• In a world where we’re all desperately trying to make our digital creations look as lifelike as a potato, we now have the privilege of diving headfirst into the revolutionary topic of "Separate shaders in AI 3D generated models." Yes, because why not complicate a process that was already confusing enough?

    Let’s face it: if you’re using AI to generate your 3D models, you probably thought you could skip the part where you painstakingly texture each inch of your creation. But alas! Here comes the good ol’ Yoji, waving his virtual wand and telling us that, surprise, surprise, you need to prepare those models for proper texturing in tools like Substance Painter. Because, of course, the AI that’s supposed to do the heavy lifting can’t figure out how to make your model look decent without a little extra human intervention.

    But don’t worry! Yoji has got your back with his meticulous “how-to” on separating shaders. Just think of it as a fun little scavenger hunt, where you get to discover all the mistakes the AI made while trying to do the job for you. Who knew that a model could look so… special? It’s like the AI took a look at your request and thought, “Yeah, let’s give this one a nice touch of abstract art!” Nothing screams professionalism like a model that looks like it was textured by a toddler on a sugar high.

    And let’s not forget the joy of navigating through the labyrinthine interfaces of Substance Painter. Ah, yes! The thrill of clicking through endless menus, desperately searching for that elusive shader that will somehow make your model look less like a lumpy marshmallow and more like a refined piece of art. It’s a bit like being in a relationship, really. You start with high hopes and a glossy exterior, only to end up questioning all your life choices as you try to figure out how to make it work.

    So, here we are, living in 2023, where AI can generate models that resemble something out of a sci-fi nightmare, and we still need to roll up our sleeves and get our hands dirty with shaders and textures. Who knew that the future would come with so many manual adjustments? Isn’t technology just delightful?

    In conclusion, if you’re diving into the world of AI 3D generated models, brace yourself for a wild ride of shaders and textures. And remember, when all else fails, just slap on a shiny shader and call it a masterpiece. After all, art is subjective, right?

    #3DModels #AIGenerated #SubstancePainter #Shaders #DigitalArt
    In a world where we’re all desperately trying to make our digital creations look as lifelike as a potato, we now have the privilege of diving headfirst into the revolutionary topic of "Separate shaders in AI 3D generated models." Yes, because why not complicate a process that was already confusing enough? Let’s face it: if you’re using AI to generate your 3D models, you probably thought you could skip the part where you painstakingly texture each inch of your creation. But alas! Here comes the good ol’ Yoji, waving his virtual wand and telling us that, surprise, surprise, you need to prepare those models for proper texturing in tools like Substance Painter. Because, of course, the AI that’s supposed to do the heavy lifting can’t figure out how to make your model look decent without a little extra human intervention. But don’t worry! Yoji has got your back with his meticulous “how-to” on separating shaders. Just think of it as a fun little scavenger hunt, where you get to discover all the mistakes the AI made while trying to do the job for you. Who knew that a model could look so… special? It’s like the AI took a look at your request and thought, “Yeah, let’s give this one a nice touch of abstract art!” Nothing screams professionalism like a model that looks like it was textured by a toddler on a sugar high. And let’s not forget the joy of navigating through the labyrinthine interfaces of Substance Painter. Ah, yes! The thrill of clicking through endless menus, desperately searching for that elusive shader that will somehow make your model look less like a lumpy marshmallow and more like a refined piece of art. It’s a bit like being in a relationship, really. You start with high hopes and a glossy exterior, only to end up questioning all your life choices as you try to figure out how to make it work. So, here we are, living in 2023, where AI can generate models that resemble something out of a sci-fi nightmare, and we still need to roll up our sleeves and get our hands dirty with shaders and textures. Who knew that the future would come with so many manual adjustments? Isn’t technology just delightful? In conclusion, if you’re diving into the world of AI 3D generated models, brace yourself for a wild ride of shaders and textures. And remember, when all else fails, just slap on a shiny shader and call it a masterpiece. After all, art is subjective, right? #3DModels #AIGenerated #SubstancePainter #Shaders #DigitalArt
    Separate shaders in AI 3d generated models
    Yoji shows how to prepare generated models for proper texturing in tools like Substance Painter. Source
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  • iPad Air vs reMarkable Paper Pro: Which tablet is best for note taking? [Updated]

    Over the past few months, I’ve had the pleasure of testing out the reMarkable Paper Pro. You can read my full review here, but in short, it gets everything right about the note taking experience.
    Despite being an e-ink tablet, it does get quite pricey. However, there are certainly some fantastic parts of the experience that make it worth comparing to an iPad Air, depending on what you’re looking for in a note taking device for school, work, or whatever else.

    Updated June 15th to reflect reMarkable’s new post-tariff pricing.
    Overview
    Since the reMarkable Paper Pro comes in at with the reMarkable Marker Plus included, it likely makes most sense to compare this against Apple’s iPad Air 11-inch. That comes in at without an Apple Pencil, and adding in the Apple Pencil Pro will run you an additional The equivalent iPad setup will run you more than the reMarkable Paper Pro.
    Given the fact that iPad Air‘s regularly go on sale, it’d be fair to say they’re roughly on the same playing field. So, for a reMarkable Paper Pro setup, versus for a comparable iPad Air setup. Which is better for you?
    Obviously, the iPad Air has one key advantage: It runs iOS, has millions of apps available, can browse the web, play games, stream TV shows/movies, and much more. To some, that might end the comparison and make the iPad a clear winner, but I disagree.
    Yes, if you want your tablet to do all of those things for you, the iPad Air is a no brainer. At the end of the day, the iPad Air is a general purpose tablet that’ll do a lot more for you.
    However, if you also have a laptop to accompany your tablet, I’d argue that the iPad Air may fall into a category of slight redundance. Most things you’d want to do on the iPad can be done on a laptop, excluding any sort of touchscreen/stylus reliant features.
    iPads are great, and if you want that – you should pick that. However, I have an alternative argument to offer…
    The reMarkable Paper Pro does one thing really well: note taking. At first thought, you might think: why would I pay so much for a device that only does one thing?
    Well, that’s because it does that one thing really well. There’s also a second side to this argument: focus.
    It’s much easier to focus on what you’re doing when the device isn’t capable of anything else. If you’re taking notes while studying, you could easily see a notification or have the temptation to check notification center. Or, if you’re reading an e-book, you could easily choose to swipe up and get into another app.
    The best thing about the reMarkable Paper Pro is that you can’t easily get lost in the world of modern technology, while still having important technological features like cloud backup of your notes. Plus, you don’t have to worry about carrying around physical paper.
    One last thing – the reMarkable Paper Pro also has rubber feet on the back, so if you place it down flat on a table caseless, you don’t have to worry about scratching it up.
    Spec comparison
    Here’s a quick rundown of all of the key specs between the two devices. reMarkable Paper Pro‘s strengths definitely lie in battery, form factor, and stylus. iPad has some rather neat features with the Apple Pencil Pro, and also clears in the display category. Both devices also offer keyboards for typed notes, though only the iPad offers a trackpad.
    Display– 10.9-inch LCD display– Glossy glass– 2360 × 1640 at 264 ppi– 11.8-inch Color e-ink display– Paper-feeling textured glass– 2160 × 1620 at 229 ppiHardware– 6.1mm thin– Anodized aluminum coating– Weighs 461g w/o Pencil Pro– 5.1mm thin– Textured aluminum edges– Weighs 360g w/ Marker attachedStylus– Magnetically charges from device– Supports tilt/pressure sensitivity– Low latency– Matte plastic build– Squeeze features, double tap gestures– Magnetically charges from device– Supports tilt/pressure sensitivity– Ultra-low latency– Premium textured aluminum build– Built in eraser on the bottomBattery life– Up to 10 hours of web browsing– Recharges to 100% in 2-3 hrs– Up to 14 days of typical usage– Fast charges to 90% in 90 minsPrice–for iPad Air–for Pencil Pro– bundled with Marker Plus
    Wrap up
    All in all, I’m not going to try to convince anyone that wanted to buy an iPad that they should buy a reMarkable Paper Pro. You can’t beat the fact that the iPad Air will do a lot more, for roughly the same cost.
    But, if you’re not buying this to be a primary computing device, I’d argue that the reMarkable Paper Pro is a worthy alternative, especially if you really just want something you can zone in on. The reMarkable Paper Pro feels a lot nicer to write on, has substantially longer battery life, and really masters a minimalist form of digital note taking.
    Buy M3 iPad Air on Amazon:
    Buy reMarkable Paper Pro on Amazon:
    What do you think of these two tablets? Let us know in the comments.

