• How To Create & Animate Breakdance-Inspired Streetwear

    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford
    #how #create #ampamp #animate #breakdanceinspired
    How To Create & Animate Breakdance-Inspired Streetwear
    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford #how #create #ampamp #animate #breakdanceinspired
    80.LV
    How To Create & Animate Breakdance-Inspired Streetwear
    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford
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  • Two Unreal & Unity Asset Bundles

    Two Unreal & Unity Asset Bundles / News / June 14, 2025 /

    There are a pair of asset bundles for game developers on Gumroad from Leartes, the Summertime Unreal Engine Assets Bundle and the Summertime Unity Assets Bundle. Make sure you use code S60 at checkout to drop the price from to ! As you can see from the video below with assets running in the Godot game engine, the assets can easily be exported to other game enginesand there are a number of handy guides below.
    Summertime Unreal Asset Bundle Contents:
    Environments:

    Dark Medieval Environment Megapack
    Modular English Mansion Environment
    Demonic Village Environment
    Stylized Wild West Environment
    Haunted Prison Environment
    Medieval Village Environment
    Forgotten Echoes Environment
    Desert Planet Environment
    Fire Watch Tower Environment
    Medieval Russian Village Environment
    Oriental Building Environment
    Horror MansionMadrid Street Environment
    Bowling Alley
    Stylized Countryside
    English Cottage Interior
    Stylized Eastern Province Environment

    Tools and Other Assets:

    Ultimate Lighting and Camera ToolUltimate Level Art Tool
    Cosmos 50% Discount Coupon
    Cosmos One month Subscription
    SFX Character Movement
    SFX Cyberpunk Guns
    Cosmos Rocket PluginVFX Explosion
    VFX Blood
    SUV 04
    SUV 01 Driveable / Animated / Realistic

    Summer Time Unity Asset Bundle Contents:
    Environments:

    Dark Medieval Village Environment MegapackModular English Mansion Environment
    Demonic Village Environment
    Medieval Village Environment / Camelot
    Fire Watch Tower Environment
    Abandoned Horror Mansion Interior
    Bowling Alley Environment
    Stylized Countryside
    Spanish Cottage Environment
    Chinese Alley Environment
    Tortuga Lighthouse Island
    Ramen Restaurant Environment
    Stylized Lowpoly Cyberpunk City
    Stylized Japanese Shrine Environment
    French Quarter Street Environment
    Will’s Room Environment
    Witch Village Environment
    Office Corridor Environment
    Neptune’s Roman Bath
    Vintage Bar Interior Environment

    Tools and Other Assets:

    Cosmos 50% Discount Coupon
    Cosmos One month Subscription
    SFX Character Movement
    SFX Cyberpunk Guns

    If you are looking at using the Unreal or Unity assets in another game engine, be sure to check out the following conversion guides:
    You can learn more about the Unity and Unreal Engine asset bundles in the video below. Once again, be sure to use the code S60 at checkout. Using links on this page helps support GFS
    #two #unreal #ampamp #unity #asset
    Two Unreal & Unity Asset Bundles
    Two Unreal & Unity Asset Bundles / News / June 14, 2025 / There are a pair of asset bundles for game developers on Gumroad from Leartes, the Summertime Unreal Engine Assets Bundle and the Summertime Unity Assets Bundle. Make sure you use code S60 at checkout to drop the price from to ! As you can see from the video below with assets running in the Godot game engine, the assets can easily be exported to other game enginesand there are a number of handy guides below. Summertime Unreal Asset Bundle Contents: Environments: Dark Medieval Environment Megapack Modular English Mansion Environment Demonic Village Environment Stylized Wild West Environment Haunted Prison Environment Medieval Village Environment Forgotten Echoes Environment Desert Planet Environment Fire Watch Tower Environment Medieval Russian Village Environment Oriental Building Environment Horror MansionMadrid Street Environment Bowling Alley Stylized Countryside English Cottage Interior Stylized Eastern Province Environment Tools and Other Assets: Ultimate Lighting and Camera ToolUltimate Level Art Tool Cosmos 50% Discount Coupon Cosmos One month Subscription SFX Character Movement SFX Cyberpunk Guns Cosmos Rocket PluginVFX Explosion VFX Blood SUV 04 SUV 01 Driveable / Animated / Realistic Summer Time Unity Asset Bundle Contents: Environments: Dark Medieval Village Environment MegapackModular English Mansion Environment Demonic Village Environment Medieval Village Environment / Camelot Fire Watch Tower Environment Abandoned Horror Mansion Interior Bowling Alley Environment Stylized Countryside Spanish Cottage Environment Chinese Alley Environment Tortuga Lighthouse Island Ramen Restaurant Environment Stylized Lowpoly Cyberpunk City Stylized Japanese Shrine Environment French Quarter Street Environment Will’s Room Environment Witch Village Environment Office Corridor Environment Neptune’s Roman Bath Vintage Bar Interior Environment Tools and Other Assets: Cosmos 50% Discount Coupon Cosmos One month Subscription SFX Character Movement SFX Cyberpunk Guns If you are looking at using the Unreal or Unity assets in another game engine, be sure to check out the following conversion guides: You can learn more about the Unity and Unreal Engine asset bundles in the video below. Once again, be sure to use the code S60 at checkout. Using links on this page helps support GFS #two #unreal #ampamp #unity #asset
    GAMEFROMSCRATCH.COM
    Two Unreal & Unity Asset Bundles
    Two Unreal & Unity Asset Bundles / News / June 14, 2025 / There are a pair of asset bundles for game developers on Gumroad from Leartes, the Summertime Unreal Engine Assets Bundle and the Summertime Unity Assets Bundle. Make sure you use code S60 at checkout to drop the price from $99 to $39! As you can see from the video below with assets running in the Godot game engine, the assets can easily be exported to other game engines (especially from the Unreal Engine bundle) and there are a number of handy guides below. Summertime Unreal Asset Bundle Contents: Environments: Dark Medieval Environment Megapack Modular English Mansion Environment Demonic Village Environment Stylized Wild West Environment Haunted Prison Environment Medieval Village Environment Forgotten Echoes Environment Desert Planet Environment Fire Watch Tower Environment Medieval Russian Village Environment Oriental Building Environment Horror Mansion (Abandoned Grand Mansion, Exterior + Interior, Modular) Madrid Street Environment Bowling Alley Stylized Countryside English Cottage Interior Stylized Eastern Province Environment Tools and Other Assets: Ultimate Lighting and Camera Tool (ULCT, Unreal Engine Plugin) Ultimate Level Art Tool Cosmos 50% Discount Coupon Cosmos One month Subscription SFX Character Movement SFX Cyberpunk Guns Cosmos Rocket Plugin (Drag and Drop to Unreal Engine Plugin) VFX Explosion VFX Blood SUV 04 SUV 01 Driveable / Animated / Realistic Summer Time Unity Asset Bundle Contents: Environments: Dark Medieval Village Environment Megapack (Modular with Full Interiors) Modular English Mansion Environment Demonic Village Environment Medieval Village Environment / Camelot Fire Watch Tower Environment Abandoned Horror Mansion Interior Bowling Alley Environment Stylized Countryside Spanish Cottage Environment Chinese Alley Environment Tortuga Lighthouse Island Ramen Restaurant Environment Stylized Lowpoly Cyberpunk City Stylized Japanese Shrine Environment French Quarter Street Environment Will’s Room Environment Witch Village Environment Office Corridor Environment Neptune’s Roman Bath Vintage Bar Interior Environment Tools and Other Assets: Cosmos 50% Discount Coupon Cosmos One month Subscription SFX Character Movement SFX Cyberpunk Guns If you are looking at using the Unreal or Unity assets in another game engine, be sure to check out the following conversion guides: You can learn more about the Unity and Unreal Engine asset bundles in the video below. Once again, be sure to use the code S60 at checkout. Using links on this page helps support GFS (and thanks so much if you do!)
    0 Комментарии 0 Поделились 0 предпросмотр
  • Dev snapshot: Godot 4.5 dev 5

