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  • Sony Xperia 1 VII is a walking advertisement of Sony’s greatest technologies
    Sony might not be the first name that comes to mind in today’s smartphone world, but every so often, it drops a device that reminds fans why it’s still a force worth watching. The new Xperia 1 VII is a perfect example: a phone that feels like a love letter to Sony’s greatest hits, all wrapped up in a sleek, familiar frame. It’s a device for those who want the best of both worlds: cutting-edge performance and a sprinkle of nostalgia. Back in 2018, Sony’s then-CEO Kaz Hirai hinted at the brand’s long game: smartphones weren’t the end goal but a gateway to a broader, smarter ecosystem. Fast forward, and the Xperia 1 VII arrives as a showcase of everything Sony does best. It’s less about fighting for market share and more about giving loyal fans, audio buffs, and camera aficionados a playground for the company’s signature tech. Designer: Sony The Xperia 1 VII’s display is a stunner, thanks to Sony’s BRAVIA TV heritage. Whether you’re binging shows, editing photos, or just scrolling through your feed, those crisp colors and deep contrasts are hard to beat on a pocket-sized device. When it comes to music, Sony leans into its Walkman DNA, loading the phone with top-tier audio hardware and support for high-res playback that makes any playlist shine. Photography is where this phone really flexes. The rear camera setup carries the Alpha branding, with Exmor sensors fine-tuned for mobile. Advanced AI features like auto-framing, subject recognition, and human pose detection work behind the scenes to make sure you nail every shot, whether you’re snapping candid moments or something more creative. There’s also Google-powered AI magic, including Gemini and Circle to Search, to round out the smart experience. What really makes the Xperia 1 VII stand out, however, is its refusal to ditch old-school essentials. While most flagships have waved goodbye to the 3.5mm headphone jack and microSD slots, Sony keeps both alive. Audiophiles can use their favorite wired headphones for the purest sound, and shutterbugs or binge-watchers get up to 2TB of expandable storage for apps, media, and endless photos. It’s a nod to the features that matter to loyal users, even if the phone’s overall design has barely changed since the Xperia 1 III. Sony hasn’t ignored sustainability either. The Xperia 1 VII uses recycled materials for all its plastic parts, quietly helping the planet without making a fuss. For anyone who’s missed the comfort of classic features but still wants the latest and greatest in display, audio, and camera tech, the Xperia 1 VII is proof that you really can have it all, no compromises required. The post Sony Xperia 1 VII is a walking advertisement of Sony’s greatest technologies first appeared on Yanko Design.
    Sony Xperia 1 VII is a walking advertisement of Sony’s greatest technologies
    Sony might not be the first name that comes to mind in today’s smartphone world, but every so often, it drops a device that reminds fans why it’s still a force worth watching. The new Xperia 1 VII is a perfect example: a phone that feels like a love letter to Sony’s greatest hits, all wrapped up in a sleek, familiar frame. It’s a device for those who want the best of both worlds: cutting-edge performance and a sprinkle of nostalgia. Back in 2018, Sony’s then-CEO Kaz Hirai hinted at the brand’s long game: smartphones weren’t the end goal but a gateway to a broader, smarter ecosystem. Fast forward, and the Xperia 1 VII arrives as a showcase of everything Sony does best. It’s less about fighting for market share and more about giving loyal fans, audio buffs, and camera aficionados a playground for the company’s signature tech. Designer: Sony The Xperia 1 VII’s display is a stunner, thanks to Sony’s BRAVIA TV heritage. Whether you’re binging shows, editing photos, or just scrolling through your feed, those crisp colors and deep contrasts are hard to beat on a pocket-sized device. When it comes to music, Sony leans into its Walkman DNA, loading the phone with top-tier audio hardware and support for high-res playback that makes any playlist shine. Photography is where this phone really flexes. The rear camera setup carries the Alpha branding, with Exmor sensors fine-tuned for mobile. Advanced AI features like auto-framing, subject recognition, and human pose detection work behind the scenes to make sure you nail every shot, whether you’re snapping candid moments or something more creative. There’s also Google-powered AI magic, including Gemini and Circle to Search, to round out the smart experience. What really makes the Xperia 1 VII stand out, however, is its refusal to ditch old-school essentials. While most flagships have waved goodbye to the 3.5mm headphone jack and microSD slots, Sony keeps both alive. Audiophiles can use their favorite wired headphones for the purest sound, and shutterbugs or binge-watchers get up to 2TB of expandable storage for apps, media, and endless photos. It’s a nod to the features that matter to loyal users, even if the phone’s overall design has barely changed since the Xperia 1 III. Sony hasn’t ignored sustainability either. The Xperia 1 VII uses recycled materials for all its plastic parts, quietly helping the planet without making a fuss. For anyone who’s missed the comfort of classic features but still wants the latest and greatest in display, audio, and camera tech, the Xperia 1 VII is proof that you really can have it all, no compromises required. The post Sony Xperia 1 VII is a walking advertisement of Sony’s greatest technologies first appeared on Yanko Design.
    المصدر: www.yankodesign.com
    #sony #xperia #vii #walking #advertisement #sonys #greatest #technologies
    WWW.YANKODESIGN.COM
    Sony Xperia 1 VII is a walking advertisement of Sony’s greatest technologies
    Sony might not be the first name that comes to mind in today’s smartphone world, but every so often, it drops a device that reminds fans why it’s still a force worth watching. The new Xperia 1 VII is a perfect example: a phone that feels like a love letter to Sony’s greatest hits, all wrapped up in a sleek, familiar frame. It’s a device for those who want the best of both worlds: cutting-edge performance and a sprinkle of nostalgia. Back in 2018, Sony’s then-CEO Kaz Hirai hinted at the brand’s long game: smartphones weren’t the end goal but a gateway to a broader, smarter ecosystem. Fast forward, and the Xperia 1 VII arrives as a showcase of everything Sony does best. It’s less about fighting for market share and more about giving loyal fans, audio buffs, and camera aficionados a playground for the company’s signature tech. Designer: Sony The Xperia 1 VII’s display is a stunner, thanks to Sony’s BRAVIA TV heritage. Whether you’re binging shows, editing photos, or just scrolling through your feed, those crisp colors and deep contrasts are hard to beat on a pocket-sized device. When it comes to music, Sony leans into its Walkman DNA, loading the phone with top-tier audio hardware and support for high-res playback that makes any playlist shine. Photography is where this phone really flexes. The rear camera setup carries the Alpha branding, with Exmor sensors fine-tuned for mobile. Advanced AI features like auto-framing, subject recognition, and human pose detection work behind the scenes to make sure you nail every shot, whether you’re snapping candid moments or something more creative. There’s also Google-powered AI magic, including Gemini and Circle to Search, to round out the smart experience. What really makes the Xperia 1 VII stand out, however, is its refusal to ditch old-school essentials. While most flagships have waved goodbye to the 3.5mm headphone jack and microSD slots, Sony keeps both alive. Audiophiles can use their favorite wired headphones for the purest sound, and shutterbugs or binge-watchers get up to 2TB of expandable storage for apps, media, and endless photos. It’s a nod to the features that matter to loyal users, even if the phone’s overall design has barely changed since the Xperia 1 III. Sony hasn’t ignored sustainability either. The Xperia 1 VII uses recycled materials for all its plastic parts, quietly helping the planet without making a fuss. For anyone who’s missed the comfort of classic features but still wants the latest and greatest in display, audio, and camera tech, the Xperia 1 VII is proof that you really can have it all, no compromises required. The post Sony Xperia 1 VII is a walking advertisement of Sony’s greatest technologies first appeared on Yanko Design.
    ·18 Views
  • Kord Design Wants to Bring Swedish Design to Everyday Tech
    Technology is seamlessly woven into our daily lives and living spaces – and that integration is only growing. As our homes fill with gadgets, there’s an increasing demand for tech that blends in rather than stands out. Enter Kord, a new Swedish design brand with a mission to reimagine everyday technology through the lens of timeless aesthetics. Its debut products, the Cuboid and Cuboid+ power strips, aim to elevate one of the most overlooked household essentials. Founded by David Lindell and Gustav Rosén, Kord is driven by the belief that functional objects deserve the same thoughtful design as furniture or decor. With backgrounds in business development, industrial design, and product innovation, the duo brings a multidisciplinary approach to what is often seen as an uninspired category. Designed to be compact and discreet without sacrificing style, the Cuboid series is also made to be seen. These power strips are ideal for spaces where hiding cables and cords isn’t always possible – like beside a sofa, under a desk, or near a kitchen counter. The Cuboid features four traditional power outlets arranged in a low-profile rectangular block. The Cuboid+ trades one of those outlets for two USB-C ports, which together offer 30W of total output, making it ideal for charging phones, tablets, or smaller laptops without the need for bulky adapters. Both models are available in a curated palette: Black, Dark Green, Pearled Ivory, Fired Brick, and Catalina Blue. The colors are intended to harmonize with interior design trends, rather than stick out like standard black-and-white electronics. Each unit features a durable matte finish and is made from 50% recycled materials, reinforcing the brand’s commitment to sustainability. A two-meter cord offers flexibility in placement without excessive cable clutter. But Kord’s ambitions go beyond reimagining the power strip. The company is also launching a set of accessories that extend its design language. The Hidy is a powder-coated stainless steel cover that uses integrated magnets to wrap neatly around cables – transforming unsightly tangles into intentional design elements. Meanwhile, the Cumulus Case is a sculptural sleeve for the Cuboid that adds a soft, wavy silhouette, ideal for display in open spaces. Kord has also designed a USB-C charging cable in the same colorways as the Cuboid line, measuring 1.5 meters in length, completing the cohesive product ecosystem. The humble power strip may not seem like an obvious candidate for a design overhaul, but Kord sees it differently. These are objects we use every day, often in plain sight – yet their design has remained largely unchanged for decades. By rethinking such essentials through a design-first lens, Kord is carving out a new space at the intersection of technology and interior aesthetics. Currently Kord’s products are available for pre-order in Sweden, but hopefully they’ll expand offerings globally soon. For more information about Kord’s Cuboid and Cuboid+, visit kord.se. Photography by Jesper Lidman Florbrant.
    Kord Design Wants to Bring Swedish Design to Everyday Tech
    Technology is seamlessly woven into our daily lives and living spaces – and that integration is only growing. As our homes fill with gadgets, there’s an increasing demand for tech that blends in rather than stands out. Enter Kord, a new Swedish design brand with a mission to reimagine everyday technology through the lens of timeless aesthetics. Its debut products, the Cuboid and Cuboid+ power strips, aim to elevate one of the most overlooked household essentials. Founded by David Lindell and Gustav Rosén, Kord is driven by the belief that functional objects deserve the same thoughtful design as furniture or decor. With backgrounds in business development, industrial design, and product innovation, the duo brings a multidisciplinary approach to what is often seen as an uninspired category. Designed to be compact and discreet without sacrificing style, the Cuboid series is also made to be seen. These power strips are ideal for spaces where hiding cables and cords isn’t always possible – like beside a sofa, under a desk, or near a kitchen counter. The Cuboid features four traditional power outlets arranged in a low-profile rectangular block. The Cuboid+ trades one of those outlets for two USB-C ports, which together offer 30W of total output, making it ideal for charging phones, tablets, or smaller laptops without the need for bulky adapters. Both models are available in a curated palette: Black, Dark Green, Pearled Ivory, Fired Brick, and Catalina Blue. The colors are intended to harmonize with interior design trends, rather than stick out like standard black-and-white electronics. Each unit features a durable matte finish and is made from 50% recycled materials, reinforcing the brand’s commitment to sustainability. A two-meter cord offers flexibility in placement without excessive cable clutter. But Kord’s ambitions go beyond reimagining the power strip. The company is also launching a set of accessories that extend its design language. The Hidy is a powder-coated stainless steel cover that uses integrated magnets to wrap neatly around cables – transforming unsightly tangles into intentional design elements. Meanwhile, the Cumulus Case is a sculptural sleeve for the Cuboid that adds a soft, wavy silhouette, ideal for display in open spaces. Kord has also designed a USB-C charging cable in the same colorways as the Cuboid line, measuring 1.5 meters in length, completing the cohesive product ecosystem. The humble power strip may not seem like an obvious candidate for a design overhaul, but Kord sees it differently. These are objects we use every day, often in plain sight – yet their design has remained largely unchanged for decades. By rethinking such essentials through a design-first lens, Kord is carving out a new space at the intersection of technology and interior aesthetics. Currently Kord’s products are available for pre-order in Sweden, but hopefully they’ll expand offerings globally soon. For more information about Kord’s Cuboid and Cuboid+, visit kord.se. Photography by Jesper Lidman Florbrant.
    المصدر: design-milk.com
    #kord #design #wants #bring #swedish #everyday #tech
    DESIGN-MILK.COM
    Kord Design Wants to Bring Swedish Design to Everyday Tech
    Technology is seamlessly woven into our daily lives and living spaces – and that integration is only growing. As our homes fill with gadgets, there’s an increasing demand for tech that blends in rather than stands out. Enter Kord, a new Swedish design brand with a mission to reimagine everyday technology through the lens of timeless aesthetics. Its debut products, the Cuboid and Cuboid+ power strips, aim to elevate one of the most overlooked household essentials. Founded by David Lindell and Gustav Rosén, Kord is driven by the belief that functional objects deserve the same thoughtful design as furniture or decor. With backgrounds in business development, industrial design, and product innovation, the duo brings a multidisciplinary approach to what is often seen as an uninspired category. Designed to be compact and discreet without sacrificing style, the Cuboid series is also made to be seen. These power strips are ideal for spaces where hiding cables and cords isn’t always possible – like beside a sofa, under a desk, or near a kitchen counter. The Cuboid features four traditional power outlets arranged in a low-profile rectangular block. The Cuboid+ trades one of those outlets for two USB-C ports, which together offer 30W of total output, making it ideal for charging phones, tablets, or smaller laptops without the need for bulky adapters. Both models are available in a curated palette: Black, Dark Green, Pearled Ivory, Fired Brick, and Catalina Blue. The colors are intended to harmonize with interior design trends, rather than stick out like standard black-and-white electronics. Each unit features a durable matte finish and is made from 50% recycled materials, reinforcing the brand’s commitment to sustainability. A two-meter cord offers flexibility in placement without excessive cable clutter. But Kord’s ambitions go beyond reimagining the power strip. The company is also launching a set of accessories that extend its design language. The Hidy is a powder-coated stainless steel cover that uses integrated magnets to wrap neatly around cables – transforming unsightly tangles into intentional design elements. Meanwhile, the Cumulus Case is a sculptural sleeve for the Cuboid that adds a soft, wavy silhouette, ideal for display in open spaces. Kord has also designed a USB-C charging cable in the same colorways as the Cuboid line, measuring 1.5 meters in length, completing the cohesive product ecosystem. The humble power strip may not seem like an obvious candidate for a design overhaul, but Kord sees it differently. These are objects we use every day, often in plain sight – yet their design has remained largely unchanged for decades. By rethinking such essentials through a design-first lens, Kord is carving out a new space at the intersection of technology and interior aesthetics. Currently Kord’s products are available for pre-order in Sweden, but hopefully they’ll expand offerings globally soon. For more information about Kord’s Cuboid and Cuboid+, visit kord.se. Photography by Jesper Lidman Florbrant.
