggested, Or Bucky gets Caps shield for a moment, like in the comics. So hed get 300-600 extra (reflective) shield for 10 seconds every minute or so. Hed lose his other cooldowns while the shield is up. But has the option to cancel the ability by lowering the shield. So itd make Bucky a 10 second reflective projectile tank. Perhaps itd work like Hulk and Wolverine. You both have to ok the ability, and Cap throws his shield at Bucky.While this may add a unique cinematic edge to the game, as fans saw between the two characters in MCU film Captain America: Civil War, it would also certainly shift the team compositions from a more balanced output to something more aggressive that could disrupt the enemy team in seconds.Marvel RivalsPlatform(s):macOS, PC, PlayStation 5, Xbox Series S, Xbox Series XGenre(s):Fighting, ShooterRelated TopicsMarvel Rivals Subscribe to our newsletters!By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.Share
    0 Comments ·0 Shares ·7 Views
  • New Steam free-to-play game likened to Mirrors Edge has 99% positive reviews
    www.videogamer.com
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games hereThere has been a lot of great video game releases in 2025 so far, and fans can now enjoy the newly released Split Fiction on Steam Deck. While even more great games are set to come out in March including Assassins Creed Shadows, its always worth looking at hidden gems in the free-to-play market. One of these hidden gems includes a new free-to-play game on Steam that is likened to Mirrors Edge and has 99% positive reviews.New free-to-play Mirrors Edge-esque game on Steam has 99% positive reviewsThe Local is a new free-to-play experience that was released on February 27th for Steam. It is a fast-paced, first-person parkour game, hence the comparisons to Mirrors Edge, and it has a unique visually art style.Its officially described as a fast-paced movement game, loosely inspired by Surf and B-Hop, with five modes, a large open-world, and multiplayer. The single-player modes include time trials, but you can also just explore the world at your leisure in Zen to master your abilities at performing rail grinding, wall climbing, air strafing, and bunny hoping.As for multiplayer, there is a mode similar to capture the flag, and there is also an Infection mode. You can also explore the world via Zen in multiplayer, too, and multiplayer does support proximity chat.According to SteamDB, it has 99.39% positive reviews when hovering over the user rating. One of the many glowing reviews says it has really fun movement, and is very much BRC, Mirrors Edge. Another review says it is one of the best free games I have ever found, and another says it is just fun and fast parkour as a cocktail of Quake 3 strafe map vibes, CS surfing, Mirrors Edge.It only has 165 user reviews as of writing, so its definitely an experience that is going under-the-radar. As something that is free-to-play, its definitely worth checking out, especially if you were a fan of the Mirrors Edge games from EA. In other gaming news, Baldurs Gate 3 meets Stardew Valley is a stunning new modSubscribe to our newsletters!By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.Share
    0 Comments ·0 Shares ·16 Views
  • Behind the Scenes: German Type VIIc U-Boat
    www.blendernation.com
    Behind the Scenes: German Type VIIc U-Boat By Alina Khan on March 10, 2025 Behind the Scenes Dive into this article as Denis Rakari breaks down his journey of modeling a detailed Type VIIc submarine. From historical accuracy to procedural texturing, he shares the challenges, techniques, and lessons learned along the way.INTRODUCTIONHi! My name is Denis, and Im a hard surface artist from Croatia, currently working at Gamepires as an environment artist and occasionally as a level designer on the game S.C.U.M.I discovered 3D modeling in the early 2010s, around the time Blender 2.6 came out. It took me only three days to get hooked on 3D modeling using Blender, and Ive been doing it ever since. At first, I did some personal projects and the occasional freelance gig, continuing to build my skills until I got a job in the gaming industry, and so far, I like it a lot. Sadly, Im not doing as much personal modeling in my free time as I wouldve liked, but every now and then, I manage to finish a project or two.INSPIRATIONI wanted to model this particular Type VIIc sub for some time now, but it always got sidetracked by something else. I find something interesting to model almost on a daily basis, and naturally, ideas frequently come and go, with many of them getting pushed aside. One of those ideas was to create an entire scene from Commandos 2, the level Das Boot - Silent Killers. I really like this game, and more than once, Ive thought about how great it would be to walk through those levels from a first-person perspective. Now