    Replicube
    A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By:
    Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node
    The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract
    Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    #dev #snapshot #godot
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now #dev #snapshot #godot
    GODOTENGINE.ORG
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC (Bluesky, Twitter). You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept (see our recent XR blogpost highlighting the latest Godot XR Game Jam), but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users (GH-67777). Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there (over 20× decrease in load times in the TPS demo)!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler (macOS with Xcode / Command Line Tools installed).Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default (GH-106319).Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature (GH-102330). Capry brings bent normal maps to further enhance specular occlusion and indirect lighting (GH-89988). Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices (GH-106267). More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player (GH-103584).Animation: Add animation filtering to animation editor (GH-103130).Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling (GH-102360).Core: Add --scene command line argument (GH-105302).Core: Overhaul resource duplication (GH-100673).Core: Use Grisu2 algorithm in String::num_scientific to fix serializing (GH-98750).Editor: Add “Quick Load” button to EditorResourcePicker (GH-104490).Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions (GH-96611).Editor: Add named EditorScripts to the command palette (GH-99318).GUI: Add file sort to FileDialog (GH-105723).I18n: Add translation preview in editor (GH-96921).Import: Add Channel Remap settings to ResourceImporterTexture (GH-99676).Physics: Improve performance with non-monitoring areas when using Jolt Physics (GH-106490).Porting: Android: Add export option for custom theme attributes (GH-106724).Porting: Android: Add support for 16 KB page sizes, update to NDK r28b (GH-106358).Porting: Android: Remove the gradle_build/compress_native_libraries export option (GH-106359).Porting: Web: Use actual PThread pool size for get_default_thread_pool_size() (GH-104458).Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot (GH-59595).Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera) (GH-93142).Rendering: FTI - Optimize SceneTree traversal (GH-106244).Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executables (both the editor and export templates) have been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click (GH-106373). Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
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  • Desktop edition of sculpting app Nomad enters free beta

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    A creature created with Nomad by Glen Southern. The new desktop edition of the formerly mobile-only digital sculpting app is now available in free public beta.

    Hexanomad – aka developer Stéphane Ginier – has released the new desktop edition of Nomad, its popular digital sculpting app for iPads and Android tablets, in free public beta.Beta builds are currently available for Windows and macOS, although they currently only include a limited range of tools from the mobile edition.
    A rounded set of digital sculpting, 3D painting and remeshing features

    First released in 2020, Nomad – also often known as Nomad Sculpt – is a popular digital sculpting app for iPads and Android tablets.It has a familiar set of sculpting brushes, including Clay, Crease, Move, Flatten and Smooth, with support for falloff, alphas and masking.
    A dynamic tessellation system, similar to those of desktop tools like ZBrush, automatically changes the resolution of the part of the mesh being sculpted to accommodate new details.
    Users can also perform a voxel remesh of the sculpt to generate a uniform level of detail, or switch manually between different levels of resolution.
    Nomad features a PBR vertex paint system, making it possible to rough out surface colours; and built-in lighting and post-processing options for viewing models in context.
    Both sculpting and painting are layer-based, making it possible to work non-destructively.
    Completed sculpts can be exported in FBX, OBJ, glTF/GLB, PLY and STL format.
    New desktop edition still early in development, but evolving fast

    Nomad already has a web demo version, which makes it possible to test the app inside a web browser, but the new beta answers long-standing user requests for a native desktop version.It’s still very early in development, so it only features a limited range of tools from the mobile edition – the initial release was limited to the Clay and Move tools – and has known issues with graphics tablets, but new builds are being released regularly.
    Ginier has stated that his aim is to make the desktop edition “identical to the mobile versions”.
    The desktop version should also support Quad Remesher, Exoside’s auto retopology system, which is available as an in-app purchase inside the iPad edition.
    You can follow development in the -beta-desktop channel of the Nomad Sculpt Discord server.
    Price, release date and system requirements

    The desktop edition of Nomad is currently in free public beta for Windows 10+ and macOS 12.0+. Beta builds do not expire. Stéphane Ginier hasn’t announced a final release date or price yet.The mobile edition of Nomad is available for iOS/iPadOS 15.0+ and Android 6.0+. It costs about Nomad on the product website
    Follow the progress of the desktop edition on the Discord server
    Download the latest beta builds of the desktop edition of Nomad

    Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    #desktop #edition #sculpting #app #nomad
    Desktop edition of sculpting app Nomad enters free beta
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; A creature created with Nomad by Glen Southern. The new desktop edition of the formerly mobile-only digital sculpting app is now available in free public beta. Hexanomad – aka developer Stéphane Ginier – has released the new desktop edition of Nomad, its popular digital sculpting app for iPads and Android tablets, in free public beta.Beta builds are currently available for Windows and macOS, although they currently only include a limited range of tools from the mobile edition. A rounded set of digital sculpting, 3D painting and remeshing features First released in 2020, Nomad – also often known as Nomad Sculpt – is a popular digital sculpting app for iPads and Android tablets.It has a familiar set of sculpting brushes, including Clay, Crease, Move, Flatten and Smooth, with support for falloff, alphas and masking. A dynamic tessellation system, similar to those of desktop tools like ZBrush, automatically changes the resolution of the part of the mesh being sculpted to accommodate new details. Users can also perform a voxel remesh of the sculpt to generate a uniform level of detail, or switch manually between different levels of resolution. Nomad features a PBR vertex paint system, making it possible to rough out surface colours; and built-in lighting and post-processing options for viewing models in context. Both sculpting and painting are layer-based, making it possible to work non-destructively. Completed sculpts can be exported in FBX, OBJ, glTF/GLB, PLY and STL format. New desktop edition still early in development, but evolving fast Nomad already has a web demo version, which makes it possible to test the app inside a web browser, but the new beta answers long-standing user requests for a native desktop version.It’s still very early in development, so it only features a limited range of tools from the mobile edition – the initial release was limited to the Clay and Move tools – and has known issues with graphics tablets, but new builds are being released regularly. Ginier has stated that his aim is to make the desktop edition “identical to the mobile versions”. The desktop version should also support Quad Remesher, Exoside’s auto retopology system, which is available as an in-app purchase inside the iPad edition. You can follow development in the -beta-desktop channel of the Nomad Sculpt Discord server. Price, release date and system requirements The desktop edition of Nomad is currently in free public beta for Windows 10+ and macOS 12.0+. Beta builds do not expire. Stéphane Ginier hasn’t announced a final release date or price yet.The mobile edition of Nomad is available for iOS/iPadOS 15.0+ and Android 6.0+. It costs about Nomad on the product website Follow the progress of the desktop edition on the Discord server Download the latest beta builds of the desktop edition of Nomad Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. #desktop #edition #sculpting #app #nomad
    WWW.CGCHANNEL.COM
    Desktop edition of sculpting app Nomad enters free beta
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" A creature created with Nomad by Glen Southern. The new desktop edition of the formerly mobile-only digital sculpting app is now available in free public beta. Hexanomad – aka developer Stéphane Ginier – has released the new desktop edition of Nomad, its popular digital sculpting app for iPads and Android tablets, in free public beta.Beta builds are currently available for Windows and macOS, although they currently only include a limited range of tools from the mobile edition. A rounded set of digital sculpting, 3D painting and remeshing features First released in 2020, Nomad – also often known as Nomad Sculpt – is a popular digital sculpting app for iPads and Android tablets.It has a familiar set of sculpting brushes, including Clay, Crease, Move, Flatten and Smooth, with support for falloff, alphas and masking. A dynamic tessellation system, similar to those of desktop tools like ZBrush, automatically changes the resolution of the part of the mesh being sculpted to accommodate new details. Users can also perform a voxel remesh of the sculpt to generate a uniform level of detail, or switch manually between different levels of resolution. Nomad features a PBR vertex paint system, making it possible to rough out surface colours; and built-in lighting and post-processing options for viewing models in context. Both sculpting and painting are layer-based, making it possible to work non-destructively. Completed sculpts can be exported in FBX, OBJ, glTF/GLB, PLY and STL format. New desktop edition still early in development, but evolving fast Nomad already has a web demo version, which makes it possible to test the app inside a web browser, but the new beta answers long-standing user requests for a native desktop version.It’s still very early in development, so it only features a limited range of tools from the mobile edition – the initial release was limited to the Clay and Move tools – and has known issues with graphics tablets, but new builds are being released regularly. Ginier has stated that his aim is to make the desktop edition “identical to the mobile versions”. The desktop version should also support Quad Remesher, Exoside’s auto retopology system, which is available as an in-app purchase inside the iPad edition. You can follow development in the -beta-desktop channel of the Nomad Sculpt Discord server. Price, release date and system requirements The desktop edition of Nomad is currently in free public beta for Windows 10+ and macOS 12.0+. Beta builds do not expire. Stéphane Ginier hasn’t announced a final release date or price yet.The mobile edition of Nomad is available for iOS/iPadOS 15.0+ and Android 6.0+. It costs $19.99. Read more about Nomad on the product website Follow the progress of the desktop edition on the Discord server Download the latest beta builds of the desktop edition of Nomad Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
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  • New Perplexity Labs platform launched for those ‘who want to bring an entire idea to life’

    Perplexity this week released Perplexity Labs, a new tool for Pro users that can craft reports, spreadsheets, dashboards, and visual representations, to meet users’ increased demand for AI productivity tools with greater autonomy and ever more sophisticated capabilities. The platform, a rival to Anthropic Claude, OpenAI’s ChatGPT, and Google Gemini, can even work on its own for 10 minutesas it reasons through complicated assignments.

    “Labs underscores a broader shift toward multi-agent AI systems that plan, execute, and refine full workflows,” said Thomas Randall, research lead for AI at Info-Tech Research Group.

    Designed to handle more complex assignments

    Perplexity launched Perplexity Search, its proprietary search engine, in December 2022, just after ChatGPT dropped, and earlier this year released Deep Research, which scours the web, reads papers, reasons through materials, and creates comprehensive reports for users.

    The company says that Perplexity Labs is like “having a team” that can bring projects from ideation to reality. The platform creates reports, spreadsheets, dashboards and simple web apps. It can perform at least 10 minutes of self-supervised work, uses web browsing, writes and executes code to handle tasks like organizing data or applying formulas, and can create charts and images.

    “In some respects, this is a continuation of Perplexity’s original capabilities as an AI-driven search engine that provides deeper answers,” said Hyoun Park, CEO and chief analyst at Amalgam Insights.

    Indeed, Perplexity explained that Labs was designed to handle more complex assignments than Deep Research.

    “While Deep Research remains the fastest way to obtain comprehensive answers to in-depth questions —  typically within 3 or 4 minutes — Labs is designed to invest more timeand leverage additional tools, such as advanced file generation and mini-app creation,” Perplexity wrote in a blog post. “This expanded capability empowers you to develop a broader array of deliverables for your projects.”

    With its longer research workflow, Perplexity Labs can generate spreadsheets, visual representations, and high-quality reports, the company said. It iteratively searches through hundreds of sources, reasons about that data, and refines its approach as it gets deeper into a project, similar to the way in which a human researcher might approach a new area of study.

    To create interactive dashboards without the need for coding expertise or external development tools like Ploty and Dash, users just describe what they’re visualizing in natural language, and Labs will generate it in real-time. Dashboards could, for instance, visualize business finances or other complex datasets, incorporating clickable elements to allow non-technical users to quickly act on insights.

    In one example from the blog, Perplexity prompted Labs from the position of a leader at a tech consulting firm looking to create a potential customer list. It specified that it wanted to partner with US B2B companies in seed, series A, or series B stages, and asked Labs to list 20 relevant companies and include key details including contact information.

    Labs compiled a comprehensive dataset of potential customers, organizing them by stageand identified their core focus, intended customers, and funding to date. The platform cited links from Forbes, YCombinator, and Exploding Topics that it had used as sources. When further prompted, it crafted introductory emails to the CEOs of the series A startups.

    To simplify workflows, Labs arranges generated files in a dedicated tab for easy access, supports integration with other tools such as Google Sheets, and allows users to pull out and format citations to bring credibility to its research. Finished materials can be exported as PDFs or documents, or converted into a shareable Perplexity Page.

    Pro subscriberscan now work with Labs on Web, iOS, and Android; Mac and Windows apps are coming soon.

    A good fit for enterprise users?

    This new capability joins an increasingly competitive space, as users look for AI productivity tools that are ever-more performant and can handle more and more tasks autonomously.

    Park pointed out that Perplexity Labs is a response to tools and models such as OpenAI o1-pro, Claude Opus 4, and Google’s recent Flow and Firebase announcements.

    “There is a massive Hunger Games in the AI world right now,” said Park. “Every major vendor is ferociously trying to one-up each other in providing more functionality, either in a native model or with an agency of AI agents designed to work together and create digital assets such as documents, apps, and videos.”

    However, Perplexity Labs does provide differentiation from other providers in the market, Info-Tech’s Randall noted. In particular, Perplexity is betting that users will prefer a “low-cost, open, tool-agnostic sandbox” for web crawling, code execution, and the creation of finished artifacts including mini web apps.

    “These capabilities cannot yet be found in other enterprise platforms, such as Microsoft or Google offerings,” said Randall.

    But enterprises should approach Perplexity Labs with a governance-first mindset, he emphasized. Assets live in Perplexity’s cloud and, for now, lack the private data grounding and compliance controls that CIOs expect, and that they find in tools such as Microsoft Copilot or Google Gemini.

    From an enterprise perspective, Park noted, the biggest challenge is that every asset-creating model and agent is “still opaque” when it comes to understanding the assumptions, training, and reliability of assumptions used to create a document or app. He compared it to the way the iPhone bypassed BlackBerry and Windows through “sheer consumer delight.”

    “At some point, AI vendors seeking serious business usage will need to provide more transparency and governance tools to the business world, just as mobile device management and mobile security solutions eventually came to the iPhone,” said Park.