    ·22 Views
  • #333;">First Look at LUMINOR: Create a Vintage Camera with Blender | Course Teaser
    The LUMINOR course is slated to release this summer (2025).
    Join the CG Cookie newsletter for the most up-do-date info: https://b3d.cgcookie.com/065p53" style="color: #0066cc; text-decoration: none;">https://b3d.cgcookie.com/065p53
    Vintage cameras are an excellent project to refine your hard surfaced modeling, texturing, materials and rendering skills.
    There's no better candidate to teach this than Ewa Wierbik-Ziąbka; an accomplished professional 3D artist won best product design in 2024 for her Leica M2 vintage camera render over at Blender Artists.
    See more of Ewa's work: https://www.artstation.com/ewawierbik" style="color: #0066cc; text-decoration: none;">https://www.artstation.com/ewawierbik
    "WHO IS CG COOKIE?"
    We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community.

    If you love what we do, consider enrolling to http://cgcookie.com" style="color: #0066cc; text-decoration: none;">http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions.

    "WHERE SHOULD I START LEARNING BLENDER?"
    For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7" style="color: #0066cc; text-decoration: none;">https://rb.gy/khqdl7
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    Got it.
    Here's where you can reach us!
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    #666;">المصدر: https://www.youtube.com/watch?v=tnmeTT_WX_0" style="color: #0066cc; text-decoration: none;">www.youtube.com
    #0066cc;">#first #look #luminor #create #vintage #camera #with #blender #course #teaser #the #slated #release #this #summer #2025join #cookie #newsletter #for #most #updodate #info #hrefhttpsb3dcgcookiecom065p53 #stylecolor #0066cc #textdecoration #nonehttpsb3dcgcookiecom065p53a #cameras #are #excellent #project #refine #your #hard #surfaced #modeling #texturing #materials #and #rendering #skillsthere039s #better #candidate #teach #than #ewa #wierbikziąbka #accomplished #professional #artist #won #best #product #design #her #leica #render #over #artistssee #more #ewa039s #work #hrefhttpswwwartstationcomewawierbik #nonehttpswwwartstationcomewawierbika #ampampquotwho #cookieampampquotwe #real #people #maybe #some #cyborgs #don039t #ask #small #crew #artists #baking #fresh #videos #community #you #love #what #consider #enrolling #hrefhttpcgcookiecom #nonehttpcgcookiecoma #stream #100039s #courses #passionate #instructors #there #answer #questionsampampquotwhere #should #start #learning #blenderampampquotfor #beginners #have #free #tutorial #series #ampampquotgetting #started #blenderampampquot #hrefhttpsrbgykhqdl7 #nonehttpsrbgykhqdl7a #ampampquoti #want #lifeampampquotgot #ithere039s #where #can #reach #usa #hrefhttpinstagramcomcgcookie #nonehttpinstagramcomcgcookiea #hrefhttptwittercomcgcookie #nonehttptwittercomcgcookiea #hrefhttpfacebookcomcgcookieinc #nonehttpfacebookcomcgcookieinca #news #mailbox #sign #here #spamfree #hrefhttpscgcookiecomnewsletter #nonehttpscgcookiecomnewslettera #cgcookie #blendertutorial #b3d
    First Look at LUMINOR: Create a Vintage Camera with Blender | Course Teaser
    The LUMINOR course is slated to release this summer (2025). Join the CG Cookie newsletter for the most up-do-date info: https://b3d.cgcookie.com/065p53 Vintage cameras are an excellent project to refine your hard surfaced modeling, texturing, materials and rendering skills. There's no better candidate to teach this than Ewa Wierbik-Ziąbka; an accomplished professional 3D artist won best product design in 2024 for her Leica M2 vintage camera render over at Blender Artists. See more of Ewa's work: https://www.artstation.com/ewawierbik "WHO IS CG COOKIE?" We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. 🍪 If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?" For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!" Got it. Here's where you can reach us! http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
    المصدر: www.youtube.com
    #first #look #luminor #create #vintage #camera #with #blender #course #teaser #the #slated #release #this #summer #2025join #cookie #newsletter #for #most #updodate #info #hrefhttpsb3dcgcookiecom065p53 #stylecolor #0066cc #textdecoration #nonehttpsb3dcgcookiecom065p53a #cameras #are #excellent #project #refine #your #hard #surfaced #modeling #texturing #materials #and #rendering #skillsthere039s #better #candidate #teach #than #ewa #wierbikziąbka #accomplished #professional #artist #won #best #product #design #her #leica #render #over #artistssee #more #ewa039s #work #hrefhttpswwwartstationcomewawierbik #nonehttpswwwartstationcomewawierbika #ampampquotwho #cookieampampquotwe #real #people #maybe #some #cyborgs #don039t #ask #small #crew #artists #baking #fresh #videos #community #you #love #what #consider #enrolling #hrefhttpcgcookiecom #nonehttpcgcookiecoma #stream #100039s #courses #passionate #instructors #there #answer #questionsampampquotwhere #should #start #learning #blenderampampquotfor #beginners #have #free #tutorial #series #ampampquotgetting #started #blenderampampquot #hrefhttpsrbgykhqdl7 #nonehttpsrbgykhqdl7a #ampampquoti #want #lifeampampquotgot #ithere039s #where #can #reach #usa #hrefhttpinstagramcomcgcookie #nonehttpinstagramcomcgcookiea #hrefhttptwittercomcgcookie #nonehttptwittercomcgcookiea #hrefhttpfacebookcomcgcookieinc #nonehttpfacebookcomcgcookieinca #news #mailbox #sign #here #spamfree #hrefhttpscgcookiecomnewsletter #nonehttpscgcookiecomnewslettera #cgcookie #blendertutorial #b3d
    WWW.YOUTUBE.COM
    First Look at LUMINOR: Create a Vintage Camera with Blender | Course Teaser
    The LUMINOR course is slated to release this summer (2025). Join the CG Cookie newsletter for the most up-do-date info: https://b3d.cgcookie.com/065p53 Vintage cameras are an excellent project to refine your hard surfaced modeling, texturing, materials and rendering skills. There's no better candidate to teach this than Ewa Wierbik-Ziąbka; an accomplished professional 3D artist won best product design in 2024 for her Leica M2 vintage camera render over at Blender Artists. See more of Ewa's work: https://www.artstation.com/ewawierbik "WHO IS CG COOKIE?" We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. 🍪 If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?" For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!" Got it. Here's where you can reach us! http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
    ·22 Views
  • #333;">GM’s new ‘manganese rich’ battery promises cheaper EVs in 2028

    General Motors revealed Tuesday a new battery chemistry called lithium-manganese-rich (LMR), which it says should slash costs while delivering driving range that’s just shy of the most advanced batteries on the market. 
    “With LMR, we can deliver over 400-mile range in our in our trucks while significantly reducing our battery costs,” Kurt Kelty, GM’s vice president of battery, propulsion and sustainability, told TechCrunch.
    LMR will also dramatically reduce the amount of nickel and cobalt compared with GM’s most advanced cells, two critical minerals that aren’t readily available from domestic sources in the United States.
    Today, the Chevrolet Silverado EV uses nickel-manganese-cobalt (NMC) cells to drive 492 miles on a full charge.
    That impressive range comes with a hefty price tag.
    The electric trucks start at over $73,000 for the general public (a fleet version costs less).
    GM is planning a version with cheaper lithium-iron-phosphate (LFP) cells, which would drop the price by $6,000, but also cuts range to 350 miles. 
    The new technology would preserve the LFP price cuts without sacrificing as much range.
    GM says the new cells will be cheaper for a few reasons.
    For one, manganese is cheaper than cobalt or nickel.
    The LMR chemistry will have zero to 2% cobalt, 30% – 40% nickel, and 60% – 70% manganese.
    That’s significantly less than today’s leading NMC cells, which are up to 10% cobalt and 80% nickel.
    Previous attempts at manganese-rich batteries have tended to degrade quickly.
    GM thinks it has cracked the problem.
    The automaker experimented with a range of materials and manufacturing processes to arrive at the current formulation.

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    LMR battery packs will contain prismatic cells instead of pouches.
    Today’s Ultium batteries use the latter.
    Kelty said switching to prismatic cells, which have a rigid shell, will help the company build a battery pack with more than 50% fewer parts.
    “It’s a huge, huge cost savings we’ll get,” he said.
    GM has big plans for LMR, with the chemistry potentially spreading throughout the EV lineup.
    Andy Oury, business planning manager at GM, said that LMR could “take up a huge chunk in the middle” of the market, pushing LFP to entry level vehicles and pricey NMC to applications that need long range and high energy density.
    The new cells will be made by Ultium Cells, GM’s joint venture with LG Energy Solution.
    Through Ultium, the two companies have invested billions of dollars in battery manufacturing in the United States. 
    Both have been pursuing LMR for years.
    GM has more than 50 patents on LMR, though LG has also been working on the technology itself.
    Kelty acknowledged it’s possible that LG could make it’s own version of LMR cells that don’t infringe on GM’s patents, making the chemistry more widely available.
    “It’ll be interesting to see how this all plays out,” Kelty said.
    GM’s LMR research has been underway for a decade.
    Its efforts kicked into high gear in the last couple years as engineers successfully produced large-format cells similar to those in EVs on the road today.
    GM has made about 300 large format cells so far, and its testing regime equates to around 1.5 million miles of typical driving, said Kushal Narayanaswamy, director of advanced cell engineering at the automaker.
    That leaves just a few short years for the company to modify its existing manufacturing plants to accommodate the new chemistry and then scale up production.
    Scaling, in particular, tripped up the first Ultium cells.
    Kelty is confident that GM can hit the 2028 target. 
    “It meets all our performance metrics, we have a partner that’s going to manufacture it, and we’ve got a manufacturing location,” he said.
    “The other thing is, the supply chain is much more local than high-nickel or LFP, so we’re really incentivized to do this.
    There’s a lot of things coming together here that really make us want to go quickly.”
    #666;">المصدر: https://techcrunch.com/2025/05/13/gms-new-manganese-rich-battery-promises-cheaper-evs-in-2028/" style="color: #0066cc; text-decoration: none;">techcrunch.com
    #0066cc;">#gms #new #manganese #rich #battery #promises #cheaper #evs #general #motors #revealed #tuesday #chemistry #called #lithiummanganeserich #lmr #which #says #should #slash #costs #while #delivering #driving #range #thats #just #shy #the #most #advanced #batteries #marketwith #can #deliver #over #400mile #our #trucks #significantly #reducing #kurt #kelty #vice #president #propulsion #and #sustainability #told #techcrunchlmr #will #also #dramatically #reduce #amount #nickel #cobalt #compared #with #cells #two #critical #minerals #that #arent #readily #available #from #domestic #sources #united #statestoday #chevrolet #silverado #uses #nickelmanganesecobalt #nmc #drive #miles #full #chargethat #impressive #comes #hefty #price #tagthe #electric #start #for #public #fleet #version #lessgm #planning #lithiumironphosphate #lfp #would #drop #but #cuts #milesthe #technology #preserve #without #sacrificing #much #rangegm #few #reasonsfor #one #than #nickelthe #have #zero #manganesethats #less #todays #leading #are #nickelprevious #attempts #manganeserich #tended #degrade #quicklygm #thinks #has #cracked #problemthe #automaker #experimented #materials #manufacturing #processes #arrive #current #formulation #techcrunch #eventjoin #sessions #aisecure #your #spot #industry #event #speakers #openai #anthropic #coherefor #limited #time #tickets #entire #day #expert #talks #workshops #potent #networkingexhibit #show #decisionmakers #what #youve #built #big #spendavailable #through #may #tables #lastberkeley #cajune #5register #nowlmr #packs #contain #prismatic #instead #pouchestodays #ultium #use #latterkelty #said #switching #rigid #shell #help #company #build #pack #more #fewer #partsits #huge #cost #savings #well #get #saidgm #plans #potentially #spreading #throughout #lineupandy #oury #business #manager #could #take #chunk #middle #market #pushing #entry #level #vehicles #pricey #applications #need #long #high #energy #densitythe #made #joint #venture #solutionthrough #companies #invested #billions #dollars #statesboth #been #pursuing #yearsgm #patents #though #working #itselfkelty #acknowledged #its #possible #make #own #dont #infringe #making #widely #availableitll #interesting #see #how #this #all #plays #out #saidgms #research #underway #decadeits #efforts #kicked #into #gear #last #couple #years #engineers #successfully #produced #largeformat #similar #those #road #todaygm #about #large #format #far #testing #regime #equates #around #million #typical #kushal #narayanaswamy #director #cell #engineering #automakerthat #leaves #short #modify #existing #plants #accommodate #then #scale #productionscaling #particular #tripped #first #cellskelty #confident #hit #targetit #meets #performance #metrics #partner #going #manufacture #weve #got #location #saidthe #other #thing #supply #chain #local #highnickel #were #really #incentivized #thistheres #lot #things #coming #together #here #want #quickly
    GM’s new ‘manganese rich’ battery promises cheaper EVs in 2028
    General Motors revealed Tuesday a new battery chemistry called lithium-manganese-rich (LMR), which it says should slash costs while delivering driving range that’s just shy of the most advanced batteries on the market.  “With LMR, we can deliver over 400-mile range in our in our trucks while significantly reducing our battery costs,” Kurt Kelty, GM’s vice president of battery, propulsion and sustainability, told TechCrunch. LMR will also dramatically reduce the amount of nickel and cobalt compared with GM’s most advanced cells, two critical minerals that aren’t readily available from domestic sources in the United States. Today, the Chevrolet Silverado EV uses nickel-manganese-cobalt (NMC) cells to drive 492 miles on a full charge. That impressive range comes with a hefty price tag. The electric trucks start at over $73,000 for the general public (a fleet version costs less). GM is planning a version with cheaper lithium-iron-phosphate (LFP) cells, which would drop the price by $6,000, but also cuts range to 350 miles.  The new technology would preserve the LFP price cuts without sacrificing as much range. GM says the new cells will be cheaper for a few reasons. For one, manganese is cheaper than cobalt or nickel. The LMR chemistry will have zero to 2% cobalt, 30% – 40% nickel, and 60% – 70% manganese. That’s significantly less than today’s leading NMC cells, which are up to 10% cobalt and 80% nickel. Previous attempts at manganese-rich batteries have tended to degrade quickly. GM thinks it has cracked the problem. The automaker experimented with a range of materials and manufacturing processes to arrive at the current formulation. Techcrunch event Join us at TechCrunch Sessions: AI Secure your spot for our leading AI industry event with speakers from OpenAI, Anthropic, and Cohere. For a limited time, tickets are just $292 for an entire day of expert talks, workshops, and potent networking. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | June 5 REGISTER NOW LMR battery packs will contain prismatic cells instead of pouches. Today’s Ultium batteries use the latter. Kelty said switching to prismatic cells, which have a rigid shell, will help the company build a battery pack with more than 50% fewer parts. “It’s a huge, huge cost savings we’ll get,” he said. GM has big plans for LMR, with the chemistry potentially spreading throughout the EV lineup. Andy Oury, business planning manager at GM, said that LMR could “take up a huge chunk in the middle” of the market, pushing LFP to entry level vehicles and pricey NMC to applications that need long range and high energy density. The new cells will be made by Ultium Cells, GM’s joint venture with LG Energy Solution. Through Ultium, the two companies have invested billions of dollars in battery manufacturing in the United States.  Both have been pursuing LMR for years. GM has more than 50 patents on LMR, though LG has also been working on the technology itself. Kelty acknowledged it’s possible that LG could make it’s own version of LMR cells that don’t infringe on GM’s patents, making the chemistry more widely available. “It’ll be interesting to see how this all plays out,” Kelty said. GM’s LMR research has been underway for a decade. Its efforts kicked into high gear in the last couple years as engineers successfully produced large-format cells similar to those in EVs on the road today. GM has made about 300 large format cells so far, and its testing regime equates to around 1.5 million miles of typical driving, said Kushal Narayanaswamy, director of advanced cell engineering at the automaker. That leaves just a few short years for the company to modify its existing manufacturing plants to accommodate the new chemistry and then scale up production. Scaling, in particular, tripped up the first Ultium cells. Kelty is confident that GM can hit the 2028 target.  “It meets all our performance metrics, we have a partner that’s going to manufacture it, and we’ve got a manufacturing location,” he said. “The other thing is, the supply chain is much more local than high-nickel or LFP, so we’re really incentivized to do this. There’s a lot of things coming together here that really make us want to go quickly.”