that I finally have the skills to pull off something like that, I decided to try and recreate the level.Ive taken screenshots of the level from the game, made an initial blockout, and modeled one hut before deciding to work on the submarine to see if it would even fit inside that big hangar.Blender viewport view of the level map seen through the cameraBlender viewport view of the blockout meshesViewport View from Unreal Engine 5:Looking at the screenshots from the game, it seemed to me that the interior perspective might be very different in scale from the exterior. Afraid that the sub wouldnt fit inside, I decided to tackle the vessel next to see how it fits. The sub in the game is a captured Allied vessel, if Im not mistaken, but I always liked the look of the Type VII and wanted to model one myself, so I went with that instead.Naturally, the sub in the game turned out to be considerably off-scale, which became very apparent when I placed my model into the scene.Screenshot from the game - Hangar interiorScreenshot from the game - Exterior ViewViewport View from Unreal Engine 5As you can see, not even half of the submarine fit inside the actual submarine hangar, which made me realize that the entire interior probably wouldnt have fit inside that blocked-out building (although it looks like it kinda might have). Granted, I eyeballed the scale, but theres no way I was that far off. So, this realizationcombined with the fact that this project would have taken a LOT of my free time to finishled me to scrap it altogether and, in the future, concentrate on smaller, more doable things. As the saying goes, Know thy limits, or something like that :)So, in the end, that left me with one good-looking submarine to model, which Im going to describe in more detail next.PROCESSPreparation phaseAs always, when modeling something from the real world, a good set of references is needed. And, as always, things didnt go as planned when finding references. Namely, it seems that each and every sub from the VIIc series was at least a bit different from the others, whether in small details here and there or in completely different configurations of the hull and conning tower.Since free time is, well... an issue for me lately, I haven't spent much (or enough) time doing research and really going deep into it. I ended up with a mishmash of plans, references, old photos, PDFs, a monograph of a Type VIIc submarine from Waldemar Goralsky (Super Drawings in 3D series, The VIIC Type U-BOOT, W. Goralsky, M. Jastrzbski, Kagero Publishing), other free low-poly models, and whatnotall of which didnt have much in common with one another. By the time I had gathered a lot of references, I was thoroughly confused about which particular sub I should model, which details to include, etc. It seemed to me that even specific scale and 3D models, like that of the famous U-96, featured various differences depending on the author's interpretations.All of this resulted in me reshaping the general hull about five times. Each time, if I modeled it according to one set of plans or images, it didnt match other plans and references. I was torn between just making manual corrections where needed (accuracy be damned) and creating a historically accurate model as much as possible. In the end, I was so frustrated that I just started modeling the sub, including various details along the way as I saw fit or found it interesting.First, I set up the plans as images in Blenders viewport and tried to align them with each other as much as possible.Plan set No.1Plan set No.2 - from the book The VIIC Type U-BOOT, W. GoralskyPlan set No.3I tried modeling the hull to fit somewhere in between those sets of plans but ended up using the third one the most, as it featured hull lines and details I liked the most and could identify in most photos found onlinemore or less. In the end, I came up with this:I tried using as few loop cuts as possible to retain that smooth shape.In the following screenshots, you can see how the hull differs from each set of plans:I used the above plans the most, as the others differ too much:But despite all the trouble, I finally had a finished hull shape that would serve as a basis for further detailing. After some more refining and tweaking, I had completed the main hull, added the general shape of the conning tower, and was finally ready to start adding details:Actual Modeling phaseWhen adding holes and cuts to a SubD mesh, theres always the issue of pinching and creasing. To avoid dealing with this, I decided to utilize the shrinkwrap method, as described in CG Masters tutorial 3D Cars: Inside and Out. Without revealing too much from the tutorial, it essentially involves shrinkwrapping a cut mesh onto a clean copy of the same mesh, allowing you to retain a smooth shape where pinching would normally occur. No shrink-wrap