    My favorite Apple accessory recommendations:
    Follow Michael: X/Twitter, Bluesky, Instagram

    Add 9to5Mac to your Google News feed. 

    FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
    #ipad #air #remarkable #paper #pro
    iPad Air vs reMarkable Paper Pro: Which tablet is best for note taking? [Updated]
    Over the past few months, I’ve had the pleasure of testing out the reMarkable Paper Pro. You can read my full review here, but in short, it gets everything right about the note taking experience. Despite being an e-ink tablet, it does get quite pricey. However, there are certainly some fantastic parts of the experience that make it worth comparing to an iPad Air, depending on what you’re looking for in a note taking device for school, work, or whatever else. Updated June 15th to reflect reMarkable’s new post-tariff pricing. Overview Since the reMarkable Paper Pro comes in at with the reMarkable Marker Plus included, it likely makes most sense to compare this against Apple’s iPad Air 11-inch. That comes in at without an Apple Pencil, and adding in the Apple Pencil Pro will run you an additional The equivalent iPad setup will run you more than the reMarkable Paper Pro. Given the fact that iPad Air‘s regularly go on sale, it’d be fair to say they’re roughly on the same playing field. So, for a reMarkable Paper Pro setup, versus for a comparable iPad Air setup. Which is better for you? Obviously, the iPad Air has one key advantage: It runs iOS, has millions of apps available, can browse the web, play games, stream TV shows/movies, and much more. To some, that might end the comparison and make the iPad a clear winner, but I disagree. Yes, if you want your tablet to do all of those things for you, the iPad Air is a no brainer. At the end of the day, the iPad Air is a general purpose tablet that’ll do a lot more for you. However, if you also have a laptop to accompany your tablet, I’d argue that the iPad Air may fall into a category of slight redundance. Most things you’d want to do on the iPad can be done on a laptop, excluding any sort of touchscreen/stylus reliant features. iPads are great, and if you want that – you should pick that. However, I have an alternative argument to offer… The reMarkable Paper Pro does one thing really well: note taking. At first thought, you might think: why would I pay so much for a device that only does one thing? Well, that’s because it does that one thing really well. There’s also a second side to this argument: focus. It’s much easier to focus on what you’re doing when the device isn’t capable of anything else. If you’re taking notes while studying, you could easily see a notification or have the temptation to check notification center. Or, if you’re reading an e-book, you could easily choose to swipe up and get into another app. The best thing about the reMarkable Paper Pro is that you can’t easily get lost in the world of modern technology, while still having important technological features like cloud backup of your notes. Plus, you don’t have to worry about carrying around physical paper. One last thing – the reMarkable Paper Pro also has rubber feet on the back, so if you place it down flat on a table caseless, you don’t have to worry about scratching it up. Spec comparison Here’s a quick rundown of all of the key specs between the two devices. reMarkable Paper Pro‘s strengths definitely lie in battery, form factor, and stylus. iPad has some rather neat features with the Apple Pencil Pro, and also clears in the display category. Both devices also offer keyboards for typed notes, though only the iPad offers a trackpad. Display– 10.9-inch LCD display– Glossy glass– 2360 × 1640 at 264 ppi– 11.8-inch Color e-ink display– Paper-feeling textured glass– 2160 × 1620 at 229 ppiHardware– 6.1mm thin– Anodized aluminum coating– Weighs 461g w/o Pencil Pro– 5.1mm thin– Textured aluminum edges– Weighs 360g w/ Marker attachedStylus– Magnetically charges from device– Supports tilt/pressure sensitivity– Low latency– Matte plastic build– Squeeze features, double tap gestures– Magnetically charges from device– Supports tilt/pressure sensitivity– Ultra-low latency– Premium textured aluminum build– Built in eraser on the bottomBattery life– Up to 10 hours of web browsing– Recharges to 100% in 2-3 hrs– Up to 14 days of typical usage– Fast charges to 90% in 90 minsPrice–for iPad Air–for Pencil Pro– bundled with Marker Plus Wrap up All in all, I’m not going to try to convince anyone that wanted to buy an iPad that they should buy a reMarkable Paper Pro. You can’t beat the fact that the iPad Air will do a lot more, for roughly the same cost. But, if you’re not buying this to be a primary computing device, I’d argue that the reMarkable Paper Pro is a worthy alternative, especially if you really just want something you can zone in on. The reMarkable Paper Pro feels a lot nicer to write on, has substantially longer battery life, and really masters a minimalist form of digital note taking. Buy M3 iPad Air on Amazon: Buy reMarkable Paper Pro on Amazon: What do you think of these two tablets? Let us know in the comments. My favorite Apple accessory recommendations: Follow Michael: X/Twitter, Bluesky, Instagram Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel #ipad #air #remarkable #paper #pro
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    iPad Air vs reMarkable Paper Pro: Which tablet is best for note taking? [Updated]
    Over the past few months, I’ve had the pleasure of testing out the reMarkable Paper Pro. You can read my full review here, but in short, it gets everything right about the note taking experience. Despite being an e-ink tablet, it does get quite pricey. However, there are certainly some fantastic parts of the experience that make it worth comparing to an iPad Air, depending on what you’re looking for in a note taking device for school, work, or whatever else. Updated June 15th to reflect reMarkable’s new post-tariff pricing. Overview Since the reMarkable Paper Pro comes in at $679 with the reMarkable Marker Plus included, it likely makes most sense to compare this against Apple’s iPad Air 11-inch. That comes in at $599 without an Apple Pencil, and adding in the Apple Pencil Pro will run you an additional $129. The equivalent iPad setup will run you $50 more than the reMarkable Paper Pro. Given the fact that iPad Air‘s regularly go on sale, it’d be fair to say they’re roughly on the same playing field. So, $679 for a reMarkable Paper Pro setup, versus $728 for a comparable iPad Air setup. Which is better for you? Obviously, the iPad Air has one key advantage: It runs iOS, has millions of apps available, can browse the web, play games, stream TV shows/movies, and much more. To some, that might end the comparison and make the iPad a clear winner, but I disagree. Yes, if you want your tablet to do all of those things for you, the iPad Air is a no brainer. At the end of the day, the iPad Air is a general purpose tablet that’ll do a lot more for you. However, if you also have a laptop to accompany your tablet, I’d argue that the iPad Air may fall into a category of slight redundance. Most things you’d want to do on the iPad can be done on a laptop, excluding any sort of touchscreen/stylus reliant features. iPads are great, and if you want that – you should pick that. However, I have an alternative argument to offer… The reMarkable Paper Pro does one thing really well: note taking. At first thought, you might think: why would I pay so much for a device that only does one thing? Well, that’s because it does that one thing really well. There’s also a second side to this argument: focus. It’s much easier to focus on what you’re doing when the device isn’t capable of anything else. If you’re taking notes while studying, you could easily see a notification or have the temptation to check notification center. Or, if you’re reading an e-book, you could easily choose to swipe up and get into another app. The best thing about the reMarkable Paper Pro is that you can’t easily get lost in the world of modern technology, while still having important technological features like cloud backup of your notes. Plus, you don’t have to worry about carrying around physical paper. One last thing – the reMarkable Paper Pro also has rubber feet on the back, so if you place it down flat on a table caseless, you don’t have to worry about scratching it up. Spec comparison Here’s a quick rundown of all of the key specs between the two devices. reMarkable Paper Pro‘s strengths definitely lie in battery, form factor, and stylus. iPad has some rather neat features with the Apple Pencil Pro, and also clears in the display category. Both devices also offer keyboards for typed notes, though only the iPad offers a trackpad. Display– 10.9-inch LCD display– Glossy glass– 2360 × 1640 at 264 ppi– 11.8-inch Color e-ink display– Paper-feeling textured glass– 2160 × 1620 at 229 ppiHardware– 6.1mm thin– Anodized aluminum coating– Weighs 461g w/o Pencil Pro– 5.1mm thin– Textured aluminum edges– Weighs 360g w/ Marker attachedStylus– Magnetically charges from device– Supports tilt/pressure sensitivity– Low latency (number unspecified)– Matte plastic build– Squeeze features, double tap gestures– Magnetically charges from device– Supports tilt/pressure sensitivity– Ultra-low latency (12ms)– Premium textured aluminum build– Built in eraser on the bottomBattery life– Up to 10 hours of web browsing– Recharges to 100% in 2-3 hrs– Up to 14 days of typical usage– Fast charges to 90% in 90 minsPrice– $599 ($529 on sale) for iPad Air– $129 ($99 on sale) for Pencil Pro– $679 bundled with Marker Plus Wrap up All in all, I’m not going to try to convince anyone that wanted to buy an iPad that they should buy a reMarkable Paper Pro. You can’t beat the fact that the iPad Air will do a lot more, for roughly the same cost. But, if you’re not buying this to be a primary computing device, I’d argue that the reMarkable Paper Pro is a worthy alternative, especially if you really just want something you can zone in on. The reMarkable Paper Pro feels a lot nicer to write on, has substantially longer battery life, and really masters a minimalist form of digital note taking. Buy M3 iPad Air on Amazon: Buy reMarkable Paper Pro on Amazon: What do you think of these two tablets? Let us know in the comments. My favorite Apple accessory recommendations: Follow Michael: X/Twitter, Bluesky, Instagram Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
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  • Exploring the Rustline Home: An Interior Painted in Warm Tones