    المصدر: techcrunch.com
    #gms #new #manganese #rich #battery #promises #cheaper #evs #general #motors #revealed #tuesday #chemistry #called #lithiummanganeserich #lmr #which #says #should #slash #costs #while #delivering #driving #range #thats #just #shy #the #most #advanced #batteries #marketwith #can #deliver #over #400mile #our #trucks #significantly #reducing #kurt #kelty #vice #president #propulsion #and #sustainability #told #techcrunchlmr #will #also #dramatically #reduce #amount #nickel #cobalt #compared #with #cells #two #critical #minerals #that #arent #readily #available #from #domestic #sources #united #statestoday #chevrolet #silverado #uses #nickelmanganesecobalt #nmc #drive #miles #full #chargethat #impressive #comes #hefty #price #tagthe #electric #start #for #public #fleet #version #lessgm #planning #lithiumironphosphate #lfp #would #drop #but #cuts #milesthe #technology #preserve #without #sacrificing #much #rangegm #few #reasonsfor #one #than #nickelthe #have #zero #manganesethats #less #todays #leading #are #nickelprevious #attempts #manganeserich #tended #degrade #quicklygm #thinks #has #cracked #problemthe #automaker #experimented #materials #manufacturing #processes #arrive #current #formulation #techcrunch #eventjoin #sessions #aisecure #your #spot #industry #event #speakers #openai #anthropic #coherefor #limited #time #tickets #entire #day #expert #talks #workshops #potent #networkingexhibit #show #decisionmakers #what #youve #built #big #spendavailable #through #may #tables #lastberkeley #cajune #5register #nowlmr #packs #contain #prismatic #instead #pouchestodays #ultium #use #latterkelty #said #switching #rigid #shell #help #company #build #pack #more #fewer #partsits #huge #cost #savings #well #get #saidgm #plans #potentially #spreading #throughout #lineupandy #oury #business #manager #could #take #chunk #middle #market #pushing #entry #level #vehicles #pricey #applications #need #long #high #energy #densitythe #made #joint #venture #solutionthrough #companies #invested #billions #dollars #statesboth #been #pursuing #yearsgm #patents #though #working #itselfkelty #acknowledged #its #possible #make #own #dont #infringe #making #widely #availableitll #interesting #see #how #this #all #plays #out #saidgms #research #underway #decadeits #efforts #kicked #into #gear #last #couple #years #engineers #successfully #produced #largeformat #similar #those #road #todaygm #about #large #format #far #testing #regime #equates #around #million #typical #kushal #narayanaswamy #director #cell #engineering #automakerthat #leaves #short #modify #existing #plants #accommodate #then #scale #productionscaling #particular #tripped #first #cellskelty #confident #hit #targetit #meets #performance #metrics #partner #going #manufacture #weve #got #location #saidthe #other #thing #supply #chain #local #highnickel #were #really #incentivized #thistheres #lot #things #coming #together #here #want #quickly
    TECHCRUNCH.COM
    GM’s new ‘manganese rich’ battery promises cheaper EVs in 2028
    General Motors revealed Tuesday a new battery chemistry called lithium-manganese-rich (LMR), which it says should slash costs while delivering driving range that’s just shy of the most advanced batteries on the market.  “With LMR, we can deliver over 400-mile range in our in our trucks while significantly reducing our battery costs,” Kurt Kelty, GM’s vice president of battery, propulsion and sustainability, told TechCrunch. LMR will also dramatically reduce the amount of nickel and cobalt compared with GM’s most advanced cells, two critical minerals that aren’t readily available from domestic sources in the United States. Today, the Chevrolet Silverado EV uses nickel-manganese-cobalt (NMC) cells to drive 492 miles on a full charge. That impressive range comes with a hefty price tag. The electric trucks start at over $73,000 for the general public (a fleet version costs less). GM is planning a version with cheaper lithium-iron-phosphate (LFP) cells, which would drop the price by $6,000, but also cuts range to 350 miles.  The new technology would preserve the LFP price cuts without sacrificing as much range. GM says the new cells will be cheaper for a few reasons. For one, manganese is cheaper than cobalt or nickel. The LMR chemistry will have zero to 2% cobalt, 30% – 40% nickel, and 60% – 70% manganese. That’s significantly less than today’s leading NMC cells, which are up to 10% cobalt and 80% nickel. Previous attempts at manganese-rich batteries have tended to degrade quickly. GM thinks it has cracked the problem. The automaker experimented with a range of materials and manufacturing processes to arrive at the current formulation. Techcrunch event Join us at TechCrunch Sessions: AI Secure your spot for our leading AI industry event with speakers from OpenAI, Anthropic, and Cohere. For a limited time, tickets are just $292 for an entire day of expert talks, workshops, and potent networking. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | June 5 REGISTER NOW LMR battery packs will contain prismatic cells instead of pouches. Today’s Ultium batteries use the latter. Kelty said switching to prismatic cells, which have a rigid shell, will help the company build a battery pack with more than 50% fewer parts. “It’s a huge, huge cost savings we’ll get,” he said. GM has big plans for LMR, with the chemistry potentially spreading throughout the EV lineup. Andy Oury, business planning manager at GM, said that LMR could “take up a huge chunk in the middle” of the market, pushing LFP to entry level vehicles and pricey NMC to applications that need long range and high energy density. The new cells will be made by Ultium Cells, GM’s joint venture with LG Energy Solution. Through Ultium, the two companies have invested billions of dollars in battery manufacturing in the United States.  Both have been pursuing LMR for years. GM has more than 50 patents on LMR, though LG has also been working on the technology itself. Kelty acknowledged it’s possible that LG could make it’s own version of LMR cells that don’t infringe on GM’s patents, making the chemistry more widely available. “It’ll be interesting to see how this all plays out,” Kelty said. GM’s LMR research has been underway for a decade. Its efforts kicked into high gear in the last couple years as engineers successfully produced large-format cells similar to those in EVs on the road today. GM has made about 300 large format cells so far, and its testing regime equates to around 1.5 million miles of typical driving, said Kushal Narayanaswamy, director of advanced cell engineering at the automaker. That leaves just a few short years for the company to modify its existing manufacturing plants to accommodate the new chemistry and then scale up production. Scaling, in particular, tripped up the first Ultium cells. Kelty is confident that GM can hit the 2028 target.  “It meets all our performance metrics, we have a partner that’s going to manufacture it, and we’ve got a manufacturing location,” he said. “The other thing is, the supply chain is much more local than high-nickel or LFP, so we’re really incentivized to do this. There’s a lot of things coming together here that really make us want to go quickly.”
    ·20 Views
  • #333;">By Shoving a Bed Frame Against the Door, This Pompeii Family Tried to Survive Mount Vesuvius' Eruption

    New Research
    By Shoving a Bed Frame Against the Door, This Pompeii Family Tried to Survive Mount Vesuvius’ Eruption
    Archaeologists are learning new details about the four individuals’ futile attempt to hide inside an ancient residence called the House of Helle and Phrixus

    A bed frame shoved against the door served as a makeshift barricade.
    Pompeii Archaeological Park
    In 79 C.E., Mount Vesuvius erupted, spewing ash and small volcanic pellets known as lapilli over the city of Pompeii.
    Nearly 1,950 years later, archaeologists are still sifting through the layers of debris and making remarkable discoveries about life—and death—in the ancient city.
    Researchers recently discovered four members of a family, including a child, who attempted to escape the eruption by barricading themselves inside a bedroom, according to a statement from the Pompeii Archaeological Park.
    Though their efforts were futile, their remains provide remarkable insight into the doomed city’s final moments.
    When the eruption began, most residents of Pompeii “had no clue what was happening,” Gabriel Zuchtriegel, director of the park and co-author of a new study published in the journal Scavi di Pompei, tells the New York Times’ Sara Novak.
    “Many thought the end of the world had come.”
    A majority of the 15,000 to 20,000 residents of Pompeii and nearby Herculaneum fled and survived the eruption.
    The four family members were among the roughly 2,000 Pompeians who remained when the city was destroyed.

    As Helle struggles in the sea, Phrixus reaches out to his sister from atop a flying ram.


    Pompeii Archaeological Park
    Archaeologists found the family’s remains in a small but stately residence known as the House of Helle and Phrixus, named after a fresco of the mythological siblings discovered on the dining room wall.
    In Greek myth, the siblings survive their stepmother’s attempt to sacrifice them to the gods by flying away on a ram with a golden fleece.
    While Phrixus escapes, Helle falls off the ram into the sea.
    The fresco captures the siblings reaching out to each other—Helle in the sea, Phrixus on the ram—in a fittingly futile attempt at rescue.
    The architectural features of the house may have accelerated the family’s demise.
    Like many Roman houses, the House of Helle and Phrixus featured an open-roofed atrium, intended to aid rainwater collection.
    But as lapilli fell from the sky during the first phase of the eruption, the rock debris, which reached up to nine feet in some locations, quickly flooded the house through the atrium.
    At first, the archaeological evidence shows, the four individuals tried to protect themselves by packing into a small room.
    They even pushed a wooden bed frame against the door, hoping that it would prevent the lapilli from entering.When that failed, the researchers think they pulled back the barricade and attempted to escape.
    Based on the location of the remains, they only got as far as the triclinium, or dining room.
    “This house, with its decorations and its objects, shows us people who tried to save themselves,” says Zuchtriegel in the statement, per a translation by La Brújula Verde’s Guillermo Carvajal.
    “They didn’t succeed, but their story is still here, beneath the ashes.”
    Over the centuries, the ash preserved the remains of the family, the wooden bed frame and other items, including a bronze amulet known as a bulla and a stash of amphorae filled with garum, a popular Roman fish sauce.

    Ash and lapilli flooded into through the open-roofed atrium, burying the house in up to nine feet of debris.


    Pompeii Archaeological Park
    Researchers don’t know that this particular family owned the House of Helle and Phrixus.
    The group may have taken refuge there after the owners fled, as Marcello Mogetta, an archaeologist and Roman art historian at the University of Missouri who wasn’t involved in the study, tells the Times.
    Still, the recovered objects offer a glimpse into Pompeian family life.
    For instance, the child was likely the one wearing the bronze bulla, as tradition dictated that boys wear such amulets for protection until adulthood.
    Additionally, traces of masonry materials suggest that the house was under renovation.
    As Zuchtriegel says in the statement, “Excavating Pompeii means confronting the beauty of art, but also the fragility of life.”
    Get the latest stories in your inbox every weekday.
    #0066cc;">#shoving #bed #frame #against #the #door #this #pompeii #family #tried #survive #mount #vesuvius039 #eruption #new #researchby #vesuvius #eruptionarchaeologists #are #learning #details #about #four #individuals #futile #attempt #hide #inside #ancient #residence #called #house #helle #and #phrixus #shoved #served #makeshift #barricade #archaeological #parkin #vesuviuserupted #spewing #ash #small #volcanic #pellets #known #aslapilli #over #city #ofpompeiinearly #years #later #archaeologists #still #sifting #through #layers #debris #making #remarkable #discoveries #lifeand #deathin #cityresearchers #recently #discovered #members #including #child #who #attempted #escape #barricading #themselves #bedroom #according #astatement #from #thepompeii #parkthough #their #efforts #were #remains #provide #insight #into #doomed #citys #final #momentswhen #began #most #residents #had #clue #what #was #happeninggabriel #zuchtriegel #director #park #coauthor #study #published #journalscavi #pompei #tells #thenew #york #times #sara #novakmany #thought #end #world #comea #majority #nearby #herculaneumfled #survived #eruptionthe #among #roughly #pompeians #remained #when #destroyed #struggles #seaphrixus #reaches #out #his #sister #atop #flying #ram #parkarchaeologists #found #familys #but #stately #named #after #afresco #mythological #siblings #dining #room #wallin #greek #myth #stepmothers #sacrifice #them #gods #away #with #golden #fleecewhile #escapes #falls #off #seathe #fresco #captures #reaching #each #otherhelle #sea #ramin #fittingly #rescuethe #architectural #features #may #have #accelerated #demiselike #many #roman #houses #featured #openroofed #atrium #intended #aid #rainwater #collectionbut #lapilli #fell #sky #during #first #phase #rock #which #reached #nine #feet #some #locations #quickly #flooded #atriumat #evidence #shows #protect #packing #roomthey #even #pushed #wooden #hoping #that #would #prevent #enteringwhen #failed #researchers #think #they #pulled #back #escapebased #location #only #got #far #triclinium #roomthis #its #decorations #objects #people #save #says #statement #per #translation #byla #brújula #verdes #guillermo #carvajalthey #didnt #succeed #story #here #beneath #ashesover #centuries #preserved #other #items #bronze #amulet #abulla #stash #amphorae #filled #garum #apopular #fish #sauce #burying #parkresearchers #dont #know #particular #owned #phrixusthe #group #taken #refuge #there #owners #fled #marcello #mogetta #archaeologist #art #historian #university #missouri #wasnt #involved #timesstill #recovered #offer #glimpse #pompeian #lifefor #instance #likely #one #wearing #bulla #tradition #dictated #boys #wear #such #amulets #for #protection #until #adulthoodadditionally #traces #masonry #materials #suggest #under #renovationas #excavating #means #confronting #beauty #also #fragility #lifeget #latest #stories #your #inbox #every #weekday
    By Shoving a Bed Frame Against the Door, This Pompeii Family Tried to Survive Mount Vesuvius' Eruption
    New Research By Shoving a Bed Frame Against the Door, This Pompeii Family Tried to Survive Mount Vesuvius’ Eruption Archaeologists are learning new details about the four individuals’ futile attempt to hide inside an ancient residence called the House of Helle and Phrixus A bed frame shoved against the door served as a makeshift barricade. Pompeii Archaeological Park In 79 C.E., Mount Vesuvius erupted, spewing ash and small volcanic pellets known as lapilli over the city of Pompeii. Nearly 1,950 years later, archaeologists are still sifting through the layers of debris and making remarkable discoveries about life—and death—in the ancient city. Researchers recently discovered four members of a family, including a child, who attempted to escape the eruption by barricading themselves inside a bedroom, according to a statement from the Pompeii Archaeological Park. Though their efforts were futile, their remains provide remarkable insight into the doomed city’s final moments. When the eruption began, most residents of Pompeii “had no clue what was happening,” Gabriel Zuchtriegel, director of the park and co-author of a new study published in the journal Scavi di Pompei, tells the New York Times’ Sara Novak. “Many thought the end of the world had come.” A majority of the 15,000 to 20,000 residents of Pompeii and nearby Herculaneum fled and survived the eruption. The four family members were among the roughly 2,000 Pompeians who remained when the city was destroyed. As Helle struggles in the sea, Phrixus reaches out to his sister from atop a flying ram. Pompeii Archaeological Park Archaeologists found the family’s remains in a small but stately residence known as the House of Helle and Phrixus, named after a fresco of the mythological siblings discovered on the dining room wall. In Greek myth, the siblings survive their stepmother’s attempt to sacrifice them to the gods by flying away on a ram with a golden fleece. While Phrixus escapes, Helle falls off the ram into the sea. The fresco captures the siblings reaching out to each other—Helle in the sea, Phrixus on the ram—in a fittingly futile attempt at rescue. The architectural features of the house may have accelerated the family’s demise. Like many Roman houses, the House of Helle and Phrixus featured an open-roofed atrium, intended to aid rainwater collection. But as lapilli fell from the sky during the first phase of the eruption, the rock debris, which reached up to nine feet in some locations, quickly flooded the house through the atrium. At first, the archaeological evidence shows, the four individuals tried to protect themselves by packing into a small room. They even pushed a wooden bed frame against the door, hoping that it would prevent the lapilli from entering.When that failed, the researchers think they pulled back the barricade and attempted to escape. Based on the location of the remains, they only got as far as the triclinium, or dining room. “This house, with its decorations and its objects, shows us people who tried to save themselves,” says Zuchtriegel in the statement, per a translation by La Brújula Verde’s Guillermo Carvajal. “They didn’t succeed, but their story is still here, beneath the ashes.” Over the centuries, the ash preserved the remains of the family, the wooden bed frame and other items, including a bronze amulet known as a bulla and a stash of amphorae filled with garum, a popular Roman fish sauce. Ash and lapilli flooded into through the open-roofed atrium, burying the house in up to nine feet of debris. Pompeii Archaeological Park Researchers don’t know that this particular family owned the House of Helle and Phrixus. The group may have taken refuge there after the owners fled, as Marcello Mogetta, an archaeologist and Roman art historian at the University of Missouri who wasn’t involved in the study, tells the Times. Still, the recovered objects offer a glimpse into Pompeian family life. For instance, the child was likely the one wearing the bronze bulla, as tradition dictated that boys wear such amulets for protection until adulthood. Additionally, traces of masonry materials suggest that the house was under renovation. As Zuchtriegel says in the statement, “Excavating Pompeii means confronting the beauty of art, but also the fragility of life.” Get the latest stories in your inbox every weekday.