With shrink-wrap No shrink-wrap With shrink-wrap It's a pretty great technique and very useful for modeling nicely curved surfaces on cars, airplanes, or ships like this one. While a clean and even topology is recommended for the best results, one can actually get away with somewhat bad topology, depending on the circumstances and the particular shape. With all the holes cut, I ended up with this:From there, it was just a matter of adding more details using the aforementioned techniques while trying to make sense of various photos, references, and blueprints.The conning tower was done similarlyjust ordinary hard surface modeling with the shrinkwrap technique while trying to stay faithful to the references. Of course, not every photo was clear enough, so I took creative liberties here and there. Also, some details were probably present only on certain vessels, not on every sub of the Type VIIc, but I included them anyway because I thought they looked good or interesting. After the modeling was done, I ended up withlets call ita general representative of a Type VIIc series submarine.The rivets were made with the help of geometry nodes. I used a simple setup that instances rivets along a curve while rotating them along the surface normal of the hull. I just had to extract loops from the hull surface, separate them as a new mesh, add the geometry node setup, and tweak a parameter for spacing. Geometry nodes really helped with this taskotherwise, I wouldve had to place them manually, all couple of thousand of them.The rivets were made with the help of geometry nodes. I used a simple setup that instances rivets along a curve while rotating them along the surface normal of the hull. I just had to extract loops from the hull surface, separate them as a new mesh, add the geometry node setup, and tweak a parameter for spacing. Geometry nodes really helped with this taskotherwise, I wouldve had to place them manually, all couple of thousand of them.MaterialsI deliberated on materials for a while. Texturing the sub in Substance Painter was my initial idea, but that would mean Id need a lot of texture sets to cover a model this big and avoid blurry textures up close. It sounded like a lot of workmaybe too much to be worth itnot to mention the memory footprint. But it would have been the most compatible method for using the sub in other DCC software. Still, I think the quality would have suffered. And did I mention that it wouldve been a lot of work?The next idea I had was to use tiling materials with masks painted in Substance Painter. That would have resulted in sharp materials, but there was a risk of either having blurry mask textures or, again, needing a lot of them. Also, organizing all of the meshes across various texture sets while trying to keep texel density somewhat consistentand painting multiple masks in Substance Painteragain, you guessed it, a lot of work!So, I opted for a third solution which, while completely incompatible with other DCCs, proved to be the most efficient and versatileat least when it comes to Blender. I used tiling textures while utilizing procedural masks created directly within Blender. With this solution, I only had to unwrap everything, make sure all UVs were of the same scale, and start applying materials. No UV packing, no endless mask creation in Substance Painter, no blurry materialsjust pure procedural goodness and a massive viewport lag! But more on that later.First, I created a base painted material for the hull. That meant using various noise textures to add slight color variations, dark areas, roughness variations, and even some painted metal surface bumps. For the colors, I used this official-looking color chart I found here.This PDF is a great resource on materials used for German submarines during WWII, and I referenced it frequently for various parts of the sub.Kriegsmarine Color ChartSo, for the primary hull colors, I opted for Hellgrau 50 and Dunkelgrau 52. Thats where I startedjust basic colors on the hulland then worked my way toward variations, edge damage, and rust.Basic colors: Hellgrau, Dunkelgrau, and a mask to separate the two in the right place:The mask was created with a simple black-and-white texture mixed with noise to create a not-so-sharp and straight edge.Next, I used procedural noise textures to add slight variations to color, roughness and surface bumps:Subtle surface bumps to make the hull less smooth and perfect. Again, using only procedural noise textures:My noise generator: just a noise texture mixed with various tiling settings and exposed controls for parameters.Due to water pressure when submerged deep, the hull plates between frames tend to curve inward, giving the hull that wavy look. I didn't want to model that waviness directly, so I created a simple normal map to simulate the effect through the material.Next, I