    The Rustline Home is decorated is an affair of terracotta, rust, and cream. This space mixes warm tones with bold art, creating an atmosphere that feels expressive. From color-blocked accents to framed pieces that pop against soft backdrops… the home feels like a live-in gallery!This space is decorated by Tetyana Savchenko and photographed by Sergiy Kadulin Photography.

    The living room in the Rustline Home blends soft grey upholstery with bold accents in rust, ochre, and black. The layered throw and cushions echo the terracotta tones found throughout the home. Simultaneously, the black-and-white geometric rug anchors the space with artistic contrast. Sculptural vases and art books on the nesting tables turn the coffee zone into a mini gallery. Finally, a tripod floor lamp adds a hint of the mid-century modern style.

    Just beyond, the kitchen continues the warm color story with matte terracotta cabinetry, subtly ribbed for texture, paired with light oak base cabinets and a speckled grey stone backsplash. Minimalist black fixtures and hardware offer a graphic element, while open sightlines between the kitchen and living room create a seamless flow.

    Tucked between clean lines and creamy walls, the dining area feels like a serene art gallery moment. The rounded table and boucle chairs add softness, while playful wall art and sculptural lighting add whimsy. Whether it’s morning coffee or a dinner chat, this corner makes everyday dining feel curated.

    This bedroom is anchored by a mix of rust, navy, and marigold. The bold textiles and striped pillows create a dynamic rhythm, while the geometric wall art adds visual interest. Crisp white bedding keeps the look fresh, and the floating nightstands with sculptural vases save floor space while adding functionality.

    This bedroom features a grid-style mirror that expands the space visually. Bold, framed art pieces inject personality. The color-blocked bedding and folk-style throw hint at global influences, while the adjacent workspace, with its woven baskets and sculptural decor, adds functionality.

    The bathrooms in the Rustline Home blend warm terracotta vanities with white sinks and black fixtures. Stone-textured tiles add depth, while round mirrors and curated accents keep the look soft and modern. Thoughtful touches, like framed prints and rolled towels, make these spaces feel calm and creative.
    #exploring #rustline #home #interior #painted
    Exploring the Rustline Home: An Interior Painted in Warm Tones
    The Rustline Home is decorated is an affair of terracotta, rust, and cream. This space mixes warm tones with bold art, creating an atmosphere that feels expressive. From color-blocked accents to framed pieces that pop against soft backdrops… the home feels like a live-in gallery!This space is decorated by Tetyana Savchenko and photographed by Sergiy Kadulin Photography. The living room in the Rustline Home blends soft grey upholstery with bold accents in rust, ochre, and black. The layered throw and cushions echo the terracotta tones found throughout the home. Simultaneously, the black-and-white geometric rug anchors the space with artistic contrast. Sculptural vases and art books on the nesting tables turn the coffee zone into a mini gallery. Finally, a tripod floor lamp adds a hint of the mid-century modern style. Just beyond, the kitchen continues the warm color story with matte terracotta cabinetry, subtly ribbed for texture, paired with light oak base cabinets and a speckled grey stone backsplash. Minimalist black fixtures and hardware offer a graphic element, while open sightlines between the kitchen and living room create a seamless flow. Tucked between clean lines and creamy walls, the dining area feels like a serene art gallery moment. The rounded table and boucle chairs add softness, while playful wall art and sculptural lighting add whimsy. Whether it’s morning coffee or a dinner chat, this corner makes everyday dining feel curated. This bedroom is anchored by a mix of rust, navy, and marigold. The bold textiles and striped pillows create a dynamic rhythm, while the geometric wall art adds visual interest. Crisp white bedding keeps the look fresh, and the floating nightstands with sculptural vases save floor space while adding functionality. This bedroom features a grid-style mirror that expands the space visually. Bold, framed art pieces inject personality. The color-blocked bedding and folk-style throw hint at global influences, while the adjacent workspace, with its woven baskets and sculptural decor, adds functionality. The bathrooms in the Rustline Home blend warm terracotta vanities with white sinks and black fixtures. Stone-textured tiles add depth, while round mirrors and curated accents keep the look soft and modern. Thoughtful touches, like framed prints and rolled towels, make these spaces feel calm and creative. #exploring #rustline #home #interior #painted
    WWW.HOME-DESIGNING.COM
    Exploring the Rustline Home: An Interior Painted in Warm Tones
    The Rustline Home is decorated is an affair of terracotta, rust, and cream. This space mixes warm tones with bold art, creating an atmosphere that feels expressive. From color-blocked accents to framed pieces that pop against soft backdrops… the home feels like a live-in gallery!This space is decorated by Tetyana Savchenko and photographed by Sergiy Kadulin Photography. The living room in the Rustline Home blends soft grey upholstery with bold accents in rust, ochre, and black. The layered throw and cushions echo the terracotta tones found throughout the home. Simultaneously, the black-and-white geometric rug anchors the space with artistic contrast. Sculptural vases and art books on the nesting tables turn the coffee zone into a mini gallery. Finally, a tripod floor lamp adds a hint of the mid-century modern style. Just beyond, the kitchen continues the warm color story with matte terracotta cabinetry, subtly ribbed for texture, paired with light oak base cabinets and a speckled grey stone backsplash. Minimalist black fixtures and hardware offer a graphic element, while open sightlines between the kitchen and living room create a seamless flow. Tucked between clean lines and creamy walls, the dining area feels like a serene art gallery moment. The rounded table and boucle chairs add softness, while playful wall art and sculptural lighting add whimsy. Whether it’s morning coffee or a dinner chat, this corner makes everyday dining feel curated. This bedroom is anchored by a mix of rust, navy, and marigold. The bold textiles and striped pillows create a dynamic rhythm, while the geometric wall art adds visual interest. Crisp white bedding keeps the look fresh, and the floating nightstands with sculptural vases save floor space while adding functionality. This bedroom features a grid-style mirror that expands the space visually. Bold, framed art pieces inject personality. The color-blocked bedding and folk-style throw hint at global influences, while the adjacent workspace, with its woven baskets and sculptural decor, adds functionality. The bathrooms in the Rustline Home blend warm terracotta vanities with white sinks and black fixtures. Stone-textured tiles add depth, while round mirrors and curated accents keep the look soft and modern. Thoughtful touches, like framed prints and rolled towels, make these spaces feel calm and creative.
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  • Epic Games to rebrand RealityCapture as RealityScan 2.0

