• Just a reminder that there are only a few hours left to grab our favorite budget monitor for creative work for under $270. We gave it five stars in our review last month, but honestly, it’s just a monitor. If you need one, maybe check it out. Or not. Whatever.

    #BudgetMonitor #CreativeWork #TechSale #LastChance #FiveStars
    Just a reminder that there are only a few hours left to grab our favorite budget monitor for creative work for under $270. We gave it five stars in our review last month, but honestly, it’s just a monitor. If you need one, maybe check it out. Or not. Whatever. #BudgetMonitor #CreativeWork #TechSale #LastChance #FiveStars
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  • Je suis vraiment en colère contre la façon dont les entreprises nous manipulent avec des produits inutiles comme les machines à slushie ! Qui a besoin de ces gadgets encombrants ? Je suis tombé sur un article sur 'Les 2 meilleures machines à slushie de 2025 pour un été frais' et je ne peux pas croire à quel point cela va à l'encontre de la santé de notre société. La Ninja Slushi est présentée comme la meilleure machine, mais attendez une minute ! Il y a une autre machine ? Pourquoi est-ce que personne ne parle des conséquences de cette surconsommation absurde ?

    Nous vivons dans un monde où la technologie devrait simplifier nos vies, pas les compliquer avec des appareils inutiles qui ne font que nous encourager à nous gaver de sucre. Ces machines à slushie, avec leur promesse d'un été rafraîchissant, ne sont rien d'autre qu'un piège marketing ! Elles nous poussent à acheter plus de produits transformés, plus de sucre, et finalement, à détruire notre santé. Est-ce que cela vous semble raisonnable ? Non, c’est scandaleux !

    Chaque été, c'est la même histoire : des publicités brillantes, des machines glamours qui promettent de nous offrir la meilleure boisson glacée. Et qu'est-ce qu'on obtient en retour ? Une dépendance au sucre et un portefeuille vide. Pourquoi ne pas simplement faire des slushies maison avec des fruits frais et de l'eau ? Non, au lieu de cela, les entreprises nous poussent à acheter ces machines qui prennent de la place dans notre cuisine et qui ne seront utilisées qu'une ou deux fois avant de devenir de la poussière.

    Et parlons de l'impact environnemental ! Ces machines à slushie nécessitent de l'énergie, des plastiques pour les contenants et des ingrédients souvent emballés dans du plastique. Alors qu'on nous parle de durabilité, ces gadgets font tout le contraire. Au lieu de réduire notre empreinte écologique, nous nous retrouvons à en augmenter une, tout cela pour une boisson glacée qui, soyons honnêtes, peut être faite à la maison sans effort.

    Il est temps de se réveiller et de refuser d'être manipulés par ces pratiques commerciales scandaleuses. Nous devons nous demander : est-ce vraiment ce dont nous avons besoin ? Ou est-ce simplement une autre façon de nous faire dépenser notre argent durement gagné pour des produits qui n'apportent aucune valeur réelle à nos vies ?

    Alors, au lieu de vous précipiter pour acheter la Ninja Slushi ou l'autre machine à slushie qui ne fait que renforcer cette culture de la consommation, réfléchissez à ce que vous achetez et à ce que cela signifie pour votre santé et l'environnement. Ce n'est pas qu'une question de rafraîchissement, c'est une question de bon sens !

    #MachinesÀSlushie #ConsommationResponsable #Santé #ÉconomieDÉnergie #Écologie
    Je suis vraiment en colère contre la façon dont les entreprises nous manipulent avec des produits inutiles comme les machines à slushie ! Qui a besoin de ces gadgets encombrants ? Je suis tombé sur un article sur 'Les 2 meilleures machines à slushie de 2025 pour un été frais' et je ne peux pas croire à quel point cela va à l'encontre de la santé de notre société. La Ninja Slushi est présentée comme la meilleure machine, mais attendez une minute ! Il y a une autre machine ? Pourquoi est-ce que personne ne parle des conséquences de cette surconsommation absurde ? Nous vivons dans un monde où la technologie devrait simplifier nos vies, pas les compliquer avec des appareils inutiles qui ne font que nous encourager à nous gaver de sucre. Ces machines à slushie, avec leur promesse d'un été rafraîchissant, ne sont rien d'autre qu'un piège marketing ! Elles nous poussent à acheter plus de produits transformés, plus de sucre, et finalement, à détruire notre santé. Est-ce que cela vous semble raisonnable ? Non, c’est scandaleux ! Chaque été, c'est la même histoire : des publicités brillantes, des machines glamours qui promettent de nous offrir la meilleure boisson glacée. Et qu'est-ce qu'on obtient en retour ? Une dépendance au sucre et un portefeuille vide. Pourquoi ne pas simplement faire des slushies maison avec des fruits frais et de l'eau ? Non, au lieu de cela, les entreprises nous poussent à acheter ces machines qui prennent de la place dans notre cuisine et qui ne seront utilisées qu'une ou deux fois avant de devenir de la poussière. Et parlons de l'impact environnemental ! Ces machines à slushie nécessitent de l'énergie, des plastiques pour les contenants et des ingrédients souvent emballés dans du plastique. Alors qu'on nous parle de durabilité, ces gadgets font tout le contraire. Au lieu de réduire notre empreinte écologique, nous nous retrouvons à en augmenter une, tout cela pour une boisson glacée qui, soyons honnêtes, peut être faite à la maison sans effort. Il est temps de se réveiller et de refuser d'être manipulés par ces pratiques commerciales scandaleuses. Nous devons nous demander : est-ce vraiment ce dont nous avons besoin ? Ou est-ce simplement une autre façon de nous faire dépenser notre argent durement gagné pour des produits qui n'apportent aucune valeur réelle à nos vies ? Alors, au lieu de vous précipiter pour acheter la Ninja Slushi ou l'autre machine à slushie qui ne fait que renforcer cette culture de la consommation, réfléchissez à ce que vous achetez et à ce que cela signifie pour votre santé et l'environnement. Ce n'est pas qu'une question de rafraîchissement, c'est une question de bon sens ! #MachinesÀSlushie #ConsommationResponsable #Santé #ÉconomieDÉnergie #Écologie
    The 2 Best Slushie Machines of 2025 for a Chill Summer
    The Ninja Slushi is not the only slushie machine. There is another.
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  • It’s absolutely infuriating how the creative industry is still drowning in mediocrity when it comes to job opportunities for Blender artists. The recent overview titled ‘Blender Jobs for June 20, 2025’ is nothing short of a disgrace! What are we doing here? Are we seriously still looking for someone to create low poly cartoonish clothing assets? This is 2025, people! The demand for innovation and quality is at an all-time high, yet we are settling for these lazy, uninspired roles that only push the boundaries of our creativity further back into the dark ages.

    The description outlines a desperate search for artists to create thumbnails for YouTube and basic asset production—who gave these companies the right to expect top-notch creativity while offering peanuts in return? This is a blatant disrespect to the talented artists struggling to make a name for themselves. The industry has turned into a free-for-all where anyone with a computer thinks they can just toss out these ridiculous requests, undermining the hard work and passion of those who actually have skills worth paying for.

    “Stealth Startup” and “Pizza Party Productions”? Really? Is this some kind of joke? These names scream lack of professionalism and vision. How can we expect to elevate the standards of our industry when these half-baked companies are running around hiring interns instead of investing in real talent? It’s ludicrous! What’s next? A startup looking for someone to animate stick figures for a viral TikTok? Come on!

    Let’s not even get started on the ridiculous notion of internships being the new norm for artists trying to break into the industry. The term “3D Artist Intern” is a euphemism for “overworked and underpaid.” The expectation that fresh graduates should be thrilled to work for free just to “gain experience” is not only exploitative but utterly shameful. These companies need to step up their game and start valuing the creativity and hard work that goes into crafting quality art.

    Every time I scroll through these job postings, I feel my blood boil. Are we going to continue to allow this cycle of mediocrity to persist? It’s time for artists to take a stand and demand better. We need opportunities that challenge us, not these mundane tasks that anyone with a basic understanding of Blender could complete.

    We deserve to work in an environment that fosters creativity, innovation, and respect for our craft. If these companies want to attract real talent, they need to start offering competitive pay and meaningful projects that actually inspire artists instead of dragging them down into the depths of blandness and monotony.

    Wake up, industry! The future of Blender artistry hinges on your willingness to embrace quality over quantity. Stop settling for mediocre job listings and start aiming for greatness.

    #BlenderJobs #3DArtist #CreativityMatters #ArtIndustry #DemandBetter
    It’s absolutely infuriating how the creative industry is still drowning in mediocrity when it comes to job opportunities for Blender artists. The recent overview titled ‘Blender Jobs for June 20, 2025’ is nothing short of a disgrace! What are we doing here? Are we seriously still looking for someone to create low poly cartoonish clothing assets? This is 2025, people! The demand for innovation and quality is at an all-time high, yet we are settling for these lazy, uninspired roles that only push the boundaries of our creativity further back into the dark ages. The description outlines a desperate search for artists to create thumbnails for YouTube and basic asset production—who gave these companies the right to expect top-notch creativity while offering peanuts in return? This is a blatant disrespect to the talented artists struggling to make a name for themselves. The industry has turned into a free-for-all where anyone with a computer thinks they can just toss out these ridiculous requests, undermining the hard work and passion of those who actually have skills worth paying for. “Stealth Startup” and “Pizza Party Productions”? Really? Is this some kind of joke? These names scream lack of professionalism and vision. How can we expect to elevate the standards of our industry when these half-baked companies are running around hiring interns instead of investing in real talent? It’s ludicrous! What’s next? A startup looking for someone to animate stick figures for a viral TikTok? Come on! Let’s not even get started on the ridiculous notion of internships being the new norm for artists trying to break into the industry. The term “3D Artist Intern” is a euphemism for “overworked and underpaid.” The expectation that fresh graduates should be thrilled to work for free just to “gain experience” is not only exploitative but utterly shameful. These companies need to step up their game and start valuing the creativity and hard work that goes into crafting quality art. Every time I scroll through these job postings, I feel my blood boil. Are we going to continue to allow this cycle of mediocrity to persist? It’s time for artists to take a stand and demand better. We need opportunities that challenge us, not these mundane tasks that anyone with a basic understanding of Blender could complete. We deserve to work in an environment that fosters creativity, innovation, and respect for our craft. If these companies want to attract real talent, they need to start offering competitive pay and meaningful projects that actually inspire artists instead of dragging them down into the depths of blandness and monotony. Wake up, industry! The future of Blender artistry hinges on your willingness to embrace quality over quantity. Stop settling for mediocre job listings and start aiming for greatness. #BlenderJobs #3DArtist #CreativityMatters #ArtIndustry #DemandBetter
    Blender Jobs for June 20, 2025
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: Looking for someone to create some low poly cartoonish clothing asset for my character I'm looking for an artist to make me a Thumbnail for YouTube Vert
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  • Hitman: IO Interactive Has Big Plans For World of Assassination

    While IO Interactive may be heavily focused on its inaugural James Bond game, 2026’s 007 First Light, it’s still providing ambitious new levels and updates for Hitman: World of Assassination and its new science fiction action game MindsEye. To continue to build hype for First Light and IOI’s growing partnership with the James Bond brand, the latest World of Assassination level is a Bond crossover, as Hitman protagonist Agent 47 targets Le Chiffre, the main villain of the 2006 movie Casino Royale. Available through July 6, 2025, the Le Chiffre event in World of Assassination features actor Mads Mikkelsen reprising his fan-favorite Bond villain role, not only providing his likeness but voicing the character as he confronts the contract killer in France.
    Den of Geek attended the first-ever in-person IO Interactive Showcase, a partner event with Summer Game Fest held at The Roosevelt Hotel in Hollywood. Mikkelsen and the developers shared insight on the surprise new World of Assassination level, with the level itself playable in its entirety to attendees on the Nintendo Switch 2 and PlayStation Portal. The developers also included an extended gameplay preview for MindsEye, ahead of its June 10 launch, while sharing some details about the techno-thriller.

