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  • Tekken Director Is Trying To Bring The Game To Waffle House, But To No Avail
    What started as a meme has become a quest of sorts for Tekken boss Katsuhiro Harada. Last summer, Harada became morbidly curious about the diner chain, asking his followers what the deal was with these brawls and the culture behind it. He tried to get an official collaboration going, similar to other past collabs with New Japan Pro Wrestling and The Walking Dead, but that doesn't seem to be on the table.Harada took to Twitter, updating his fans and followers on the situation and confirmed Waffle House has not returned his calls, but he is trying to think of a way around it."To be honest, within the bounds of what I can say, I fully understand your (you guys) request--that's precisely why I had considered taking on this challenge," Harada wrote. "In fact, I had already been thinking about it quite a while ago. Over the past year or more, I've actually tried to make contact through several different channels. However, and this is purely my own speculation, I suspect that the lack of response may be due to the fact that the project I'm known for revolves around fighting-themed video games. By the way, no response = very rare case."Continue Reading at GameSpot
    https://www.gamespot.com/articles/tekken-director-is-trying-to-bring-the-game-to-waffle-house-but-to-no-avail/1100-6531496/?ftag=CAD-01-10abi2f">www.gamespot.com
    class="hashtags">#tekken #director #trying #bring #the #game #waffle #house #but #avail
    Tekken Director Is Trying To Bring The Game To Waffle House, But To No Avail
    What started as a meme has become a quest of sorts for Tekken boss Katsuhiro Harada. Last summer, Harada became morbidly curious about the diner chain, asking his followers what the deal was with these brawls and the culture behind it. He tried to get an official collaboration going, similar to other past collabs with New Japan Pro Wrestling and The Walking Dead, but that doesn't seem to be on the table.Harada took to Twitter, updating his fans and followers on the situation and confirmed Waffle House has not returned his calls, but he is trying to think of a way around it."To be honest, within the bounds of what I can say, I fully understand your (you guys) request--that's precisely why I had considered taking on this challenge," Harada wrote. "In fact, I had already been thinking about it quite a while ago. Over the past year or more, I've actually tried to make contact through several different channels. However, and this is purely my own speculation, I suspect that the lack of response may be due to the fact that the project I'm known for revolves around fighting-themed video games. By the way, no response = very rare case."Continue Reading at GameSpot
    #tekken #director #trying #bring #the #game #waffle #house #but #avail
    WWW.GAMESPOT.COM
    Tekken Director Is Trying To Bring The Game To Waffle House, But To No Avail
    What started as a meme has become a quest of sorts for Tekken boss Katsuhiro Harada. Last summer, Harada became morbidly curious about the diner chain, asking his followers what the deal was with these brawls and the culture behind it. He tried to get an official collaboration going, similar to other past collabs with New Japan Pro Wrestling and The Walking Dead, but that doesn't seem to be on the table.Harada took to Twitter, updating his fans and followers on the situation and confirmed Waffle House has not returned his calls, but he is trying to think of a way around it."To be honest, within the bounds of what I can say, I fully understand your (you guys) request--that's precisely why I had considered taking on this challenge," Harada wrote. "In fact, I had already been thinking about it quite a while ago. Over the past year or more, I've actually tried to make contact through several different channels. However, and this is purely my own speculation, I suspect that the lack of response may be due to the fact that the project I'm known for revolves around fighting-themed video games. By the way, no response = very rare case."Continue Reading at GameSpot
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  • #333;"><i>Nature</i> project to encourage early-career researchers in peer review is working
    Nature, Published online: 13 May 2025; doi:10.1038/d41586-025-01460-xScience stands to benefit from a project in which experienced academics and early-career researchers co-review studies.
    #666;">المصدر: https://www.nature.com/articles/d41586-025-01460-x" style="color: #0066cc; text-decoration: none;">www.nature.com
    <i>Nature</i> project to encourage early-career researchers in peer review is working
    Nature, Published online: 13 May 2025; doi:10.1038/d41586-025-01460-xScience stands to benefit from a project in which experienced academics and early-career researchers co-review studies.
    المصدر: www.nature.com
    #ampltiampgtnatureampltiampgt #project #encourage #earlycareer #researchers #peer #review #working #nature #published #online #may #doi101038d4158602501460xscience #stands #benefit #from #which #experienced #academics #and #coreview #studies
    WWW.NATURE.COM
    <i>Nature</i> project to encourage early-career researchers in peer review is working
    Nature, Published online: 13 May 2025; doi:10.1038/d41586-025-01460-xScience stands to benefit from a project in which experienced academics and early-career researchers co-review studies.
    ·16 Просмотры
  • #333;">First Ever Pregnant Ichthyosaur from the Early Cretaceous Reveals Life in Prehistoric Seas
    During an excavation, amidst the Patagonian winds and hard rock, a fossil began to turn green.
    It was an unexpected reaction: the adhesive applied to protect the bones, fragile after millions of years beneath the ice, had interacted with plant matter trapped in the rock’s cracks.
    This greenish hue earned the fossil the nickname Fiona, like the ogre from Shrek.But Fionais much more than a ogre-themed name.
    It is the first complete ichthyosaur ever excavated in Chile and, even more remarkably, the only known pregnant female from the Hauterivian — a stage of the Early Cretaceous dating back 131 million years.
    Her skeleton, discovered at the edge of the Tyndall Glacier in Torres del Paine National Park — an area increasingly exposed by glacial retreat — belongs to the species Myobradypterygius hauthali, originally described in Argentina from fragmentary remains.The discovery, led by Judith Pardo-Pérez, a researcher at the University of Magallanes and the Cabo de Hornos International Center (CHIC), and published in the Journal of Vertebrate Paleontology, offers an unprecedented glimpse into ancient marine life — from how these majestic reptiles reproduced to how they adapted to oceans vastly different from those of today.An Ichthyosaur Maternity Ward in Patagonia(Image Courtesy of Irene Viscor)So far, 88 ichthyosaurs have been found on the Tyndall Glacier.
    Most of them are adults and newborns.
    Two key facts stand out: food was abundant, and no other predators were competing with them.Fiona, who measures nearly 13 feet long, is still encased in five blocks of rock.
    Despite the challenge, she was transported to a local clinic, where CT scans allowed researchers to study her skull and body.
    Her species was identified thanks to one of her fins.
    “There’s no other like it in the world,” says Pardo-Pérez.
    The limbs were remarkably elongated, suggesting this animal was built for long-distance swimming.Inside her, there were more surprises.
    One of them was her stomach contents, which revealed what may have been her last meal: tiny fish vertebrae.
    But the most striking find was a fetus, about 20 inches long, already in a position to be born.“We believe these animals came to Magallanes — the southern tip of Chilean Patagonia — from time to time to give birth, because it was a safe refuge,” Pardo-Pérez says.
    “We don't know how long they stayed, but we do know that mortality was high during the first few days of life.”One of the big unanswered questions is where they went next, as there are no records of Myobradypterygius hauthali, apart from a piece of fin found in Argentina.
    The most abundant remains come from southern Germany, but those date back to the Jurassic period, meaning they’re older.Palaeontologist Erin Maxwell suggests, “In many modern ecosystems, species migrate to higher latitudes during the summer to take advantage of seasonally abundant resources and then move to lower latitudes in winter to avoid harsh conditions,” she explains.
    “We believe Mesozoic marine reptiles may have followed similar seasonal patterns.”Sea Dragon GraveyardThe environment where Fiona was discovered — dubbed the "sea dragon graveyard" — also has much to reveal.According to geologist Matthew Malkowski of the University of Texas at Austin, the Hauterivian age is particularly intriguing because it coincided with major planetary changes: the breakup of continents, intense volcanic episodes, and phenomena known as "oceanic anoxic events," during which vast areas of the ocean were depleted of dissolved oxygen for hundreds of thousands of years.One such poorly understood event, the Pharaonic Anoxic Event, occurred around 131 million years ago, near the end of the Hauterivian, and still raises questions about its true impact on marine life.