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

    Epic Games is rebranding RealityCapture, its professional desktop photogrammetry software, as RealityScan.RealityScan 2.0, due in the “coming weeks”, will unify the desktop application with the existing RealityScan: Epic Games’ free 3D scanning app for iOS and Android devices.
    The update will also introduce new features including AI-based mask generation, support for aerial Lidar data, and new visual tools for troubleshooting scan quality.
    A desktop photogrammetry tool for games, VFX, visualization and urban planning

    First released in 2016, RealityCapture generates accurate triangle-based meshes of real-world objects, from people and props to environments.Its core photogrammetry toolset, for generating 3D meshes from sets of source images, is augmented by support for laser scan data.
    The software includes features aimed at aerial surveying and urban planning, but is also used in the entertainment industry to generate assets for use in games and VFX.
    RealityCapture was acquired by Epic Games in 2021, which made the software available free to artists and studios with revenue under million/year last year.
    Now rebranded as RealityScan to unify it with the existing mobile app

    RealityCapture 2.0 – or rather, RealityScan 2.0 – is a change of branding, with the desktop application taking its new name and logo from Epic Games’ existing mobile scanning app.First released in 2022, RealityScan was originally pitched as a way to make RealityCapture’s functionality accessible to hobbyists as well as pros.
    It’s a pure photogrammetry tool, turning photos captured on a mobile phone or tablet into textured 3D models for use in AR, game development or general 3D work.
    RealityScan 2.0: AI masking, new Quality Analysis Tool, and support for aerial Lidar data

    New features in RealityCapture 2.0 will include AI-powered masking, with the software automatically identifying and masking out the background of the source images.The change should remove the need to generate masks manually, either in RealityCapture itself or an external DCC app.
    In addition, the default settings have been updated to improve alignment of source images, particularly when scanning objects with smooth surfaces and few surface features.
    To help troubleshoot scans, a new Quality Analysis Tool displays heatmaps showing parts of the scan where more images may be needed to reconstruct the source object accurately.
    The update will also introduce support for aerial Lidar data, which may be used alongside aerial photography and terrestrial data to reconstruct environments more accurately.
    No information yet on how the new features break down between desktop and mobile

    It isn’t clear which of those new features will be included in the mobile app, although it will presumably also be updated to version 2.0 at the same time, since Epic Games’ blog post announcing the changes describes its aim as to “unify the desktop and mobile versions”.We’ve contacted Epic for more information, and will update if we hear back.
    Price, system requirements and release date

    RealityScan 2.0 is due in the “coming weeks”. Epic Games hasn’t announced an exact release date, or any changes to price or system requirements.The current version of the desktop software, RealityCapture 1.5, is available for Windows 7+ and Windows Server 2008+. It’s CUDA-based, so you need a CUDA 3.0-capable NVIDIA GPU.
    The desktop software is free to artists and studios with revenue under million/year. For larger studios, subscriptions cost /seat/year.
    The current version of the mobile app, RealityScan 1.6, is compatible with Android 7.0+, iOS 16.0+ and iPadOS 16.0+. It’s free, including for commercial use.
    By default, its EULA gives Epic Games the right to use your scan data to train products and services, but you can opt out in the in-app settings.
    Read Epic Games’ blog post announcing that it is rebranding RealityCapture as RealityScan
    about RealityCapture and RealityScan on the product website

    Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    #epic #games #rebrand #realitycapture #realityscan
    Epic Games to rebrand RealityCapture as RealityScan 2.0
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; Epic Games is rebranding RealityCapture, its professional desktop photogrammetry software, as RealityScan.RealityScan 2.0, due in the “coming weeks”, will unify the desktop application with the existing RealityScan: Epic Games’ free 3D scanning app for iOS and Android devices. The update will also introduce new features including AI-based mask generation, support for aerial Lidar data, and new visual tools for troubleshooting scan quality. A desktop photogrammetry tool for games, VFX, visualization and urban planning First released in 2016, RealityCapture generates accurate triangle-based meshes of real-world objects, from people and props to environments.Its core photogrammetry toolset, for generating 3D meshes from sets of source images, is augmented by support for laser scan data. The software includes features aimed at aerial surveying and urban planning, but is also used in the entertainment industry to generate assets for use in games and VFX. RealityCapture was acquired by Epic Games in 2021, which made the software available free to artists and studios with revenue under million/year last year. Now rebranded as RealityScan to unify it with the existing mobile app RealityCapture 2.0 – or rather, RealityScan 2.0 – is a change of branding, with the desktop application taking its new name and logo from Epic Games’ existing mobile scanning app.First released in 2022, RealityScan was originally pitched as a way to make RealityCapture’s functionality accessible to hobbyists as well as pros. It’s a pure photogrammetry tool, turning photos captured on a mobile phone or tablet into textured 3D models for use in AR, game development or general 3D work. RealityScan 2.0: AI masking, new Quality Analysis Tool, and support for aerial Lidar data New features in RealityCapture 2.0 will include AI-powered masking, with the software automatically identifying and masking out the background of the source images.The change should remove the need to generate masks manually, either in RealityCapture itself or an external DCC app. In addition, the default settings have been updated to improve alignment of source images, particularly when scanning objects with smooth surfaces and few surface features. To help troubleshoot scans, a new Quality Analysis Tool displays heatmaps showing parts of the scan where more images may be needed to reconstruct the source object accurately. The update will also introduce support for aerial Lidar data, which may be used alongside aerial photography and terrestrial data to reconstruct environments more accurately. No information yet on how the new features break down between desktop and mobile It isn’t clear which of those new features will be included in the mobile app, although it will presumably also be updated to version 2.0 at the same time, since Epic Games’ blog post announcing the changes describes its aim as to “unify the desktop and mobile versions”.We’ve contacted Epic for more information, and will update if we hear back. Price, system requirements and release date RealityScan 2.0 is due in the “coming weeks”. Epic Games hasn’t announced an exact release date, or any changes to price or system requirements.The current version of the desktop software, RealityCapture 1.5, is available for Windows 7+ and Windows Server 2008+. It’s CUDA-based, so you need a CUDA 3.0-capable NVIDIA GPU. The desktop software is free to artists and studios with revenue under million/year. For larger studios, subscriptions cost /seat/year. The current version of the mobile app, RealityScan 1.6, is compatible with Android 7.0+, iOS 16.0+ and iPadOS 16.0+. It’s free, including for commercial use. By default, its EULA gives Epic Games the right to use your scan data to train products and services, but you can opt out in the in-app settings. Read Epic Games’ blog post announcing that it is rebranding RealityCapture as RealityScan about RealityCapture and RealityScan on the product website Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. #epic #games #rebrand #realitycapture #realityscan
    Epic Games to rebrand RealityCapture as RealityScan 2.0
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" Epic Games is rebranding RealityCapture, its professional desktop photogrammetry software, as RealityScan.RealityScan 2.0, due in the “coming weeks”, will unify the desktop application with the existing RealityScan: Epic Games’ free 3D scanning app for iOS and Android devices. The update will also introduce new features including AI-based mask generation, support for aerial Lidar data, and new visual tools for troubleshooting scan quality. A desktop photogrammetry tool for games, VFX, visualization and urban planning First released in 2016, RealityCapture generates accurate triangle-based meshes of real-world objects, from people and props to environments.Its core photogrammetry toolset, for generating 3D meshes from sets of source images, is augmented by support for laser scan data. The software includes features aimed at aerial surveying and urban planning, but is also used in the entertainment industry to generate assets for use in games and VFX. RealityCapture was acquired by Epic Games in 2021, which made the software available free to artists and studios with revenue under $1 million/year last year. Now rebranded as RealityScan to unify it with the existing mobile app RealityCapture 2.0 – or rather, RealityScan 2.0 – is a change of branding, with the desktop application taking its new name and logo from Epic Games’ existing mobile scanning app.First released in 2022, RealityScan was originally pitched as a way to make RealityCapture’s functionality accessible to hobbyists as well as pros. It’s a pure photogrammetry tool, turning photos captured on a mobile phone or tablet into textured 3D models for use in AR, game development or general 3D work. RealityScan 2.0: AI masking, new Quality Analysis Tool, and support for aerial Lidar data New features in RealityCapture 2.0 will include AI-powered masking, with the software automatically identifying and masking out the background of the source images.The change should remove the need to generate masks manually, either in RealityCapture itself or an external DCC app. In addition, the default settings have been updated to improve alignment of source images, particularly when scanning objects with smooth surfaces and few surface features. To help troubleshoot scans, a new Quality Analysis Tool displays heatmaps showing parts of the scan where more images may be needed to reconstruct the source object accurately. The update will also introduce support for aerial Lidar data, which may be used alongside aerial photography and terrestrial data to reconstruct environments more accurately. No information yet on how the new features break down between desktop and mobile It isn’t clear which of those new features will be included in the mobile app, although it will presumably also be updated to version 2.0 at the same time, since Epic Games’ blog post announcing the changes describes its aim as to “unify the desktop and mobile versions”.We’ve contacted Epic for more information, and will update if we hear back. Price, system requirements and release date RealityScan 2.0 is due in the “coming weeks”. Epic Games hasn’t announced an exact release date, or any changes to price or system requirements.The current version of the desktop software, RealityCapture 1.5, is available for Windows 7+ and Windows Server 2008+. It’s CUDA-based, so you need a CUDA 3.0-capable NVIDIA GPU. The desktop software is free to artists and studios with revenue under $1 million/year. For larger studios, subscriptions cost $1,250/seat/year. The current version of the mobile app, RealityScan 1.6, is compatible with Android 7.0+, iOS 16.0+ and iPadOS 16.0+. It’s free, including for commercial use. By default, its EULA gives Epic Games the right to use your scan data to train products and services, but you can opt out in the in-app settings. Read Epic Games’ blog post announcing that it is rebranding RealityCapture as RealityScan Read more about RealityCapture and RealityScan on the product website Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
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  • Tour the Claylight Home: A Modern Neutral Interior with Soul

    Welcome to the Claylight Home, designed by Salma Khaled. In this sanctuary, soft neutrals and warm woods are design elements. The space is designed with intention and layered with natural light. As such, it celebrates calm, comfort, and quiet beauty. From tactile walls to curved furniture, every corner tells a story of understated elegance. If you’ve ever dreamt of living in a home that feels like a warm hug, this is your mood board come to life.

    The living room at the Claylight Home features curved, cloud-like seating wrapped in tactile boucle. This invites you to sink in and stay awhile, while the layered neutrals create a visual hush that feels grounding. Earthy textures, like the ribbed floor lamp, carved wooden tables, and textured art panels add depth without disrupting the calm. Sunlight filters through sheer drapes, dancing across the natural wood tones. This is not just a place to gather; it’s a place to exhale.

    The Claylight Home’s dining space is anchored by a solid wood table and surrounded by plush, sculptural chairs. The type that invites slow dinners and long conversations. A trio of pleated pendant lamps floats above. But what truly sets this space apart is the custom coffee and tea station tucked into a wood-lined niche. This is complete with open shelving, backlighting, and thoughtfully styled ceramics.

    The kitchen in the Claylight Home is a perfect expression of understated luxury. With its clean lines, matte cabinetry, and seamless stone backsplash, it proves that simplicity can be stunning. Warm wood details wrap around integrated appliances and open shelving. This creates visual continuity with the rest of the home. Every element in this kitchen feels intentional, from the black sink to the curated shelf styling.

    The bedroom at the Claylight Home is a retreat within a retreat… an intimate cocoon where layers of texture meet sculptural calm. A palette of warm neutrals flows from the ribbed wall panels to the low-profile bed. Frosted glass wardrobes and floating nightstands keep the visual weight minimal, while statement lighting adds style.

    In the Claylight Home, the nursery is designed as a multipurpose space. This cozy corner brings together baby essentials and adult serenity. The soft curves of the crib and changing station echo the design language of the entire home. The whimsical animal prints and plush toys add playfulness. Next to it, a generously sized sectional invites the whole family to snuggle in. It’s a space made for moments—reading books, sipping coffee, or simply watching your little one dream.