    Matching his background from Casino Royale, Le Chiffre is a terrorist financier who manipulates the stock market by any means necessary to benefit himself and his clients. After an investment deal goes wrong, Le Chiffre tries to recoup a brutal client’s losses through a high-stakes poker game in France, with Agent 47 hired to assassinate the criminal mastermind on behalf of an unidentified backer. The level opens with 47 infiltrating a high society gala linked to the poker game, with the contract killer entering under his oft-used assumed name of Tobias Rieper, a facade that Le Chiffre immediately sees through.
    At the IO Interactive Showcase panel, Mikkelsen observed that the character of Le Chiffre is always one that he enjoyed and held a special place for him and his career. Reprising his villainous role also gave Mikkelsen the chance to reunite with longtime Agent 47 voice actor David Bateson since their ‘90s short film Tom Merritt, though both actors recorded their respective lines separately. Mikkelsen enjoyed that Le Chiffre’s appearance in World of Assassination gave him a more physical role than he had in Casino Royale, rather than largely placing him at a poker table.

    Of course, like most Hitman levels, there are multiple different ways that players can accomplish their main objective of killing Le Chiffre and escaping the premises. The game certainly gives players multiple avenues to confront the evil financier over a game of poker before closing in for the kill, but it’s by no means the only way to successfully assassinate him. We won’t give away how we ultimately pulled off the assassination, but rest assured that it took multiple tries, careful plotting, and with all the usual trial-and-error that comes from playing one of Hitman’s more difficult and immersively involved levels.
    Moving away from its more grounded action titles, IO Interactive also provided a deeper look at its new sci-fi game MindsEye, developed by Build a Rocket Boy. Set in the fictional Redrock City, the extended gameplay sneak peek at the showcase featured protagonist Adam Diaz fighting shadowy enemies in the futuristic city’s largely abandoned streets. While there were no hands-on demos at the showcase itself, the preview demonstrated Diaz using his abilities and equipment, including an accompanying drone, to navigate the city from a third-person perspective and use an array of weapons to dispatch those trying to hunt him down.
    MindsEye marks the first game published through IOI Partners, an initiative that has IOI publish games from smaller, external developers. The game did not have a hands-on demo at the showcase and, given its bug-heavy and poorly-received launch, this distinction is not particularly surprising. Build a Robot Boy has since pledged to support the game through June to fix its technical issues but, given the game’s hands-on access at the IOI Showcase, there were already red flags surrounding the game’s performance. With that in mind, most of the buzz at the showcase was unsurprisingly centered around 007 First Light and updates to Hitman: World of Assassination, and IO Interactive did not disappoint in that regard.
    Even with Hitman: World of Assassination over four years old now, the game continues to receive impressive post-release support from IO Interactive, both in bringing the title to the Nintendo Switch 2 and with additional DLC. At the showcase, IOI hinted at additional special levels for World of Assassintation with high-profile guest targets like Le Chiffre, without identifying who or if they’re also explicitly tied to the James Bond franchise. But with 007 First Light slated for its eagerly anticipated launch next year, it’s a safe bet that IOI has further plans to hype its own role in building out the James Bond legacy for the foreseeable future.
    The Hitman: World of Assassination special Le Chiffre level is available now through July 6, 2025 on all the game’s major platforms, including the Nintendo Switch 2.
    MindsEye is now on sale for PlayStation 5, Xbox Series X|S, and PC.
    #hitman #interactive #has #big #plans
    Hitman: IO Interactive Has Big Plans For World of Assassination
    While IO Interactive may be heavily focused on its inaugural James Bond game, 2026’s 007 First Light, it’s still providing ambitious new levels and updates for Hitman: World of Assassination and its new science fiction action game MindsEye. To continue to build hype for First Light and IOI’s growing partnership with the James Bond brand, the latest World of Assassination level is a Bond crossover, as Hitman protagonist Agent 47 targets Le Chiffre, the main villain of the 2006 movie Casino Royale. Available through July 6, 2025, the Le Chiffre event in World of Assassination features actor Mads Mikkelsen reprising his fan-favorite Bond villain role, not only providing his likeness but voicing the character as he confronts the contract killer in France. Den of Geek attended the first-ever in-person IO Interactive Showcase, a partner event with Summer Game Fest held at The Roosevelt Hotel in Hollywood. Mikkelsen and the developers shared insight on the surprise new World of Assassination level, with the level itself playable in its entirety to attendees on the Nintendo Switch 2 and PlayStation Portal. The developers also included an extended gameplay preview for MindsEye, ahead of its June 10 launch, while sharing some details about the techno-thriller. Matching his background from Casino Royale, Le Chiffre is a terrorist financier who manipulates the stock market by any means necessary to benefit himself and his clients. After an investment deal goes wrong, Le Chiffre tries to recoup a brutal client’s losses through a high-stakes poker game in France, with Agent 47 hired to assassinate the criminal mastermind on behalf of an unidentified backer. The level opens with 47 infiltrating a high society gala linked to the poker game, with the contract killer entering under his oft-used assumed name of Tobias Rieper, a facade that Le Chiffre immediately sees through. At the IO Interactive Showcase panel, Mikkelsen observed that the character of Le Chiffre is always one that he enjoyed and held a special place for him and his career. Reprising his villainous role also gave Mikkelsen the chance to reunite with longtime Agent 47 voice actor David Bateson since their ‘90s short film Tom Merritt, though both actors recorded their respective lines separately. Mikkelsen enjoyed that Le Chiffre’s appearance in World of Assassination gave him a more physical role than he had in Casino Royale, rather than largely placing him at a poker table. Of course, like most Hitman levels, there are multiple different ways that players can accomplish their main objective of killing Le Chiffre and escaping the premises. The game certainly gives players multiple avenues to confront the evil financier over a game of poker before closing in for the kill, but it’s by no means the only way to successfully assassinate him. We won’t give away how we ultimately pulled off the assassination, but rest assured that it took multiple tries, careful plotting, and with all the usual trial-and-error that comes from playing one of Hitman’s more difficult and immersively involved levels. Moving away from its more grounded action titles, IO Interactive also provided a deeper look at its new sci-fi game MindsEye, developed by Build a Rocket Boy. Set in the fictional Redrock City, the extended gameplay sneak peek at the showcase featured protagonist Adam Diaz fighting shadowy enemies in the futuristic city’s largely abandoned streets. While there were no hands-on demos at the showcase itself, the preview demonstrated Diaz using his abilities and equipment, including an accompanying drone, to navigate the city from a third-person perspective and use an array of weapons to dispatch those trying to hunt him down. MindsEye marks the first game published through IOI Partners, an initiative that has IOI publish games from smaller, external developers. The game did not have a hands-on demo at the showcase and, given its bug-heavy and poorly-received launch, this distinction is not particularly surprising. Build a Robot Boy has since pledged to support the game through June to fix its technical issues but, given the game’s hands-on access at the IOI Showcase, there were already red flags surrounding the game’s performance. With that in mind, most of the buzz at the showcase was unsurprisingly centered around 007 First Light and updates to Hitman: World of Assassination, and IO Interactive did not disappoint in that regard. Even with Hitman: World of Assassination over four years old now, the game continues to receive impressive post-release support from IO Interactive, both in bringing the title to the Nintendo Switch 2 and with additional DLC. At the showcase, IOI hinted at additional special levels for World of Assassintation with high-profile guest targets like Le Chiffre, without identifying who or if they’re also explicitly tied to the James Bond franchise. But with 007 First Light slated for its eagerly anticipated launch next year, it’s a safe bet that IOI has further plans to hype its own role in building out the James Bond legacy for the foreseeable future. The Hitman: World of Assassination special Le Chiffre level is available now through July 6, 2025 on all the game’s major platforms, including the Nintendo Switch 2. MindsEye is now on sale for PlayStation 5, Xbox Series X|S, and PC. #hitman #interactive #has #big #plans
    WWW.DENOFGEEK.COM
    Hitman: IO Interactive Has Big Plans For World of Assassination
    While IO Interactive may be heavily focused on its inaugural James Bond game, 2026’s 007 First Light, it’s still providing ambitious new levels and updates for Hitman: World of Assassination and its new science fiction action game MindsEye. To continue to build hype for First Light and IOI’s growing partnership with the James Bond brand, the latest World of Assassination level is a Bond crossover, as Hitman protagonist Agent 47 targets Le Chiffre, the main villain of the 2006 movie Casino Royale. Available through July 6, 2025, the Le Chiffre event in World of Assassination features actor Mads Mikkelsen reprising his fan-favorite Bond villain role, not only providing his likeness but voicing the character as he confronts the contract killer in France. Den of Geek attended the first-ever in-person IO Interactive Showcase, a partner event with Summer Game Fest held at The Roosevelt Hotel in Hollywood. Mikkelsen and the developers shared insight on the surprise new World of Assassination level, with the level itself playable in its entirety to attendees on the Nintendo Switch 2 and PlayStation Portal. The developers also included an extended gameplay preview for MindsEye, ahead of its June 10 launch, while sharing some details about the techno-thriller. Matching his background from Casino Royale, Le Chiffre is a terrorist financier who manipulates the stock market by any means necessary to benefit himself and his clients. After an investment deal goes wrong, Le Chiffre tries to recoup a brutal client’s losses through a high-stakes poker game in France, with Agent 47 hired to assassinate the criminal mastermind on behalf of an unidentified backer. The level opens with 47 infiltrating a high society gala linked to the poker game, with the contract killer entering under his oft-used assumed name of Tobias Rieper, a facade that Le Chiffre immediately sees through. At the IO Interactive Showcase panel, Mikkelsen observed that the character of Le Chiffre is always one that he enjoyed and held a special place for him and his career. Reprising his villainous role also gave Mikkelsen the chance to reunite with longtime Agent 47 voice actor David Bateson since their ‘90s short film Tom Merritt, though both actors recorded their respective lines separately. Mikkelsen enjoyed that Le Chiffre’s appearance in World of Assassination gave him a more physical role than he had in Casino Royale, rather than largely placing him at a poker table. Of course, like most Hitman levels, there are multiple different ways that players can accomplish their main objective of killing Le Chiffre and escaping the premises. The game certainly gives players multiple avenues to confront the evil financier over a game of poker before closing in for the kill, but it’s by no means the only way to successfully assassinate him. We won’t give away how we ultimately pulled off the assassination, but rest assured that it took multiple tries, careful plotting, and with all the usual trial-and-error that comes from playing one of Hitman’s more difficult and immersively involved levels. Moving away from its more grounded action titles, IO Interactive also provided a deeper look at its new sci-fi game MindsEye, developed by Build a Rocket Boy. Set in the fictional Redrock City, the extended gameplay sneak peek at the showcase featured protagonist Adam Diaz fighting shadowy enemies in the futuristic city’s largely abandoned streets. While there were no hands-on demos at the showcase itself, the preview demonstrated Diaz using his abilities and equipment, including an accompanying drone, to navigate the city from a third-person perspective and use an array of weapons to dispatch those trying to hunt him down. MindsEye marks the first game published through IOI Partners, an initiative that has IOI publish games from smaller, external developers. The game did not have a hands-on demo at the showcase and, given its bug-heavy and poorly-received launch, this distinction is not particularly surprising. Build a Robot Boy has since pledged to support the game through June to fix its technical issues but, given the game’s hands-on access at the IOI Showcase, there were already red flags surrounding the game’s performance. With that in mind, most of the buzz at the showcase was unsurprisingly centered around 007 First Light and updates to Hitman: World of Assassination, and IO Interactive did not disappoint in that regard. Even with Hitman: World of Assassination over four years old now, the game continues to receive impressive post-release support from IO Interactive, both in bringing the title to the Nintendo Switch 2 and with additional DLC. At the showcase, IOI hinted at additional special levels for World of Assassintation with high-profile guest targets like Le Chiffre, without identifying who or if they’re also explicitly tied to the James Bond franchise. But with 007 First Light slated for its eagerly anticipated launch next year, it’s a safe bet that IOI has further plans to hype its own role in building out the James Bond legacy for the foreseeable future. The Hitman: World of Assassination special Le Chiffre level is available now through July 6, 2025 on all the game’s major platforms, including the Nintendo Switch 2. MindsEye is now on sale for PlayStation 5, Xbox Series X|S, and PC.
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  • Building an Architectural Visualization Community: The Case for Physical Gatherings