added some procedural wear and tear to the material. The upside of procedural dirt and damage is that I don't have to manually paint it across the entire sub, but the downside is that I have limited control over the placement of the effects. Fortunately, the procedural approach worked quite nicely, and I only needed to manually mask out damage in a few spots where I didnt want it.First, the edge damage. I needed to isolate the edges on the model, add some variation to the edge mask, and then use that mask to apply a different color or chipped edges on the hull.The edge mask:AO Dirt maskEdge damage maskAO dirt:I painted the rust manually using vertex colors. The effect could have been better, but achieving that would have required applying the subdivision modifier to get a denser mesh, which I didnt want to do. So, I ended up painting on the un-subdivided mesh, which isnt as dense, resulting in a mixed bag.And that concludes the hull material. The good thing about procedural materials is that they can be applied to other objects, and the effects automatically carry over. If not for that, I would have had to paint everything manually. This way, although not 100% accurate, it looks good enough and saves time. I could have spent a lot more time tweaking the material and hand-painting more accurately, but as I said, I thought it looked good enough and called it done.The rest of the materials were created in a similar manner and applied accordingly to meshes across the sub. The procedural approach really did save me some time. However, with all these procedural calculations happening under the hood, the viewport in Shaded and Rendered view started lagging as soon as I added procedural noise, AO dirt, and edge wear generators. Just something to keep in mind if you're going for a procedural approach.And that was about it. The only thing left for me to do was to organize the model a bit more through various collections, especially for details that fall under the optional categorystuff that can be added or removed from the sub according to one's wishes.Details' variations:I hope I didnt bother you too much with the details. I didnt use any unusual modeling techniquesjust good ol hard surface modeling with some procedural texturing thrown into the mix. Hope you like it!RENDER: German Type VIIc U-Boat Final model:Thank you for reading! If you have any questions or feedback, please dont hesitate to share your thoughts. Have a nice day!Cheers, Denis!!!About the Artist Denis Rakari is a 3D modeler from Zagreb, Croatia, currently doing cursed optimizations on various assets while working on SCUM, a survival MMO game currently in early access. Likes modeling hard surface stuff and a cold beer.Links
    0 Comments ·0 Shares ·11 Views
  • Lawmakers Demand Answers From Rubio Over the $400 Million Armored Tesla Contract
    gizmodo.com
    By Matthew Gault Published March 10, 2025 | Comments (4) | Tesla co-founder and CEO Elon Musk stands in front of the shattered windows of the newly unveiled all-electric battery-powered Teslas Cybertruck Photo: Frederic J. Brown Politicians are pressing Secretary of State Marco Rubio to answer questions about a government contract for armored Teslas that never existed. Sen. Richard Blumenthal (D-NY) and Congressman Gregory Meeks (D-NY) both sent letters to Rubio last week with a detailed list of questions they want the Secretary to answer. The letters concern a Biden-era State Department contract for armored Teslas that, if fulfilled, would have enriched the Elon Musk-owned company to the tune of $400 million. The decision to consider purchasing Tesla vehicles for this purpose highlights the obvious conflicts of interest inherent in Mr. Musks dual roles as the Chief Executive Officer of Tesla, Inc. and the practical head of the Department of Government Efficiency, Blumenthalss letter said. Blumenthal is a member of the Senate Committee on Homeland Security and Governmental Affairs and the chairman of its Investigations subcommittee. His letter is dated March 3 and hes demanding answers from Rubio by today. Meeks is a ranking member of the Houses Committee on Foreign Affairs. He sent his letter on March 7 and is demanding his answers no later than March 14. We write to you to request answers and documentation to respond to a series of media reports that the Department of State and Elon Musk intended to engage in unlawful procurement activities that would constitute a serious violation of federal procurement laws, and in doing so planned to unlawfully enrich Mr. Musk, Meeks said in his letter. The saga of the armored Teslas began last month when Drop Site News uncovered a line item in a procurement forecast that called for spending $400 million on armoring Teslas. This document is not a budget, its a forecast put together by State that talks about money they might