    Otherwise, businesses may be compelled to build their own clunky but secure versions of Perplexity Labs, “which are guaranteed to be less accurate and useful justthe history of business apps trying to imitate viral consumer apps,” he said.
    #new #perplexity #labs #platform #launched
    New Perplexity Labs platform launched for those ‘who want to bring an entire idea to life’
    Perplexity this week released Perplexity Labs, a new tool for Pro users that can craft reports, spreadsheets, dashboards, and visual representations, to meet users’ increased demand for AI productivity tools with greater autonomy and ever more sophisticated capabilities. The platform, a rival to Anthropic Claude, OpenAI’s ChatGPT, and Google Gemini, can even work on its own for 10 minutesas it reasons through complicated assignments. “Labs underscores a broader shift toward multi-agent AI systems that plan, execute, and refine full workflows,” said Thomas Randall, research lead for AI at Info-Tech Research Group. Designed to handle more complex assignments Perplexity launched Perplexity Search, its proprietary search engine, in December 2022, just after ChatGPT dropped, and earlier this year released Deep Research, which scours the web, reads papers, reasons through materials, and creates comprehensive reports for users. The company says that Perplexity Labs is like “having a team” that can bring projects from ideation to reality. The platform creates reports, spreadsheets, dashboards and simple web apps. It can perform at least 10 minutes of self-supervised work, uses web browsing, writes and executes code to handle tasks like organizing data or applying formulas, and can create charts and images. “In some respects, this is a continuation of Perplexity’s original capabilities as an AI-driven search engine that provides deeper answers,” said Hyoun Park, CEO and chief analyst at Amalgam Insights. Indeed, Perplexity explained that Labs was designed to handle more complex assignments than Deep Research. “While Deep Research remains the fastest way to obtain comprehensive answers to in-depth questions —  typically within 3 or 4 minutes — Labs is designed to invest more timeand leverage additional tools, such as advanced file generation and mini-app creation,” Perplexity wrote in a blog post. “This expanded capability empowers you to develop a broader array of deliverables for your projects.” With its longer research workflow, Perplexity Labs can generate spreadsheets, visual representations, and high-quality reports, the company said. It iteratively searches through hundreds of sources, reasons about that data, and refines its approach as it gets deeper into a project, similar to the way in which a human researcher might approach a new area of study. To create interactive dashboards without the need for coding expertise or external development tools like Ploty and Dash, users just describe what they’re visualizing in natural language, and Labs will generate it in real-time. Dashboards could, for instance, visualize business finances or other complex datasets, incorporating clickable elements to allow non-technical users to quickly act on insights. In one example from the blog, Perplexity prompted Labs from the position of a leader at a tech consulting firm looking to create a potential customer list. It specified that it wanted to partner with US B2B companies in seed, series A, or series B stages, and asked Labs to list 20 relevant companies and include key details including contact information. Labs compiled a comprehensive dataset of potential customers, organizing them by stageand identified their core focus, intended customers, and funding to date. The platform cited links from Forbes, YCombinator, and Exploding Topics that it had used as sources. When further prompted, it crafted introductory emails to the CEOs of the series A startups. To simplify workflows, Labs arranges generated files in a dedicated tab for easy access, supports integration with other tools such as Google Sheets, and allows users to pull out and format citations to bring credibility to its research. Finished materials can be exported as PDFs or documents, or converted into a shareable Perplexity Page. Pro subscriberscan now work with Labs on Web, iOS, and Android; Mac and Windows apps are coming soon. A good fit for enterprise users? This new capability joins an increasingly competitive space, as users look for AI productivity tools that are ever-more performant and can handle more and more tasks autonomously. Park pointed out that Perplexity Labs is a response to tools and models such as OpenAI o1-pro, Claude Opus 4, and Google’s recent Flow and Firebase announcements. “There is a massive Hunger Games in the AI world right now,” said Park. “Every major vendor is ferociously trying to one-up each other in providing more functionality, either in a native model or with an agency of AI agents designed to work together and create digital assets such as documents, apps, and videos.” However, Perplexity Labs does provide differentiation from other providers in the market, Info-Tech’s Randall noted. In particular, Perplexity is betting that users will prefer a “low-cost, open, tool-agnostic sandbox” for web crawling, code execution, and the creation of finished artifacts including mini web apps. “These capabilities cannot yet be found in other enterprise platforms, such as Microsoft or Google offerings,” said Randall. But enterprises should approach Perplexity Labs with a governance-first mindset, he emphasized. Assets live in Perplexity’s cloud and, for now, lack the private data grounding and compliance controls that CIOs expect, and that they find in tools such as Microsoft Copilot or Google Gemini. From an enterprise perspective, Park noted, the biggest challenge is that every asset-creating model and agent is “still opaque” when it comes to understanding the assumptions, training, and reliability of assumptions used to create a document or app. He compared it to the way the iPhone bypassed BlackBerry and Windows through “sheer consumer delight.” “At some point, AI vendors seeking serious business usage will need to provide more transparency and governance tools to the business world, just as mobile device management and mobile security solutions eventually came to the iPhone,” said Park. Otherwise, businesses may be compelled to build their own clunky but secure versions of Perplexity Labs, “which are guaranteed to be less accurate and useful justthe history of business apps trying to imitate viral consumer apps,” he said. #new #perplexity #labs #platform #launched
    WWW.COMPUTERWORLD.COM
    New Perplexity Labs platform launched for those ‘who want to bring an entire idea to life’
    Perplexity this week released Perplexity Labs, a new tool for Pro users that can craft reports, spreadsheets, dashboards, and visual representations, to meet users’ increased demand for AI productivity tools with greater autonomy and ever more sophisticated capabilities. The platform, a rival to Anthropic Claude, OpenAI’s ChatGPT, and Google Gemini, can even work on its own for 10 minutes (or more) as it reasons through complicated assignments. “Labs underscores a broader shift toward multi-agent AI systems that plan, execute, and refine full workflows,” said Thomas Randall, research lead for AI at Info-Tech Research Group. Designed to handle more complex assignments Perplexity launched Perplexity Search, its proprietary search engine, in December 2022, just after ChatGPT dropped, and earlier this year released Deep Research (now to be rebranded as Research), which scours the web, reads papers, reasons through materials, and creates comprehensive reports for users. The company says that Perplexity Labs is like “having a team” that can bring projects from ideation to reality. The platform creates reports, spreadsheets, dashboards and simple web apps. It can perform at least 10 minutes of self-supervised work, uses web browsing, writes and executes code to handle tasks like organizing data or applying formulas, and can create charts and images. “In some respects, this is a continuation of Perplexity’s original capabilities as an AI-driven search engine that provides deeper answers,” said Hyoun Park, CEO and chief analyst at Amalgam Insights. Indeed, Perplexity explained that Labs was designed to handle more complex assignments than Deep Research. “While Deep Research remains the fastest way to obtain comprehensive answers to in-depth questions —  typically within 3 or 4 minutes — Labs is designed to invest more time (10  minutes or longer) and leverage additional tools, such as advanced file generation and mini-app creation,” Perplexity wrote in a blog post. “This expanded capability empowers you to develop a broader array of deliverables for your projects.” With its longer research workflow, Perplexity Labs can generate spreadsheets, visual representations, and high-quality reports, the company said. It iteratively searches through hundreds of sources, reasons about that data, and refines its approach as it gets deeper into a project, similar to the way in which a human researcher might approach a new area of study. To create interactive dashboards without the need for coding expertise or external development tools like Ploty and Dash, users just describe what they’re visualizing in natural language, and Labs will generate it in real-time. Dashboards could, for instance, visualize business finances or other complex datasets, incorporating clickable elements to allow non-technical users to quickly act on insights. In one example from the blog, Perplexity prompted Labs from the position of a leader at a tech consulting firm looking to create a potential customer list. It specified that it wanted to partner with US B2B companies in seed, series A, or series B stages, and asked Labs to list 20 relevant companies and include key details including contact information. Labs compiled a comprehensive dataset of potential customers, organizing them by stage (A, B, or seed) and identified their core focus, intended customers, and funding to date. The platform cited links from Forbes, YCombinator, and Exploding Topics that it had used as sources. When further prompted, it crafted introductory emails to the CEOs of the series A startups. To simplify workflows, Labs arranges generated files in a dedicated tab for easy access, supports integration with other tools such as Google Sheets, and allows users to pull out and format citations to bring credibility to its research. Finished materials can be exported as PDFs or documents, or converted into a shareable Perplexity Page. Pro subscribers ($20 a month) can now work with Labs on Web, iOS, and Android; Mac and Windows apps are coming soon. A good fit for enterprise users? This new capability joins an increasingly competitive space, as users look for AI productivity tools that are ever-more performant and can handle more and more tasks autonomously. Park pointed out that Perplexity Labs is a response to tools and models such as OpenAI o1-pro (launched in March), Claude Opus 4 (released in May), and Google’s recent Flow and Firebase announcements. “There is a massive Hunger Games in the AI world right now,” said Park. “Every major vendor is ferociously trying to one-up each other in providing more functionality, either in a native model or with an agency of AI agents designed to work together and create digital assets such as documents, apps, and videos.” However, Perplexity Labs does provide differentiation from other providers in the market, Info-Tech’s Randall noted. In particular, Perplexity is betting that users will prefer a “low-cost, open, tool-agnostic sandbox” for web crawling, code execution, and the creation of finished artifacts including mini web apps. “These capabilities cannot yet be found in other enterprise platforms, such as Microsoft or Google offerings,” said Randall. But enterprises should approach Perplexity Labs with a governance-first mindset, he emphasized. Assets live in Perplexity’s cloud and, for now, lack the private data grounding and compliance controls that CIOs expect, and that they find in tools such as Microsoft Copilot or Google Gemini. From an enterprise perspective, Park noted, the biggest challenge is that every asset-creating model and agent is “still opaque” when it comes to understanding the assumptions, training, and reliability of assumptions used to create a document or app. He compared it to the way the iPhone bypassed BlackBerry and Windows through “sheer consumer delight.” “At some point, AI vendors seeking serious business usage will need to provide more transparency and governance tools to the business world, just as mobile device management and mobile security solutions eventually came to the iPhone,” said Park. Otherwise, businesses may be compelled to build their own clunky but secure versions of Perplexity Labs, “which are guaranteed to be less accurate and useful just [based on] the history of business apps trying to imitate viral consumer apps,” he said.
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  • 5 Best Note-Taking Tools & Gadgets For Design Students To Perfectly Capture Ideas