    Barbara Betlejewska is a PR consultant and manager with extensive experience in architecture and real estate, currently involved with World Visualization Festival, a global event bringing together CGI and digital storytelling professionals for 3 days of presentations, workshops, and networking in Warsaw, Poland, this October.
    Over the last twenty years, visualization and 3D rendering have evolved from supporting tools to become central pillars of architectural storytelling, design development, and marketing across various industries. As digital technologies have advanced, the landscape of creative work has changed dramatically. Artists can now collaborate with clients worldwide without leaving their homes, and their careers can flourish without ever setting foot in a traditional studio.
    In this hyper-connected world, where access to knowledge, clients, and inspiration is just a click away, do we still need to gather in person? Do conferences, festivals and meetups in the CGI and architectural visualization world still carry weight?

    The People Behind the Pixels
    Professionals from the visualization industry exchanging ideas at WVF 2024.
    For a growing number of professionals — especially those in creative and tech-driven fields — remote work has become the norm. The shift to digital workflows, accelerated by the pandemic, has brought freedom and flexibility that many are reluctant to give up. It’s easier than ever to work for clients in distant cities or countries, to build a freelance career from a laptop, or to pursue the lifestyle of a digital nomad.
    On the surface, it is a broadening of horizons. But for many, the freedom of remote work comes with a cost: isolation. For visualization artists, the reality often means spending long hours alone, rarely interacting face-to-face with peers or collaborators. And while there are undeniable advantages to independent work, the lack of human connection can lead to creative stagnation, professional burnout, and a sense of detachment from the industry as a whole.
    Despite being a highly technical and often solitary craft, visualization and CGI thrive on the exchange of ideas, feedback and inspiration. The tools and techniques evolve rapidly, and staying relevant usually means learning not just from tutorials but from honest conversations with others who understand the nuances of the field.

    A Community in the Making
    Professionals from the visualization industry exchanging ideas at WVF 2024.
    That need for connection is what pushed Michał Nowak, a Polish visualizer and founder of Nowak Studio, to organize Poland’s first-ever architectural visualization meetup in 2017. With no background in event planning, he wasn’t sure where to begin, but he knew something was missing. The Polish Arch Viz scene lacked a shared space for meetings, discussions, and idea exchange. Michał wanted more than screen time; he wanted honest conversations, spontaneous collaboration and a chance to grow alongside others in the field.
    What began as a modest gathering quickly grew into something much bigger. That original meetup evolved into what is now the World Visualization Festival, an international event that welcomes artists from across Europe and beyond.
    “I didn’t expect our small gathering to grow into a global festival,” Michał says. “But I knew I wanted a connection. I believed that through sharing ideas and experiences, we could all grow professionally, creatively, and personally. And that we’d enjoy the journey more.”
    The response was overwhelming. Each year, more artists from across Poland and Europe join the event in Wrocław, located in south-western Poland. Michał also traveled to other festivals in countries like Portugal and Austria, where he observed the same thing: a spirit of openness, generosity, and shared curiosity. No matter the country or the maturity of the market, the needs were the same — people wanted to connect, learn and grow.
    And beyond the professional side, there was something else: joy. These events were simply fun. They were energizing. They gave people a reason to step away from their desks and remember why they love what they do.

    The Professional Benefits
    Hands-on learning at the AI-driven visualization workshop in Warsaw, October 2024.
    The professional benefits of attending industry events are well documented. These gatherings provide access to mentorship, collaboration and knowledge that can be challenging to find online. Festivals and industry meetups serve as platforms for emerging trends, new tools and fresh workflows — often before they hit the mainstream. They’re places where ideas collide, assumptions are challenged and growth happens.
    The range of topics covered at such events is broad, encompassing everything from portfolio reviews and in-depth discussions of particular rendering engines to discussions about pricing your work and building a sustainable business. At the 2024 edition of the World Visualization Festival, panels focused on scaling creative businesses and navigating industry rates drew some of the biggest crowds, proving that artists are hungry for both artistic and entrepreneurial insights.
    Being part of a creative community also shapes professional identity. It’s not just about finding clients — it’s about finding your place. In a field as fast-moving and competitive as Arch Viz, connection and conversation aren’t luxuries. They’re tools for survival.
    There’s also the matter of building your social capital. Online interactions can only go so far. Meeting someone in person builds relationships that stick. The coffee-break conversations, the spontaneous feedback — these are the moments that cement a community and have the power to spark future projects or long-lasting partnerships. This usually doesn’t happen in Zoom calls.
    And let’s not forget the symbolic power of events like industry awards, such as the Architizer’s Vision Awards or CGArchitect’s 3D Awards. These aren’t just celebrations of talent; they’re affirmations of the craft itself. They contribute to the growth and cohesion of the industry while helping to establish and promote best practices. These events clearly define the role and significance of CGI and visualization as a distinct profession, positioned at the intersection of architecture, marketing, and sales. They advocate for the field to be recognized on its own terms, not merely as a support service, but as an independent discipline. For its creators, they bring visibility, credit, and recognition — elements that inspire growth and fuel motivation to keep pushing the craft forward. Occasions like these remind us that what we do has actual value, impact and meaning.

    The Energy We Take Home
    The WVF 2024 afterparty provided a vibrant space for networking and celebration in Warsaw.
    Many artists describe the post-event glow: a renewed sense of purpose, a fresh jolt of energy, an eagerness to get back to work. Sometimes, new projects emerge, new clients appear, or long-dormant ideas finally gain momentum. These events aren’t just about learning — they’re about recharging.
    One of the most potent moments of last year’s WVF was a series of talks focused on mental health and creative well-being. Co-organized by Michał Nowak and the Polish Arch Viz studio ELEMENT, the festival addressed the emotional realities of the profession, including burnout, self-doubt, and the pressure to constantly produce. These conversations resonated deeply because they were real.
    Seeing that others face the same struggles — and come through them — is profoundly reassuring. Listening to someone share a business strategy that worked, or a failure they learned from, turns competition into camaraderie. Vulnerability becomes strength. Shared experiences become the foundation of resilience.