spend in the future.When D.C. decides to spend money, it can take a long time. First, it puts out a Request for Information (RFI), a signal to contractors about what it wants. Then, it looks through the RFIs and, after a lengthy decision-making process, decides whether to spend the money. Theres a 2024 RFI about armoring electric vehicles here. When I talked to the State Department about this story, they told me that the use of the word Tesla had been a clerical error and said that it was a Biden-era initiative that wasnt moving forward. Theyd put out the RFI, they said, and only got one response back.Someone at State also went back to the original procurement document and changed the word Tesla to electric vehicle. In the journalism business, we call this a stealth edit, and it tends to make you look guilty. The armored Teslas saga continued to blow up. At the end of February, NPR reported that it had documents that undercut States denials. NPR didnt share these documents or directly quote them. According to its reporting, Bidens State Department planned to spend about $483,000 in 2025 buying light-duty EVs. $483,000 is not $400 million. It is considerably less than that. NPR also didnt say that the electric vehicles referenced in the documents would be Teslas. Blumenthals letter to Rubio assumes that State is buying Teslas, though, and that its going all in on Cybertrucks. This concern was exacerbated by the fact that the vehicle in question was a Tesla Cybertruck, a failed experiment of a car which has been subject to numerous recalls since its announcement, and would not reasonably be considered for this purpose absent a heavy thumb on the scale, Blumenthal said.NPRs story featured several experts who have conflicting opinions about the viability of up-armored Cybertrucks as State Department vehicles. Some say its the perfect vehicle, others say it would be terrible. But, as best I can tell, no contract for the purchase of Cybertrucks exists or has ever existed. NPR doesnt claim that the State Department plans to spend money on Cybertrucks, just that it could. I spent the morning crawling through the public database of government contracts. The State Department has spent the last few years buying electric vehicles. Some of them are Teslas. The total cost of the Teslas marked as light duty by State in 2024 is around $500,000. Most of the individual contracts are for Model Ys and will be used in South East Asia.Blumenthals letter spends a lot of time decrying States use of Cybertrucks, something that was probably never planned. Meeks, however, spends more time on what I think is the real scandal here: stealth editing the forecast document. Screenshots published by NPR in its February 24 reporting showed that in the two weeks since Drop Site first published news of the procurement of Armored Tesla vehicles, the Department had quietly edited the procurement forecast documents to remove any specific mention of Tesla but did not immediately remove the project itself, Meeks said. This suggests the Department may have intended to move forward with the project but obscure any involvement by Mr. Musk or Tesla. At the time, State told me that writing Tesla in that space was a clerical error. It insisted it should have been a generic entry that read electric vehicle manufacturer. On one hand, changing it makes them look guilty. On the other hand, the very real graft and corruption perpetrated by Musk and other Trump associates is out in the open. They are hardly trying to hide it.Verizon once had a contract to upgrade the communications systems of the Federal Aviation Administration worth around $2 billion. Musk suggested it wasnt up to the task and said that SpaceX, a company he owns, should do it instead. Thats happening. Musk and his companies were facing several investigations and pending regulations related to Neuralink, X, and SpaceX. Using DOGE, hes decimated the agencies in charge of many of those investigations. Musk has celebrated these perceived wins publicly. He posts about them on X. Trump praised Starlink during an interview with Sean Hannity. Theres going to be a lot of corruption in the next four years, and a lot of it simply wont be hidden. If State ends up buying Teslas, Musk will post about how awesome its going to be for the government to drive his cars. Trump will announce the deal with fanfare and praise. Hed come out and say he got a really good deal from Elon on electric vehicles. It wont be hidden. Itll be right in front of our faces.Daily NewsletterYou May Also Like By Matt Novak Published March 10, 2025 Allison Stanger, Middlebury, The Conversation Published March 9, 2025 By AJ Dellinger Published March 8, 2025 By Matt Novak Published March 8, 2025 By AJ Dellinger Published March 8, 2025 By Matthew Gault Published March 7, 2025
    0 Comments ·0 Shares ·7 Views