    #shoving #bed #frame #against #the #door #this #pompeii #family #tried #survive #mount #vesuvius039 #eruption #new #researchby #vesuvius #eruptionarchaeologists #are #learning #details #about #four #individuals #futile #attempt #hide #inside #ancient #residence #called #house #helle #and #phrixus #shoved #served #makeshift #barricade #archaeological #parkin #vesuviuserupted #spewing #ash #small #volcanic #pellets #known #aslapilli #over #city #ofpompeiinearly #years #later #archaeologists #still #sifting #through #layers #debris #making #remarkable #discoveries #lifeand #deathin #cityresearchers #recently #discovered #members #including #child #who #attempted #escape #barricading #themselves #bedroom #according #astatement #from #thepompeii #parkthough #their #efforts #were #remains #provide #insight #into #doomed #citys #final #momentswhen #began #most #residents #had #clue #what #was #happeninggabriel #zuchtriegel #director #park #coauthor #study #published #journalscavi #pompei #tells #thenew #york #times #sara #novakmany #thought #end #world #comea #majority #nearby #herculaneumfled #survived #eruptionthe #among #roughly #pompeians #remained #when #destroyed #struggles #seaphrixus #reaches #out #his #sister #atop #flying #ram #parkarchaeologists #found #familys #but #stately #named #after #afresco #mythological #siblings #dining #room #wallin #greek #myth #stepmothers #sacrifice #them #gods #away #with #golden #fleecewhile #escapes #falls #off #seathe #fresco #captures #reaching #each #otherhelle #sea #ramin #fittingly #rescuethe #architectural #features #may #have #accelerated #demiselike #many #roman #houses #featured #openroofed #atrium #intended #aid #rainwater #collectionbut #lapilli #fell #sky #during #first #phase #rock #which #reached #nine #feet #some #locations #quickly #flooded #atriumat #evidence #shows #protect #packing #roomthey #even #pushed #wooden #hoping #that #would #prevent #enteringwhen #failed #researchers #think #they #pulled #back #escapebased #location #only #got #far #triclinium #roomthis #its #decorations #objects #people #save #says #statement #per #translation #byla #brújula #verdes #guillermo #carvajalthey #didnt #succeed #story #here #beneath #ashesover #centuries #preserved #other #items #bronze #amulet #abulla #stash #amphorae #filled #garum #apopular #fish #sauce #burying #parkresearchers #dont #know #particular #owned #phrixusthe #group #taken #refuge #there #owners #fled #marcello #mogetta #archaeologist #art #historian #university #missouri #wasnt #involved #timesstill #recovered #offer #glimpse #pompeian #lifefor #instance #likely #one #wearing #bulla #tradition #dictated #boys #wear #such #amulets #for #protection #until #adulthoodadditionally #traces #masonry #materials #suggest #under #renovationas #excavating #means #confronting #beauty #also #fragility #lifeget #latest #stories #your #inbox #every #weekday
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    By Shoving a Bed Frame Against the Door, This Pompeii Family Tried to Survive Mount Vesuvius' Eruption
    New Research By Shoving a Bed Frame Against the Door, This Pompeii Family Tried to Survive Mount Vesuvius’ Eruption Archaeologists are learning new details about the four individuals’ futile attempt to hide inside an ancient residence called the House of Helle and Phrixus A bed frame shoved against the door served as a makeshift barricade. Pompeii Archaeological Park In 79 C.E., Mount Vesuvius erupted, spewing ash and small volcanic pellets known as lapilli over the city of Pompeii. Nearly 1,950 years later, archaeologists are still sifting through the layers of debris and making remarkable discoveries about life—and death—in the ancient city. Researchers recently discovered four members of a family, including a child, who attempted to escape the eruption by barricading themselves inside a bedroom, according to a statement from the Pompeii Archaeological Park. Though their efforts were futile, their remains provide remarkable insight into the doomed city’s final moments. When the eruption began, most residents of Pompeii “had no clue what was happening,” Gabriel Zuchtriegel, director of the park and co-author of a new study published in the journal Scavi di Pompei, tells the New York Times’ Sara Novak. “Many thought the end of the world had come.” A majority of the 15,000 to 20,000 residents of Pompeii and nearby Herculaneum fled and survived the eruption. The four family members were among the roughly 2,000 Pompeians who remained when the city was destroyed. As Helle struggles in the sea, Phrixus reaches out to his sister from atop a flying ram. Pompeii Archaeological Park Archaeologists found the family’s remains in a small but stately residence known as the House of Helle and Phrixus, named after a fresco of the mythological siblings discovered on the dining room wall. In Greek myth, the siblings survive their stepmother’s attempt to sacrifice them to the gods by flying away on a ram with a golden fleece. While Phrixus escapes, Helle falls off the ram into the sea. The fresco captures the siblings reaching out to each other—Helle in the sea, Phrixus on the ram—in a fittingly futile attempt at rescue. The architectural features of the house may have accelerated the family’s demise. Like many Roman houses, the House of Helle and Phrixus featured an open-roofed atrium, intended to aid rainwater collection. But as lapilli fell from the sky during the first phase of the eruption, the rock debris, which reached up to nine feet in some locations, quickly flooded the house through the atrium. At first, the archaeological evidence shows, the four individuals tried to protect themselves by packing into a small room. They even pushed a wooden bed frame against the door, hoping that it would prevent the lapilli from entering.When that failed, the researchers think they pulled back the barricade and attempted to escape. Based on the location of the remains, they only got as far as the triclinium, or dining room. “This house, with its decorations and its objects, shows us people who tried to save themselves,” says Zuchtriegel in the statement, per a translation by La Brújula Verde’s Guillermo Carvajal. “They didn’t succeed, but their story is still here, beneath the ashes.” Over the centuries, the ash preserved the remains of the family, the wooden bed frame and other items, including a bronze amulet known as a bulla and a stash of amphorae filled with garum, a popular Roman fish sauce. Ash and lapilli flooded into through the open-roofed atrium, burying the house in up to nine feet of debris. Pompeii Archaeological Park Researchers don’t know that this particular family owned the House of Helle and Phrixus. The group may have taken refuge there after the owners fled, as Marcello Mogetta, an archaeologist and Roman art historian at the University of Missouri who wasn’t involved in the study, tells the Times. Still, the recovered objects offer a glimpse into Pompeian family life. For instance, the child was likely the one wearing the bronze bulla, as tradition dictated that boys wear such amulets for protection until adulthood. Additionally, traces of masonry materials suggest that the house was under renovation. As Zuchtriegel says in the statement, “Excavating Pompeii means confronting the beauty of art, but also the fragility of life.” Get the latest stories in your inbox every weekday.
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  • #333;">Round-up: Canadian-led exhibitions at the 2025 Venice Biennale
    The International Architecture Exhibition – La Biennale di Venezia,  has returned, with its grand opening held in early May.
    The exhibition runs until November 23, 2025
    The Canada Council for the Arts, Commissioner of Canada’s official participation in the International Architecture Exhibition – La Biennale di Venezia, administers the selection process and oversees the exhibition at the Canada Pavilion.
    But in addition to the Canada Pavilion, Canadian architects and designers have a presence in several other exhibitions that are part of this year’s festival.
    Here’s a round-up of the Canadian work in Venice.
    Picoplanktonics.
    Photo credit: Valentina Mori
    Picoplanktonics led by Living Room Collective
    Canada’s official entry to the Biennale is Picoplanktonics, a 3D-printed living artwork incorporating cyanobacteria—a global first at the intersection of architecture, biotechnology, and art.
    The exhibition, developed by the Living Room Collective, showcases the potential for collaboration between humans and nature. Picoplanktonics is an exploration of the potential to co-operate with living systems by co-constructing spaces that “remediate the planet rather than exploit it.”
    The installation transforms the Canada Pavilion into an aquatic micro-ecosystem, where architectural structures grow, evolve, and naturally degrade alongside their living components.
    It was designed according to regenerative architecture principles, and is not only a built object, but also a breathing organism interacting with its environment, which prompts reflection on potential futures of the built environment.
    The creative team is led by bio-designer Andrea Shin Ling, alongside core team members Nicholas Hoban, Vincent Hui and Clayton Lee.
    Etude Ile Verte by Atelier Pierre Thibault.
    Photo credit Alex Lesage
    Les boucaneries de l’île Verte by Atelier Pierre Thibault
    Atelier Pierre Thibault has been invited to participate in this year’s Venice Biennale as the only team from Québec.
    His project is inspired by the old fish smokehouses, or boucaneries, of Île Verte.
    With the support of the fifty permanent residents of Île Verte, Atelier Pierre Thibault has designed a participatory architectural project that aims to reinterpret the boucaneries as creative canvases to imagine new uses to strengthen Île Verte’s autonomy.
    This includes community greenhouses, artist studios, and gathering places.
    The exhibition aims to highlight, as Thibault puts it, “the strength of a sensitive and collective gesture in response to the erosion of traditional buildings and the major climate challenges faced by inhabitants living year-round in an isolated island environment.”
    The construction of the installations, along with the exchanges sparked with the community, was documented through photography and video, and captures both the process and the spirit of collaboration that defined the project.
    Celebrating the Verdoyants’ collective intelligence and inviting reflection on the future of the boucaneries, this participatory project highlights the exemplary and internationally resonant nature of this approach.
    The Atelier Pierre Thibault project will be on view at the Corderie dell’Arsenale.
    The pavilion itself will take the form of a temporary, lightweight structure constructed from reused materials, situated on the grounds of the French Pavilion, which is currently undergoing renovation.
    The curators have selected 50 projects to be featured across six thematic sections: Living With the Existing, the Immediate, the Broken, Vulnerabilities, Nature, and Combined Intelligences.
    Image courtesy of WZMH Architects
    Speedstac by WZMH Architects as part of Living With…Combined Intelligences 
    As part of the exhibition “Living With… Combined Intelligences,” WZMH Architects presents Speedstac, a prefabricated modular precast solution that aims to reimagine how urban areas devastated by war can be rebuilt.
    Originally designed to accelerate housing construction in Canada, Speedstac took on urgent new relevance following the Russian invasion of Ukraine.
    With more than 170,000 buildings damaged or destroyed and millions displaced, WZMH’s innovation, developed through its R&D lab, sparkbird, aims to offer a scalable solution: self-contained, plug-and-play building modules with integrated electrical and plumbing systems that can be seamlessly inserted into existing structures.
    The use of modern materials such as high-performance concrete can reduce the weight of the modules, making them easier to lift and move using conventional crane equipment.
    Using a robust locking mechanism, several modules can be securely fastened and unfastened as needed, to produce an adaptive modular housing solution.
    The Speedstac system aims to offer a solution to the challenges of traditional construction methods, enabling faster, more flexible, and more sustainable building projects.
    The Vivre Avec / Living With exhibition is hosted in the French Pavilion.
    Presentation, Northern Horizons.
    Photo credit: Blouin Orzes architectes
    Northern Horizons by Blouin Orzes architectes as part of Time Space Existence 
    Through a wide selection of projects—ranging from conceptual works, models and photographs to videos, sculptures and site-specific installations—the exhibition Time Space Existence, hosted by the European Cultural Centre, aims to provoke participants to question their relationship with space and time, re-envisioning new ways of living and rethinking architecture through a larger lens.
    Quebec firm Blouin Orzes’ participation revolves around their first-hand understanding of Inuit territories, where they have been working since 2000.
    Their contribution is based on their  recent publication, Northern Journeys.
    Blouin Orzes’ contribution in on display at the Palazzo Mora, and additional contributions to Time Space Existence are on view at the Palazzo Bembo and Marinaressa Gardens.
    View of Commercial and Residential Towers from Seymour and West Georgia Streets.
    Image credit: Henriquez Partners Studio
    BC Glass Sea Sponge
    Another contribution to Time Space Existence is the work of Henriquez Partners Studio.
    The transformative mixed-use development which they are presenting merges architectural innovation, social responsibility and urban revitalization, and has recently been submitted to the City of Vancouver.
    The project is about ambitious city-building, and aims to unlock public benefits on currently underutilized land in a way that supports some of the city’s most urgent needs, while contributing bold architecture to the city skyline.
    Four towers, designed by Henriquez, draw inspiration from rare and ancient glass sea sponge reefs, whose ecological strength and resilience have shaped both form and structure.