    Make a Statement. Show up!
    Top industry leaders shared insights during presentations at WVF 2024
    In an era when nearly everything can be done online, showing up in person is a powerful statement. It says: I want more than just efficiency. I want connection, creativity and conversation.
    As the CGI and visualization industries continue to evolve, the need for human connection hasn’t disappeared — it’s grown stronger. Conferences, festivals and meetups, such as World Viz Fest, remain vital spaces for knowledge sharing, innovation and community building. They give us a chance to reset, reconnect and remember that we are part of something bigger than our screens.
    So, yes, despite the tools, the bandwidth, and the ever-faster workflows, we still need to meet in person. Not out of nostalgia, but out of necessity. Because, no matter how far technology takes us, creativity remains a human endeavor.
    Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Start your entry ahead of the Final Entry Deadline on July 11th. 
    The post Building an Architectural Visualization Community: The Case for Physical Gatherings appeared first on Journal.
    #building #architectural #visualization #community #case
    Building an Architectural Visualization Community: The Case for Physical Gatherings
    Barbara Betlejewska is a PR consultant and manager with extensive experience in architecture and real estate, currently involved with World Visualization Festival, a global event bringing together CGI and digital storytelling professionals for 3 days of presentations, workshops, and networking in Warsaw, Poland, this October. Over the last twenty years, visualization and 3D rendering have evolved from supporting tools to become central pillars of architectural storytelling, design development, and marketing across various industries. As digital technologies have advanced, the landscape of creative work has changed dramatically. Artists can now collaborate with clients worldwide without leaving their homes, and their careers can flourish without ever setting foot in a traditional studio. In this hyper-connected world, where access to knowledge, clients, and inspiration is just a click away, do we still need to gather in person? Do conferences, festivals and meetups in the CGI and architectural visualization world still carry weight? The People Behind the Pixels Professionals from the visualization industry exchanging ideas at WVF 2024. For a growing number of professionals — especially those in creative and tech-driven fields — remote work has become the norm. The shift to digital workflows, accelerated by the pandemic, has brought freedom and flexibility that many are reluctant to give up. It’s easier than ever to work for clients in distant cities or countries, to build a freelance career from a laptop, or to pursue the lifestyle of a digital nomad. On the surface, it is a broadening of horizons. But for many, the freedom of remote work comes with a cost: isolation. For visualization artists, the reality often means spending long hours alone, rarely interacting face-to-face with peers or collaborators. And while there are undeniable advantages to independent work, the lack of human connection can lead to creative stagnation, professional burnout, and a sense of detachment from the industry as a whole. Despite being a highly technical and often solitary craft, visualization and CGI thrive on the exchange of ideas, feedback and inspiration. The tools and techniques evolve rapidly, and staying relevant usually means learning not just from tutorials but from honest conversations with others who understand the nuances of the field. A Community in the Making Professionals from the visualization industry exchanging ideas at WVF 2024. That need for connection is what pushed Michał Nowak, a Polish visualizer and founder of Nowak Studio, to organize Poland’s first-ever architectural visualization meetup in 2017. With no background in event planning, he wasn’t sure where to begin, but he knew something was missing. The Polish Arch Viz scene lacked a shared space for meetings, discussions, and idea exchange. Michał wanted more than screen time; he wanted honest conversations, spontaneous collaboration and a chance to grow alongside others in the field. What began as a modest gathering quickly grew into something much bigger. That original meetup evolved into what is now the World Visualization Festival, an international event that welcomes artists from across Europe and beyond. “I didn’t expect our small gathering to grow into a global festival,” Michał says. “But I knew I wanted a connection. I believed that through sharing ideas and experiences, we could all grow professionally, creatively, and personally. And that we’d enjoy the journey more.” The response was overwhelming. Each year, more artists from across Poland and Europe join the event in Wrocław, located in south-western Poland. Michał also traveled to other festivals in countries like Portugal and Austria, where he observed the same thing: a spirit of openness, generosity, and shared curiosity. No matter the country or the maturity of the market, the needs were the same — people wanted to connect, learn and grow. And beyond the professional side, there was something else: joy. These events were simply fun. They were energizing. They gave people a reason to step away from their desks and remember why they love what they do. The Professional Benefits Hands-on learning at the AI-driven visualization workshop in Warsaw, October 2024. The professional benefits of attending industry events are well documented. These gatherings provide access to mentorship, collaboration and knowledge that can be challenging to find online. Festivals and industry meetups serve as platforms for emerging trends, new tools and fresh workflows — often before they hit the mainstream. They’re places where ideas collide, assumptions are challenged and growth happens. The range of topics covered at such events is broad, encompassing everything from portfolio reviews and in-depth discussions of particular rendering engines to discussions about pricing your work and building a sustainable business. At the 2024 edition of the World Visualization Festival, panels focused on scaling creative businesses and navigating industry rates drew some of the biggest crowds, proving that artists are hungry for both artistic and entrepreneurial insights. Being part of a creative community also shapes professional identity. It’s not just about finding clients — it’s about finding your place. In a field as fast-moving and competitive as Arch Viz, connection and conversation aren’t luxuries. They’re tools for survival. There’s also the matter of building your social capital. Online interactions can only go so far. Meeting someone in person builds relationships that stick. The coffee-break conversations, the spontaneous feedback — these are the moments that cement a community and have the power to spark future projects or long-lasting partnerships. This usually doesn’t happen in Zoom calls. And let’s not forget the symbolic power of events like industry awards, such as the Architizer’s Vision Awards or CGArchitect’s 3D Awards. These aren’t just celebrations of talent; they’re affirmations of the craft itself. They contribute to the growth and cohesion of the industry while helping to establish and promote best practices. These events clearly define the role and significance of CGI and visualization as a distinct profession, positioned at the intersection of architecture, marketing, and sales. They advocate for the field to be recognized on its own terms, not merely as a support service, but as an independent discipline. For its creators, they bring visibility, credit, and recognition — elements that inspire growth and fuel motivation to keep pushing the craft forward. Occasions like these remind us that what we do has actual value, impact and meaning. The Energy We Take Home The WVF 2024 afterparty provided a vibrant space for networking and celebration in Warsaw. Many artists describe the post-event glow: a renewed sense of purpose, a fresh jolt of energy, an eagerness to get back to work. Sometimes, new projects emerge, new clients appear, or long-dormant ideas finally gain momentum. These events aren’t just about learning — they’re about recharging. One of the most potent moments of last year’s WVF was a series of talks focused on mental health and creative well-being. Co-organized by Michał Nowak and the Polish Arch Viz studio ELEMENT, the festival addressed the emotional realities of the profession, including burnout, self-doubt, and the pressure to constantly produce. These conversations resonated deeply because they were real. Seeing that others face the same struggles — and come through them — is profoundly reassuring. Listening to someone share a business strategy that worked, or a failure they learned from, turns competition into camaraderie. Vulnerability becomes strength. Shared experiences become the foundation of resilience. Make a Statement. Show up! Top industry leaders shared insights during presentations at WVF 2024 In an era when nearly everything can be done online, showing up in person is a powerful statement. It says: I want more than just efficiency. I want connection, creativity and conversation. As the CGI and visualization industries continue to evolve, the need for human connection hasn’t disappeared — it’s grown stronger. Conferences, festivals and meetups, such as World Viz Fest, remain vital spaces for knowledge sharing, innovation and community building. They give us a chance to reset, reconnect and remember that we are part of something bigger than our screens. So, yes, despite the tools, the bandwidth, and the ever-faster workflows, we still need to meet in person. Not out of nostalgia, but out of necessity. Because, no matter how far technology takes us, creativity remains a human endeavor. Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Start your entry ahead of the Final Entry Deadline on July 11th.  The post Building an Architectural Visualization Community: The Case for Physical Gatherings appeared first on Journal. #building #architectural #visualization #community #case
    ARCHITIZER.COM
    Building an Architectural Visualization Community: The Case for Physical Gatherings
    Barbara Betlejewska is a PR consultant and manager with extensive experience in architecture and real estate, currently involved with World Visualization Festival, a global event bringing together CGI and digital storytelling professionals for 3 days of presentations, workshops, and networking in Warsaw, Poland, this October. Over the last twenty years, visualization and 3D rendering have evolved from supporting tools to become central pillars of architectural storytelling, design development, and marketing across various industries. As digital technologies have advanced, the landscape of creative work has changed dramatically. Artists can now collaborate with clients worldwide without leaving their homes, and their careers can flourish without ever setting foot in a traditional studio. In this hyper-connected world, where access to knowledge, clients, and inspiration is just a click away, do we still need to gather in person? Do conferences, festivals and meetups in the CGI and architectural visualization world still carry weight? The People Behind the Pixels Professionals from the visualization industry exchanging ideas at WVF 2024. For a growing number of professionals — especially those in creative and tech-driven fields — remote work has become the norm. The shift to digital workflows, accelerated by the pandemic, has brought freedom and flexibility that many are reluctant to give up. It’s easier than ever to work for clients in distant cities or countries, to build a freelance career from a laptop, or to pursue the lifestyle of a digital nomad. On the surface, it is a broadening of horizons. But for many, the freedom of remote work comes with a cost: isolation. For visualization artists, the reality often means spending long hours alone, rarely interacting face-to-face with peers or collaborators. And while there are undeniable advantages to independent work, the lack of human connection can lead to creative stagnation, professional burnout, and a sense of detachment from the industry as a whole. Despite being a highly technical and often solitary craft, visualization and CGI thrive on the exchange of ideas, feedback and inspiration. The tools and techniques evolve rapidly, and staying relevant usually means learning not just from tutorials but from honest conversations with others who understand the nuances of the field. A Community in the Making Professionals from the visualization industry exchanging ideas at WVF 2024. That need for connection is what pushed Michał Nowak, a Polish visualizer and founder of Nowak Studio, to organize Poland’s first-ever architectural visualization meetup in 2017. With no background in event planning, he wasn’t sure where to begin, but he knew something was missing. The Polish Arch Viz scene lacked a shared space for meetings, discussions, and idea exchange. Michał wanted more than screen time; he wanted honest conversations, spontaneous collaboration and a chance to grow alongside others in the field. What began as a modest gathering quickly grew into something much bigger. That original meetup evolved into what is now the World Visualization Festival (WVF), an international event that welcomes artists from across Europe and beyond. “I didn’t expect our small gathering to grow into a global festival,” Michał says. “But I knew I wanted a connection. I believed that through sharing ideas and experiences, we could all grow professionally, creatively, and personally. And that we’d enjoy the journey more.” The response was overwhelming. Each year, more artists from across Poland and Europe join the event in Wrocław, located in south-western Poland. Michał also traveled to other festivals in countries like Portugal and Austria, where he observed the same thing: a spirit of openness, generosity, and shared curiosity. No matter the country or the maturity of the market, the needs were the same — people wanted to connect, learn and grow. And beyond the professional side, there was something else: joy. These events were simply fun. They were energizing. They gave people a reason to step away from their desks and remember why they love what they do. The Professional Benefits Hands-on learning at the AI-driven visualization workshop in Warsaw, October 2024. The professional benefits of attending industry events are well documented. These gatherings provide access to mentorship, collaboration and knowledge that can be challenging to find online. Festivals and industry meetups serve as platforms for emerging trends, new tools and fresh workflows — often before they hit the mainstream. They’re places where ideas collide, assumptions are challenged and growth happens. The range of topics covered at such events is broad, encompassing everything from portfolio reviews and in-depth discussions of particular rendering engines to discussions about pricing your work and building a sustainable business. At the 2024 edition of the World Visualization Festival, panels focused on scaling creative businesses and navigating industry rates drew some of the biggest crowds, proving that artists are hungry for both artistic and entrepreneurial insights. Being part of a creative community also shapes professional identity. It’s not just about finding clients — it’s about finding your place. In a field as fast-moving and competitive as Arch Viz, connection and conversation aren’t luxuries. They’re tools for survival. There’s also the matter of building your social capital. Online interactions can only go so far. Meeting someone in person builds relationships that stick. The coffee-break conversations, the spontaneous feedback — these are the moments that cement a community and have the power to spark future projects or long-lasting partnerships. This usually doesn’t happen in Zoom calls. And let’s not forget the symbolic power of events like industry awards, such as the Architizer’s Vision Awards or CGArchitect’s 3D Awards. These aren’t just celebrations of talent; they’re affirmations of the craft itself. They contribute to the growth and cohesion of the industry while helping to establish and promote best practices. These events clearly define the role and significance of CGI and visualization as a distinct profession, positioned at the intersection of architecture, marketing, and sales. They advocate for the field to be recognized on its own terms, not merely as a support service, but as an independent discipline. For its creators, they bring visibility, credit, and recognition — elements that inspire growth and fuel motivation to keep pushing the craft forward. Occasions like these remind us that what we do has actual value, impact and meaning. The Energy We Take Home The WVF 2024 afterparty provided a vibrant space for networking and celebration in Warsaw. Many artists describe the post-event glow: a renewed sense of purpose, a fresh jolt of energy, an eagerness to get back to work. Sometimes, new projects emerge, new clients appear, or long-dormant ideas finally gain momentum. These events aren’t just about learning — they’re about recharging. One of the most potent moments of last year’s WVF was a series of talks focused on mental health and creative well-being. Co-organized by Michał Nowak and the Polish Arch Viz studio ELEMENT, the festival addressed the emotional realities of the profession, including burnout, self-doubt, and the pressure to constantly produce. These conversations resonated deeply because they were real. Seeing that others face the same struggles — and come through them — is profoundly reassuring. Listening to someone share a business strategy that worked, or a failure they learned from, turns competition into camaraderie. Vulnerability becomes strength. Shared experiences become the foundation of resilience. Make a Statement. Show up! Top industry leaders shared insights during presentations at WVF 2024 In an era when nearly everything can be done online, showing up in person is a powerful statement. It says: I want more than just efficiency. I want connection, creativity and conversation. As the CGI and visualization industries continue to evolve, the need for human connection hasn’t disappeared — it’s grown stronger. Conferences, festivals and meetups, such as World Viz Fest, remain vital spaces for knowledge sharing, innovation and community building. They give us a chance to reset, reconnect and remember that we are part of something bigger than our screens. So, yes, despite the tools, the bandwidth, and the ever-faster workflows, we still need to meet in person. Not out of nostalgia, but out of necessity. Because, no matter how far technology takes us, creativity remains a human endeavor. Architizer’s Vision Awards are back! The global awards program honors the world’s best architectural concepts, ideas and imagery. Start your entry ahead of the Final Entry Deadline on July 11th.  The post Building an Architectural Visualization Community: The Case for Physical Gatherings appeared first on Journal.
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  • Creating a Highly Detailed Tech-Inspired Scene with Blender