    Ideas don’t wait for the perfect moment. For design students, inspiration can strike anywhere—in a busy studio, during a critique, or mid-lecture. The right note-taking tool can turn scattered sketches and fleeting thoughts into the seeds of your next breakthrough. In a world where creativity blends analog and digital, the tools you use should be as flexible and inventive as you are.
    Whether you prefer the satisfying swipe of a marker on a whiteboard, the convenience of a digital tablet, or the playful versatility of reusable sticky notes, there’s a solution that fits every creative workflow. The best note-taking tools do more than capture words and images—they nurture ideas, encourage experimentation, and keep your process organized as your projects evolve. Here are five excellent tools perfect for design students ready to take notes beyond the ordinary.
    1. Personal Whiteboard

    Design students thrive on the freedom to jot, sketch, and iterate without limits. The Personal Whiteboard brings that freedom to life with a single-page whiteboard notebook that’s endlessly reusable. The act of writing on a surface that wipes clean after every use encourages risk-taking and iteration, making it easy to brainstorm, mind-map, or sketch a quick wireframe. Snap a photo to archive your ideas in the cloud, then erase and start over — every fresh page is a new beginning.
    The multi-functional cover enhances the experience, serving as an eraser, built-in stand, and storage pocket for a marker. The innovative Mag Force system turns the cover into a handle and pen holder, keeping your tools close at hand. Compatible with any regular whiteboard marker, this notebook is perfect for those moments when inspiration strikes in class or at the studio, supporting rapid ideation and spontaneous creativity.
    Click Here to Buy Now: What we like

    Infinitely reusable, reducing paper waste.
    Multi-functional design with integrated stand and eraser.

    What we dislike

    Only one page means no multi-page reference.
    Must have a marker and phone handy to save notes.

    2. MagBoard Clipboard

    The MagBoard Clipboard reimagines the classic clipboard for the modern design workflow. Its magnet and lever mechanism secures up to 30 sheets, allowing you to add, remove, and rearrange pages without hassle. This flexibility lets you work non-linearly, organizing sketches and notes in the order that matches your process. The hardcover design makes it easy to sketch standing up, perfect for crit sessions or on-the-go brainstorming.
    With its minimalist aesthetic, the MagBoard Clipboard eliminates the distractions of pre-printed layouts or rigid bindings. Loose sheets mean total freedom over format and medium, from tracing paper to heavy sketch stock. The water-resistant and easy-to-clean surface ensures durability through every project, making it ideal for design students who value both structure and adaptability.
    Click Here to Buy Now: What we like

    Holds various paper types and sizes securely.
    Easy to reorganize or remove sheets as needed.

    What we dislike

    Loose pages can be misplaced if not careful.
    No digital backup unless manually scanned or photographed.

    3. Rocketbook Reusable Sticky Notes

    Rocketbook’s reusable sticky notes reinvent the classic sticky for the eco-conscious creative. These notes can be written on, wiped clean, and reused endlessly, making them a sustainable companion for design students juggling ideas, reminders, and critiques. Each note is compatible with the Rocketbook app, allowing you to scan and organize notes digitally before erasing for the next round of inspiration.
    The familiar format of sticky notes fits right into any workflow, whether you’re mapping out a project timeline on your wall or annotating a design portfolio. The ability to reuse them means you can experiment without worrying about waste. These sticky notes truly shine in collaborative settings, where feedback and ideas are constantly evolving and being refined.
    What we like

    Reusable, reducing waste, and ongoing costs.
    Syncs easily with digital platforms for archiving.

    What we dislike

    Requires specific pens for best results.
    Can be lost or misplaced like traditional stickies.

    4. Levitating Pen 3.0

    A tool that’s as much a conversation starter as it is a writing instrument, the Levitating Pen 3.0 brings a sense of wonder to every workspace. Its aircraft-grade construction and seamless casing feel substantial in hand, offering a precise and smooth writing experience for quick notes, sketches, or brainstorming sessions. The pen’s mesmerizing levitation and gentle spin capture attention, sparking inspiration during those moments between tasks.
    For design students, the act of picking up a pen with such a playful, futuristic design can break creative blocks and encourage out-of-the-box thinking. The Levitating Pen’s pedestal serves as a visual reminder that every idea has the potential to break free from gravity, while the balanced ballpoint tip makes writing and drawing feel effortless. This is a pen for those who want their tools to reflect their imagination.
    Click Here to Buy Now: What we like

    Inspires creativity with stunning design.
    Durable, precise writing feel.