    “We don't have a firm grasp of how significant these events were for marine vertebrates, and geological records like that of the Tyndall Glacier allow us to explore the relationship between life, the environment, and Earth’s past conditions,” Malkowski notes.Evolution of IchthyosaursReconstruction of Fiona.
    (Image Courtesy of Mauricio Álvarez)Don't be misled by their body shape.
    “Ichthyosaurs are not related to dolphins,” clarifies Pardo-Pérez.
    Although their hydrodynamic silhouettes may look nearly identical, the former were marine reptiles, while the latter are mammals.
    This resemblance results from a phenomenon known as convergent evolution: when species from different lineages develop similar anatomical features to adapt to the same environment.Ichthyosaurs evolved from terrestrial reptiles that, in response to ecological and climatic changes, began spending more time in the water until they fully adapted to a marine lifestyle.
    However, they retained traces of their land-dwelling ancestry, such as a pair of hind flippers — absent in dolphins — passed down from their walking forebears.
    They lived and thrived in prehistoric oceans for about 180 million years, giving them ample time to refine a highly specialized body: their forelimbs and hindlimbs transformed into flippers; they developed a crescent-shaped tail for propulsion, a dorsal fin for stability, and a streamlined body to reduce drag in the water.
    Remarkably, like whales and dolphins, “ichthyosaurs had a thick layer of blubber as insulation to maintain a higher body temperature than the surrounding seawater and gave birth to live young, which meant they didn’t need to leave the water to reproduce,” explains Maxwell.Whales and dolphins also descend from land-dwelling ancestors, but their transition happened over a comparatively short evolutionary timespan, especially when measured against the long reign of the ichthyosaurs.
    “Their evolution hasn't had as much time as that of ichthyosaurs,” notes Pardo-Pérez.
    “And yet, they look so similar.
    That’s the wonderful thing about evolution.”Read More: Did a Swimming Reptile Predate the Dinosaurs?Fossils on the Verge of DisappearanceOne of the key factors behind the remarkable preservation of the fossils found in the Tyndall Glacier is the way they were buried.
    According to Malkowski, Fiona and her contemporaries were either trapped or swiftly covered by underwater landslides and turbidity currents — geological processes that led to their sudden entombment.But the good fortune that protected them for millions of years may now be running out.
    As the glacier retreats, exposing fossils that were once unreachable, those same remains are now vulnerable to wind, rain, and freeze-thaw cycles, which crack the surrounding rock.
    As vegetation takes hold, roots accelerate erosion and eventually conceal the fossils once again.“While climate change has allowed these fossils to be studied, continued warming will also eventually lead to their loss,” Maxwell warns.
    In Fiona’s story, scientists find not only a record of ancient life, but also a warning etched in stone and bone: what time reveals, climate can reclaim.Article SourcesOur writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards.
    Review the sources used below for this article:María de los Ángeles Orfila is a science journalist based in Montevideo, Uruguay, focusing on long-form storytelling.
    Her work has appeared in Discover Magazine, Science, National Geographic, among other outlets, and in leading Uruguayan publications such as El País and El Observador.
    She was a fellow in the 2023 Sharon Dunwoody Mentoring Program by The Open Notebook and often explores the intersections of science, culture, and Latin American identity.
    #0066cc;">#first #ever #pregnant #ichthyosaur #from #the #early #cretaceous #reveals #life #prehistoric #seas #during #excavation #amidst #patagonian #winds #and #hard #rock #fossil #began #turn #greenit #was #unexpected #reaction #adhesive #applied #protect #bones #fragile #after #millions #years #beneath #ice #had #interacted #with #plant #matter #trapped #rocks #cracksthis #greenish #hue #earned #nickname #fiona #like #ogre #shrekbut #fionais #much #more #than #ogrethemed #nameit #complete #excavated #chile #even #remarkably #only #known #female #hauterivian #stage #dating #back #million #yearsher #skeleton #discovered #edge #tyndall #glacier #torres #del #paine #national #park #area #increasingly #exposed #glacial #retreat #belongs #species #myobradypterygius #hauthali #originally #described #argentina #fragmentary #remainsthe #discovery #led #judith #pardopérez #researcher #university #magallanes #cabo #hornos #international #center #chic #published #journal #vertebrate #paleontology #offers #unprecedented #glimpse #into #ancient #marine #how #these #majestic #reptiles #reproduced #they #adapted #oceans #vastly #different #those #todayan #maternity #ward #patagoniaimage #courtesy #irene #viscorso #far #ichthyosaurs #have #been #found #glaciermost #them #are #adults #newbornstwo #key #facts #stand #out #food #abundant #other #predators #were #competing #themfiona #who #measures #nearly #feet #long #still #encased #five #blocks #rockdespite #challenge #she #transported #local #clinic #where #scans #allowed #researchers #study #her #skull #bodyher #identified #thanks #one #finstheres #world #says #pardopérezthe #limbs #elongated #suggesting #this #animal #built #for #longdistance #swimminginside #there #surprisesone #stomach #contents #which #revealed #what #may #last #meal #tiny #fish #vertebraebut #most #striking #find #fetus #about #inches #already #position #bornwe #believe #animals #came #southern #tip #chilean #patagonia #time #give #birth #because #safe #refuge #sayswe #don039t #know #stayed #but #that #mortality #high #few #days #lifeone #big #unanswered #questions #went #next #records #apart #piece #fin #argentinathe #remains #come #germany #date #jurassic #period #meaning #theyre #olderpalaeontologist #erin #maxwell #suggests #many #modern #ecosystems #migrate #higher #latitudes #summer #take #advantage #seasonally #resources #then #move #lower #winter #avoid #harsh #conditions #explainswe #mesozoic #followed #similar #seasonal #patternssea #dragon #graveyardthe #environment #dubbed #quotsea #graveyardquot #also #has #revealaccording #geologist #matthew #malkowski #texas #austin #age #particularly #intriguing #coincided #major #planetary #changes #breakup #continents #intense #volcanic #episodes #phenomena #quotoceanic #anoxic #eventsquot #vast #areas #ocean #depleted #dissolved #oxygen #hundreds #thousands #yearsone #such #poorly #understood #event #pharaonic #occurred #around #ago #near #end #raises #its #true #impact #lifewe #firm #grasp #significant #events #vertebrates #geological #allow #explore #relationship #between #earths #past #notesevolution #ichthyosaursreconstruction #fionaimage #mauricio #Álvarezdon039t #misled #their #body #shapeichthyosaurs #not #related #dolphins #clarifies #pardopérezalthough #hydrodynamic #silhouettes #look #identical #former #while #latter #mammalsthis #resemblance #results #phenomenon #convergent #evolution #when #lineages #develop #anatomical #features #adapt #same #environmentichthyosaurs #evolved #terrestrial #response #ecological #climatic #spending #water #until #fully #lifestylehowever #retained #traces #landdwelling #ancestry #pair #hind #flippers #absent #passed #down #walking #forebearsthey #lived #thrived #giving #ample #refine #highly #specialized #forelimbs #hindlimbs #transformed #developed #crescentshaped #tail #propulsion #dorsal #stability #streamlined #reduce #drag #waterremarkably #whales #thick #layer #blubber #insulation #maintain #temperature #surrounding #seawater #gave #live #young #meant #didnt #need #leave #reproduce #explains #maxwellwhales #descend #ancestors #transition #happened #over #comparatively #short #evolutionary #timespan #especially #measured #against #reign #ichthyosaurstheir #hasn039t #notes #pardopérezand #yet #similarthats #wonderful #thing #evolutionread #did #swimming #reptile #predate #dinosaursfossils #verge #disappearanceone #factors #behind #remarkable #preservation #fossils #way #buriedaccording #contemporaries #either #swiftly #covered #underwater #landslides #turbidity #currents #processes #sudden #entombmentbut #good #fortune #protected #now #running #outas #retreats #exposing #once #unreachable #vulnerable #wind #rain #freezethaw #cycles #crack #rockas #vegetation #takes #hold #roots #accelerate #erosion #eventually #conceal #againwhile #climate #change #studied #continued #warming #will #lead #loss #warnsin #fionas #story #scientists #record #warning #etched #stone #bone #can #reclaimarticle #sourcesour #writers #discovermagazinecom #use #peerreviewed #studies #highquality #sources #our #articles #editors #review #scientific #accuracy #editorial #standardsreview #used #below #articlemaría #los #Ángeles #orfila #science #journalist #based #montevideo #uruguay #focusing #longform #storytellingher #work #appeared #discover #magazine #geographic #among #outlets #leading #uruguayan #publications #país #observadorshe #fellow #sharon #dunwoody #mentoring #program #open #notebook #often #explores #intersections #culture #latin #american #identity