    These living marine organisms, which are unique to the Pacific Northwest, aim to serve as a metaphor for regeneration and adaptation.
    This concept is translated through the architectural language of the towers: silhouettes, sculptural forms, and sustainable performance.
    The tallest tower, a stand-alone hotel, proposed at 1,033 feet, is shaped by a structural diagrid exoskeleton that allows for column-free interiors while maximizing strength and minimizing material use.
    Developed in collaboration with Arup, the structural system references the skeletal lattice of sea sponges; a concept researched at Harvard for its groundbreaking structural efficiency.
    Henriquez Partners’  contribution is on display at Palazzo Bembo.
    Renewal Development Shishalh Project Duplex Renderings – Image credit: Renewal Development
    Shíshálh Nation: Ten Home Rescue Project as part of theLiving With / Vivre avec exhibition
    Vancouver-based company Renewal Development has been selected to appear as part of the French Pavilion’s exhibition on housing innovation.
    In 2024, Renewal Development partnered with developer Wesgroup and the shíshálh Nation to relocate ten high value Port Moody homes set for demolition to the shíshálh Nation on the Sunshine Coast.
    The Nation has been experiencing an acute housing shortage with 900 Nation members currently on a waitlist for housing.
    Renewal Development says that this initiative reflects its “deeply held values of sustainability, and reconciliation” and its “work to offer real-world solutions to waste and housing shortages by reimagining what already exists.”
    The project will be on display in the French Pavilion.
    The following is a list of other Canadian groups and individuals contributing to this year’s Venice Biennale:
    On Storage
    Brendan Cormier is a Canadian writer, curator, and urban designer based in London.
    He is currently the lead curator of 20th and 21st Century Design for the Shekou Partnership at the Victoria and Albert Museum.
    Prior to this he served as the managing editor of Volume Magazine.
    La Biennale di Venezia and the Victoria and Albert Museum, London present for the ninth consecutive year the Applied Arts Pavilion Special Project titled On Storage, curated by Brendan Cormier, in collaboration with Diller, Scofidio + Renfro (DS+R).
    It explores the global architecture of storage in service of the circulation of things, and features a newly commissioned six-channel film directed by DS+R.
    From Liquid to Stone: A Reconfigurable Concrete Tectonic Against Obsolescence
    Inge Donovan, based in Boston, achieved her Bachelor of Arts in Architectural Design and Architectural History, Theory and Criticism from the Daniels Faculty of Architecture at the University of Toronto in 2019 after growing up in Nova Scotia, Canada.
    The Curse of Dimensionality
    Adeline Chum is currently a Graduate Research Assistant at the Center for Spatial Research and third-year student in the MArch Program at GSAPP.
    She has received her Bachelor of Architectural Studies from the University of Waterloo, Canada and has worked in small and medium-sized architecture firms in Toronto, New York, and London.
    Oceanic Refractions
    Elise Misao Hunchuck, born in Toronto and currently based Berlin and Milan, is a transdisciplinary researcher, editor, writer, and educator.
    Her practice brings together architecture, landscape architecture, and media studies to research sites in Canada, Japan, China, and Ukraine, employing text, images, and cartographies to document, explore, and archive the co-constitutive relationships between plants, animals, and minerals—in all of their forms.
    SpaceSuits.Us: A Case for Ultra Thin Adjustments
    Charles Kim is a designer currently based in Boston.
    Stemming from his background in architecture, he is interested in materials, DIY, and the aesthetics of affordability.
    Since graduating from Harvard Graduate School of Design in 2022, he has been working as an architectural designer at Utile.
    Uncommon Knowledge: Plants as Sensors
    Sonia Sobrino Ralston is a designer, researcher, and educator, and is currently an Assistant Teaching Professor in Landscape Architecture and Art + Design at Northeastern University in the College of Arts, Media, and Design.
    She is interested in the intersections between landscape, architecture, and the history of technology.
    Doxiadis’ Informational Modernism
    Mark Wasiuta is Senior Lecturer in Architecture at Columbia GSAPP and Co-Director of the Critical, Curatorial and Conceptual Practices in Architecture program.
    Wasiuta is recipient of recent grants from the Onassis Foundation, the Asian Cultural Council, NYSCA, and the Graham Foundation, where he was an inaugural Graham Foundation Fellow.
    Blue Garden: The Architecture of Emergence
    Tanvi Khurmi, based in London, UK, is a multidisciplinary designer and artist.
    Her practice is focused on addressing and combatting issues surrounding the climate crisis.
    After receiving a Bachelor’s in Architecture with a minor in Environmental Studies from the John H.
    Daniels Faculty of Architecture at the University of Toronto, she earned a Masters of Architecture in Bio-Integrated Design at the Bartlett School of Architecture at University College London.
    Design as an Astronaut
    Dr.
    Cody Paige is the Director of the Space Exploration Initiative at the MIT Media Lab, a team of 50+ students, faculty, and staff building and flying advanced technology for space exploration.
    The Initiative focuses on helping students take their research into space.
    The pipeline developed to achieve this works with students from across the Media Lab and the MIT community to prototype space-related research in the lab, fly and test them in microgravity on parabolic and suborbital flights, and finally to take them to the International Space Station or on to the Moon.
    Cody also has a background in geology, specifically quaternary geochronology, and completed her Master of Applied Science at the University of Toronto in Aerospace Engineering and her Bachelor of Applied Science from Queen’s University in Engineering Physics.
     
    The post Round-up: Canadian-led exhibitions at the 2025 Venice Biennale appeared first on Canadian Architect.
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#science #aerospace #engineering #queens #physicsthe #post #appeared #architect
    Round-up: Canadian-led exhibitions at the 2025 Venice Biennale
    The International Architecture Exhibition – La Biennale di Venezia,  has returned, with its grand opening held in early May. The exhibition runs until November 23, 2025 The Canada Council for the Arts, Commissioner of Canada’s official participation in the International Architecture Exhibition – La Biennale di Venezia, administers the selection process and oversees the exhibition at the Canada Pavilion. But in addition to the Canada Pavilion, Canadian architects and designers have a presence in several other exhibitions that are part of this year’s festival. Here’s a round-up of the Canadian work in Venice. Picoplanktonics. Photo credit: Valentina Mori Picoplanktonics led by Living Room Collective Canada’s official entry to the Biennale is Picoplanktonics, a 3D-printed living artwork incorporating cyanobacteria—a global first at the intersection of architecture, biotechnology, and art. The exhibition, developed by the Living Room Collective, showcases the potential for collaboration between humans and nature. Picoplanktonics is an exploration of the potential to co-operate with living systems by co-constructing spaces that “remediate the planet rather than exploit it.” The installation transforms the Canada Pavilion into an aquatic micro-ecosystem, where architectural structures grow, evolve, and naturally degrade alongside their living components. It was designed according to regenerative architecture principles, and is not only a built object, but also a breathing organism interacting with its environment, which prompts reflection on potential futures of the built environment. The creative team is led by bio-designer Andrea Shin Ling, alongside core team members Nicholas Hoban, Vincent Hui and Clayton Lee. Etude Ile Verte by Atelier Pierre Thibault. Photo credit Alex Lesage Les boucaneries de l’île Verte by Atelier Pierre Thibault Atelier Pierre Thibault has been invited to participate in this year’s Venice Biennale as the only team from Québec. His project is inspired by the old fish smokehouses, or boucaneries, of Île Verte. With the support of the fifty permanent residents of Île Verte, Atelier Pierre Thibault has designed a participatory architectural project that aims to reinterpret the boucaneries as creative canvases to imagine new uses to strengthen Île Verte’s autonomy. This includes community greenhouses, artist studios, and gathering places. The exhibition aims to highlight, as Thibault puts it, “the strength of a sensitive and collective gesture in response to the erosion of traditional buildings and the major climate challenges faced by inhabitants living year-round in an isolated island environment.” The construction of the installations, along with the exchanges sparked with the community, was documented through photography and video, and captures both the process and the spirit of collaboration that defined the project. Celebrating the Verdoyants’ collective intelligence and inviting reflection on the future of the boucaneries, this participatory project highlights the exemplary and internationally resonant nature of this approach. The Atelier Pierre Thibault project will be on view at the Corderie dell’Arsenale. The pavilion itself will take the form of a temporary, lightweight structure constructed from reused materials, situated on the grounds of the French Pavilion, which is currently undergoing renovation. The curators have selected 50 projects to be featured across six thematic sections: Living With the Existing, the Immediate, the Broken, Vulnerabilities, Nature, and Combined Intelligences. Image courtesy of WZMH Architects Speedstac by WZMH Architects as part of Living With…Combined Intelligences  As part of the exhibition “Living With… Combined Intelligences,” WZMH Architects presents Speedstac, a prefabricated modular precast solution that aims to reimagine how urban areas devastated by war can be rebuilt. Originally designed to accelerate housing construction in Canada, Speedstac took on urgent new relevance following the Russian invasion of Ukraine. With more than 170,000 buildings damaged or destroyed and millions displaced, WZMH’s innovation, developed through its R&D lab, sparkbird, aims to offer a scalable solution: self-contained, plug-and-play building modules with integrated electrical and plumbing systems that can be seamlessly inserted into existing structures. The use of modern materials such as high-performance concrete can reduce the weight of the modules, making them easier to lift and move using conventional crane equipment. Using a robust locking mechanism, several modules can be securely fastened and unfastened as needed, to produce an adaptive modular housing solution. The Speedstac system aims to offer a solution to the challenges of traditional construction methods, enabling faster, more flexible, and more sustainable building projects. The Vivre Avec / Living With exhibition is hosted in the French Pavilion. Presentation, Northern Horizons. Photo credit: Blouin Orzes architectes Northern Horizons by Blouin Orzes architectes as part of Time Space Existence  Through a wide selection of projects—ranging from conceptual works, models and photographs to videos, sculptures and site-specific installations—the exhibition Time Space Existence, hosted by the European Cultural Centre, aims to provoke participants to question their relationship with space and time, re-envisioning new ways of living and rethinking architecture through a larger lens. Quebec firm Blouin Orzes’ participation revolves around their first-hand understanding of Inuit territories, where they have been working since 2000. Their contribution is based on their  recent publication, Northern Journeys. Blouin Orzes’ contribution in on display at the Palazzo Mora, and additional contributions to Time Space Existence are on view at the Palazzo Bembo and Marinaressa Gardens. View of Commercial and Residential Towers from Seymour and West Georgia Streets. Image credit: Henriquez Partners Studio BC Glass Sea Sponge Another contribution to Time Space Existence is the work of Henriquez Partners Studio. The transformative mixed-use development which they are presenting merges architectural innovation, social responsibility and urban revitalization, and has recently been submitted to the City of Vancouver. The project is about ambitious city-building, and aims to unlock public benefits on currently underutilized land in a way that supports some of the city’s most urgent needs, while contributing bold architecture to the city skyline. Four towers, designed by Henriquez, draw inspiration from rare and ancient glass sea sponge reefs, whose ecological strength and resilience have shaped both form and structure. These living marine organisms, which are unique to the Pacific Northwest, aim to serve as a metaphor for regeneration and adaptation. This concept is translated through the architectural language of the towers: silhouettes, sculptural forms, and sustainable performance. The tallest tower, a stand-alone hotel, proposed at 1,033 feet, is shaped by a structural diagrid exoskeleton that allows for column-free interiors while maximizing strength and minimizing material use. Developed in collaboration with Arup, the structural system references the skeletal lattice of sea sponges; a concept researched at Harvard for its groundbreaking structural efficiency. Henriquez Partners’  contribution is on display at Palazzo Bembo. Renewal Development Shishalh Project Duplex Renderings – Image credit: Renewal Development Shíshálh Nation: Ten Home Rescue Project as part of theLiving With / Vivre avec exhibition Vancouver-based company Renewal Development has been selected to appear as part of the French Pavilion’s exhibition on housing innovation. In 2024, Renewal Development partnered with developer Wesgroup and the shíshálh Nation to relocate ten high value Port Moody homes set for demolition to the shíshálh Nation on the Sunshine Coast. The Nation has been experiencing an acute housing shortage with 900 Nation members currently on a waitlist for housing. Renewal Development says that this initiative reflects its “deeply held values of sustainability, and reconciliation” and its “work to offer real-world solutions to waste and housing shortages by reimagining what already exists.” The project will be on display in the French Pavilion. The following is a list of other Canadian groups and individuals contributing to this year’s Venice Biennale: On Storage Brendan Cormier is a Canadian writer, curator, and urban designer based in London. He is currently the lead curator of 20th and 21st Century Design for the Shekou Partnership at the Victoria and Albert Museum. Prior to this he served as the managing editor of Volume Magazine. La Biennale di Venezia and the Victoria and Albert Museum, London present for the ninth consecutive year the Applied Arts Pavilion Special Project titled On Storage, curated by Brendan Cormier, in collaboration with Diller, Scofidio + Renfro (DS+R). It explores the global architecture of storage in service of the circulation of things, and features a newly commissioned six-channel film directed by DS+R. From Liquid to Stone: A Reconfigurable Concrete Tectonic Against Obsolescence Inge Donovan, based in Boston, achieved her Bachelor of Arts in Architectural Design and Architectural History, Theory and Criticism from the Daniels Faculty of Architecture at the University of Toronto in 2019 after growing up in Nova Scotia, Canada. The Curse of Dimensionality Adeline Chum is currently a Graduate Research Assistant at the Center for Spatial Research and third-year student in the MArch Program at GSAPP. She has received her Bachelor of Architectural Studies from the University of Waterloo, Canada and has worked in small and medium-sized architecture firms in Toronto, New York, and London. Oceanic Refractions Elise Misao Hunchuck, born in Toronto and currently based Berlin and Milan, is a transdisciplinary researcher, editor, writer, and educator. Her practice brings together architecture, landscape architecture, and media studies to research sites in Canada, Japan, China, and Ukraine, employing text, images, and cartographies to document, explore, and archive the co-constitutive relationships between plants, animals, and minerals—in all of their forms. SpaceSuits.Us: A Case for Ultra Thin Adjustments Charles Kim is a designer currently based in Boston. Stemming from his background in architecture, he is interested in materials, DIY, and the aesthetics of affordability. Since graduating from Harvard Graduate School of Design in 2022, he has been working as an architectural designer at Utile. Uncommon Knowledge: Plants as Sensors Sonia Sobrino Ralston is a designer, researcher, and educator, and is currently an Assistant Teaching Professor in Landscape Architecture and Art + Design at Northeastern University in the College of Arts, Media, and Design. She is interested in the intersections between landscape, architecture, and the history of technology. Doxiadis’ Informational Modernism Mark Wasiuta is Senior Lecturer in Architecture at Columbia GSAPP and Co-Director of the Critical, Curatorial and Conceptual Practices in Architecture program. Wasiuta is recipient of recent grants from the Onassis Foundation, the Asian Cultural Council, NYSCA, and the Graham Foundation, where he was an inaugural Graham Foundation Fellow. Blue Garden: The Architecture of Emergence Tanvi Khurmi, based in London, UK, is a multidisciplinary designer and artist. Her practice is focused on addressing and combatting issues surrounding the climate crisis. After receiving a Bachelor’s in Architecture with a minor in Environmental Studies from the John H. Daniels Faculty of Architecture at the University of Toronto, she earned a Masters of Architecture in Bio-Integrated Design at the Bartlett School of Architecture at University College London. Design as an Astronaut Dr. Cody Paige is the Director of the Space Exploration Initiative at the MIT Media Lab, a team of 50+ students, faculty, and staff building and flying advanced technology for space exploration. The Initiative focuses on helping students take their research into space. The pipeline developed to achieve this works with students from across the Media Lab and the MIT community to prototype space-related research in the lab, fly and test them in microgravity on parabolic and suborbital flights, and finally to take them to the International Space Station or on to the Moon. Cody also has a background in geology, specifically quaternary geochronology, and completed her Master of Applied Science at the University of Toronto in Aerospace Engineering and her Bachelor of Applied Science from Queen’s University in Engineering Physics.   The post Round-up: Canadian-led exhibitions at the 2025 Venice Biennale appeared first on Canadian Architect.