    What we dislike

    Needs the stand to levitate, so not pocket-friendly.
    Premium price point for a single writing tool.

    5. BOOX Go 7 and Go Color 7 Gen II

    The BOOX Go 7 and Go Color 7 Gen II e-readers blur the line between digital reading and instant note-taking. With an integrated stylus, design students can annotate articles, highlight inspiration, or sketch directly onto e-books and PDFs. The e-ink display is gentle on the eyes, making it ideal for long study sessions, while the compact size makes it easy to carry from class to studio.
    This tool is especially powerful for those who consume large volumes of reference material, allowing seamless transitions between reading and note-taking. The notes can be exported, organized, and referenced later, supporting research-heavy design projects. The addition of color capabilities on the Go Color 7 adds another layer for visual thinkers who want to mark up images or diagrams.
    What we like

    Combining reading and note-taking in one.
    Lightweight and portable for everyday use.

    What we dislike

    Requires regular charging.
    Not ideal for heavy sketching or detailed drawing.
    The post 5 Best Note-Taking Tools & Gadgets For Design Students To Perfectly Capture Ideas first appeared on Yanko Design.
    #best #notetaking #tools #ampamp #gadgets
    5 Best Note-Taking Tools & Gadgets For Design Students To Perfectly Capture Ideas
    Ideas don’t wait for the perfect moment. For design students, inspiration can strike anywhere—in a busy studio, during a critique, or mid-lecture. The right note-taking tool can turn scattered sketches and fleeting thoughts into the seeds of your next breakthrough. In a world where creativity blends analog and digital, the tools you use should be as flexible and inventive as you are. Whether you prefer the satisfying swipe of a marker on a whiteboard, the convenience of a digital tablet, or the playful versatility of reusable sticky notes, there’s a solution that fits every creative workflow. The best note-taking tools do more than capture words and images—they nurture ideas, encourage experimentation, and keep your process organized as your projects evolve. Here are five excellent tools perfect for design students ready to take notes beyond the ordinary. 1. Personal Whiteboard Design students thrive on the freedom to jot, sketch, and iterate without limits. The Personal Whiteboard brings that freedom to life with a single-page whiteboard notebook that’s endlessly reusable. The act of writing on a surface that wipes clean after every use encourages risk-taking and iteration, making it easy to brainstorm, mind-map, or sketch a quick wireframe. Snap a photo to archive your ideas in the cloud, then erase and start over — every fresh page is a new beginning. The multi-functional cover enhances the experience, serving as an eraser, built-in stand, and storage pocket for a marker. The innovative Mag Force system turns the cover into a handle and pen holder, keeping your tools close at hand. Compatible with any regular whiteboard marker, this notebook is perfect for those moments when inspiration strikes in class or at the studio, supporting rapid ideation and spontaneous creativity. Click Here to Buy Now: What we like Infinitely reusable, reducing paper waste. Multi-functional design with integrated stand and eraser. What we dislike Only one page means no multi-page reference. Must have a marker and phone handy to save notes. 2. MagBoard Clipboard The MagBoard Clipboard reimagines the classic clipboard for the modern design workflow. Its magnet and lever mechanism secures up to 30 sheets, allowing you to add, remove, and rearrange pages without hassle. This flexibility lets you work non-linearly, organizing sketches and notes in the order that matches your process. The hardcover design makes it easy to sketch standing up, perfect for crit sessions or on-the-go brainstorming. With its minimalist aesthetic, the MagBoard Clipboard eliminates the distractions of pre-printed layouts or rigid bindings. Loose sheets mean total freedom over format and medium, from tracing paper to heavy sketch stock. The water-resistant and easy-to-clean surface ensures durability through every project, making it ideal for design students who value both structure and adaptability. Click Here to Buy Now: What we like Holds various paper types and sizes securely. Easy to reorganize or remove sheets as needed. What we dislike Loose pages can be misplaced if not careful. No digital backup unless manually scanned or photographed. 3. Rocketbook Reusable Sticky Notes Rocketbook’s reusable sticky notes reinvent the classic sticky for the eco-conscious creative. These notes can be written on, wiped clean, and reused endlessly, making them a sustainable companion for design students juggling ideas, reminders, and critiques. Each note is compatible with the Rocketbook app, allowing you to scan and organize notes digitally before erasing for the next round of inspiration. The familiar format of sticky notes fits right into any workflow, whether you’re mapping out a project timeline on your wall or annotating a design portfolio. The ability to reuse them means you can experiment without worrying about waste. These sticky notes truly shine in collaborative settings, where feedback and ideas are constantly evolving and being refined. What we like Reusable, reducing waste, and ongoing costs. Syncs easily with digital platforms for archiving. What we dislike Requires specific pens for best results. Can be lost or misplaced like traditional stickies. 4. Levitating Pen 3.0 A tool that’s as much a conversation starter as it is a writing instrument, the Levitating Pen 3.0 brings a sense of wonder to every workspace. Its aircraft-grade construction and seamless casing feel substantial in hand, offering a precise and smooth writing experience for quick notes, sketches, or brainstorming sessions. The pen’s mesmerizing levitation and gentle spin capture attention, sparking inspiration during those moments between tasks. For design students, the act of picking up a pen with such a playful, futuristic design can break creative blocks and encourage out-of-the-box thinking. The Levitating Pen’s pedestal serves as a visual reminder that every idea has the potential to break free from gravity, while the balanced ballpoint tip makes writing and drawing feel effortless. This is a pen for those who want their tools to reflect their imagination. Click Here to Buy Now: What we like Inspires creativity with stunning design. Durable, precise writing feel. What we dislike Needs the stand to levitate, so not pocket-friendly. Premium price point for a single writing tool. 5. BOOX Go 7 and Go Color 7 Gen II The BOOX Go 7 and Go Color 7 Gen II e-readers blur the line between digital reading and instant note-taking. With an integrated stylus, design students can annotate articles, highlight inspiration, or sketch directly onto e-books and PDFs. The e-ink display is gentle on the eyes, making it ideal for long study sessions, while the compact size makes it easy to carry from class to studio. This tool is especially powerful for those who consume large volumes of reference material, allowing seamless transitions between reading and note-taking. The notes can be exported, organized, and referenced later, supporting research-heavy design projects. The addition of color capabilities on the Go Color 7 adds another layer for visual thinkers who want to mark up images or diagrams. What we like Combining reading and note-taking in one. Lightweight and portable for everyday use. What we dislike Requires regular charging. Not ideal for heavy sketching or detailed drawing. The post 5 Best Note-Taking Tools & Gadgets For Design Students To Perfectly Capture Ideas first appeared on Yanko Design. #best #notetaking #tools #ampamp #gadgets
    WWW.YANKODESIGN.COM
    5 Best Note-Taking Tools & Gadgets For Design Students To Perfectly Capture Ideas
    Ideas don’t wait for the perfect moment. For design students, inspiration can strike anywhere—in a busy studio, during a critique, or mid-lecture. The right note-taking tool can turn scattered sketches and fleeting thoughts into the seeds of your next breakthrough. In a world where creativity blends analog and digital, the tools you use should be as flexible and inventive as you are. Whether you prefer the satisfying swipe of a marker on a whiteboard, the convenience of a digital tablet, or the playful versatility of reusable sticky notes, there’s a solution that fits every creative workflow. The best note-taking tools do more than capture words and images—they nurture ideas, encourage experimentation, and keep your process organized as your projects evolve. Here are five excellent tools perfect for design students ready to take notes beyond the ordinary. 1. Personal Whiteboard Design students thrive on the freedom to jot, sketch, and iterate without limits. The Personal Whiteboard brings that freedom to life with a single-page whiteboard notebook that’s endlessly reusable. The act of writing on a surface that wipes clean after every use encourages risk-taking and iteration, making it easy to brainstorm, mind-map, or sketch a quick wireframe. Snap a photo to archive your ideas in the cloud, then erase and start over — every fresh page is a new beginning. The multi-functional cover enhances the experience, serving as an eraser, built-in stand, and storage pocket for a marker. The innovative Mag Force system turns the cover into a handle and pen holder, keeping your tools close at hand. Compatible with any regular whiteboard marker, this notebook is perfect for those moments when inspiration strikes in class or at the studio, supporting rapid ideation and spontaneous creativity. Click Here to Buy Now: $49.00 What we like Infinitely reusable, reducing paper waste. Multi-functional design with integrated stand and eraser. What we dislike Only one page means no multi-page reference. Must have a marker and phone handy to save notes. 2. MagBoard Clipboard The MagBoard Clipboard reimagines the classic clipboard for the modern design workflow. Its magnet and lever mechanism secures up to 30 sheets, allowing you to add, remove, and rearrange pages without hassle. This flexibility lets you work non-linearly, organizing sketches and notes in the order that matches your process. The hardcover design makes it easy to sketch standing up, perfect for crit sessions or on-the-go brainstorming. With its minimalist aesthetic, the MagBoard Clipboard eliminates the distractions of pre-printed layouts or rigid bindings. Loose sheets mean total freedom over format and medium, from tracing paper to heavy sketch stock. The water-resistant and easy-to-clean surface ensures durability through every project, making it ideal for design students who value both structure and adaptability. Click Here to Buy Now: $45.00 What we like Holds various paper types and sizes securely. Easy to reorganize or remove sheets as needed. What we dislike Loose pages can be misplaced if not careful. No digital backup unless manually scanned or photographed. 3. Rocketbook Reusable Sticky Notes Rocketbook’s reusable sticky notes reinvent the classic sticky for the eco-conscious creative. These notes can be written on, wiped clean, and reused endlessly, making them a sustainable companion for design students juggling ideas, reminders, and critiques. Each note is compatible with the Rocketbook app, allowing you to scan and organize notes digitally before erasing for the next round of inspiration. The familiar format of sticky notes fits right into any workflow, whether you’re mapping out a project timeline on your wall or annotating a design portfolio. The ability to reuse them means you can experiment without worrying about waste. These sticky notes truly shine in collaborative settings, where feedback and ideas are constantly evolving and being refined. What we like Reusable, reducing waste, and ongoing costs. Syncs easily with digital platforms for archiving. What we dislike Requires specific pens for best results. Can be lost or misplaced like traditional stickies. 4. Levitating Pen 3.0 A tool that’s as much a conversation starter as it is a writing instrument, the Levitating Pen 3.0 brings a sense of wonder to every workspace. Its aircraft-grade construction and seamless casing feel substantial in hand, offering a precise and smooth writing experience for quick notes, sketches, or brainstorming sessions. The pen’s mesmerizing levitation and gentle spin capture attention, sparking inspiration during those moments between tasks. For design students, the act of picking up a pen with such a playful, futuristic design can break creative blocks and encourage out-of-the-box thinking. The Levitating Pen’s pedestal serves as a visual reminder that every idea has the potential to break free from gravity, while the balanced ballpoint tip makes writing and drawing feel effortless. This is a pen for those who want their tools to reflect their imagination. Click Here to Buy Now: $129.00 What we like Inspires creativity with stunning design. Durable, precise writing feel. What we dislike Needs the stand to levitate, so not pocket-friendly. Premium price point for a single writing tool. 5. BOOX Go 7 and Go Color 7 Gen II The BOOX Go 7 and Go Color 7 Gen II e-readers blur the line between digital reading and instant note-taking. With an integrated stylus, design students can annotate articles, highlight inspiration, or sketch directly onto e-books and PDFs. The e-ink display is gentle on the eyes, making it ideal for long study sessions, while the compact size makes it easy to carry from class to studio. This tool is especially powerful for those who consume large volumes of reference material, allowing seamless transitions between reading and note-taking. The notes can be exported, organized, and referenced later, supporting research-heavy design projects. The addition of color capabilities on the Go Color 7 adds another layer for visual thinkers who want to mark up images or diagrams. What we like Combining reading and note-taking in one. Lightweight and portable for everyday use. What we dislike Requires regular charging. Not ideal for heavy sketching or detailed drawing. The post 5 Best Note-Taking Tools & Gadgets For Design Students To Perfectly Capture Ideas first appeared on Yanko Design.
    0 Комментарии 0 Поделились 0 предпросмотр
  • How to Export Your Saved Articles Before Pocket Shuts Down for Good