    IntroductionHello! My name is Denys. I was born and raised in Nigeria, where I'm currently based. I began my journey into 3D art in March 2022, teaching myself through online resources, starting, of course, with the iconic donut tutorial on YouTube. Since then, I've continued to grow my skills independently, and now I'm working toward a career in 3D generalism, with a particular interest in environment art.I originally got into Blender because SketchUp wasn't free, and I could not keep up with the subscriptions. While searching for alternatives, I came across Blender. That's when I realized I had installed it once years ago, but back then, the interface completely intimidated me, and I gave up on it. This time, though, I decided to stick with it – and I'm glad I did.I started out creating simple models. One of my first big projects was modeling the entire SpongeBob crew. That led to my first animation, and eventually, the first four episodes of a short animated series. As I grew more confident, I began participating in online 3D competitions, like cgandwe, where I focused on designing realistic environments. Those experiences have played a huge role in getting me to where I am today.Getting Started Before starting any scene, I always look for references. It might not be the most original approach, but it's what works best for me. One piece that inspired me was a beautiful artwork by Calder Moore. I bookmarked it as soon as I saw it back in 2023, and luckily, I finally found the time to bring it to life last month.BlockoutThe goal was to match the original camera angle and roughly model the main frame of the structures. It wasn't perfect, but modeling and placing the lower docks helped me get the perspective right. Then I moved on to modeling and positioning the major structures in the scene.I gave myself two weeks to complete this project. And as much as I enjoy modeling, I also enjoy not modeling, so I turned to asset kits and free models to help speed things up. I came across an awesome paid kit by Bigmediumsmall and instantly knew it would fit perfectly into my scene.I also downloaded a few models from Sketchfab, including a lamp, desk console, freighter controls, and a robotic arm, which I later took apart to add extra detail. Another incredibly helpful tool was the Random Flow add-on by BlenderGuppy, which made adding sci-fi elements much easier. Lastly, I pulled in some models from my older sci-fi and cyberpunk projects to round things out.Kitbashing Once I had the overall shape I was aiming for, I moved on to kitbashing to pack in as much detail as possible. There wasn't any strict method to the madness; I simply picked assets I liked, whether it was a set of pipes, vents, or even a random shape that just worked in the sci-fi context. I focused first on kitbashing the front structure, and used the Random Flow add-on to fill in areas where I didn't kitbash manually. Then I moved on to the other collections, following the same process.The freighter was the final piece of the puzzle, and I knew it was going to be a challenge. Part of me wanted to model it entirely from scratch, but the more practical side knew I could save a lot of time by sticking with my usual method. So I modeled the main shapes myself, then kitbashed the details to bring it to life. I also grabbed some crates from Sketchfab to fill out the scene.Texturing This part was easily my favorite, and there was no shortcut here. I had to meticulously create each material myself. Well, I did use PBR materials downloaded from CGAmbient as a base, but I spent a lot of time tweaking and editing them to get everything just right.Texturing has always been my favorite stage when building scenes like this. Many artists prefer external tools like Substance 3D Painter, but I've learned so much about procedural texturing, especially from RyanKingArt, that I couldn't let it go. It's such a flexible and rewarding approach, and I love pushing it as far as I can.I wanted most of the colors in the scene to be dark, but I did keep the original color of the pipes and the pillars, just to add a little bit of vibrance to the scene. I also wanted the overall texture to be very rough and grungy. One of the biggest helps in achieving this was using the Grunge Maps from Substance 3D Painter. I found a way to extract them into Blender, and it helped.A major tool during the texturing phase was Jsplacement, which I used to procedurally generate sci-fi grids and plates. This was the icing on the cake for adding intricate details. Whenever an area felt too flat, I applied bump maps with these grids and panels to bring the materials to life. For example, both the lamp pole and the entire black metal material feature these Jsplacement Maps.Lighting For this, I didn't do anything fancy. I knew the scene was in a high altitude, so I looked for HDRI with a cloudless sky, and I boosted the saturation up a little to give it that high altitude look.Post-Production The rendering phase was challenging since I was working on a low-end laptop. I couldn't render the entire scene all at once, so I broke it down by collections and rendered them as separate layers. Then, I composited the layers together in post-production. I'm not big on heavy post-work, so I kept it simple, mostly tweaking brightness and saturation on my phone. That's about it for the post-production process.Conclusion The entire project took me 10 days to complete, working at least four hours each day. Although I've expressed my love for texturing, my favorite part of this project was the detailing and kitbashing. I really enjoyed piecing all the small details together. The most challenging part was deciding which assets to use and where to place them. I had a lot of greebles to choose from, but I'm happy with the ones I selected; they felt like a perfect fit for the scene.I know kitbashing sometimes gets a negative reputation in the 3D community, but I found it incredibly relieving. Honestly, this project wouldn't have come together without it, so I fully embraced the process.I'm excited to keep making projects like this. The world of 3D art is truly an endless and vast realm, and I encourage every artist like me to keep exploring it, one project at a time.Denys Molokwu, 3D Artist
    #creating #highly #detailed #techinspired #scene
    Creating a Highly Detailed Tech-Inspired Scene with Blender
    IntroductionHello! My name is Denys. I was born and raised in Nigeria, where I'm currently based. I began my journey into 3D art in March 2022, teaching myself through online resources, starting, of course, with the iconic donut tutorial on YouTube. Since then, I've continued to grow my skills independently, and now I'm working toward a career in 3D generalism, with a particular interest in environment art.I originally got into Blender because SketchUp wasn't free, and I could not keep up with the subscriptions. While searching for alternatives, I came across Blender. That's when I realized I had installed it once years ago, but back then, the interface completely intimidated me, and I gave up on it. This time, though, I decided to stick with it – and I'm glad I did.I started out creating simple models. One of my first big projects was modeling the entire SpongeBob crew. That led to my first animation, and eventually, the first four episodes of a short animated series. As I grew more confident, I began participating in online 3D competitions, like cgandwe, where I focused on designing realistic environments. Those experiences have played a huge role in getting me to where I am today.Getting Started Before starting any scene, I always look for references. It might not be the most original approach, but it's what works best for me. One piece that inspired me was a beautiful artwork by Calder Moore. I bookmarked it as soon as I saw it back in 2023, and luckily, I finally found the time to bring it to life last month.BlockoutThe goal was to match the original camera angle and roughly model the main frame of the structures. It wasn't perfect, but modeling and placing the lower docks helped me get the perspective right. Then I moved on to modeling and positioning the major structures in the scene.I gave myself two weeks to complete this project. And as much as I enjoy modeling, I also enjoy not modeling, so I turned to asset kits and free models to help speed things up. I came across an awesome paid kit by Bigmediumsmall and instantly knew it would fit perfectly into my scene.I also downloaded a few models from Sketchfab, including a lamp, desk console, freighter controls, and a robotic arm, which I later took apart to add extra detail. Another incredibly helpful tool was the Random Flow add-on by BlenderGuppy, which made adding sci-fi elements much easier. Lastly, I pulled in some models from my older sci-fi and cyberpunk projects to round things out.Kitbashing Once I had the overall shape I was aiming for, I moved on to kitbashing to pack in as much detail as possible. There wasn't any strict method to the madness; I simply picked assets I liked, whether it was a set of pipes, vents, or even a random shape that just worked in the sci-fi context. I focused first on kitbashing the front structure, and used the Random Flow add-on to fill in areas where I didn't kitbash manually. Then I moved on to the other collections, following the same process.The freighter was the final piece of the puzzle, and I knew it was going to be a challenge. Part of me wanted to model it entirely from scratch, but the more practical side knew I could save a lot of time by sticking with my usual method. So I modeled the main shapes myself, then kitbashed the details to bring it to life. I also grabbed some crates from Sketchfab to fill out the scene.Texturing This part was easily my favorite, and there was no shortcut here. I had to meticulously create each material myself. Well, I did use PBR materials downloaded from CGAmbient as a base, but I spent a lot of time tweaking and editing them to get everything just right.Texturing has always been my favorite stage when building scenes like this. Many artists prefer external tools like Substance 3D Painter, but I've learned so much about procedural texturing, especially from RyanKingArt, that I couldn't let it go. It's such a flexible and rewarding approach, and I love pushing it as far as I can.I wanted most of the colors in the scene to be dark, but I did keep the original color of the pipes and the pillars, just to add a little bit of vibrance to the scene. I also wanted the overall texture to be very rough and grungy. One of the biggest helps in achieving this was using the Grunge Maps from Substance 3D Painter. I found a way to extract them into Blender, and it helped.A major tool during the texturing phase was Jsplacement, which I used to procedurally generate sci-fi grids and plates. This was the icing on the cake for adding intricate details. Whenever an area felt too flat, I applied bump maps with these grids and panels to bring the materials to life. For example, both the lamp pole and the entire black metal material feature these Jsplacement Maps.Lighting For this, I didn't do anything fancy. I knew the scene was in a high altitude, so I looked for HDRI with a cloudless sky, and I boosted the saturation up a little to give it that high altitude look.Post-Production The rendering phase was challenging since I was working on a low-end laptop. I couldn't render the entire scene all at once, so I broke it down by collections and rendered them as separate layers. Then, I composited the layers together in post-production. I'm not big on heavy post-work, so I kept it simple, mostly tweaking brightness and saturation on my phone. That's about it for the post-production process.Conclusion The entire project took me 10 days to complete, working at least four hours each day. Although I've expressed my love for texturing, my favorite part of this project was the detailing and kitbashing. I really enjoyed piecing all the small details together. The most challenging part was deciding which assets to use and where to place them. I had a lot of greebles to choose from, but I'm happy with the ones I selected; they felt like a perfect fit for the scene.I know kitbashing sometimes gets a negative reputation in the 3D community, but I found it incredibly relieving. Honestly, this project wouldn't have come together without it, so I fully embraced the process.I'm excited to keep making projects like this. The world of 3D art is truly an endless and vast realm, and I encourage every artist like me to keep exploring it, one project at a time.Denys Molokwu, 3D Artist #creating #highly #detailed #techinspired #scene
    80.LV
    Creating a Highly Detailed Tech-Inspired Scene with Blender
    IntroductionHello! My name is Denys. I was born and raised in Nigeria, where I'm currently based. I began my journey into 3D art in March 2022, teaching myself through online resources, starting, of course, with the iconic donut tutorial on YouTube. Since then, I've continued to grow my skills independently, and now I'm working toward a career in 3D generalism, with a particular interest in environment art.I originally got into Blender because SketchUp wasn't free, and I could not keep up with the subscriptions. While searching for alternatives, I came across Blender. That's when I realized I had installed it once years ago, but back then, the interface completely intimidated me, and I gave up on it. This time, though, I decided to stick with it – and I'm glad I did.I started out creating simple models. One of my first big projects was modeling the entire SpongeBob crew. That led to my first animation, and eventually, the first four episodes of a short animated series (though it's still incomplete). As I grew more confident, I began participating in online 3D competitions, like cgandwe, where I focused on designing realistic environments. Those experiences have played a huge role in getting me to where I am today.Getting Started Before starting any scene, I always look for references. It might not be the most original approach, but it's what works best for me. One piece that inspired me was a beautiful artwork by Calder Moore. I bookmarked it as soon as I saw it back in 2023, and luckily, I finally found the time to bring it to life last month.BlockoutThe goal was to match the original camera angle and roughly model the main frame of the structures. It wasn't perfect, but modeling and placing the lower docks helped me get the perspective right. Then I moved on to modeling and positioning the major structures in the scene.I gave myself two weeks to complete this project. And as much as I enjoy modeling, I also enjoy not modeling, so I turned to asset kits and free models to help speed things up. I came across an awesome paid kit by Bigmediumsmall and instantly knew it would fit perfectly into my scene.I also downloaded a few models from Sketchfab, including a lamp, desk console, freighter controls, and a robotic arm, which I later took apart to add extra detail. Another incredibly helpful tool was the Random Flow add-on by BlenderGuppy, which made adding sci-fi elements much easier. Lastly, I pulled in some models from my older sci-fi and cyberpunk projects to round things out.Kitbashing Once I had the overall shape I was aiming for, I moved on to kitbashing to pack in as much detail as possible. There wasn't any strict method to the madness; I simply picked assets I liked, whether it was a set of pipes, vents, or even a random shape that just worked in the sci-fi context. I focused first on kitbashing the front structure, and used the Random Flow add-on to fill in areas where I didn't kitbash manually. Then I moved on to the other collections, following the same process.The freighter was the final piece of the puzzle, and I knew it was going to be a challenge. Part of me wanted to model it entirely from scratch, but the more practical side knew I could save a lot of time by sticking with my usual method. So I modeled the main shapes myself, then kitbashed the details to bring it to life. I also grabbed some crates from Sketchfab to fill out the scene.Texturing This part was easily my favorite, and there was no shortcut here. I had to meticulously create each material myself. Well, I did use PBR materials downloaded from CGAmbient as a base, but I spent a lot of time tweaking and editing them to get everything just right.Texturing has always been my favorite stage when building scenes like this. Many artists prefer external tools like Substance 3D Painter (which I did use for some of the models), but I've learned so much about procedural texturing, especially from RyanKingArt, that I couldn't let it go. It's such a flexible and rewarding approach, and I love pushing it as far as I can.I wanted most of the colors in the scene to be dark, but I did keep the original color of the pipes and the pillars, just to add a little bit of vibrance to the scene. I also wanted the overall texture to be very rough and grungy. One of the biggest helps in achieving this was using the Grunge Maps from Substance 3D Painter. I found a way to extract them into Blender, and it helped.A major tool during the texturing phase was Jsplacement, which I used to procedurally generate sci-fi grids and plates. This was the icing on the cake for adding intricate details. Whenever an area felt too flat, I applied bump maps with these grids and panels to bring the materials to life. For example, both the lamp pole and the entire black metal material feature these Jsplacement Maps.Lighting For this, I didn't do anything fancy. I knew the scene was in a high altitude, so I looked for HDRI with a cloudless sky, and I boosted the saturation up a little to give it that high altitude look.Post-Production The rendering phase was challenging since I was working on a low-end laptop. I couldn't render the entire scene all at once, so I broke it down by collections and rendered them as separate layers. Then, I composited the layers together in post-production. I'm not big on heavy post-work, so I kept it simple, mostly tweaking brightness and saturation on my phone. That's about it for the post-production process.Conclusion The entire project took me 10 days to complete, working at least four hours each day. Although I've expressed my love for texturing, my favorite part of this project was the detailing and kitbashing. I really enjoyed piecing all the small details together. The most challenging part was deciding which assets to use and where to place them. I had a lot of greebles to choose from, but I'm happy with the ones I selected; they felt like a perfect fit for the scene.I know kitbashing sometimes gets a negative reputation in the 3D community, but I found it incredibly relieving. Honestly, this project wouldn't have come together without it, so I fully embraced the process.I'm excited to keep making projects like this. The world of 3D art is truly an endless and vast realm, and I encourage every artist like me to keep exploring it, one project at a time.Denys Molokwu, 3D Artist
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • 6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTO