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    Round-up: Canadian-led exhibitions at the 2025 Venice Biennale
    The International Architecture Exhibition – La Biennale di Venezia,  has returned, with its grand opening held in early May. The exhibition runs until November 23, 2025 The Canada Council for the Arts, Commissioner of Canada’s official participation in the International Architecture Exhibition – La Biennale di Venezia, administers the selection process and oversees the exhibition at the Canada Pavilion. But in addition to the Canada Pavilion, Canadian architects and designers have a presence in several other exhibitions that are part of this year’s festival. Here’s a round-up of the Canadian work in Venice. Picoplanktonics. Photo credit: Valentina Mori Picoplanktonics led by Living Room Collective Canada’s official entry to the Biennale is Picoplanktonics, a 3D-printed living artwork incorporating cyanobacteria—a global first at the intersection of architecture, biotechnology, and art. The exhibition, developed by the Living Room Collective, showcases the potential for collaboration between humans and nature. Picoplanktonics is an exploration of the potential to co-operate with living systems by co-constructing spaces that “remediate the planet rather than exploit it.” The installation transforms the Canada Pavilion into an aquatic micro-ecosystem, where architectural structures grow, evolve, and naturally degrade alongside their living components. It was designed according to regenerative architecture principles, and is not only a built object, but also a breathing organism interacting with its environment, which prompts reflection on potential futures of the built environment. The creative team is led by bio-designer Andrea Shin Ling, alongside core team members Nicholas Hoban, Vincent Hui and Clayton Lee. Etude Ile Verte by Atelier Pierre Thibault. Photo credit Alex Lesage Les boucaneries de l’île Verte by Atelier Pierre Thibault Atelier Pierre Thibault has been invited to participate in this year’s Venice Biennale as the only team from Québec. His project is inspired by the old fish smokehouses, or boucaneries, of Île Verte. With the support of the fifty permanent residents of Île Verte, Atelier Pierre Thibault has designed a participatory architectural project that aims to reinterpret the boucaneries as creative canvases to imagine new uses to strengthen Île Verte’s autonomy. This includes community greenhouses, artist studios, and gathering places. The exhibition aims to highlight, as Thibault puts it, “the strength of a sensitive and collective gesture in response to the erosion of traditional buildings and the major climate challenges faced by inhabitants living year-round in an isolated island environment.” The construction of the installations, along with the exchanges sparked with the community, was documented through photography and video, and captures both the process and the spirit of collaboration that defined the project. Celebrating the Verdoyants’ collective intelligence and inviting reflection on the future of the boucaneries, this participatory project highlights the exemplary and internationally resonant nature of this approach. The Atelier Pierre Thibault project will be on view at the Corderie dell’Arsenale. The pavilion itself will take the form of a temporary, lightweight structure constructed from reused materials, situated on the grounds of the French Pavilion, which is currently undergoing renovation. The curators have selected 50 projects to be featured across six thematic sections: Living With the Existing, the Immediate, the Broken, Vulnerabilities, Nature, and Combined Intelligences. Image courtesy of WZMH Architects Speedstac by WZMH Architects as part of Living With…Combined Intelligences  As part of the exhibition “Living With… Combined Intelligences,” WZMH Architects presents Speedstac, a prefabricated modular precast solution that aims to reimagine how urban areas devastated by war can be rebuilt. Originally designed to accelerate housing construction in Canada, Speedstac took on urgent new relevance following the Russian invasion of Ukraine. With more than 170,000 buildings damaged or destroyed and millions displaced, WZMH’s innovation, developed through its R&D lab, sparkbird, aims to offer a scalable solution: self-contained, plug-and-play building modules with integrated electrical and plumbing systems that can be seamlessly inserted into existing structures. The use of modern materials such as high-performance concrete can reduce the weight of the modules, making them easier to lift and move using conventional crane equipment. Using a robust locking mechanism, several modules can be securely fastened and unfastened as needed, to produce an adaptive modular housing solution. The Speedstac system aims to offer a solution to the challenges of traditional construction methods, enabling faster, more flexible, and more sustainable building projects. The Vivre Avec / Living With exhibition is hosted in the French Pavilion. Presentation, Northern Horizons. Photo credit: Blouin Orzes architectes Northern Horizons by Blouin Orzes architectes as part of Time Space Existence  Through a wide selection of projects—ranging from conceptual works, models and photographs to videos, sculptures and site-specific installations—the exhibition Time Space Existence, hosted by the European Cultural Centre, aims to provoke participants to question their relationship with space and time, re-envisioning new ways of living and rethinking architecture through a larger lens. Quebec firm Blouin Orzes’ participation revolves around their first-hand understanding of Inuit territories, where they have been working since 2000. Their contribution is based on their  recent publication, Northern Journeys. Blouin Orzes’ contribution in on display at the Palazzo Mora, and additional contributions to Time Space Existence are on view at the Palazzo Bembo and Marinaressa Gardens. View of Commercial and Residential Towers from Seymour and West Georgia Streets. Image credit: Henriquez Partners Studio BC Glass Sea Sponge Another contribution to Time Space Existence is the work of Henriquez Partners Studio. The transformative mixed-use development which they are presenting merges architectural innovation, social responsibility and urban revitalization, and has recently been submitted to the City of Vancouver. The project is about ambitious city-building, and aims to unlock public benefits on currently underutilized land in a way that supports some of the city’s most urgent needs, while contributing bold architecture to the city skyline. Four towers, designed by Henriquez, draw inspiration from rare and ancient glass sea sponge reefs, whose ecological strength and resilience have shaped both form and structure. These living marine organisms, which are unique to the Pacific Northwest, aim to serve as a metaphor for regeneration and adaptation. This concept is translated through the architectural language of the towers: silhouettes, sculptural forms, and sustainable performance. The tallest tower, a stand-alone hotel, proposed at 1,033 feet, is shaped by a structural diagrid exoskeleton that allows for column-free interiors while maximizing strength and minimizing material use. Developed in collaboration with Arup, the structural system references the skeletal lattice of sea sponges; a concept researched at Harvard for its groundbreaking structural efficiency. Henriquez Partners’  contribution is on display at Palazzo Bembo. Renewal Development Shishalh Project Duplex Renderings – Image credit: Renewal Development Shíshálh Nation: Ten Home Rescue Project as part of theLiving With / Vivre avec exhibition Vancouver-based company Renewal Development has been selected to appear as part of the French Pavilion’s exhibition on housing innovation. In 2024, Renewal Development partnered with developer Wesgroup and the shíshálh Nation to relocate ten high value Port Moody homes set for demolition to the shíshálh Nation on the Sunshine Coast. The Nation has been experiencing an acute housing shortage with 900 Nation members currently on a waitlist for housing. Renewal Development says that this initiative reflects its “deeply held values of sustainability, and reconciliation” and its “work to offer real-world solutions to waste and housing shortages by reimagining what already exists.” The project will be on display in the French Pavilion. The following is a list of other Canadian groups and individuals contributing to this year’s Venice Biennale: On Storage Brendan Cormier is a Canadian writer, curator, and urban designer based in London. He is currently the lead curator of 20th and 21st Century Design for the Shekou Partnership at the Victoria and Albert Museum. Prior to this he served as the managing editor of Volume Magazine. La Biennale di Venezia and the Victoria and Albert Museum, London present for the ninth consecutive year the Applied Arts Pavilion Special Project titled On Storage, curated by Brendan Cormier, in collaboration with Diller, Scofidio + Renfro (DS+R). It explores the global architecture of storage in service of the circulation of things, and features a newly commissioned six-channel film directed by DS+R. From Liquid to Stone: A Reconfigurable Concrete Tectonic Against Obsolescence Inge Donovan, based in Boston, achieved her Bachelor of Arts in Architectural Design and Architectural History, Theory and Criticism from the Daniels Faculty of Architecture at the University of Toronto in 2019 after growing up in Nova Scotia, Canada. The Curse of Dimensionality Adeline Chum is currently a Graduate Research Assistant at the Center for Spatial Research and third-year student in the MArch Program at GSAPP. She has received her Bachelor of Architectural Studies from the University of Waterloo, Canada and has worked in small and medium-sized architecture firms in Toronto, New York, and London. Oceanic Refractions Elise Misao Hunchuck, born in Toronto and currently based Berlin and Milan, is a transdisciplinary researcher, editor, writer, and educator. Her practice brings together architecture, landscape architecture, and media studies to research sites in Canada, Japan, China, and Ukraine, employing text, images, and cartographies to document, explore, and archive the co-constitutive relationships between plants, animals, and minerals—in all of their forms. SpaceSuits.Us: A Case for Ultra Thin Adjustments Charles Kim is a designer currently based in Boston. Stemming from his background in architecture, he is interested in materials, DIY, and the aesthetics of affordability. Since graduating from Harvard Graduate School of Design in 2022, he has been working as an architectural designer at Utile. Uncommon Knowledge: Plants as Sensors Sonia Sobrino Ralston is a designer, researcher, and educator, and is currently an Assistant Teaching Professor in Landscape Architecture and Art + Design at Northeastern University in the College of Arts, Media, and Design. She is interested in the intersections between landscape, architecture, and the history of technology. Doxiadis’ Informational Modernism Mark Wasiuta is Senior Lecturer in Architecture at Columbia GSAPP and Co-Director of the Critical, Curatorial and Conceptual Practices in Architecture program. Wasiuta is recipient of recent grants from the Onassis Foundation, the Asian Cultural Council, NYSCA, and the Graham Foundation, where he was an inaugural Graham Foundation Fellow. Blue Garden: The Architecture of Emergence Tanvi Khurmi, based in London, UK, is a multidisciplinary designer and artist. Her practice is focused on addressing and combatting issues surrounding the climate crisis. After receiving a Bachelor’s in Architecture with a minor in Environmental Studies from the John H. Daniels Faculty of Architecture at the University of Toronto, she earned a Masters of Architecture in Bio-Integrated Design at the Bartlett School of Architecture at University College London. Design as an Astronaut Dr. Cody Paige is the Director of the Space Exploration Initiative at the MIT Media Lab, a team of 50+ students, faculty, and staff building and flying advanced technology for space exploration. The Initiative focuses on helping students take their research into space. The pipeline developed to achieve this works with students from across the Media Lab and the MIT community to prototype space-related research in the lab, fly and test them in microgravity on parabolic and suborbital flights, and finally to take them to the International Space Station or on to the Moon. Cody also has a background in geology, specifically quaternary geochronology, and completed her Master of Applied Science at the University of Toronto in Aerospace Engineering and her Bachelor of Applied Science from Queen’s University in Engineering Physics.   The post Round-up: Canadian-led exhibitions at the 2025 Venice Biennale appeared first on Canadian Architect.
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  • Advanced tips for character art production in Unity

    In this guest post, Sakura Rabbit (@Sakura_Rabbiter) shares how she approaches art production and provides tips for creating a realistic character in Unity.I finally got some free time as of late and it got me thinking… How about I write something about character creation? I’ve just finished creating several characters in a row, and I’m quite familiar with the entire creation process.
    I’m not referring to things like the art design of worldviews, character backgrounds, or character implementation techniques.
    There are already plenty of articles that elaborate on those topics, so I won’t touch on them here.What else, then? After giving it some thought, I’ve decided to prepare an article about producing realistic characters in the Unity Editor.You might be thinking, “What brings Sakura Rabbit to this topic?” Alas, it’s all because I’ve gone through an uphill journey learning the skill from scratch.
    I’m writing this so you can learn from my mistakes and reduce errors in your work.Now, let’s get started!Generally speaking, the implementation process of a character model involves the following steps:1.
    Three-view drawing → 2.
    Prototype model → 3.
    High-precision model → 4.
    Low-polygon topology → 5.
    UV splitting → 6.
    Baking normal map → 7.
    Mapping → 8.
    Skin rigging → 9.
    Skeletal and vertex animation → 10,.
    Shader in the engine → 11.
    Rendering in the engine → 12.
    Real-time physics in the engine → 13.
    Animation application and animator → 14.
    Character controller/AI implementation → 15.
    Special effects, voice, sound effects, etc.There are 15 steps in total.
    The process might seem complicated, but from a character design standpoint, all these factors and details will influence how your character will ultimately be displayed in your game engine.
    Therefore, these numerous steps are necessary for the final product to achieve the desired effect.
    The entire process takes a long time, and all the steps must be done in a specific sequence – every step is crucial.
    If one isn’t done properly or if you try to cut corners, the final product will be directly affected.Let’s start by looking at the preliminary preparation work of art production.
    The 15 steps previously mentioned can be summarized into four main phases:Original drawing → modeling → animation → renderingIsn’t this much simpler? Now, let’s get straight to the point.
    Through my hands-on experience, I’ve learned some things – hopefully you find them useful in your own project!First of all, you should set up some checkpoints before you start.
    I’m going to skip the usual ones, such as the vertex counts, the size of the map, the number of bones, etc.
    Instead, I’m going to focus on the following:I’d like this character to have a human skeleton, since this will affect the subsequent AI implementation.
    The human skeleton is advantageous because it enables you to use the motion capture device or interval animation library to quickly create a set of high-quality animations that can be used on the controller or AI.In addition, you also need to plan ahead on the material effects you want for your character.
    To produce the desired effects, preliminary steps such as the UV, edge distribution, and mapping are indispensable.
    If you only think about them after completing the model and animation, you will most likely end up reworking your design.
    It’s best to think about effects ahead of time to avoid doing more work later.For some physics effects of the character, physical processing is required for certain components and must be done independently.
    This is another criterion you need to consider beforehand.With these checkpoints in place, the next step is implementation.
    Here’s how to get started.To ensure your character creation process runs smoothly, it’s important that the first step, namely the original drawing, is done carefully.
    Failure to do this properly beforehand may affect the structure or effects in the subsequent steps.
    Keep the following in mind when drawing to facilitate what you need to do next.Model: You need to make the drawing suitable for modeling.
    For example, will the structure of what you draw be difficult to implement during modeling? Will it be challenging to distribute the edges for certain structures when making low-polygon topology?Animation: Likewise, you need to make the drawing suitable for animation.
    For example, will rigging be difficult for certain parts of the animation? Which structure does not conform to the human skeleton?Shader: Next, you need to take into account shader implementation.
    Ask yourself: Will the shader of the material effect I draw be difficult to implement? How about the performance? How about the classification of materials? Does it come with special effects? Can it be implemented using one pass or multiple passes?Physics: Which structure requires simulated computation? How is the motion executed?By keeping all these in mind when drawing, you can streamline your work in the subsequent steps.Tip: When drawing a human body, you can use a 3D modeling software to assist you with the process.