    First Ever Pregnant Ichthyosaur from the Early Cretaceous Reveals Life in Prehistoric Seas
    During an excavation, amidst the Patagonian winds and hard rock, a fossil began to turn green. It was an unexpected reaction: the adhesive applied to protect the bones, fragile after millions of years beneath the ice, had interacted with plant matter trapped in the rock’s cracks. This greenish hue earned the fossil the nickname Fiona, like the ogre from Shrek.But Fionais much more than a ogre-themed name. It is the first complete ichthyosaur ever excavated in Chile and, even more remarkably, the only known pregnant female from the Hauterivian — a stage of the Early Cretaceous dating back 131 million years. Her skeleton, discovered at the edge of the Tyndall Glacier in Torres del Paine National Park — an area increasingly exposed by glacial retreat — belongs to the species Myobradypterygius hauthali, originally described in Argentina from fragmentary remains.The discovery, led by Judith Pardo-Pérez, a researcher at the University of Magallanes and the Cabo de Hornos International Center (CHIC), and published in the Journal of Vertebrate Paleontology, offers an unprecedented glimpse into ancient marine life — from how these majestic reptiles reproduced to how they adapted to oceans vastly different from those of today.An Ichthyosaur Maternity Ward in Patagonia(Image Courtesy of Irene Viscor)So far, 88 ichthyosaurs have been found on the Tyndall Glacier. Most of them are adults and newborns. Two key facts stand out: food was abundant, and no other predators were competing with them.Fiona, who measures nearly 13 feet long, is still encased in five blocks of rock. Despite the challenge, she was transported to a local clinic, where CT scans allowed researchers to study her skull and body. Her species was identified thanks to one of her fins. “There’s no other like it in the world,” says Pardo-Pérez. The limbs were remarkably elongated, suggesting this animal was built for long-distance swimming.Inside her, there were more surprises. One of them was her stomach contents, which revealed what may have been her last meal: tiny fish vertebrae. But the most striking find was a fetus, about 20 inches long, already in a position to be born.“We believe these animals came to Magallanes — the southern tip of Chilean Patagonia — from time to time to give birth, because it was a safe refuge,” Pardo-Pérez says. “We don't know how long they stayed, but we do know that mortality was high during the first few days of life.”One of the big unanswered questions is where they went next, as there are no records of Myobradypterygius hauthali, apart from a piece of fin found in Argentina. The most abundant remains come from southern Germany, but those date back to the Jurassic period, meaning they’re older.Palaeontologist Erin Maxwell suggests, “In many modern ecosystems, species migrate to higher latitudes during the summer to take advantage of seasonally abundant resources and then move to lower latitudes in winter to avoid harsh conditions,” she explains. “We believe Mesozoic marine reptiles may have followed similar seasonal patterns.”Sea Dragon GraveyardThe environment where Fiona was discovered — dubbed the "sea dragon graveyard" — also has much to reveal.According to geologist Matthew Malkowski of the University of Texas at Austin, the Hauterivian age is particularly intriguing because it coincided with major planetary changes: the breakup of continents, intense volcanic episodes, and phenomena known as "oceanic anoxic events," during which vast areas of the ocean were depleted of dissolved oxygen for hundreds of thousands of years.One such poorly understood event, the Pharaonic Anoxic Event, occurred around 131 million years ago, near the end of the Hauterivian, and still raises questions about its true impact on marine life. “We don't have a firm grasp of how significant these events were for marine vertebrates, and geological records like that of the Tyndall Glacier allow us to explore the relationship between life, the environment, and Earth’s past conditions,” Malkowski notes.Evolution of IchthyosaursReconstruction of Fiona. (Image Courtesy of Mauricio Álvarez)Don't be misled by their body shape. “Ichthyosaurs are not related to dolphins,” clarifies Pardo-Pérez. Although their hydrodynamic silhouettes may look nearly identical, the former were marine reptiles, while the latter are mammals. This resemblance results from a phenomenon known as convergent evolution: when species from different lineages develop similar anatomical features to adapt to the same environment.Ichthyosaurs evolved from terrestrial reptiles that, in response to ecological and climatic changes, began spending more time in the water until they fully adapted to a marine lifestyle. However, they retained traces of their land-dwelling ancestry, such as a pair of hind flippers — absent in dolphins — passed down from their walking forebears. They lived and thrived in prehistoric oceans for about 180 million years, giving them ample time to refine a highly specialized body: their forelimbs and hindlimbs transformed into flippers; they developed a crescent-shaped tail for propulsion, a dorsal fin for stability, and a streamlined body to reduce drag in the water. Remarkably, like whales and dolphins, “ichthyosaurs had a thick layer of blubber as insulation to maintain a higher body temperature than the surrounding seawater and gave birth to live young, which meant they didn’t need to leave the water to reproduce,” explains Maxwell.Whales and dolphins also descend from land-dwelling ancestors, but their transition happened over a comparatively short evolutionary timespan, especially when measured against the long reign of the ichthyosaurs. “Their evolution hasn't had as much time as that of ichthyosaurs,” notes Pardo-Pérez. “And yet, they look so similar. That’s the wonderful thing about evolution.”Read More: Did a Swimming Reptile Predate the Dinosaurs?Fossils on the Verge of DisappearanceOne of the key factors behind the remarkable preservation of the fossils found in the Tyndall Glacier is the way they were buried. According to Malkowski, Fiona and her contemporaries were either trapped or swiftly covered by underwater landslides and turbidity currents — geological processes that led to their sudden entombment.But the good fortune that protected them for millions of years may now be running out. As the glacier retreats, exposing fossils that were once unreachable, those same remains are now vulnerable to wind, rain, and freeze-thaw cycles, which crack the surrounding rock. As vegetation takes hold, roots accelerate erosion and eventually conceal the fossils once again.“While climate change has allowed these fossils to be studied, continued warming will also eventually lead to their loss,” Maxwell warns. In Fiona’s story, scientists find not only a record of ancient life, but also a warning etched in stone and bone: what time reveals, climate can reclaim.Article SourcesOur writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards. Review the sources used below for this article:María de los Ángeles Orfila is a science journalist based in Montevideo, Uruguay, focusing on long-form storytelling. Her work has appeared in Discover Magazine, Science, National Geographic, among other outlets, and in leading Uruguayan publications such as El País and El Observador. She was a fellow in the 2023 Sharon Dunwoody Mentoring Program by The Open Notebook and often explores the intersections of science, culture, and Latin American identity.