    Cases News 6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTOJune 9, 2025Last Updated: 2025-06-09We cover Phanteks’ new G370A budget case, the XT M3, and the Evolv X2 MatrixThe HighlightsPhanteks’ new X2 Matrix case has 900 LEDs and is aiming to be around Phanteks’ G370A is a case that includes 3x120mm fansThe company has a new T30-140 fan that required 6 years of engineering to makeTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Phanteks’ suite at Computex 2025 and the company showed off several cases along with a fan that took the company roughly 6 years to make.Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangPhanteks Matrix CasesWe’ve talked about Phanteks’ X2 case in the past but the company was showing off its new Matrix version, which has matrix LEDs. The X2 Matrix has 900 LEDs in a 10x90 layout. It’s supposed to be about to more expensive than the base X2, which means it should end up around   The interesting thing about the case is that the LEDs wrap around the chassis. In terms of communication, the LEDs connect to the motherboard via USB 2.0 and use SATA for power. This allows Phanteks to bypass a WinRing 0 type situation. Another Matrix case had 600 of them in a 10x60 LED configuration and is supposed to be about  Phanteks also has software that allows you to reconfigure what the LEDs display. When we got to the company’s suite, it had been programmed to say, “Gamers Nexus here,” which was cool to see. We also saw that the LEDs can also be used to highlight CPU temperature. Phanteks G370A Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Phanteks also showed off its G370A case, which is a case that includes 3x120mm fans in the front coupled with a mesh front that offers 38% hole porosity. The company tells us that manufacturing typically offers around 25% porosity.  It has a glass side panel and the back side panel of the case is just steel and has no ventilation. Taking a look at the placement of the front fans, we asked Phanteks why they weren’t higher on the case so the bottom fan could get more exposure to the bottom power supply shroud area and the answer the company gave us was simply clearance for a 360mm radiator at the top. There’s not a lot of room for the air coming into the shroud. Some of it will go through the cable pass-through if it’s empty. The back of the case features a drive mount.XTM3The company also showed off a Micro ATX case called the XTM3. It comes with 3 fans and is For its front panel, it has a unique punch out for its fans. The top panel is part standard ventilation but it does have one side that provides less airflow, which covers where the PSU would exhaust out of. The side panel does have punch-outs for the PSU, however. We don’t test power supplies, though that may change in the future. Power supplies can take a lot of thermal abuse, however, so we’re not super concerned here.  The case should be shipping in the next month or so and is 39.5 liters, which includes the feet. We appreciate that as not a lot of companies will factor that in. There’s also a lot of cable management depth on the back and the case also supports BTF. In addition, there’s a panel that clamps down all of the power supply cables. T30 FanPhanteks’ T30 fan took the company 6 years to make and is a 140mm fan. The company is competing with Noctua in the high-end fan space, but is going for a grey theme instead of brown. Phanteks CTO Tenzin Rongen Interview Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Finally, we interviewed Phanteks CTO Tenzin Rongen to discuss technical details behind the company’s long-developed fans. Make sure to check it out in our video.
    #years #make #fan #g370a #budget
    6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTO
    Cases News 6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTOJune 9, 2025Last Updated: 2025-06-09We cover Phanteks’ new G370A budget case, the XT M3, and the Evolv X2 MatrixThe HighlightsPhanteks’ new X2 Matrix case has 900 LEDs and is aiming to be around Phanteks’ G370A is a case that includes 3x120mm fansThe company has a new T30-140 fan that required 6 years of engineering to makeTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Phanteks’ suite at Computex 2025 and the company showed off several cases along with a fan that took the company roughly 6 years to make.Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangPhanteks Matrix CasesWe’ve talked about Phanteks’ X2 case in the past but the company was showing off its new Matrix version, which has matrix LEDs. The X2 Matrix has 900 LEDs in a 10x90 layout. It’s supposed to be about to more expensive than the base X2, which means it should end up around   The interesting thing about the case is that the LEDs wrap around the chassis. In terms of communication, the LEDs connect to the motherboard via USB 2.0 and use SATA for power. This allows Phanteks to bypass a WinRing 0 type situation. Another Matrix case had 600 of them in a 10x60 LED configuration and is supposed to be about  Phanteks also has software that allows you to reconfigure what the LEDs display. When we got to the company’s suite, it had been programmed to say, “Gamers Nexus here,” which was cool to see. We also saw that the LEDs can also be used to highlight CPU temperature. Phanteks G370A Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Phanteks also showed off its G370A case, which is a case that includes 3x120mm fans in the front coupled with a mesh front that offers 38% hole porosity. The company tells us that manufacturing typically offers around 25% porosity.  It has a glass side panel and the back side panel of the case is just steel and has no ventilation. Taking a look at the placement of the front fans, we asked Phanteks why they weren’t higher on the case so the bottom fan could get more exposure to the bottom power supply shroud area and the answer the company gave us was simply clearance for a 360mm radiator at the top. There’s not a lot of room for the air coming into the shroud. Some of it will go through the cable pass-through if it’s empty. The back of the case features a drive mount.XTM3The company also showed off a Micro ATX case called the XTM3. It comes with 3 fans and is For its front panel, it has a unique punch out for its fans. The top panel is part standard ventilation but it does have one side that provides less airflow, which covers where the PSU would exhaust out of. The side panel does have punch-outs for the PSU, however. We don’t test power supplies, though that may change in the future. Power supplies can take a lot of thermal abuse, however, so we’re not super concerned here.  The case should be shipping in the next month or so and is 39.5 liters, which includes the feet. We appreciate that as not a lot of companies will factor that in. There’s also a lot of cable management depth on the back and the case also supports BTF. In addition, there’s a panel that clamps down all of the power supply cables. T30 FanPhanteks’ T30 fan took the company 6 years to make and is a 140mm fan. The company is competing with Noctua in the high-end fan space, but is going for a grey theme instead of brown. Phanteks CTO Tenzin Rongen Interview Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Finally, we interviewed Phanteks CTO Tenzin Rongen to discuss technical details behind the company’s long-developed fans. Make sure to check it out in our video. #years #make #fan #g370a #budget
    GAMERSNEXUS.NET
    6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTO
    Cases News 6 Years to Make a Fan, G370A Budget Case, & Phanteks Technical Fan Discussion, ft. CTOJune 9, 2025Last Updated: 2025-06-09We cover Phanteks’ new G370A budget case, the XT M3, and the Evolv X2 MatrixThe HighlightsPhanteks’ new X2 Matrix case has 900 LEDs and is aiming to be around $200Phanteks’ G370A is a $60 case that includes 3x120mm fansThe company has a new T30-140 fan that required 6 years of engineering to makeTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Phanteks’ suite at Computex 2025 and the company showed off several cases along with a fan that took the company roughly 6 years to make.Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangPhanteks Matrix CasesWe’ve talked about Phanteks’ X2 case in the past but the company was showing off its new Matrix version, which has matrix LEDs. The X2 Matrix has 900 LEDs in a 10x90 layout. It’s supposed to be about $30 to $40 more expensive than the base X2, which means it should end up around $200.  The interesting thing about the case is that the LEDs wrap around the chassis. In terms of communication, the LEDs connect to the motherboard via USB 2.0 and use SATA for power. This allows Phanteks to bypass a WinRing 0 type situation. Another Matrix case had 600 of them in a 10x60 LED configuration and is supposed to be about $120. Phanteks also has software that allows you to reconfigure what the LEDs display. When we got to the company’s suite, it had been programmed to say, “Gamers Nexus here,” which was cool to see. We also saw that the LEDs can also be used to highlight CPU temperature. Phanteks G370A Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work! (or consider a direct donation or a Patreon contribution!)Phanteks also showed off its G370A case, which is a $60 case that includes 3x120mm fans in the front coupled with a mesh front that offers 38% hole porosity. The company tells us that manufacturing typically offers around 25% porosity.  It has a glass side panel and the back side panel of the case is just steel and has no ventilation. Taking a look at the placement of the front fans, we asked Phanteks why they weren’t higher on the case so the bottom fan could get more exposure to the bottom power supply shroud area and the answer the company gave us was simply clearance for a 360mm radiator at the top. There’s not a lot of room for the air coming into the shroud. Some of it will go through the cable pass-through if it’s empty. The back of the case features a drive mount.XTM3The company also showed off a Micro ATX case called the XTM3. It comes with 3 fans and is $70. For its front panel, it has a unique punch out for its fans. The top panel is part standard ventilation but it does have one side that provides less airflow, which covers where the PSU would exhaust out of. The side panel does have punch-outs for the PSU, however. We don’t test power supplies, though that may change in the future. Power supplies can take a lot of thermal abuse, however, so we’re not super concerned here.  The case should be shipping in the next month or so and is 39.5 liters, which includes the feet. We appreciate that as not a lot of companies will factor that in. There’s also a lot of cable management depth on the back and the case also supports BTF. In addition, there’s a panel that clamps down all of the power supply cables. T30 FanPhanteks’ T30 fan took the company 6 years to make and is a 140mm fan. The company is competing with Noctua in the high-end fan space, but is going for a grey theme instead of brown. Phanteks CTO Tenzin Rongen Interview Visit our Patreon page to contribute a few dollars toward this website's operation (or consider a direct donation or buying something from our GN Store!) Additionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Finally, we interviewed Phanteks CTO Tenzin Rongen to discuss technical details behind the company’s long-developed fans. Make sure to check it out in our video.
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • Alec Haase Q&A: Customer Engagement Book Interview