    The beloved read-it-later app Pocket is shutting down, and Mozilla is giving current users until Oct. 8 to download saved items from their lists, archives, favorites, notes, and highlights. As of today, Pocket is no longer available in app stores or as a browser add-on, and all sign-ups and renewals have been disabled. The app will shut down for good on July 8, and transition to export-only mode. Users will have until Oct. 8 to export their saves, after which all accounts and data will be deleted. How to export your saved items from PocketTo initiate an export from Pocket, go to . You'll first want to ensure your account is connected to a valid email address—shown at the top left of the page when logged in—you can access, as your saves will be sent to your inbox.Next, click the Export HTML file button. You'll see a message confirming your request and will receive a link via email to download a CSV with URLs of your saves. Mozilla says this can take 24 hours and up to 7 days in some cases. The link expires after 48 hours, so check your spam if you don't see an export email. You can request a new link by repeating the same steps. You don't need to delete your account or data, as Mozilla will do so after October 8. You will, however, have to manually remove the app and browser extension once you've exported your saves. Monthly renewals for Pocket Premium are ceasing immediately, and annual subscribers will automatically receive a prorated refund after July 8. While Pocket is one of the most popular read-it-later apps, it isn't the only one. We've compiled a list of alternatives you can switch to.
    #how #export #your #saved #articles
    How to Export Your Saved Articles Before Pocket Shuts Down for Good
    The beloved read-it-later app Pocket is shutting down, and Mozilla is giving current users until Oct. 8 to download saved items from their lists, archives, favorites, notes, and highlights. As of today, Pocket is no longer available in app stores or as a browser add-on, and all sign-ups and renewals have been disabled. The app will shut down for good on July 8, and transition to export-only mode. Users will have until Oct. 8 to export their saves, after which all accounts and data will be deleted. How to export your saved items from PocketTo initiate an export from Pocket, go to . You'll first want to ensure your account is connected to a valid email address—shown at the top left of the page when logged in—you can access, as your saves will be sent to your inbox.Next, click the Export HTML file button. You'll see a message confirming your request and will receive a link via email to download a CSV with URLs of your saves. Mozilla says this can take 24 hours and up to 7 days in some cases. The link expires after 48 hours, so check your spam if you don't see an export email. You can request a new link by repeating the same steps. You don't need to delete your account or data, as Mozilla will do so after October 8. You will, however, have to manually remove the app and browser extension once you've exported your saves. Monthly renewals for Pocket Premium are ceasing immediately, and annual subscribers will automatically receive a prorated refund after July 8. While Pocket is one of the most popular read-it-later apps, it isn't the only one. We've compiled a list of alternatives you can switch to. #how #export #your #saved #articles
    LIFEHACKER.COM
    How to Export Your Saved Articles Before Pocket Shuts Down for Good
    The beloved read-it-later app Pocket is shutting down, and Mozilla is giving current users until Oct. 8 to download saved items from their lists, archives, favorites, notes, and highlights. As of today, Pocket is no longer available in app stores or as a browser add-on, and all sign-ups and renewals have been disabled. The app will shut down for good on July 8, and transition to export-only mode. Users will have until Oct. 8 to export their saves, after which all accounts and data will be deleted. How to export your saved items from PocketTo initiate an export from Pocket, go to https://getpocket.com/export. You'll first want to ensure your account is connected to a valid email address—shown at the top left of the page when logged in—you can access, as your saves will be sent to your inbox. (If needed, you can change the primary address on your Mozilla account.) Next, click the Export HTML file button. You'll see a message confirming your request and will receive a link via email to download a CSV with URLs of your saves. Mozilla says this can take 24 hours and up to 7 days in some cases. The link expires after 48 hours, so check your spam if you don't see an export email. You can request a new link by repeating the same steps. You don't need to delete your account or data, as Mozilla will do so after October 8. You will, however, have to manually remove the app and browser extension once you've exported your saves. Monthly renewals for Pocket Premium are ceasing immediately, and annual subscribers will automatically receive a prorated refund after July 8. While Pocket is one of the most popular read-it-later apps, it isn't the only one. We've compiled a list of alternatives you can switch to.
    0 Комментарии 0 Поделились 0 предпросмотр
  • Mozilla announces shutdown of Pocket as it refocuses on Firefox