    #first #ever #pregnant #ichthyosaur #from #the #early #cretaceous #reveals #life #prehistoric #seas #during #excavation #amidst #patagonian #winds #and #hard #rock #fossil #began #turn #greenit #was #unexpected #reaction #adhesive #applied #protect #bones #fragile #after #millions #years #beneath #ice #had #interacted #with #plant #matter #trapped #rocks #cracksthis #greenish #hue #earned #nickname #fiona #like #ogre #shrekbut #fionais #much #more #than #ogrethemed #nameit #complete #excavated #chile #even #remarkably #only #known #female #hauterivian #stage #dating #back #million #yearsher #skeleton #discovered #edge #tyndall #glacier #torres #del #paine #national #park #area #increasingly #exposed #glacial #retreat #belongs #species #myobradypterygius #hauthali #originally #described #argentina #fragmentary #remainsthe #discovery #led #judith #pardopérez #researcher #university #magallanes #cabo #hornos #international #center #chic #published #journal #vertebrate #paleontology #offers #unprecedented #glimpse #into #ancient #marine #how #these #majestic #reptiles #reproduced #they #adapted #oceans #vastly #different #those #todayan #maternity #ward #patagoniaimage #courtesy #irene #viscorso #far #ichthyosaurs #have #been #found #glaciermost #them #are #adults #newbornstwo #key #facts #stand #out #food #abundant #other #predators #were #competing #themfiona #who #measures #nearly #feet #long #still #encased #five #blocks #rockdespite #challenge #she #transported #local #clinic #where #scans #allowed #researchers #study #her #skull #bodyher #identified #thanks #one #finstheres #world #says #pardopérezthe #limbs #elongated #suggesting #this #animal #built #for #longdistance #swimminginside #there #surprisesone #stomach #contents #which #revealed #what #may #last #meal #tiny #fish #vertebraebut #most #striking #find #fetus #about #inches #already #position #bornwe #believe #animals #came #southern #tip #chilean #patagonia #time #give #birth #because #safe #refuge #sayswe #don039t #know #stayed #but #that #mortality #high #few #days #lifeone #big #unanswered #questions #went #next #records #apart #piece #fin #argentinathe #remains #come #germany #date #jurassic #period #meaning #theyre #olderpalaeontologist #erin #maxwell #suggests #many #modern #ecosystems #migrate #higher #latitudes #summer #take #advantage #seasonally #resources #then #move #lower #winter #avoid #harsh #conditions #explainswe #mesozoic #followed #similar #seasonal #patternssea #dragon #graveyardthe #environment #dubbed #quotsea #graveyardquot #also #has #revealaccording #geologist #matthew #malkowski #texas #austin #age #particularly #intriguing #coincided #major #planetary #changes #breakup #continents #intense #volcanic #episodes #phenomena #quotoceanic #anoxic #eventsquot #vast #areas #ocean #depleted #dissolved #oxygen #hundreds #thousands #yearsone #such #poorly #understood #event #pharaonic #occurred #around #ago #near #end #raises #its #true #impact #lifewe #firm #grasp #significant #events #vertebrates #geological #allow #explore #relationship #between #earths #past #notesevolution #ichthyosaursreconstruction #fionaimage #mauricio #Álvarezdon039t #misled #their #body #shapeichthyosaurs #not #related #dolphins #clarifies #pardopérezalthough #hydrodynamic #silhouettes #look #identical #former #while #latter #mammalsthis #resemblance #results #phenomenon #convergent #evolution #when #lineages #develop #anatomical #features #adapt #same #environmentichthyosaurs #evolved #terrestrial #response #ecological #climatic #spending #water #until #fully #lifestylehowever #retained #traces #landdwelling #ancestry #pair #hind #flippers #absent #passed #down #walking #forebearsthey #lived #thrived #giving #ample #refine #highly #specialized #forelimbs #hindlimbs #transformed #developed #crescentshaped #tail #propulsion #dorsal #stability #streamlined #reduce #drag #waterremarkably #whales #thick #layer #blubber #insulation #maintain #temperature #surrounding #seawater #gave #live #young #meant #didnt #need #leave #reproduce #explains #maxwellwhales #descend #ancestors #transition #happened #over #comparatively #short #evolutionary #timespan #especially #measured #against #reign #ichthyosaurstheir #hasn039t #notes #pardopérezand #yet #similarthats #wonderful #thing #evolutionread #did #swimming #reptile #predate #dinosaursfossils #verge #disappearanceone #factors #behind #remarkable #preservation #fossils #way #buriedaccording #contemporaries #either #swiftly #covered #underwater #landslides #turbidity #currents #processes #sudden #entombmentbut #good #fortune #protected #now #running #outas #retreats #exposing #once #unreachable #vulnerable #wind #rain #freezethaw #cycles #crack #rockas #vegetation #takes #hold #roots #accelerate #erosion #eventually #conceal #againwhile #climate #change #studied #continued #warming #will #lead #loss #warnsin #fionas #story #scientists #record #warning #etched #stone #bone #can #reclaimarticle #sourcesour 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    First Ever Pregnant Ichthyosaur from the Early Cretaceous Reveals Life in Prehistoric Seas
    During an excavation, amidst the Patagonian winds and hard rock, a fossil began to turn green. It was an unexpected reaction: the adhesive applied to protect the bones, fragile after millions of years beneath the ice, had interacted with plant matter trapped in the rock’s cracks. This greenish hue earned the fossil the nickname Fiona, like the ogre from Shrek.But Fionais much more than a ogre-themed name. It is the first complete ichthyosaur ever excavated in Chile and, even more remarkably, the only known pregnant female from the Hauterivian — a stage of the Early Cretaceous dating back 131 million years. Her skeleton, discovered at the edge of the Tyndall Glacier in Torres del Paine National Park — an area increasingly exposed by glacial retreat — belongs to the species Myobradypterygius hauthali, originally described in Argentina from fragmentary remains.The discovery, led by Judith Pardo-Pérez, a researcher at the University of Magallanes and the Cabo de Hornos International Center (CHIC), and published in the Journal of Vertebrate Paleontology, offers an unprecedented glimpse into ancient marine life — from how these majestic reptiles reproduced to how they adapted to oceans vastly different from those of today.An Ichthyosaur Maternity Ward in Patagonia(Image Courtesy of Irene Viscor)So far, 88 ichthyosaurs have been found on the Tyndall Glacier. Most of them are adults and newborns. Two key facts stand out: food was abundant, and no other predators were competing with them.Fiona, who measures nearly 13 feet long, is still encased in five blocks of rock. Despite the challenge, she was transported to a local clinic, where CT scans allowed researchers to study her skull and body. Her species was identified thanks to one of her fins. “There’s no other like it in the world,” says Pardo-Pérez. The limbs were remarkably elongated, suggesting this animal was built for long-distance swimming.Inside her, there were more surprises. One of them was her stomach contents, which revealed what may have been her last meal: tiny fish vertebrae. But the most striking find was a fetus, about 20 inches long, already in a position to be born.“We believe these animals came to Magallanes — the southern tip of Chilean Patagonia — from time to time to give birth, because it was a safe refuge,” Pardo-Pérez says. “We don't know how long they stayed, but we do know that mortality was high during the first few days of life.”One of the big unanswered questions is where they went next, as there are no records of Myobradypterygius hauthali, apart from a piece of fin found in Argentina. The most abundant remains come from southern Germany, but those date back to the Jurassic period, meaning they’re older.Palaeontologist Erin Maxwell suggests, “In many modern ecosystems, species migrate to higher latitudes during the summer to take advantage of seasonally abundant resources and then move to lower latitudes in winter to avoid harsh conditions,” she explains. “We believe Mesozoic marine reptiles may have followed similar seasonal patterns.”Sea Dragon GraveyardThe environment where Fiona was discovered — dubbed the "sea dragon graveyard" — also has much to reveal.According to geologist Matthew Malkowski of the University of Texas at Austin, the Hauterivian age is particularly intriguing because it coincided with major planetary changes: the breakup of continents, intense volcanic episodes, and phenomena known as "oceanic anoxic events," during which vast