    Reading Time: 6 minutes
    What is marketing without data? Assumptions. Guesses. Fluff.
    For Chapter 6 of our book, “The Customer Engagement Book: Adapt or Die,” we spoke with Alec Haase, Product GTM Lead, Commerce and AI at Hightouch, to explore how engagement data can truly inform critical business decisions. 
    Alec discusses the different types of customer behaviors that matter most, how to separate meaningful information from the rest, and the role of systems that learn over time to create tailored customer experiences.
    This interview provides insights into using data for real-time actions and shaping the future of marketing. Prepare to learn about AI decision-making and how a focus on data is changing how we engage with customers.

     
    Alec Haase Q&A Interview
    1. What types of customer engagement data are most valuable for making strategic business decisions?
    It’s a culmination of everything.
    Behavioral signals — the actual conversions and micro-conversions that users take within your product or website.
    Obviously, that’s things like purchases. But there are also other behavioral signals marketers should be using and thinking about. Things like micro-conversions — maybe that’s shopping for a product, clicking to learn more about a product, or visiting a certain page on your website.
    Behind that, you also need to have all your user data to tie that to.

    So I know someone took said action; I can follow up with them in email or out on paid social. I need the user identifiers to do that.

    2. How do you distinguish between data that is actionable versus data that is just noise?
    Data that’s actionable includes the conversions and micro-conversions — very clear instances of “someone did this.” I can react to or measure those.
    What’s becoming a bit of a challenge for marketers is understanding that there’s other data that is valuable for machine learning or reinforcement learning models, things like tags on the types of products customers are interacting with.
    Maybe there’s category information about that product, or color information. That would otherwise look like noise to the average marketer. But behind the scenes, it can be used for reinforcement learning.

    There is definitely the “clear-cut” actionable data, but marketers shouldn’t be quick to classify things as noise because the rise in machine learning and reinforcement learning will make that data more valuable.

    3. How can customer engagement data be used to identify and prioritize new business opportunities?
    At Hightouch, we don’t necessarily think about retroactive analysis. We have a system where we have customer engagement data firing in that we then have real-time scores reacting to.
    An interesting example is when you have machine learning and reinforcement learning models running. In the pet retailer example I gave you, the system is able to figure out what to prioritize.
    The concept of reinforcement learning is not a marketer making rules to say, “I know this type of thing works well on this type of audience.”

    It’s the machine itself using the data to determine what attribute responds well to which offer, recommendation, or marketing campaign.

    4. How can marketers ensure their use of customer engagement data aligns with the broader business objectives?
    It starts with the objectives. It’s starting with the desired outcome and working your way back. That whole flip of the paradigm is starting with outcomes and letting the system optimize. What are you trying to drive, and then back into the types of experiences that can make that happen?
    There’s personalization.
    When we talk about data-driven experiences and personalization, Spotify Wrapped is the North Star. For Spotify Wrapped, you want to drive customer stickiness and create a brand. To make that happen, you want to send a personalized email. What components do you want in that email?

    Maybe it’s top five songs, top five artists, and then you can back into the actual event data you need to make that happen.

    5. What role does engagement data play in influencing cross-functional decisions such as those in product development, sales, or customer service?
    For product development, it’s product analytics — knowing what features users are using, or seeing in heat maps where users are clicking.
    Sales is similar. We’re using behavioral signals like what types of content they’re reading on the site to help inform what they would be interested in — the types of products or the types of use cases.

    For customer service, you can look at errors they’ve run into in the past or specific purchases they’ve made, so that when you’re helping them the next time they engage with you, you know exactly what their past behaviors were and what products they could be calling about.

    6. What are some challenges marketers face when trying to translate customer engagement data into actionable insights?
    Access to data is one challenge. You might not know what data you have because marketers historically may not have been used to the systems where data is stored.
    Historically, that’s been pretty siloed away from them. Rich behavioral data and other data across the business was stored somewhere else.
    Now, as more companies embrace the data warehouse at the center of their business, it gives everyone a true single place where data can be stored.

    Marketers are working more with data teams, understanding more about the data they have, and using that data to power downstream use cases, personalization, reinforcement learning, or general business insights.

    7. How do you address skepticism or resistance from stakeholders when presenting data-driven recommendations?
    As a marketer, I think proof is key. The best thing is if you’ve actually run a test. “I think we should do this. I ran a small test, and it’s showing that this is actually proving out.” Being able to clearly explain and justify your reasoning with data is super important.

    8. What technology or tools have you found most effective for gathering and analyzing customer engagement data?
    Any type of behavioral event collection, specifically ones that write to the cloud data warehouse, is the critical component. Your data team is operating off the data warehouse.
    Having an event collection product that stores data in that central spot is really important if you want to use the other data when making recommendations.
    You want to get everything into the data warehouse where it can be used both for insights and for putting into action.

    For Spotify Wrapped, you want to collect behavioral event signals like songs listened to or concerts attended, writing to the warehouse so that you can get insights back — how many songs were played this year, projections for next month — but then you can also use those behavioral events in downstream platforms to fire off personalized emails with product recommendations or Spotify Wrapped-style experiences.

    9. How do you see the role of customer engagement data evolving in shaping business strategies over the next five years?

    What we’re excited about is the concept of AI Decisioning — having AI agents actually using customer data to train their own models and decision-making to create personalized experiences.
    We’re sitting on top of all this behavioral data, engagement data, and user attributes, and our system is learning from all of that to make the best decisions across downstream systems.
    Whether that’s as simple as driving a loyalty program and figuring out what emails to send or what on-site experiences to show, or exposing insights that might lead you to completely change your business strategy, we see engagement data as the fuel to the engine of reinforcement learning, machine learning, AI agents, this whole next wave of Martech that’s just now coming.
    But it all starts with having the data to train those systems.

    I think that behavioral data is the fuel of modern Martech, and that only holds more true as Martech platforms adopt these decisioning and AI capabilities, because they’re only as good as the data that’s training the models.