    Not only will this improve your efficiency, but also ensure structural and perspectival relationships are correct.For modeling, the same rules apply – that is, take into consideration the steps that follow.
    Modeling must be done properly, and factors such as UV mapping, edge distribution, and material classifications must also be planned in advance.
    Modeling is the most critical part of the process since it needs to go through the animation process before it gets to rendering.
    If there is an issue in rendering, then the modeling and animation processes must be reworked.Mapping: You need to make the model suitable for mapping as well.
    Which structures can share the UV? Can you maximize the use of pixels of the map? Which components require Alpha?Animation: You need to consider how facial expressions are created in blend shape and how the model should be divided for UV.
    Also, you need to identify the body structures that require animation and determine how the edges should be distributed to make the rigging of the model more natural.Shader: Now it’s time to think about how the UV should be arranged so that it can deliver special effects for the implementation of shaders, as well as identifying which materials need to be separated when classifying modeling materials.Physics: Similarly, you need to distribute the edges properly to make the simulated effects appear more natural.When creating a model, the best way to avoid reworking is to take into account the subsequent steps and make plans in advance.Tip: When drawing high-polygon models in ZBrush or other software, it isn’t necessary to include minor detailed textures.
    Due to the resolution limit, the effect of the details will be very poor after being made into a map through direct baking.
    These details should be separated using Mask ID in the shader and added through Detail Map.
    Remember not to include them in the main map!Adding details in the shader directly is the way to go.During model rigging, it’s good practice to export files one by one in .obj format and then import them into the animation software to preserve your model’s authenticity.
    Then, check the normal orientations of the model, the layers of the file, and the allocation of the shader to see if there are any issues.
    If everything is good, you can proceed with model rigging.Bone positions play a key role in model rigging since they will decide whether the movement at the joints is natural.
    Let me say this again: it is extremely important! You will find yourself in trouble if the skin weight was fine, but the bone positions were wrong.Tip: Let’s use the hip bone, which is located in the middle of the rear, as an example.
    If you want the movement to look natural, the positioning of the bone must be accurate.
    Otherwise, the animation will be deformed when using the motion capture device or when applying it to other animations.At this stage, you’re very close to the final step of your work.
    Still, you can’t afford to take things lightly.
    There are several issues you should consider during the creation process:Model: Check the model again to make sure the orientation of the normals are aligned properly, the soft and hard edges are fine, the classification of the model components and materials is done correctly, the components that require blend shape are combined, and the materials and naming are handled.Animation: Determine whether the current bone structure meets the humanoid requirement in the engine.Shader: Check again whether the structures that require the effect are split.Physics: Identify the parts of the simulation that use bones and the ones that use vertices.Now, you have completed all the preliminary work before using the engine.
    Next, we need to import the entire set of the model map into Unity and merge all our preliminary work.Tip: When working on the skin weight, you can switch between the skinning software and the engine to test the effect.
    When the character is animated, it’s easier to identify problems.
    See the image below as an example.
    When the character is moving, you can see there’s a glitch when her scapula reaches a certain angle.
    This is due to the vertex weight not being smooth enough.Thanks to the checkpoints you set previously, the implementation process should be a walk in the park.For the shader, all you need to do is set or create the material for the separated components independently, as you will have already classified the materials during the model-making process.
    For animation adaptation, you can use the humanoid of Unity directly since you will have set the human skeleton standard beforehand.
    This way, you can save a lot of time on the animation work.In addition, you can also apply motion capture to further reduce our workload.
    If the blend shape you have made fulfills ARKit naming conventions, you can directly perform a facial motion capture to produce the animation of the facial blend shape.Tip: If you use Advanced Skeleton to do your rigging, the alignment of the character's scapula and shoulder nodes will most likely be incorrect when imported into Unity.
    To solve this, adjust it manually on the humanoid interface.Well, that’s it! In summary, throughout the character creation process, from original drawing to modeling, animation to rendering, I recommend a results-oriented approach and determining the steps that you should take to achieve the result you want.
    Furthermore, you should also have a thorough understanding of the entire production process so that you always know what to do next and what to take note of in the current step.Please share my post if you found it helpful!/ / /
    (^_^) Sakura Rabbit 樱花兔Sakura Rabbit’s character art was featured on the cover of our e-book, The definitive guide to creating advanced visual effects in Unity, which you can access for free here.
    See more from Sakura Rabbit on Twitter, Instagram, YouTube, and her FanBox page, where this article was originally published.
    Check out more blogs from Made with Unity developers here.

    المصدر: https://unity.com/blog/games/advanced-tips-for-character-art-production-in-unity

    #Advanced #tips #for #character #art #production #Unity
    Advanced tips for character art production in Unity
    In this guest post, Sakura Rabbit (@Sakura_Rabbiter) shares how she approaches art production and provides tips for creating a realistic character in Unity.I finally got some free time as of late and it got me thinking… How about I write something about character creation? I’ve just finished creating several characters in a row, and I’m quite familiar with the entire creation process. I’m not referring to things like the art design of worldviews, character backgrounds, or character implementation techniques. There are already plenty of articles that elaborate on those topics, so I won’t touch on them here.What else, then? After giving it some thought, I’ve decided to prepare an article about producing realistic characters in the Unity Editor.You might be thinking, “What brings Sakura Rabbit to this topic?” Alas, it’s all because I’ve gone through an uphill journey learning the skill from scratch. I’m writing this so you can learn from my mistakes and reduce errors in your work.Now, let’s get started!Generally speaking, the implementation process of a character model involves the following steps:1. Three-view drawing → 2. Prototype model → 3. High-precision model → 4. Low-polygon topology → 5. UV splitting → 6. Baking normal map → 7. Mapping → 8. Skin rigging → 9. Skeletal and vertex animation → 10,. Shader in the engine → 11. Rendering in the engine → 12. Real-time physics in the engine → 13. Animation application and animator → 14. Character controller/AI implementation → 15. Special effects, voice, sound effects, etc.There are 15 steps in total. The process might seem complicated, but from a character design standpoint, all these factors and details will influence how your character will ultimately be displayed in your game engine. Therefore, these numerous steps are necessary for the final product to achieve the desired effect. The entire process takes a long time, and all the steps must be done in a specific sequence – every step is crucial. If one isn’t done properly or if you try to cut corners, the final product will be directly affected.Let’s start by looking at the preliminary preparation work of art production. The 15 steps previously mentioned can be summarized into four main phases:Original drawing → modeling → animation → renderingIsn’t this much simpler? Now, let’s get straight to the point. Through my hands-on experience, I’ve learned some things – hopefully you find them useful in your own project!First of all, you should set up some checkpoints before you start. I’m going to skip the usual ones, such as the vertex counts, the size of the map, the number of bones, etc. Instead, I’m going to focus on the following:I’d like this character to have a human skeleton, since this will affect the subsequent AI implementation. The human skeleton is advantageous because it enables you to use the motion capture device or interval animation library to quickly create a set of high-quality animations that can be used on the controller or AI.In addition, you also need to plan ahead on the material effects you want for your character. To produce the desired effects, preliminary steps such as the UV, edge distribution, and mapping are indispensable. If you only think about them after completing the model and animation, you will most likely end up reworking your design. It’s best to think about effects ahead of time to avoid doing more work later.For some physics effects of the character, physical processing is required for certain components and must be done independently. This is another criterion you need to consider beforehand.With these checkpoints in place, the next step is implementation. Here’s how to get started.To ensure your character creation process runs smoothly, it’s important that the first step, namely the original drawing, is done carefully. Failure to do this properly beforehand may affect the structure or effects in the subsequent steps. Keep the following in mind when drawing to facilitate what you need to do next.Model: You need to make the drawing suitable for modeling. For example, will the structure of what you draw be difficult to implement during modeling? Will it be challenging to distribute the edges for certain structures when making low-polygon topology?Animation: Likewise, you need to make the drawing suitable for animation. For example, will rigging be difficult for certain parts of the animation? Which structure does not conform to the human skeleton?Shader: Next, you need to take into account shader implementation. Ask yourself: Will the shader of the material effect I draw be difficult to implement? How about the performance? How about the classification of materials? Does it come with special effects? Can it be implemented using one pass or multiple passes?Physics: Which structure requires simulated computation? How is the motion executed?By keeping all these in mind when drawing, you can streamline your work in the subsequent steps.Tip: When drawing a human body, you can use a 3D modeling software to assist you with the process. Not only will this improve your efficiency, but also ensure structural and perspectival relationships are correct.For modeling, the same rules apply – that is, take into consideration the steps that follow. Modeling must be done properly, and factors such as UV mapping, edge distribution, and material classifications must also be planned in advance. Modeling is the most critical part of the process since it needs to go through the animation process before it gets to rendering. If there is an issue in rendering, then the modeling and animation processes must be reworked.Mapping: You need to make the model suitable for mapping as well. Which structures can share the UV? Can you maximize the use of pixels of the map? Which components require Alpha?Animation: You need to consider how facial expressions are created in blend shape and how the model should be divided for UV. Also, you need to identify the body structures that require animation and determine how the edges should be distributed to make the rigging of the model more natural.Shader: Now it’s time to think about how the UV should be arranged so that it can deliver special effects for the implementation of shaders, as well as identifying which materials need to be separated when classifying modeling materials.Physics: Similarly, you need to distribute the edges properly to make the simulated effects appear more natural.When creating a model, the best way to avoid reworking is to take into account the subsequent steps and make plans in advance.Tip: When drawing high-polygon models in ZBrush or other software, it isn’t necessary to include minor detailed textures. Due to the resolution limit, the effect of the details will be very poor after being made into a map through direct baking. These details should be separated using Mask ID in the shader and added through Detail Map. Remember not to include them in the main map!Adding details in the shader directly is the way to go.During model rigging, it’s good practice to export files one by one in .obj format and then import them into the animation software to preserve your model’s authenticity. Then, check the normal orientations of the model, the layers of the file, and the allocation of the shader to see if there are any issues. If everything is good, you can proceed with model rigging.Bone positions play a key role in model rigging since they will decide whether the movement at the joints is natural. Let me say this again: it is extremely important! You will find yourself in trouble if the skin weight was fine, but the bone positions were wrong.Tip: Let’s use the hip bone, which is located in the middle of the rear, as an example. If you want the movement to look natural, the positioning of the bone must be accurate. Otherwise, the animation will be deformed when using the motion capture device or when applying it to other animations.At this stage, you’re very close to the final step of your work. Still, you can’t afford to take things lightly. There are several issues you should consider during the creation process:Model: Check the model again to make sure the orientation of the normals are aligned properly, the soft and hard edges are fine, the classification of the model components and materials is done correctly, the components that require blend shape are combined, and the materials and naming are handled.Animation: Determine whether the current bone structure meets the humanoid requirement in the engine.Shader: Check again whether the structures that require the effect are split.Physics: Identify the parts of the simulation that use bones and the ones that use vertices.Now, you have completed all the preliminary work before using the engine. Next, we need to import the entire set of the model map into Unity and merge all our preliminary work.Tip: When working on the skin weight, you can switch between the skinning software and the engine to test the effect. When the character is animated, it’s easier to identify problems. See the image below as an example. When the character is moving, you can see there’s a glitch when her scapula reaches a certain angle. This is due to the vertex weight not being smooth enough.Thanks to the checkpoints you set previously, the implementation process should be a walk in the park.For the shader, all you need to do is set or create the material for the separated components independently, as you will have already classified the materials during the model-making process. For animation adaptation, you can use the humanoid of Unity directly since you will have set the human skeleton standard beforehand. This way, you can save a lot of time on the animation work.In addition, you can also apply motion capture to further reduce our workload. If the blend shape you have made fulfills ARKit naming conventions, you can directly perform a facial motion capture to produce the animation of the facial blend shape.Tip: If you use Advanced Skeleton to do your rigging, the alignment of the character's scapula and shoulder nodes will most likely be incorrect when imported into Unity. To solve this, adjust it manually on the humanoid interface.Well, that’s it! In summary, throughout the character creation process, from original drawing to modeling, animation to rendering, I recommend a results-oriented approach and determining the steps that you should take to achieve the result you want. Furthermore, you should also have a thorough understanding of the entire production process so that you always know what to do next and what to take note of in the current step.Please share my post if you found it helpful!/ / / (^_^) Sakura Rabbit 樱花兔Sakura Rabbit’s character art was featured on the cover of our e-book, The definitive guide to creating advanced visual effects in Unity, which you can access for free here. See more from Sakura Rabbit on Twitter, Instagram, YouTube, and her FanBox page, where this article was originally published. Check out more blogs from Made with Unity developers here. المصدر: https://unity.com/blog/games/advanced-tips-for-character-art-production-in-unity #Advanced #tips #for #character #art #production #Unity
    UNITY.COM
    Advanced tips for character art production in Unity