areas of the ocean were depleted of dissolved oxygen for hundreds of thousands of years.One such poorly understood event, the Pharaonic Anoxic Event, occurred around 131 million years ago, near the end of the Hauterivian, and still raises questions about its true impact on marine life. “We don't have a firm grasp of how significant these events were for marine vertebrates, and geological records like that of the Tyndall Glacier allow us to explore the relationship between life, the environment, and Earth’s past conditions,” Malkowski notes.Evolution of IchthyosaursReconstruction of Fiona. (Image Courtesy of Mauricio Álvarez)Don't be misled by their body shape. “Ichthyosaurs are not related to dolphins,” clarifies Pardo-Pérez. Although their hydrodynamic silhouettes may look nearly identical, the former were marine reptiles, while the latter are mammals. This resemblance results from a phenomenon known as convergent evolution: when species from different lineages develop similar anatomical features to adapt to the same environment.Ichthyosaurs evolved from terrestrial reptiles that, in response to ecological and climatic changes, began spending more time in the water until they fully adapted to a marine lifestyle. However, they retained traces of their land-dwelling ancestry, such as a pair of hind flippers — absent in dolphins — passed down from their walking forebears. They lived and thrived in prehistoric oceans for about 180 million years, giving them ample time to refine a highly specialized body: their forelimbs and hindlimbs transformed into flippers; they developed a crescent-shaped tail for propulsion, a dorsal fin for stability, and a streamlined body to reduce drag in the water. Remarkably, like whales and dolphins, “ichthyosaurs had a thick layer of blubber as insulation to maintain a higher body temperature than the surrounding seawater and gave birth to live young, which meant they didn’t need to leave the water to reproduce,” explains Maxwell.Whales and dolphins also descend from land-dwelling ancestors, but their transition happened over a comparatively short evolutionary timespan, especially when measured against the long reign of the ichthyosaurs. “Their evolution hasn't had as much time as that of ichthyosaurs,” notes Pardo-Pérez. “And yet, they look so similar. That’s the wonderful thing about evolution.”Read More: Did a Swimming Reptile Predate the Dinosaurs?Fossils on the Verge of DisappearanceOne of the key factors behind the remarkable preservation of the fossils found in the Tyndall Glacier is the way they were buried. According to Malkowski, Fiona and her contemporaries were either trapped or swiftly covered by underwater landslides and turbidity currents — geological processes that led to their sudden entombment.But the good fortune that protected them for millions of years may now be running out. As the glacier retreats, exposing fossils that were once unreachable, those same remains are now vulnerable to wind, rain, and freeze-thaw cycles, which crack the surrounding rock. As vegetation takes hold, roots accelerate erosion and eventually conceal the fossils once again.“While climate change has allowed these fossils to be studied, continued warming will also eventually lead to their loss,” Maxwell warns. In Fiona’s story, scientists find not only a record of ancient life, but also a warning etched in stone and bone: what time reveals, climate can reclaim.Article SourcesOur writers at Discovermagazine.com use peer-reviewed studies and high-quality sources for our articles, and our editors review for scientific accuracy and editorial standards. Review the sources used below for this article:María de los Ángeles Orfila is a science journalist based in Montevideo, Uruguay, focusing on long-form storytelling. Her work has appeared in Discover Magazine, Science, National Geographic, among other outlets, and in leading Uruguayan publications such as El País and El Observador. She was a fellow in the 2023 Sharon Dunwoody Mentoring Program by The Open Notebook and often explores the intersections of science, culture, and Latin American identity.
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  • #333;">Fallout Season 2 Teaser Hits the Internet, Reveals Fresh Look at New Vegas
    A brief teaser for Fallout Season 2 has hit the internet, showing a new look at New Vegas.The clip, shown during the Amazon Upfront livestream overnight, was captured and uploaded on reddit.
    It shows Lucy (Ella Purnell) and The Ghoul (Walton Goggins) 50 miles out from what was Las Vegas.
    We hear the famous Geiger Counter sound, signifying radiation is in the air.
    The Ghoul and Lucy look at each other before heading towards New Vegas, and we get a good look at the post-apocalyptic city skyline.New Vegas is of course the setting for the Obsidian-developed Fallout: New Vegas, and the setting for Season 2 of the Fallout adaptation.So, what can we learn about the show's take on New Vegas from this teaser? Well, it’s more detailed than the brief look we got at New Vegas at the end of Season 1, which stands to reason.
    It will look familiar to anyone who's played New Vegas, although it appears more densely packed with buildings (the video game New Vegas was a relatively sparse location).The standout is of course the Lucky 38 Resort and Casino, which is on the New Vegas Strip.
    In the New Vegas video game, the Lucky 38 is the pre-War casino from which Mr.
    House runs the city.
    Fans also believe they can make out the Ultra-Luxe, but in truth it’s hard to discern individual video game locations from the shot here.PlayWarning! Potential spoilers for the Fallout TV show follow.The show is confirmed to be heading to New Vegas for Season 2, and it's not just about the location itself.
    Mr.
    House is set to be a part of the new season, though how involved he'll be is unclear.
    We've already seen the tease of some familiar sights thanks to previous set leaks, including this video that shows part of New Vegas and the iconic Lucky 38 resort and casino, all bright and lit up.
    It's certainly far from the rusty place you might expect.It’s worth remembering where we are in the Fallout timeline: the TV show is set in the year 2296, after all the Fallout video games.
    Fallout 4 takes place in the year 2287, while Fallout: New Vegas is set in the year 2281, a full 15 years prior to the events of the show.So, what happened in the 15 years since we last saw New Vegas? Co-showrunners Graham Wagner and Geneva Robertson-Dworet have said the setting has changed, and explained why that is important for fans to note.“All we really want the audience to know is that things have happened, so that there isn't an expectation that we pick the show up in Season 2, following one of the myriad canon endings that depend on your choices when you play [Fallout: New Vegas],” Wagner said last year.“With that post-credits stuff, we really wanted to imply, guys, the world has progressed, and the idea that the wasteland stays as it is decade-to-decade is preposterous to us.
    It’s just a place [of] constant tragedy, events, horrors — there's a constant churn of trauma.
    We're definitely implying more has occurred.”But what will happen when the Power Armor-clad Overseer Hank, played by Kyle MacLachlan, turns up (potentially after a dustup with a Deathclaw)? Some speculate Mr.
    House, the enigmatic ruler of New Vegas in the video game and dastardly boss of RobCo Industries in the TV show’s flashbacks to before the bombs fell, may enlist the help of Hank to restore New Vegas to its former glory.
    Perhaps, if that’s the way the story goes, the forces of Mr.
    House and New Vegas will end up taking on the Brotherhood of Steel in yet another Fallout faction battle, with Lucy, Maximus, and The Ghoul caught in the middle.Overnight, Amazon announced a December 2025 release window for Season 2, and confirmed Season 3.
    Last week, Aaron Moten, who plays Brotherhood of Steel hopeful Maximus, said the “endpoint” of the Fallout TV show has it running until Season 5 or Season 6.We had a great time with Season 1, writing in IGN's Fallout The Series review that the show is "a bright and funny apocalypse filled with dark punchlines and bursts of ultra-violence [and is] among the best video game adaptations ever made," slapping it with a well-earned 9/10.To help tide you over until Season 2, here's our interview with Todd Howard and Jonathan Nolan covering all our burning questions after the end of Season 1.Wesley is the UK News Editor for IGN.
    Find him on Twitter at @wyp100.