     

     
    This interview Q&A was hosted with Alec Haase, Product GTM Lead, Commerce and AI at Hightouch, for Chapter 6 of The Customer Engagement Book: Adapt or Die.
    Download the PDF or request a physical copy of the book here.
    The post Alec Haase Q&A: Customer Engagement Book Interview appeared first on MoEngage.
    #alec #haase #qampampa #customer #engagement
    Alec Haase Q&A: Customer Engagement Book Interview
    Reading Time: 6 minutes What is marketing without data? Assumptions. Guesses. Fluff. For Chapter 6 of our book, “The Customer Engagement Book: Adapt or Die,” we spoke with Alec Haase, Product GTM Lead, Commerce and AI at Hightouch, to explore how engagement data can truly inform critical business decisions.  Alec discusses the different types of customer behaviors that matter most, how to separate meaningful information from the rest, and the role of systems that learn over time to create tailored customer experiences. This interview provides insights into using data for real-time actions and shaping the future of marketing. Prepare to learn about AI decision-making and how a focus on data is changing how we engage with customers.   Alec Haase Q&A Interview 1. What types of customer engagement data are most valuable for making strategic business decisions? It’s a culmination of everything. Behavioral signals — the actual conversions and micro-conversions that users take within your product or website. Obviously, that’s things like purchases. But there are also other behavioral signals marketers should be using and thinking about. Things like micro-conversions — maybe that’s shopping for a product, clicking to learn more about a product, or visiting a certain page on your website. Behind that, you also need to have all your user data to tie that to. So I know someone took said action; I can follow up with them in email or out on paid social. I need the user identifiers to do that. 2. How do you distinguish between data that is actionable versus data that is just noise? Data that’s actionable includes the conversions and micro-conversions — very clear instances of “someone did this.” I can react to or measure those. What’s becoming a bit of a challenge for marketers is understanding that there’s other data that is valuable for machine learning or reinforcement learning models, things like tags on the types of products customers are interacting with. Maybe there’s category information about that product, or color information. That would otherwise look like noise to the average marketer. But behind the scenes, it can be used for reinforcement learning. There is definitely the “clear-cut” actionable data, but marketers shouldn’t be quick to classify things as noise because the rise in machine learning and reinforcement learning will make that data more valuable. 3. How can customer engagement data be used to identify and prioritize new business opportunities? At Hightouch, we don’t necessarily think about retroactive analysis. We have a system where we have customer engagement data firing in that we then have real-time scores reacting to. An interesting example is when you have machine learning and reinforcement learning models running. In the pet retailer example I gave you, the system is able to figure out what to prioritize. The concept of reinforcement learning is not a marketer making rules to say, “I know this type of thing works well on this type of audience.” It’s the machine itself using the data to determine what attribute responds well to which offer, recommendation, or marketing campaign. 4. How can marketers ensure their use of customer engagement data aligns with the broader business objectives? It starts with the objectives. It’s starting with the desired outcome and working your way back. That whole flip of the paradigm is starting with outcomes and letting the system optimize. What are you trying to drive, and then back into the types of experiences that can make that happen? There’s personalization. When we talk about data-driven experiences and personalization, Spotify Wrapped is the North Star. For Spotify Wrapped, you want to drive customer stickiness and create a brand. To make that happen, you want to send a personalized email. What components do you want in that email? Maybe it’s top five songs, top five artists, and then you can back into the actual event data you need to make that happen. 5. What role does engagement data play in influencing cross-functional decisions such as those in product development, sales, or customer service? For product development, it’s product analytics — knowing what features users are using, or seeing in heat maps where users are clicking. Sales is similar. We’re using behavioral signals like what types of content they’re reading on the site to help inform what they would be interested in — the types of products or the types of use cases. For customer service, you can look at errors they’ve run into in the past or specific purchases they’ve made, so that when you’re helping them the next time they engage with you, you know exactly what their past behaviors were and what products they could be calling about. 6. What are some challenges marketers face when trying to translate customer engagement data into actionable insights? Access to data is one challenge. You might not know what data you have because marketers historically may not have been used to the systems where data is stored. Historically, that’s been pretty siloed away from them. Rich behavioral data and other data across the business was stored somewhere else. Now, as more companies embrace the data warehouse at the center of their business, it gives everyone a true single place where data can be stored. Marketers are working more with data teams, understanding more about the data they have, and using that data to power downstream use cases, personalization, reinforcement learning, or general business insights. 7. How do you address skepticism or resistance from stakeholders when presenting data-driven recommendations? As a marketer, I think proof is key. The best thing is if you’ve actually run a test. “I think we should do this. I ran a small test, and it’s showing that this is actually proving out.” Being able to clearly explain and justify your reasoning with data is super important. 8. What technology or tools have you found most effective for gathering and analyzing customer engagement data? Any type of behavioral event collection, specifically ones that write to the cloud data warehouse, is the critical component. Your data team is operating off the data warehouse. Having an event collection product that stores data in that central spot is really important if you want to use the other data when making recommendations. You want to get everything into the data warehouse where it can be used both for insights and for putting into action. For Spotify Wrapped, you want to collect behavioral event signals like songs listened to or concerts attended, writing to the warehouse so that you can get insights back — how many songs were played this year, projections for next month — but then you can also use those behavioral events in downstream platforms to fire off personalized emails with product recommendations or Spotify Wrapped-style experiences. 9. How do you see the role of customer engagement data evolving in shaping business strategies over the next five years? What we’re excited about is the concept of AI Decisioning — having AI agents actually using customer data to train their own models and decision-making to create personalized experiences. We’re sitting on top of all this behavioral data, engagement data, and user attributes, and our system is learning from all of that to make the best decisions across downstream systems. Whether that’s as simple as driving a loyalty program and figuring out what emails to send or what on-site experiences to show, or exposing insights that might lead you to completely change your business strategy, we see engagement data as the fuel to the engine of reinforcement learning, machine learning, AI agents, this whole next wave of Martech that’s just now coming. But it all starts with having the data to train those systems. I think that behavioral data is the fuel of modern Martech, and that only holds more true as Martech platforms adopt these decisioning and AI capabilities, because they’re only as good as the data that’s training the models.     This interview Q&A was hosted with Alec Haase, Product GTM Lead, Commerce and AI at Hightouch, for Chapter 6 of The Customer Engagement Book: Adapt or Die. Download the PDF or request a physical copy of the book here. The post Alec Haase Q&A: Customer Engagement Book Interview appeared first on MoEngage. #alec #haase #qampampa #customer #engagement
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    Alec Haase Q&A: Customer Engagement Book Interview
    Reading Time: 6 minutes What is marketing without data? Assumptions. Guesses. Fluff. For Chapter 6 of our book, “The Customer Engagement Book: Adapt or Die,” we spoke with Alec Haase, Product GTM Lead, Commerce and AI at Hightouch, to explore how engagement data can truly inform critical business decisions.  Alec discusses the different types of customer behaviors that matter most, how to separate meaningful information from the rest, and the role of systems that learn over time to create tailored customer experiences. This interview provides insights into using data for real-time actions and shaping the future of marketing. Prepare to learn about AI decision-making and how a focus on data is changing how we engage with customers.   Alec Haase Q&A Interview 1. What types of customer engagement data are most valuable for making strategic business decisions? It’s a culmination of everything. Behavioral signals — the actual conversions and micro-conversions that users take within your product or website. Obviously, that’s things like purchases. But there are also other behavioral signals marketers should be using and thinking about. Things like micro-conversions — maybe that’s shopping for a product, clicking to learn more about a product, or visiting a certain page on your website. Behind that, you also need to have all your user data to tie that to. So I know someone took said action; I can follow up with them in email or out on paid social. I need the user identifiers to do that. 2. How do you distinguish between data that is actionable versus data that is just noise? Data that’s actionable includes the conversions and micro-conversions — very clear instances of “someone did this.” I can react to or measure those. What’s becoming a bit of a challenge for marketers is understanding that there’s other data that is valuable for machine learning or reinforcement learning models, things like tags on the types of products customers are interacting with. Maybe there’s category information about that product, or color information. That would otherwise look like noise to the average marketer. But behind the scenes, it can be used for reinforcement learning. There is definitely the “clear-cut” actionable data, but marketers shouldn’t be quick to classify things as noise because the rise in machine learning and reinforcement learning will make that data more valuable. 3. How can customer engagement data be used to identify and prioritize new business opportunities? At Hightouch, we don’t necessarily think about retroactive analysis. We have a system where we have customer engagement data firing in that we then have real-time scores reacting to. An interesting example is when you have machine learning and reinforcement learning models running. In the pet retailer example I gave you, the system is able to figure out what to prioritize. The concept of reinforcement learning is not a marketer making rules to say, “I know this type of thing works well on this type of audience.” It’s the machine itself using the data to determine what attribute responds well to which offer, recommendation, or marketing campaign. 4. How can marketers ensure their use of customer engagement data aligns with the broader business objectives? It starts with the objectives. It’s starting with the desired outcome and working your way back. That whole flip of the paradigm is starting with outcomes and letting the system optimize. What are you trying to drive, and then back into the types of experiences that can make that happen? There’s personalization. When we talk about data-driven experiences and personalization, Spotify Wrapped is the North Star. For Spotify Wrapped, you want to drive customer stickiness and create a brand. To make that happen, you want to send a personalized email. What components do you want in that email? Maybe it’s top five songs, top five artists, and then you can back into the actual event data you need to make that happen. 5. What role does engagement data play in influencing cross-functional decisions such as those in product development, sales, or customer service? For product development, it’s product analytics — knowing what features users are using, or seeing in heat maps where users are clicking. Sales is similar. We’re using behavioral signals like what types of content they’re reading on the site to help inform what they would be interested in — the types of products or the types of use cases. For customer service, you can look at errors they’ve run into in the past or specific purchases they’ve made, so that when you’re helping them the next time they engage with you, you know exactly what their past behaviors were and what products they could be calling about. 6. What are some challenges marketers face when trying to translate customer engagement data into actionable insights? Access to data is one challenge. You might not know what data you have because marketers historically may not have been used to the systems where data is stored. Historically, that’s been pretty siloed away from them. Rich behavioral data and other data across the business was stored somewhere else. Now, as more companies embrace the data warehouse at the center of their business, it gives everyone a true single place where data can be stored. Marketers are working more with data teams, understanding more about the data they have, and using that data to power downstream use cases, personalization, reinforcement learning, or general business insights. 7. How do you address skepticism or resistance from stakeholders when presenting data-driven recommendations? As a marketer, I think proof is key. The best thing is if you’ve actually run a test. “I think we should do this. I ran a small test, and it’s showing that this is actually proving out.” Being able to clearly explain and justify your reasoning with data is super important. 8. What technology or tools have you found most effective for gathering and analyzing customer engagement data? Any type of behavioral event collection, specifically ones that write to the cloud data warehouse, is the critical component. Your data team is operating off the data warehouse. Having an event collection product that stores data in that central spot is really important if you want to use the other data when making recommendations. You want to get everything into the data warehouse where it can be used both for insights and for putting into action. For Spotify Wrapped, you want to collect behavioral event signals like songs listened to or concerts attended, writing to the warehouse so that you can get insights back — how many songs were played this year, projections for next month — but then you can also use those behavioral events in downstream platforms to fire off personalized emails with product recommendations or Spotify Wrapped-style experiences. 9. How do you see the role of customer engagement data evolving in shaping business strategies over the next five years? What we’re excited about is the concept of AI Decisioning — having AI agents actually using customer data to train their own models and decision-making to create personalized experiences. We’re sitting on top of all this behavioral data, engagement data, and user attributes, and our system is learning from all of that to make the best decisions across downstream systems. Whether that’s as simple as driving a loyalty program and figuring out what emails to send or what on-site experiences to show, or exposing insights that might lead you to completely change your business strategy, we see engagement data as the fuel to the engine of reinforcement learning, machine learning, AI agents, this whole next wave of Martech that’s just now coming. But it all starts with having the data to train those systems. I think that behavioral data is the fuel of modern Martech, and that only holds more true as Martech platforms adopt these decisioning and AI capabilities, because they’re only as good as the data that’s training the models.     This interview Q&A was hosted with Alec Haase, Product GTM Lead, Commerce and AI at Hightouch, for Chapter 6 of The Customer Engagement Book: Adapt or Die. Download the PDF or request a physical copy of the book here. The post Alec Haase Q&A: Customer Engagement Book Interview appeared first on MoEngage.
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