    In this guest post, Sakura Rabbit (@Sakura_Rabbiter) shares how she approaches art production and provides tips for creating a realistic character in Unity.I finally got some free time as of late and it got me thinking… How about I write something about character creation? I’ve just finished creating several characters in a row, and I’m quite familiar with the entire creation process. I’m not referring to things like the art design of worldviews, character backgrounds, or character implementation techniques. There are already plenty of articles that elaborate on those topics, so I won’t touch on them here.What else, then? After giving it some thought, I’ve decided to prepare an article about producing realistic characters in the Unity Editor.You might be thinking, “What brings Sakura Rabbit to this topic?” Alas, it’s all because I’ve gone through an uphill journey learning the skill from scratch. I’m writing this so you can learn from my mistakes and reduce errors in your work.Now, let’s get started!Generally speaking, the implementation process of a character model involves the following steps:1. Three-view drawing → 2. Prototype model → 3. High-precision model → 4. Low-polygon topology → 5. UV splitting → 6. Baking normal map → 7. Mapping → 8. Skin rigging → 9. Skeletal and vertex animation → 10,. Shader in the engine → 11. Rendering in the engine → 12. Real-time physics in the engine → 13. Animation application and animator → 14. Character controller/AI implementation → 15. Special effects, voice, sound effects, etc.There are 15 steps in total. The process might seem complicated, but from a character design standpoint, all these factors and details will influence how your character will ultimately be displayed in your game engine. Therefore, these numerous steps are necessary for the final product to achieve the desired effect. The entire process takes a long time, and all the steps must be done in a specific sequence – every step is crucial. If one isn’t done properly or if you try to cut corners, the final product will be directly affected.Let’s start by looking at the preliminary preparation work of art production. The 15 steps previously mentioned can be summarized into four main phases:Original drawing → modeling → animation → renderingIsn’t this much simpler? Now, let’s get straight to the point. Through my hands-on experience, I’ve learned some things – hopefully you find them useful in your own project!First of all, you should set up some checkpoints before you start. I’m going to skip the usual ones, such as the vertex counts, the size of the map, the number of bones, etc. Instead, I’m going to focus on the following:I’d like this character to have a human skeleton, since this will affect the subsequent AI implementation. The human skeleton is advantageous because it enables you to use the motion capture device or interval animation library to quickly create a set of high-quality animations that can be used on the controller or AI.In addition, you also need to plan ahead on the material effects you want for your character. To produce the desired effects, preliminary steps such as the UV, edge distribution, and mapping are indispensable. If you only think about them after completing the model and animation, you will most likely end up reworking your design. It’s best to think about effects ahead of time to avoid doing more work later.For some physics effects of the character, physical processing is required for certain components and must be done independently. This is another criterion you need to consider beforehand.With these checkpoints in place, the next step is implementation. Here’s how to get started.To ensure your character creation process runs smoothly, it’s important that the first step, namely the original drawing, is done carefully. Failure to do this properly beforehand may affect the structure or effects in the subsequent steps. Keep the following in mind when drawing to facilitate what you need to do next.Model: You need to make the drawing suitable for modeling. For example, will the structure of what you draw be difficult to implement during modeling? Will it be challenging to distribute the edges for certain structures when making low-polygon topology?Animation: Likewise, you need to make the drawing suitable for animation. For example, will rigging be difficult for certain parts of the animation? Which structure does not conform to the human skeleton?Shader: Next, you need to take into account shader implementation. Ask yourself: Will the shader of the material effect I draw be difficult to implement? How about the performance? How about the classification of materials? Does it come with special effects? Can it be implemented using one pass or multiple passes?Physics: Which structure requires simulated computation? How is the motion executed?By keeping all these in mind when drawing, you can streamline your work in the subsequent steps.Tip: When drawing a human body, you can use a 3D modeling software to assist you with the process. Not only will this improve your efficiency, but also ensure structural and perspectival relationships are correct.For modeling, the same rules apply – that is, take into consideration the steps that follow. Modeling must be done properly, and factors such as UV mapping, edge distribution, and material classifications must also be planned in advance. Modeling is the most critical part of the process since it needs to go through the animation process before it gets to rendering. If there is an issue in rendering, then the modeling and animation processes must be reworked.Mapping: You need to make the model suitable for mapping as well. Which structures can share the UV? Can you maximize the use of pixels of the map? Which components require Alpha?Animation: You need to consider how facial expressions are created in blend shape and how the model should be divided for UV. Also, you need to identify the body structures that require animation and determine how the edges should be distributed to make the rigging of the model more natural.Shader: Now it’s time to think about how the UV should be arranged so that it can deliver special effects for the implementation of shaders, as well as identifying which materials need to be separated when classifying modeling materials.Physics: Similarly, you need to distribute the edges properly to make the simulated effects appear more natural.When creating a model, the best way to avoid reworking is to take into account the subsequent steps and make plans in advance.Tip: When drawing high-polygon models in ZBrush or other software, it isn’t necessary to include minor detailed textures. Due to the resolution limit, the effect of the details will be very poor after being made into a map through direct baking. These details should be separated using Mask ID in the shader and added through Detail Map. Remember not to include them in the main map!Adding details in the shader directly is the way to go.During model rigging, it’s good practice to export files one by one in .obj format and then import them into the animation software to preserve your model’s authenticity. Then, check the normal orientations of the model, the layers of the file, and the allocation of the shader to see if there are any issues. If everything is good, you can proceed with model rigging.Bone positions play a key role in model rigging since they will decide whether the movement at the joints is natural. Let me say this again: it is extremely important! You will find yourself in trouble if the skin weight was fine, but the bone positions were wrong.Tip: Let’s use the hip bone, which is located in the middle of the rear, as an example. If you want the movement to look natural, the positioning of the bone must be accurate. Otherwise, the animation will be deformed when using the motion capture device or when applying it to other animations.At this stage, you’re very close to the final step of your work. Still, you can’t afford to take things lightly. There are several issues you should consider during the creation process:Model: Check the model again to make sure the orientation of the normals are aligned properly, the soft and hard edges are fine, the classification of the model components and materials is done correctly, the components that require blend shape are combined, and the materials and naming are handled.Animation: Determine whether the current bone structure meets the humanoid requirement in the engine.Shader: Check again whether the structures that require the effect are split.Physics: Identify the parts of the simulation that use bones and the ones that use vertices.Now, you have completed all the preliminary work before using the engine. Next, we need to import the entire set of the model map into Unity and merge all our preliminary work.Tip: When working on the skin weight, you can switch between the skinning software and the engine to test the effect. When the character is animated, it’s easier to identify problems. See the image below as an example. When the character is moving, you can see there’s a glitch when her scapula reaches a certain angle. This is due to the vertex weight not being smooth enough.Thanks to the checkpoints you set previously, the implementation process should be a walk in the park.For the shader, all you need to do is set or create the material for the separated components independently, as you will have already classified the materials during the model-making process. For animation adaptation, you can use the humanoid of Unity directly since you will have set the human skeleton standard beforehand. This way, you can save a lot of time on the animation work.In addition, you can also apply motion capture to further reduce our workload. If the blend shape you have made fulfills ARKit naming conventions, you can directly perform a facial motion capture to produce the animation of the facial blend shape.Tip: If you use Advanced Skeleton to do your rigging, the alignment of the character's scapula and shoulder nodes will most likely be incorrect when imported into Unity. To solve this, adjust it manually on the humanoid interface.Well, that’s it! In summary, throughout the character creation process, from original drawing to modeling, animation to rendering, I recommend a results-oriented approach and determining the steps that you should take to achieve the result you want. Furthermore, you should also have a thorough understanding of the entire production process so that you always know what to do next and what to take note of in the current step.Please share my post if you found it helpful!/ / / (^_^) Sakura Rabbit 樱花兔Sakura Rabbit’s character art was featured on the cover of our e-book, The definitive guide to creating advanced visual effects in Unity, which you can access for free here. See more from Sakura Rabbit on Twitter, Instagram, YouTube, and her FanBox page, where this article was originally published. Check out more blogs from Made with Unity developers here.
    ·42 Views
  • #333;">Adding a Modern Twist to the Scandi-Style in the Curated Apartment
    There’s something about the devotion to simplicity we see in Scandinavian design.
    Clean lines and muted tones make it one of the most timeless design styles.
    But what happens when we infuse that signature calm with some modernism? The Curated Apartment, designed by Yevheniia Dubrovska and Yuliia Olenchyn and photographed by Yevhenii Avramenko, answers that beautifully.
    In this space, classic Scandi principles are complemented by bold materials and sculptural lighting.
    Let’s walk through the Curated Apartment and look through it.
    The living room in the Curated Apartment is rooted in Scandinavian principles.
    It features a muted palette of soft neutrals, crisp whites, and pale woods.
    These open up the room to light and air.
    But what truly elevates the space is the modern twist: sculptural furniture with organic curves, a striking brass chandelier that commands the ceiling, and bold yet balanced pops of color like the sunflower-yellow lounge chair and the teal-accented reading nook. 
    Each piece feels hand-selected, not for the sake of trend, but for how it contributes to the room’s sense of ease.
    Layered textures, including the subtly graphic area rug, add just enough dimension to keep things cozy without visual clutter.
    The kitchen in the Curated Apartment is a visual centerpiece.
    At first glance, you’re drawn to the exquisite veining of the marble countertops and backsplash.
    These ripple like fine art across the clean-lined cabinetry.
    The wood tones offer warmth and natural grounding, while the fluted white upper cabinets add texture.
    The kitchen transitions into the dining space with a glass-front cabinet, which turns dishware into decor.
    Whether it’s morning coffee or evening entertaining, this kitchen holds space for both ritual and beauty.
    The dining nook is effortlessly cozy and light-filled.
    The round wooden table encourages intimate conversation.
    The natural linen Roman shades filter in soft daylight.
    Paired with simple oak chairs and a touch of greenery, this Scandi-style space is designed for slow mornings, shared meals, and everything in between.
    In this bedroom, the bold, dark-stained headboard anchors the space with a sense of depth.
    The rest of the room remains airy and open.
    Light oak chevron floors and a sculptural shelving unit soften the contrast.
    Details like the matte black mobile chandelier and the wall-mounted globe sconce add a contemporary edge.
    This bedroom embraces a softer side of minimalism.
    With layered neutrals, warm wood tones, and gentle lighting, the space feels calm.
    The sculptural rattan screen and curved pendant bring texture and flow.
    This bedroom embraces a softer side of minimalism.
    With layered neutrals, warm wood tones, and gentle lighting, the space feels calm.
    The sculptural rattan screen and curved pendant bring texture and flow.
    #666;">المصدر: https://www.home-designing.com/adding-a-modern-twist-to-the-scandi-style-in-the-curated-apartment" style="color: #0066cc; text-decoration: none;">www.home-designing.com
    #0066cc;">#adding #modern #twist #the #scandistyle #curated #apartment #theres #something #about #devotion #simplicity #see #scandinavian #designclean #lines #and #muted #tones #make #one #most #timeless #design #stylesbut #what #happens #when #infuse #that #signature #calm #with #some #modernism #designed #yevheniia #dubrovska #yuliia #olenchyn #photographed #yevhenii #avramenko #answers #beautifullyin #this #space #classic #scandi #principles #are #complemented #bold #materials #sculptural #lightinglets #walk #through #look #itthe #living #room #rooted #principlesit #features #palette #soft #neutrals #crisp #whites #pale #woodsthese #open #light #airbut #truly #elevates #furniture #organic #curves #striking #brass #chandelier #commands #ceiling #yet #balanced #pops #color #like #sunfloweryellow #lounge #chair #tealaccented #reading #nookeach #piece #feels #handselected #not #for #sake #trend #but #how #contributes #rooms #sense #easelayered #textures #including #subtly #graphic #area #rug #add #just #enough #dimension #keep #things #cozy #without #visual #clutterthe #kitchen #centerpieceat #first #glance #youre #drawn #exquisite #veining #marble #countertops #backsplashthese #ripple #fine #art #across #cleanlined #cabinetrythe #wood #offer #warmth #natural #grounding #while #fluted #white #upper #cabinets #texturethe #transitions #into #dining #glassfront #cabinet #which #turns #dishware #decorwhether #its #morning #coffee #evening #entertaining #holds #both #ritual #beautythe #nook #effortlessly #lightfilledthe #round #wooden #table #encourages #intimate #conversationthe #linen #roman #shades #filter #daylightpaired #simple #oak #chairs #touch #greenery #slow #mornings #shared #meals #everything #betweenin #bedroom #darkstained #headboard #anchors #depththe #rest #remains #airy #openlight #chevron #floors #shelving #unit #soften #contrastdetails #matte #black #mobile #wallmounted #globe #sconce #contemporary #edgethis #embraces #softer #side #minimalismwith #layered #warm #gentle #lighting #calmthe #rattan #screen #curved #pendant #bring #texture #flowthis #flow
    Adding a Modern Twist to the Scandi-Style in the Curated Apartment
    There’s something about the devotion to simplicity we see in Scandinavian design. Clean lines and muted tones make it one of the most timeless design styles. But what happens when we infuse that signature calm with some modernism? The Curated Apartment, designed by Yevheniia Dubrovska and Yuliia Olenchyn and photographed by Yevhenii Avramenko, answers that beautifully. In this space, classic Scandi principles are complemented by bold materials and sculptural lighting. Let’s walk through the Curated Apartment and look through it. The living room in the Curated Apartment is rooted in Scandinavian principles. It features a muted palette of soft neutrals, crisp whites, and pale woods. These open up the room to light and air. But what truly elevates the space is the modern twist: sculptural furniture with organic curves, a striking brass chandelier that commands the ceiling, and bold yet balanced pops of color like the sunflower-yellow lounge chair and the teal-accented reading nook.  Each piece feels hand-selected, not for the sake of trend, but for how it contributes to the room’s sense of ease. Layered textures, including the subtly graphic area rug, add just enough dimension to keep things cozy without visual clutter. The kitchen in the Curated Apartment is a visual centerpiece. At first glance, you’re drawn to the exquisite veining of the marble countertops and backsplash. These ripple like fine art across the clean-lined cabinetry. The wood tones offer warmth and natural grounding, while the fluted white upper cabinets add texture. The kitchen transitions into the dining space with a glass-front cabinet, which turns dishware into decor. Whether it’s morning coffee or evening entertaining, this kitchen holds space for both ritual and beauty. The dining nook is effortlessly cozy and light-filled. The round wooden table encourages intimate conversation. The natural linen Roman shades filter in soft daylight. Paired with simple oak chairs and a touch of greenery, this Scandi-style space is designed for slow mornings, shared meals, and everything in between. In this bedroom, the bold, dark-stained headboard anchors the space with a sense of depth. The rest of the room remains airy and open. Light oak chevron floors and a sculptural shelving unit soften the contrast. Details like the matte black mobile chandelier and the wall-mounted globe sconce add a contemporary edge. This bedroom embraces a softer side of minimalism. With layered neutrals, warm wood tones, and gentle lighting, the space feels calm. The sculptural rattan screen and curved pendant bring texture and flow. This bedroom embraces a softer side of minimalism. With layered neutrals, warm wood tones, and gentle lighting, the space feels calm. The sculptural rattan screen and curved pendant bring texture and flow.
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    Adding a Modern Twist to the Scandi-Style in the Curated Apartment
    There’s something about the devotion to simplicity we see in Scandinavian design. Clean lines and muted tones make it one of the most timeless design styles. But what happens when we infuse that signature calm with some modernism? The Curated Apartment, designed by Yevheniia Dubrovska and Yuliia Olenchyn and photographed by Yevhenii Avramenko, answers that beautifully. In this space, classic Scandi principles are complemented by bold materials and sculptural lighting. Let’s walk through the Curated Apartment and look through it. The living room in the Curated Apartment is rooted in Scandinavian principles. It features a muted palette of soft neutrals, crisp whites, and pale woods. These open up the room to light and air. But what truly elevates the space is the modern twist: sculptural furniture with organic curves, a striking brass chandelier that commands the ceiling, and bold yet balanced pops of color like the sunflower-yellow lounge chair and the teal-accented reading nook.  Each piece feels hand-selected, not for the sake of trend, but for how it contributes to the room’s sense of ease. Layered textures, including the subtly graphic area rug, add just enough dimension to keep things cozy without visual clutter. The kitchen in the Curated Apartment is a visual centerpiece. At first glance, you’re drawn to the exquisite veining of the marble countertops and backsplash. These ripple like fine art across the clean-lined cabinetry. The wood tones offer warmth and natural grounding, while the fluted white upper cabinets add texture. The kitchen transitions into the dining space with a glass-front cabinet, which turns dishware into decor. Whether it’s morning coffee or evening entertaining, this kitchen holds space for both ritual and beauty. The dining nook is effortlessly cozy and light-filled. The round wooden table encourages intimate conversation. The natural linen Roman shades filter in soft daylight. Paired with simple oak chairs and a touch of greenery, this Scandi-style space is designed for slow mornings, shared meals, and everything in between. In this bedroom, the bold, dark-stained headboard anchors the space with a sense of depth. The rest of the room remains airy and open. Light oak chevron floors and a sculptural shelving unit soften the contrast. Details like the matte black mobile chandelier and the wall-mounted globe sconce add a contemporary edge. This bedroom embraces a softer side of minimalism. With layered neutrals, warm wood tones, and gentle lighting, the space feels calm. The sculptural rattan screen and curved pendant bring texture and flow. This bedroom embraces a softer side of minimalism. With layered neutrals, warm wood tones, and gentle lighting, the space feels calm. The sculptural rattan screen and curved pendant bring texture and flow.
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