    You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
    #0066cc;">#fallout #season #teaser #hits #the #internet #reveals #fresh #look #new #vegas #brief #for #has #hit #showing #vegasthe #clip #shown #during #amazon #upfront #livestream #overnight #was #captured #and #uploaded #redditit #shows #lucy #ella #purnell #ghoul #walton #goggins #miles #out #from #what #las #vegaswe #hear #famous #geiger #counter #sound #signifying #radiation #airthe #each #other #before #heading #towards #get #good #postapocalyptic #city #skylinenew #course #setting #obsidiandeveloped #adaptationso #can #learn #about #show039s #take #this #well #its #more #detailed #than #got #end #which #stands #reasonit #will #familiar #anyone #who039s #played #although #appears #densely #packed #with #buildings #video #game #relatively #sparse #locationthe #standout #lucky #resort #casino #stripin #prewar #mrhouse #runs #cityfans #also #believe #they #make #ultraluxe #but #truth #hard #discern #individual #locations #shot #hereplaywarning #potential #spoilers #show #followthe #confirmed #it039s #not #just #location #itselfmrhouse #set #part #though #how #involved #he039ll #unclearwe039ve #already #seen #tease #some #sights #thanks #previous #leaks #including #that #iconic #all #bright #lit #upit039s #certainly #far #rusty #place #you #might #expectits #worth #remembering #where #are #timeline #year #after #gamesfallout #takes #while #full #years #prior #events #showso #happened #since #last #saw #coshowrunners #graham #wagner #geneva #robertsondworet #have #said #changed #explained #why #important #fans #noteall #really #want #audience #know #things #there #isn039t #expectation #pick #following #one #myriad #canon #endings #depend #your #choices #when #play #yearwith #postcredits #stuff #wanted #imply #guys #world #progressed #idea #wasteland #stays #decadetodecade #preposterous #usits #constant #tragedy #horrors #there039s #churn #traumawe039re #definitely #implying #occurredbut #happen #power #armorclad #overseer #hank #kyle #maclachlan #turns #potentially #dustup #deathclaw #speculate #enigmatic #ruler #dastardly #boss #robco #industries #flashbacks #bombs #fell #may #enlist #help #restore #former #gloryperhaps #thats #way #story #goes #forces #taking #brotherhood #steel #yet #another #faction #battle #maximus #caught #middleovernight #announced #december #release #window #3last #week #aaron #moten #who #plays #hopeful #endpoint #running #until #6we #had #great #time #writing #ign039s #series #review #quota #funny #apocalypse #filled #dark #punchlines #bursts #ultraviolence #among #best #adaptations #ever #madequot #slapping #wellearned #910to #tide #over #here039s #our #interview #todd #howard #jonathan #nolan #covering #burning #questions #1wesley #news #editor #ignfind #him #twitter #wyp100you #reach #wesley #wesleyyinpooleigncom #confidentially #wyp100protonme
    Fallout Season 2 Teaser Hits the Internet, Reveals Fresh Look at New Vegas
    A brief teaser for Fallout Season 2 has hit the internet, showing a new look at New Vegas.The clip, shown during the Amazon Upfront livestream overnight, was captured and uploaded on reddit. It shows Lucy (Ella Purnell) and The Ghoul (Walton Goggins) 50 miles out from what was Las Vegas. We hear the famous Geiger Counter sound, signifying radiation is in the air. The Ghoul and Lucy look at each other before heading towards New Vegas, and we get a good look at the post-apocalyptic city skyline.New Vegas is of course the setting for the Obsidian-developed Fallout: New Vegas, and the setting for Season 2 of the Fallout adaptation.So, what can we learn about the show's take on New Vegas from this teaser? Well, it’s more detailed than the brief look we got at New Vegas at the end of Season 1, which stands to reason. It will look familiar to anyone who's played New Vegas, although it appears more densely packed with buildings (the video game New Vegas was a relatively sparse location).The standout is of course the Lucky 38 Resort and Casino, which is on the New Vegas Strip. In the New Vegas video game, the Lucky 38 is the pre-War casino from which Mr. House runs the city. Fans also believe they can make out the Ultra-Luxe, but in truth it’s hard to discern individual video game locations from the shot here.PlayWarning! Potential spoilers for the Fallout TV show follow.The show is confirmed to be heading to New Vegas for Season 2, and it's not just about the location itself. Mr. House is set to be a part of the new season, though how involved he'll be is unclear. We've already seen the tease of some familiar sights thanks to previous set leaks, including this video that shows part of New Vegas and the iconic Lucky 38 resort and casino, all bright and lit up. It's certainly far from the rusty place you might expect.It’s worth remembering where we are in the Fallout timeline: the TV show is set in the year 2296, after all the Fallout video games. Fallout 4 takes place in the year 2287, while Fallout: New Vegas is set in the year 2281, a full 15 years prior to the events of the show.So, what happened in the 15 years since we last saw New Vegas? Co-showrunners Graham Wagner and Geneva Robertson-Dworet have said the setting has changed, and explained why that is important for fans to note.“All we really want the audience to know is that things have happened, so that there isn't an expectation that we pick the show up in Season 2, following one of the myriad canon endings that depend on your choices when you play [Fallout: New Vegas],” Wagner said last year.“With that post-credits stuff, we really wanted to imply, guys, the world has progressed, and the idea that the wasteland stays as it is decade-to-decade is preposterous to us. It’s just a place [of] constant tragedy, events, horrors — there's a constant churn of trauma. We're definitely implying more has occurred.”But what will happen when the Power Armor-clad Overseer Hank, played by Kyle MacLachlan, turns up (potentially after a dustup with a Deathclaw)? Some speculate Mr. House, the enigmatic ruler of New Vegas in the video game and dastardly boss of RobCo Industries in the TV show’s flashbacks to before the bombs fell, may enlist the help of Hank to restore New Vegas to its former glory. Perhaps, if that’s the way the story goes, the forces of Mr. House and New Vegas will end up taking on the Brotherhood of Steel in yet another Fallout faction battle, with Lucy, Maximus, and The Ghoul caught in the middle.Overnight, Amazon announced a December 2025 release window for Season 2, and confirmed Season 3. Last week, Aaron Moten, who plays Brotherhood of Steel hopeful Maximus, said the “endpoint” of the Fallout TV show has it running until Season 5 or Season 6.We had a great time with Season 1, writing in IGN's Fallout The Series review that the show is "a bright and funny apocalypse filled with dark punchlines and bursts of ultra-violence [and is] among the best video game adaptations ever made," slapping it with a well-earned 9/10.To help tide you over until Season 2, here's our interview with Todd Howard and Jonathan Nolan covering all our burning questions after the end of Season 1.Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
    المصدر: www.ign.com