    The bathrooms at the Claylight Home channels spa-like serenity. Smooth stone tiles, warm wood accents, and ambient lighting set the tone for a tranquil escape. Fluted wall details bring depth without distraction, while the floating vanity and open shelving keep the space feeling light and grounded.
    #tour #claylight #home #modern #neutral
    Tour the Claylight Home: A Modern Neutral Interior with Soul
    Welcome to the Claylight Home, designed by Salma Khaled. In this sanctuary, soft neutrals and warm woods are design elements. The space is designed with intention and layered with natural light. As such, it celebrates calm, comfort, and quiet beauty. From tactile walls to curved furniture, every corner tells a story of understated elegance. If you’ve ever dreamt of living in a home that feels like a warm hug, this is your mood board come to life. The living room at the Claylight Home features curved, cloud-like seating wrapped in tactile boucle. This invites you to sink in and stay awhile, while the layered neutrals create a visual hush that feels grounding. Earthy textures, like the ribbed floor lamp, carved wooden tables, and textured art panels add depth without disrupting the calm. Sunlight filters through sheer drapes, dancing across the natural wood tones. This is not just a place to gather; it’s a place to exhale. The Claylight Home’s dining space is anchored by a solid wood table and surrounded by plush, sculptural chairs. The type that invites slow dinners and long conversations. A trio of pleated pendant lamps floats above. But what truly sets this space apart is the custom coffee and tea station tucked into a wood-lined niche. This is complete with open shelving, backlighting, and thoughtfully styled ceramics. The kitchen in the Claylight Home is a perfect expression of understated luxury. With its clean lines, matte cabinetry, and seamless stone backsplash, it proves that simplicity can be stunning. Warm wood details wrap around integrated appliances and open shelving. This creates visual continuity with the rest of the home. Every element in this kitchen feels intentional, from the black sink to the curated shelf styling. The bedroom at the Claylight Home is a retreat within a retreat… an intimate cocoon where layers of texture meet sculptural calm. A palette of warm neutrals flows from the ribbed wall panels to the low-profile bed. Frosted glass wardrobes and floating nightstands keep the visual weight minimal, while statement lighting adds style. In the Claylight Home, the nursery is designed as a multipurpose space. This cozy corner brings together baby essentials and adult serenity. The soft curves of the crib and changing station echo the design language of the entire home. The whimsical animal prints and plush toys add playfulness. Next to it, a generously sized sectional invites the whole family to snuggle in. It’s a space made for moments—reading books, sipping coffee, or simply watching your little one dream. The bathrooms at the Claylight Home channels spa-like serenity. Smooth stone tiles, warm wood accents, and ambient lighting set the tone for a tranquil escape. Fluted wall details bring depth without distraction, while the floating vanity and open shelving keep the space feeling light and grounded. #tour #claylight #home #modern #neutral
    WWW.HOME-DESIGNING.COM
    Tour the Claylight Home: A Modern Neutral Interior with Soul
    Welcome to the Claylight Home, designed by Salma Khaled. In this sanctuary, soft neutrals and warm woods are design elements. The space is designed with intention and layered with natural light. As such, it celebrates calm, comfort, and quiet beauty. From tactile walls to curved furniture, every corner tells a story of understated elegance. If you’ve ever dreamt of living in a home that feels like a warm hug, this is your mood board come to life. The living room at the Claylight Home features curved, cloud-like seating wrapped in tactile boucle. This invites you to sink in and stay awhile, while the layered neutrals create a visual hush that feels grounding. Earthy textures, like the ribbed floor lamp, carved wooden tables, and textured art panels add depth without disrupting the calm. Sunlight filters through sheer drapes, dancing across the natural wood tones. This is not just a place to gather; it’s a place to exhale. The Claylight Home’s dining space is anchored by a solid wood table and surrounded by plush, sculptural chairs. The type that invites slow dinners and long conversations. A trio of pleated pendant lamps floats above (that feel much like candlelight). But what truly sets this space apart is the custom coffee and tea station tucked into a wood-lined niche. This is complete with open shelving, backlighting, and thoughtfully styled ceramics. The kitchen in the Claylight Home is a perfect expression of understated luxury. With its clean lines, matte cabinetry, and seamless stone backsplash, it proves that simplicity can be stunning. Warm wood details wrap around integrated appliances and open shelving. This creates visual continuity with the rest of the home. Every element in this kitchen feels intentional, from the black sink to the curated shelf styling. The bedroom at the Claylight Home is a retreat within a retreat… an intimate cocoon where layers of texture meet sculptural calm. A palette of warm neutrals flows from the ribbed wall panels to the low-profile bed. Frosted glass wardrobes and floating nightstands keep the visual weight minimal, while statement lighting adds style. In the Claylight Home, the nursery is designed as a multipurpose space. This cozy corner brings together baby essentials and adult serenity. The soft curves of the crib and changing station echo the design language of the entire home. The whimsical animal prints and plush toys add playfulness. Next to it, a generously sized sectional invites the whole family to snuggle in. It’s a space made for moments—reading books, sipping coffee, or simply watching your little one dream. The bathrooms at the Claylight Home channels spa-like serenity. Smooth stone tiles, warm wood accents, and ambient lighting set the tone for a tranquil escape. Fluted wall details bring depth without distraction, while the floating vanity and open shelving keep the space feeling light and grounded.
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  • Tour a Reimagined Paris Apartment Inside a Haussmannian Mansion With Its Own Epic Garden

    A new central staircase leads to a contemporary basement free of Hausmannian flourishes. Batiik Studio signals the shift with a mix of contemporary materials: a white resin banister curls onto a silvery travertine platform sourced from Artefacts, while bespoke cherry wood shelving rises along the wall. A Rosanna Lefeuvre painting completes the picture.
    Without erasing the flamboyant bones of the home, Benichou and Jallet skirted around them, crafting wall panels for select sections—like a single stretch in the living room, or a wall behind the primary bedroom’s headboard—that protect and sometimes curve around moldings, scaling back the grandeur. Sculptural by nature and rendered in white, each new plane—some smooth and matte, some textured like the surface of a painting—runs along decorative stretches of molding like a veil, creating clean and contemporary surfaces for hanging art.With Haussmannian details to spare throughout the apartment, the new walls aren’t permanent, but eclipse key sections where moldings are almost oppressive. The edited version, a more artful form of White-Out, adds a new contemporary layer that gives the home, and the owners’ art, room to breathe.Clad in white materials that match the walls and with no overhead storage, the cooking area virtually disappears. “The client didn’t want the kitchen to look like a kitchen,” adds Benichou, nodding to the sculptural island. A minimal, travertine Garnier & Linker Lipari task light hangs over granite countertops sourced from Paris’s Artefacts. Vintage Scandinavian stools add texture along with a mixed-media artwork by Eva Jospin, and a Batiik Studio–designed wooden door leads to a new work kitchen.
    Batiik Studio designed a one-of-a-kind dining table that breaks into two pieces, depending on how many guests are over. With boulder-like legs and a curving shape, it adds complexity against the room’s rectangular symmetry. Frédéric Pellenq chairs from Kolkhoze and a vintage Louis Poulsen Artichoke light enhance the contrast.
    Beyond the walls, new horizontal surfaces make space for sculptural pieces. In the living room, a faceted fireplace in gray-toned travertine adds sharp geometry to the ornate space. Jutting out on either side and along the mantle are plinth-like surfaces for objects tall and small. In the kitchen’s dining area, Benichou and Jallet flexed their talent for bespoke furniture, creating a dramatic ceramic-topped wooden table that swoops into the center of the room—a stage for rotating sculptures and dinner parties alike.The apartment’s modern basement was, literally, a whole different story. There were no ornate moldings with which to compete, no historic charms to challenge. And so it was a blank slate for Benichou and Jallet to do what they do best: create.With only a small window in the crafts room, using white across all surfaces—even bespoke storage and a resin floor—made the space as bright as possible. A vintage wooden table paired with vintage Pierre Chapo stools atop a beige Toulemonde Bochart Lion rug give warmth to the pristine palette.
    #tour #reimagined #paris #apartment #inside
    Tour a Reimagined Paris Apartment Inside a Haussmannian Mansion With Its Own Epic Garden
    A new central staircase leads to a contemporary basement free of Hausmannian flourishes. Batiik Studio signals the shift with a mix of contemporary materials: a white resin banister curls onto a silvery travertine platform sourced from Artefacts, while bespoke cherry wood shelving rises along the wall. A Rosanna Lefeuvre painting completes the picture. Without erasing the flamboyant bones of the home, Benichou and Jallet skirted around them, crafting wall panels for select sections—like a single stretch in the living room, or a wall behind the primary bedroom’s headboard—that protect and sometimes curve around moldings, scaling back the grandeur. Sculptural by nature and rendered in white, each new plane—some smooth and matte, some textured like the surface of a painting—runs along decorative stretches of molding like a veil, creating clean and contemporary surfaces for hanging art.With Haussmannian details to spare throughout the apartment, the new walls aren’t permanent, but eclipse key sections where moldings are almost oppressive. The edited version, a more artful form of White-Out, adds a new contemporary layer that gives the home, and the owners’ art, room to breathe.Clad in white materials that match the walls and with no overhead storage, the cooking area virtually disappears. “The client didn’t want the kitchen to look like a kitchen,” adds Benichou, nodding to the sculptural island. A minimal, travertine Garnier & Linker Lipari task light hangs over granite countertops sourced from Paris’s Artefacts. Vintage Scandinavian stools add texture along with a mixed-media artwork by Eva Jospin, and a Batiik Studio–designed wooden door leads to a new work kitchen. Batiik Studio designed a one-of-a-kind dining table that breaks into two pieces, depending on how many guests are over. With boulder-like legs and a curving shape, it adds complexity against the room’s rectangular symmetry. Frédéric Pellenq chairs from Kolkhoze and a vintage Louis Poulsen Artichoke light enhance the contrast. Beyond the walls, new horizontal surfaces make space for sculptural pieces. In the living room, a faceted fireplace in gray-toned travertine adds sharp geometry to the ornate space. Jutting out on either side and along the mantle are plinth-like surfaces for objects tall and small. In the kitchen’s dining area, Benichou and Jallet flexed their talent for bespoke furniture, creating a dramatic ceramic-topped wooden table that swoops into the center of the room—a stage for rotating sculptures and dinner parties alike.The apartment’s modern basement was, literally, a whole different story. There were no ornate moldings with which to compete, no historic charms to challenge. And so it was a blank slate for Benichou and Jallet to do what they do best: create.With only a small window in the crafts room, using white across all surfaces—even bespoke storage and a resin floor—made the space as bright as possible. A vintage wooden table paired with vintage Pierre Chapo stools atop a beige Toulemonde Bochart Lion rug give warmth to the pristine palette. #tour #reimagined #paris #apartment #inside
    WWW.ARCHITECTURALDIGEST.COM
    Tour a Reimagined Paris Apartment Inside a Haussmannian Mansion With Its Own Epic Garden
    A new central staircase leads to a contemporary basement free of Hausmannian flourishes. Batiik Studio signals the shift with a mix of contemporary materials: a white resin banister curls onto a silvery travertine platform sourced from Artefacts, while bespoke cherry wood shelving rises along the wall. A Rosanna Lefeuvre painting completes the picture. Without erasing the flamboyant bones of the home, Benichou and Jallet skirted around them, crafting wall panels for select sections—like a single stretch in the living room, or a wall behind the primary bedroom’s headboard—that protect and sometimes curve around moldings, scaling back the grandeur. Sculptural by nature and rendered in white, each new plane—some smooth and matte, some textured like the surface of a painting—runs along decorative stretches of molding like a veil, creating clean and contemporary surfaces for hanging art.With Haussmannian details to spare throughout the apartment, the new walls aren’t permanent (future owners can remove them, revealing the original walls again), but eclipse key sections where moldings are almost oppressive. The edited version, a more artful form of White-Out, adds a new contemporary layer that gives the home, and the owners’ art, room to breathe.Clad in white materials that match the walls and with no overhead storage, the cooking area virtually disappears. “The client didn’t want the kitchen to look like a kitchen,” adds Benichou, nodding to the sculptural island. A minimal, travertine Garnier & Linker Lipari task light hangs over granite countertops sourced from Paris’s Artefacts. Vintage Scandinavian stools add texture along with a mixed-media artwork by Eva Jospin, and a Batiik Studio–designed wooden door leads to a new work kitchen (to hide any mess). Batiik Studio designed a one-of-a-kind dining table that breaks into two pieces, depending on how many guests are over (the fixed smaller piece creates space along the wall for things like sculptures and flowers when not in use). With boulder-like legs and a curving shape, it adds complexity against the room’s rectangular symmetry. Frédéric Pellenq chairs from Kolkhoze and a vintage Louis Poulsen Artichoke light enhance the contrast. Beyond the walls, new horizontal surfaces make space for sculptural pieces. In the living room, a faceted fireplace in gray-toned travertine adds sharp geometry to the ornate space. Jutting out on either side and along the mantle are plinth-like surfaces for objects tall and small. In the kitchen’s dining area, Benichou and Jallet flexed their talent for bespoke furniture, creating a dramatic ceramic-topped wooden table that swoops into the center of the room—a stage for rotating sculptures and dinner parties alike.The apartment’s modern basement was, literally, a whole different story. There were no ornate moldings with which to compete, no historic charms to challenge. And so it was a blank slate for Benichou and Jallet to do what they do best: create.With only a small window in the crafts room, using white across all surfaces—even bespoke storage and a resin floor—made the space as bright as possible. A vintage wooden table paired with vintage Pierre Chapo stools atop a beige Toulemonde Bochart Lion rug give warmth to the pristine palette.
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  • Deliver At All Costs Review – Lukewarm Goods

    Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.

     
    "The majority of the side content in Deliver At All Costs isn’t very enticing."
    Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway.
    I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that.
    The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something.

    "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff."
    All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more.
    Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable.

    "NPCs roam the streets and become aggressive when threatened."
    I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too.
    But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience.

    "I like how the missions get progressively more wacky and clever as you progress."
    The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world.
    But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with.

    "Winston’s delivery mates have surprising depth and a good amount of backstory."
    Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets.
    Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing.

    "The game goes surprisingly hard on the story front, but it didn’t fully land for me."
    As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver.
    This game was reviewed on the PlayStation 5.
    #deliver #all #costs #review #lukewarm
    Deliver At All Costs Review – Lukewarm Goods
    Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.   "The majority of the side content in Deliver At All Costs isn’t very enticing." Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway. I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that. The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something. "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff." All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more. Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable. "NPCs roam the streets and become aggressive when threatened." I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too. But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience. "I like how the missions get progressively more wacky and clever as you progress." The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world. But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with. "Winston’s delivery mates have surprising depth and a good amount of backstory." Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets. Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing. "The game goes surprisingly hard on the story front, but it didn’t fully land for me." As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver. This game was reviewed on the PlayStation 5. #deliver #all #costs #review #lukewarm
    GAMINGBOLT.COM
    Deliver At All Costs Review – Lukewarm Goods
    Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.   "The majority of the side content in Deliver At All Costs isn’t very enticing." Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway. I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that. The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something. "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff." All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more. Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable. "NPCs roam the streets and become aggressive when threatened." I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too. But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience. "I like how the missions get progressively more wacky and clever as you progress." The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world. But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with. "Winston’s delivery mates have surprising depth and a good amount of backstory." Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets. Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing. "The game goes surprisingly hard on the story front, but it didn’t fully land for me." As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver. This game was reviewed on the PlayStation 5.
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  • 6 Best Silk Sheets in 2025, Tested by AD Editors