    Pour one out for an App Store classic. Mozilla has just announced it’s phasing out its read-it-later service, Pocket, as part of a broader effort to double down on its focus on Firefox. Here’s how it’s going to work.

    In its announcement, Mozilla says it needs to “be intentional about where we invest our time and resources.” And right now, that means Firefox.
    Pocket and Fakespot: sunsetting timelines
    Pocket, which has been around for over a decade, will officially shut down on July 8, 2025. The news comes less than two years after the shutdown of the Pocket app for Mac.
    Starting today, users can no longer download the app or subscribe to Pocket Premium. The company says annual subscribers will be refunded automatically starting in July.
    Mozilla says saved items can be exported until October 8, which is when user data will be permanently deleted. The Pocket API will also go dark on that same date.
    As for Fakespot, which the company acquired in 2023, it will be wound down even sooner. Its Firefox integration, Review Checker, shuts off on June 10, and the Fakespot browser extensions, mobile apps, and website will all stop working as of July 1, 2025.
    Mozilla says the decision reflects changes in how people browse and save content today:

    Pocket has helped millions save articles and discover stories worth reading. But the way people save and consume content on the web has evolved, so we’re channeling our resources into projects that better match browsing habits today. Discovery also continues to evolve; Pocket helped shape the curated content recommendations you already see in Firefox, and that experience will keep getting better. Meanwhile, new features like Tab Groups and enhanced bookmarks now provide built-in ways to manage reading lists easily.

    In its sign-off, the company implies that it will focus on mode AI-powered features, a trend that became clear in Microsoft and Google’s recent developer events.
    Were you a Pocket user back then? Do you have a favorite alternative read-it-later service? Let us know in the comments.

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    #mozilla #announces #shutdown #pocket #refocuses
    Mozilla announces shutdown of Pocket as it refocuses on Firefox
    Pour one out for an App Store classic. Mozilla has just announced it’s phasing out its read-it-later service, Pocket, as part of a broader effort to double down on its focus on Firefox. Here’s how it’s going to work. In its announcement, Mozilla says it needs to “be intentional about where we invest our time and resources.” And right now, that means Firefox. Pocket and Fakespot: sunsetting timelines Pocket, which has been around for over a decade, will officially shut down on July 8, 2025. The news comes less than two years after the shutdown of the Pocket app for Mac. Starting today, users can no longer download the app or subscribe to Pocket Premium. The company says annual subscribers will be refunded automatically starting in July. Mozilla says saved items can be exported until October 8, which is when user data will be permanently deleted. The Pocket API will also go dark on that same date. As for Fakespot, which the company acquired in 2023, it will be wound down even sooner. Its Firefox integration, Review Checker, shuts off on June 10, and the Fakespot browser extensions, mobile apps, and website will all stop working as of July 1, 2025. Mozilla says the decision reflects changes in how people browse and save content today: Pocket has helped millions save articles and discover stories worth reading. But the way people save and consume content on the web has evolved, so we’re channeling our resources into projects that better match browsing habits today. Discovery also continues to evolve; Pocket helped shape the curated content recommendations you already see in Firefox, and that experience will keep getting better. Meanwhile, new features like Tab Groups and enhanced bookmarks now provide built-in ways to manage reading lists easily. In its sign-off, the company implies that it will focus on mode AI-powered features, a trend that became clear in Microsoft and Google’s recent developer events. Were you a Pocket user back then? Do you have a favorite alternative read-it-later service? Let us know in the comments. Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel #mozilla #announces #shutdown #pocket #refocuses
    9TO5MAC.COM
    Mozilla announces shutdown of Pocket as it refocuses on Firefox
    Pour one out for an App Store classic. Mozilla has just announced it’s phasing out its read-it-later service, Pocket, as part of a broader effort to double down on its focus on Firefox. Here’s how it’s going to work. In its announcement, Mozilla says it needs to “be intentional about where we invest our time and resources.” And right now, that means Firefox. Pocket and Fakespot: sunsetting timelines Pocket, which has been around for over a decade, will officially shut down on July 8, 2025. The news comes less than two years after the shutdown of the Pocket app for Mac. Starting today, users can no longer download the app or subscribe to Pocket Premium. The company says annual subscribers will be refunded automatically starting in July. Mozilla says saved items can be exported until October 8, which is when user data will be permanently deleted. The Pocket API will also go dark on that same date. As for Fakespot, which the company acquired in 2023, it will be wound down even sooner. Its Firefox integration, Review Checker, shuts off on June 10, and the Fakespot browser extensions, mobile apps, and website will all stop working as of July 1, 2025. Mozilla says the decision reflects changes in how people browse and save content today: Pocket has helped millions save articles and discover stories worth reading. But the way people save and consume content on the web has evolved, so we’re channeling our resources into projects that better match browsing habits today. Discovery also continues to evolve; Pocket helped shape the curated content recommendations you already see in Firefox, and that experience will keep getting better. Meanwhile, new features like Tab Groups and enhanced bookmarks now provide built-in ways to manage reading lists easily. In its sign-off, the company implies that it will focus on mode AI-powered features, a trend that became clear in Microsoft and Google’s recent developer events. Were you a Pocket user back then? Do you have a favorite alternative read-it-later service? Let us know in the comments. Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
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