    #fallout #season #teaser #hits #the #internet #reveals #fresh #look #new #vegas #brief #for #has #hit #showing #vegasthe #clip #shown #during #amazon #upfront #livestream #overnight #was #captured #and #uploaded #redditit #shows #lucy #ella #purnell #ghoul #walton #goggins #miles #out #from #what #las #vegaswe #hear #famous #geiger #counter #sound #signifying #radiation #airthe #each #other #before #heading #towards #get #good #postapocalyptic #city #skylinenew #course #setting #obsidiandeveloped #adaptationso #can #learn #about #show039s #take #this #well #its #more #detailed #than #got #end #which #stands #reasonit #will #familiar #anyone #who039s #played #although #appears #densely #packed #with #buildings #video #game #relatively #sparse #locationthe #standout #lucky #resort #casino #stripin #prewar #mrhouse #runs #cityfans #also #believe #they #make #ultraluxe #but #truth #hard #discern #individual #locations #shot #hereplaywarning #potential #spoilers #show #followthe #confirmed #it039s #not #just #location #itselfmrhouse #set #part #though #how #involved #he039ll #unclearwe039ve #already #seen #tease #some #sights #thanks #previous #leaks #including #that #iconic #all #bright #lit #upit039s #certainly #far #rusty #place #you #might #expectits #worth #remembering #where #are #timeline #year #after #gamesfallout #takes #while #full #years #prior #events #showso #happened #since #last #saw #coshowrunners #graham #wagner #geneva #robertsondworet #have #said #changed #explained #why #important #fans #noteall #really #want #audience #know #things #there #isn039t #expectation #pick #following #one #myriad #canon #endings #depend #your #choices #when #play #yearwith #postcredits #stuff #wanted #imply #guys #world #progressed #idea #wasteland #stays #decadetodecade #preposterous #usits #constant #tragedy #horrors #there039s #churn #traumawe039re #definitely #implying #occurredbut #happen #power #armorclad #overseer #hank #kyle #maclachlan #turns #potentially #dustup #deathclaw #speculate #enigmatic #ruler #dastardly #boss #robco #industries #flashbacks #bombs #fell #may #enlist #help #restore #former #gloryperhaps #thats #way #story #goes #forces #taking #brotherhood #steel #yet #another #faction #battle #maximus #caught #middleovernight #announced #december #release #window #3last #week #aaron #moten #who #plays #hopeful #endpoint #running #until #6we #had #great #time #writing #ign039s #series #review #quota #funny #apocalypse #filled #dark #punchlines #bursts #ultraviolence #among #best #adaptations #ever #madequot #slapping #wellearned #910to #tide #over #here039s #our #interview #todd #howard #jonathan #nolan #covering #burning #questions #1wesley #news #editor #ignfind #him #twitter #wyp100you #reach #wesley #wesleyyinpooleigncom #confidentially #wyp100protonme
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    Fallout Season 2 Teaser Hits the Internet, Reveals Fresh Look at New Vegas
    A brief teaser for Fallout Season 2 has hit the internet, showing a new look at New Vegas.The clip, shown during the Amazon Upfront livestream overnight, was captured and uploaded on reddit. It shows Lucy (Ella Purnell) and The Ghoul (Walton Goggins) 50 miles out from what was Las Vegas. We hear the famous Geiger Counter sound, signifying radiation is in the air. The Ghoul and Lucy look at each other before heading towards New Vegas, and we get a good look at the post-apocalyptic city skyline.New Vegas is of course the setting for the Obsidian-developed Fallout: New Vegas, and the setting for Season 2 of the Fallout adaptation.So, what can we learn about the show's take on New Vegas from this teaser? Well, it’s more detailed than the brief look we got at New Vegas at the end of Season 1, which stands to reason. It will look familiar to anyone who's played New Vegas, although it appears more densely packed with buildings (the video game New Vegas was a relatively sparse location).The standout is of course the Lucky 38 Resort and Casino, which is on the New Vegas Strip. In the New Vegas video game, the Lucky 38 is the pre-War casino from which Mr. House runs the city. Fans also believe they can make out the Ultra-Luxe, but in truth it’s hard to discern individual video game locations from the shot here.PlayWarning! Potential spoilers for the Fallout TV show follow.The show is confirmed to be heading to New Vegas for Season 2, and it's not just about the location itself. Mr. House is set to be a part of the new season, though how involved he'll be is unclear. We've already seen the tease of some familiar sights thanks to previous set leaks, including this video that shows part of New Vegas and the iconic Lucky 38 resort and casino, all bright and lit up. It's certainly far from the rusty place you might expect.It’s worth remembering where we are in the Fallout timeline: the TV show is set in the year 2296, after all the Fallout video games. Fallout 4 takes place in the year 2287, while Fallout: New Vegas is set in the year 2281, a full 15 years prior to the events of the show.So, what happened in the 15 years since we last saw New Vegas? Co-showrunners Graham Wagner and Geneva Robertson-Dworet have said the setting has changed, and explained why that is important for fans to note.“All we really want the audience to know is that things have happened, so that there isn't an expectation that we pick the show up in Season 2, following one of the myriad canon endings that depend on your choices when you play [Fallout: New Vegas],” Wagner said last year.“With that post-credits stuff, we really wanted to imply, guys, the world has progressed, and the idea that the wasteland stays as it is decade-to-decade is preposterous to us. It’s just a place [of] constant tragedy, events, horrors — there's a constant churn of trauma. We're definitely implying more has occurred.”But what will happen when the Power Armor-clad Overseer Hank, played by Kyle MacLachlan, turns up (potentially after a dustup with a Deathclaw)? Some speculate Mr. House, the enigmatic ruler of New Vegas in the video game and dastardly boss of RobCo Industries in the TV show’s flashbacks to before the bombs fell, may enlist the help of Hank to restore New Vegas to its former glory. Perhaps, if that’s the way the story goes, the forces of Mr. House and New Vegas will end up taking on the Brotherhood of Steel in yet another Fallout faction battle, with Lucy, Maximus, and The Ghoul caught in the middle.Overnight, Amazon announced a December 2025 release window for Season 2, and confirmed Season 3. Last week, Aaron Moten, who plays Brotherhood of Steel hopeful Maximus, said the “endpoint” of the Fallout TV show has it running until Season 5 or Season 6.We had a great time with Season 1, writing in IGN's Fallout The Series review that the show is "a bright and funny apocalypse filled with dark punchlines and bursts of ultra-violence [and is] among the best video game adaptations ever made," slapping it with a well-earned 9/10.To help tide you over until Season 2, here's our interview with Todd Howard and Jonathan Nolan covering all our burning questions after the end of Season 1.Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
    ·27 Просмотры
  • The Sinking City Remastered is Out Now on Xbox Series X/S, PS5, and PC




    News


    The Sinking City Remastered is Out Now on Xbox Series X/S, PS5, and PC
    Frogwares' Unreal Engine 5 remaster of the 2019 horror title gets a surprise launch.
    Owners of the original can avail of a free upgrade.

    Posted By Ravi Sinha | On 13th, May.
    2025




    Out of nowhere, Frogwares has announced that The Sinking City Remastered is out now for Xbox Series X/S, PS5, and PC players.
    Check out the release trailer below, which compares various improvements in the remaster to the original.
    Developed on Unreal Engine 5, the remaster includes enhanced environments with more details and objects, a full lighting overhaul, reflection improvements and 4K textures.
    Upscalers like Nvidia DLSS and AMD FSR are also supported alongside Temporal Super Resolution.
    You can also leverage the new Photo Mode for screenshots.
    Of course, those who own the original on previous-gen consoles and PC can upgrade to the remaster for free.
    As for the future, The Sinking City 2 is in development, and Frogwares has plans for the franchise.
    In a press release, publishing director Sergiy Oganesyan said, “We plan to do big things with The Sinking City, starting with the sequel and then beyond.
    “So, after our rather well-known struggles with the original, it feels amazing to have this positive moment be part of the game’s twisted history and for us to be the ones to fully decide it.
    Making it free to all our existing fans is our way of giving back to them for having supported us all this time through thick and thin.”
    The Sinking City was first launched in 2019 and focuses on private investigator Charles W.
    Reed, who suffers from disturbing nightmares.
    He arrives in Oakmont to unravel their meaning and is caught up in a plot involving the Great Old Ones.
    Check out our review of the original here.
    Tagged With:

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    Source: https://gamingbolt.com/the-sinking-city-remastered-is-out-now-on-xbox-series-x-s-ps5-and-pc
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    The Sinking City Remastered is Out Now on Xbox Series X/S, PS5, and PC
    News The Sinking City Remastered is Out Now on Xbox Series X/S, PS5, and PC Frogwares' Unreal Engine 5 remaster of the 2019 horror title gets a surprise launch. Owners of the original can avail of a free upgrade. Posted By Ravi Sinha | On 13th, May. 2025 Out of nowhere, Frogwares has announced that The Sinking City Remastered is out now for Xbox Series X/S, PS5, and PC players. Check out the release trailer below, which compares various improvements in the remaster to the original. Developed on Unreal Engine 5, the remaster includes enhanced environments with more details and objects, a full lighting overhaul, reflection improvements and 4K textures. Upscalers like Nvidia DLSS and AMD FSR are also supported alongside Temporal Super Resolution. You can also leverage the new Photo Mode for screenshots. Of course, those who own the original on previous-gen consoles and PC can upgrade to the remaster for free. As for the future, The Sinking City 2 is in development, and Frogwares has plans for the franchise. In a press release, publishing director Sergiy Oganesyan said, “We plan to do big things with The Sinking City, starting with the sequel and then beyond. “So, after our rather well-known struggles with the original, it feels amazing to have this positive moment be part of the game’s twisted history and for us to be the ones to fully decide it. Making it free to all our existing fans is our way of giving back to them for having supported us all this time through thick and thin.” The Sinking City was first launched in 2019 and focuses on private investigator Charles W. Reed, who suffers from disturbing nightmares. He arrives in Oakmont to unravel their meaning and is caught up in a plot involving the Great Old Ones. Check out our review of the original here. Tagged With: Elden Ring: Nightreign Publisher:Bandai Namco Developer:FromSoftware Platforms:PS5, Xbox Series X, PS4, Xbox One, PCView More DOOM: The Dark Ages Publisher:Bethesda Softworks Developer:id Software Platforms:Xbox Series X, PS5, PCView More Death Stranding 2: On the Beach Publisher:Sony Developer:Kojima Productions Platforms:PS5View More Amazing Articles You Might Want To Check Out! Grand Theft Auto 4 Should be Remastered – Former Technical Director The ex-Rockstar developer also wrote about how he believes Niko Bellic to be the best protagonist in the Grand... The Sinking City Remastered is Out Now on Xbox Series X/S, PS5, and PC Frogwares' Unreal Engine 5 remaster of the 2019 horror title gets a surprise launch. Owners of the original ca... Tony Hawk Wants to Campaign for Tony Hawk’s Underground Remaster According to Tony Hawk, it's still too early to talk about Underground remastered since Tony Hawk's Pro Skater... The Witcher 4 – CD Projekt CFO Believes Ciri is a “Great Choice” for Protagonist In an interview, Piotr Nielubowicz spoke about various aspects of The Witcher franchise, including the trailer... Helldivers 2 Update Adds New Illuminate Enemies, Primary Weapon Customization Players can finally customize certain Primary weapons with new magazines, muzzles, and other attachments to al... Sega Reports 28.3 Percent Rise in Operating Profits for Fiscal Year 2025 Sega's operating profits increased despite lower overall revenue thanks to the cancellation of Sports Interact... View More Source: https://gamingbolt.com/the-sinking-city-remastered-is-out-now-on-xbox-series-x-s-ps5-and-pc #sinking #city #remastered #xbox #series #ps5
    GAMINGBOLT.COM
    The Sinking City Remastered is Out Now on Xbox Series X/S, PS5, and PC
    News The Sinking City Remastered is Out Now on Xbox Series X/S, PS5, and PC Frogwares' Unreal Engine 5 remaster of the 2019 horror title gets a surprise launch. Owners of the original can avail of a free upgrade. Posted By Ravi Sinha | On 13th, May. 2025 Out of nowhere, Frogwares has announced that The Sinking City Remastered is out now for Xbox Series X/S, PS5, and PC players. Check out the release trailer below, which compares various improvements in the remaster to the original. Developed on Unreal Engine 5, the remaster includes enhanced environments with more details and objects, a full lighting overhaul, reflection improvements and 4K textures. Upscalers like Nvidia DLSS and AMD FSR are also supported alongside Temporal Super Resolution. You can also leverage the new Photo Mode for screenshots. Of course, those who own the original on previous-gen consoles and PC can upgrade to the remaster for free. As for the future, The Sinking City 2 is in development, and Frogwares has plans for the franchise. In a press release, publishing director Sergiy Oganesyan said, “We plan to do big things with The Sinking City, starting with the sequel and then beyond. “So, after our rather well-known struggles with the original, it feels amazing to have this positive moment be part of the game’s twisted history and for us to be the ones to fully decide it. Making it free to all our existing fans is our way of giving back to them for having supported us all this time through thick and thin.” The Sinking City was first launched in 2019 and focuses on private investigator Charles W. Reed, who suffers from disturbing nightmares. He arrives in Oakmont to unravel their meaning and is caught up in a plot involving the Great Old Ones. Check out our review of the original here. Tagged With: Elden Ring: Nightreign Publisher:Bandai Namco Developer:FromSoftware Platforms:PS5, Xbox Series X, PS4, Xbox One, PCView More DOOM: The Dark Ages Publisher:Bethesda Softworks Developer:id Software Platforms:Xbox Series X, PS5, PCView More Death Stranding 2: On the Beach Publisher:Sony Developer:Kojima Productions Platforms:PS5View More Amazing Articles You Might Want To Check Out! Grand Theft Auto 4 Should be Remastered – Former Technical Director The ex-Rockstar developer also wrote about how he believes Niko Bellic to be the best protagonist in the Grand... The Sinking City Remastered is Out Now on Xbox Series X/S, PS5, and PC Frogwares' Unreal Engine 5 remaster of the 2019 horror title gets a surprise launch. Owners of the original ca... Tony Hawk Wants to Campaign for Tony Hawk’s Underground Remaster According to Tony Hawk, it's still too early to talk about Underground remastered since Tony Hawk's Pro Skater... The Witcher 4 – CD Projekt CFO Believes Ciri is a “Great Choice” for Protagonist In an interview, Piotr Nielubowicz spoke about various aspects of The Witcher franchise, including the trailer... Helldivers 2 Update Adds New Illuminate Enemies, Primary Weapon Customization Players can finally customize certain Primary weapons with new magazines, muzzles, and other attachments to al... Sega Reports 28.3 Percent Rise in Operating Profits for Fiscal Year 2025 Sega's operating profits increased despite lower overall revenue thanks to the cancellation of Sports Interact... View More
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  • #333;">Covid buy refreshes & tariff fears drove iPad sales renaissance
    Millions of users replaced their aging early pandemic iPad in early 2025, fueling a sales rebound amplified by tariff fears and fresh hardware upgrades.iPad AirThe tablet market saw renewed energy in the first quarter as consumers upgraded devices bought during the height of COVID-19 lockdowns.
    With many of those iPads reaching the end of their typical lifecycle, Apple's growth came from a wave of replacements.A temporary surge in imports, triggered by uncertainty over new U.S.
    tariffs, added to the momentum.
    Continue Reading on AppleInsider | Discuss on our Forums
    Covid buy refreshes & tariff fears drove iPad sales renaissance
    Millions of users replaced their aging early pandemic iPad in early 2025, fueling a sales rebound amplified by tariff fears and fresh hardware upgrades.iPad AirThe tablet market saw renewed energy in the first quarter as consumers upgraded devices bought during the height of COVID-19 lockdowns. With many of those iPads reaching the end of their typical lifecycle, Apple's growth came from a wave of replacements.A temporary surge in imports, triggered by uncertainty over new U.S. tariffs, added to the momentum. Continue Reading on AppleInsider | Discuss on our Forums
    المصدر: appleinsider.com
    #covid #buy #refreshes #ampamp #tariff #fears #drove #ipad #sales #renaissance #millions #users #replaced #their #aging #early #pandemic #fueling #rebound #amplified #and #fresh #hardware #upgradesipad #airthe #tablet #market #saw #renewed #energy #the #first #quarter #consumers #upgraded #devices #bought #during #height #covid19 #lockdownswith #many #those #ipads #reaching #end #typical #lifecycle #apple039s #growth #came #from #wave #replacementsa #temporary #surge #imports #triggered #uncertainty #over #new #ustariffs #added #momentumcontinue #reading #appleinsider #discuss #our #forums
    APPLEINSIDER.COM
    Covid buy refreshes & tariff fears drove iPad sales renaissance
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  • What an angry exchange with a reviewer taught me about arrogance and humility
    Nature, Published online: 13 May 2025; doi:10.1038/d41586-025-01226-5I should have paused and asked myself some tough questions.
    Instead, I started to type.
    Source: https://www.nature.com/articles/d41586-025-01226-5" style="color: #0066cc;">https://www.nature.com/articles/d41586-025-01226-5
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    What an angry exchange with a reviewer taught me about arrogance and humility
    Nature, Published online: 13 May 2025; doi:10.1038/d41586-025-01226-5I should have paused and asked myself some tough questions. Instead, I started to type. Source: https://www.nature.com/articles/d41586-025-01226-5 #what #angry #exchange #with #reviewer #taught #about #arrogance #and #humility
    WWW.NATURE.COM
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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.
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