    When it comes to bedding that’s soft and supple, the best silk sheets are hard to beat. Unlike other materials like a textured linen or crisp percale, these have a glossy look and feel that you won’t quite find in another set. What’s more, they are just as versatile as they are stylish. Silk of the highest quality is characterized as a hypoallergenic, naturally breathable fabric, which is great for hot sleepers and sleepers with sensitive skin. Plus, many sets come in neutral and bright colorways to play off of your bedroom’s design.To get a real feel for the best sets out there, our editors got to work by sleeping in on our favorite sets on the market. And since top-tier silk sheets tend to be pricey, we’ve also sprinkled in some affordable alternative options like satin and bamboo. They might trick you into thinking they’re the real thing. Here, find all of our favorites to enhance your sleep experience and self-care routine.Our Top Picks for the Best Silk Sheets:Best Overall Silk Sheets: Quince Mulberry Silk Sheet Set, Best Splurge: Clementine Sleepwear Atelier Medica Organic Silk Fitted Base Sheet, A Sustainable Set: Lunya Quintessential Bedding Set, Best Silk Alternative: Ettitude CleanBamboo Sheet Set, Most Affordable: Bedsure Satin Sheets, For Hot Sleepers: Luxome Luxury Sheet Set, Browse by CategoryFor consistency, all prices reflect queen sizes in this story.The Best Silk Sheets, OverallQuince Mulberry Silk Sheet SetUpsides & DownsidesUpsides: Affordable, machine washable, made of 100% mulberry silkDownsides: Only available in a few neutral colorsSpecsMaterial: 100% mulberry silkSizes: Queen, kingColors: 3Includes: Fitted sheet, flat sheet, and 2 pillowcasesCare instructions: Machine washable, air-dry recommendedQuince is already one of our favorite destinations for luxury-on-a-budget sleep essentials. While you’ll find an affordable price point here too, the quality of these 100% mulberry silk sheets isn’t something to skip over. Senior commerce editor Nashia Baker keeps these high-quality sheets in rotation since they’re both durable and easy to care for. They are machine washable—she just keeps them with like colors for safe measure, though. From there, an air-dry gets the sheets back to their best condition. Even if you don't notice an immediate change from tumble drying, the brand says this practice can weaken the silk. As someone whose skin has gotten more sensitive over time, she appreciates the hypoallergenic, temperature-regulating material that feels soothing to sink into each night.These sheets have a 22 momme count. We dive into this more in our FAQ section, but this count essentially indicates a durable weave, and Baker says they've held up well without tears or color fading in sight.Best SplurgeClementine Atelier Medica Silk Fitted SheetUpsides & DownsidesUpsides: No off-gassing, tester says the deep hue pairs well with neutral bedding, infused with ingredients like hyaluronic acidDownsides: PriceySpecsMaterial: 100% GOTS certified organic silk beddingSizes: Twin, full, queen, kingColors: 2Includes: Fitted sheetCare instructions: Machine wash on the most delicate setting in a “silk-only” load with mild detergent. Or, hand wash with a mild detergent and gently massage the fabric for one minute to remove dirt and let it soak for the next four minutes. Rinse in fresh cold water. Do not use bleach or a fabric softener. Hang in a shady spot away from the sun to air-dry.Calling them “extremely soft and rich-feeling,” commerce writer Julia Harrison coats her bed with this silk set and adds that they’re the “kind of splurge that just feels like self-care every time you slip into it.” While they’re steeper in price, the brand notes that these sheets boast infused with ingredients like hyaluronic acid designed to leave skin feeling dewy and soothed. Harrison says she sleeps easily with these sheets and felt like they were ready for use out of the box with little to no off-gassing.All that aside, these sheets can instantly dress up a moody or minimalist bedroom at any given moment with the pearl white and navy blue hues. Although Harrison has a bohemian-meets-Danish design style in her space, she found the navy blue color to be surprisingly subtle. “It wasn’t screaming: silk sheets, or even worse: navy blue sheets,” she says. “I tucked it under my white duvet and it gave a really interesting contrast.”A Sustainable SetPhoto: Nashia BakerPhoto: Nashia BakerLunya Quintessential Bedding SetUpsides & DownsidesUpsides: Made of natural wood tencel fibers, soft, durable materialDownsides: Duvet and sheet set are sold separatelySpecsMaterial: 100% tencelSizes: Queen, king, California kingColors: WhiteIncludes: Fitted sheet, flat sheet, and 2 pillowcasesCare instructions: Machine wash cold and tumble dry low.Take it from Baker: Lunya’s silky sheets are a dream. At first glance, she mistook these as mulberry silk because of their glossy look. In actuality, these sheets are made of a natural fiber called tencel, which is a wood-based material. The brand notes that the bedding is biodegradable and created using an earth-friendly, closed-loop process that uses recycled materials. These are naturally breathable while also boasting a softness that she hasn’t quite felt in a standard silk set. “I wouldn’t consider myself a hot sleeper, but since NYC weather is constantly up and down, I like something that’s both airy and soft,” she says. “I sleep under the top sheet and duvet with no problem; the set keeps me comfortable during in-between spring weather that hits around the 50s and 60s.”While the duvet is sold separately, it's a plus to pair with the sheet set since it's just as durable. “I’ve had the same textured comforter with yellow embroidery for years now, and I feared that the design would show through the duvet cover since the only color Lunya has as of now is white,” Baker says. “I was pleasantly surprised to see that the duvet covered it all without any color peeking through.”Best Silk AlternativeEttitude CleanBamboo Sheet SetUpsides & DownsidesUpsides: 8 colors available, Oeko-Tex Standard 100 certified, hypoallergenicDownsides: Some colors sell out quicklySpecsMaterial: 100% CleanBamboo LyocellSizes: Twin, twin XL, full, queen, king, California kingColors: 8Includes: 1 fitted sheet, 1 flat sheet, 2 pillowcase. Full and queen sizes include 2 standard pillowcases; King and California king include 2 king-size pillowcases, twin and twin XL include 1 standard pillowcase.Care instructions: Wash on cold with mild detergent and like fabrics in a gentle or delicate setting. Line dry or tumble dry low. Don't use bleach or fabric softener."These sheets are buttery—pun intended,” says Baker, who has this set in the butter colorway. These are made from a patented CleanBamboo fabric that leaves the sheets with a silky sateen finish. She says they have gotten noticeably softer over time with a routine wash and dry. Plus, they are a bit thinner in a good way than other bamboo-like sets, as Baker says it leaves them with an airier feel. If trendy pastel yellow isn’t your preference, these sheets also come in several neutral and vibrant hues like sage and saffron.Most AffordableBedsure Satin SheetsUpsides & DownsidesUpsides: Affordable alternative, smooth feel, easy careDownsides: Some color might bleed on pillows after the first couple of usesSpecsMaterial: 100% polyester satinSizes: Twin, full, queen, king, California kingColors: 22Includes: Fitted sheet, flat sheet, and 2 pillowcasesCare instructions: Machine washable in cold water. Tumble dry on low.Another alternative to add to cart, these satin sheets have a smooth texture and come in nearly two dozen colors to match your bedroom. And coming in at just they have more of an approachable price tag while still boasting the overall look of silk. The sheets are more slippery than a standard silk set, but the appearance itself doesn't give that away. Baker has these in burgundy and says the rich hue really shows through in person. She did notice some color bleeding on her pillows after the first couple of uses, so something to be mindful of if you opt for a deep color.For Hot SleepersPhoto: Nashia BakerLuxome Luxury Sheet SetUpsides & DownsidesUpsides: Unique colors available, deep pockets, breathableDownsides: The brand recommends washing alone on the delicate cycleSpecsMaterial: 100% Viscose from BambooSizes: Twin, twin XL, full, queen, king, California king, and split kingColors: 12Includes: 1 fitted sheet, 1 flat sheet, 2 pillowcase. Full, queen, king, California king, and split king sizes include 2 pillowcases; twin and twin XL include 1 standard pillowcase.Care instructions: Machine wash in cold water on a delicate cycle with a mild, liquid detergent. Don't use bleach, fabric softener, stain removers, or scent boosters. Tumble dry with low heat.These are our favorite cooling sheets for those seeking a glam aesthetic. Baker says this bamboo set is great for people like her who crave something cool-to-the-touch without sacrificing style. “These sheets have the same appearance to me as a high-end set of silk or satin without the cost,” she says, adding that they have dramatic drape. “These are even more unique because of the jewel tones, like sapphire, that are hard to find with other brands,” she says. Baker keeps her bedscape full with a mattress topper and protector, and she says these deep-pocket sheets fit easily over it all. While she says she’s generally a cold sleeper, the bamboo material is perfectly breathable for hot NYC days.How We TestedFrom bamboo to linen sheets, our testing process for sheets is one in the same at AD: Just like fellow shoppers, our editors bring sets in their homes to see if they really hold up for routine use. We had these silk and silk alternative sheets in our homes for about a month, if not more, to go through the process of washing and sleeping on them. Here areMaterial: There are several silk and silk alternative fabrics to choose from, but our list consists of pure mulberry silk, bamboo varieties, and satin that all have a similar look and feel. When shopping for pure silk, be sure look for bedding labels that note 100% mulberry silk, also known as natural silk. If you're looking for options that mirror the look of silk, 100% viscose from bamboo is typically durable and has less strict care instructions, especially tumble drying. Satin tends to be slightly more slippery in texture, but these usually still offer a silky look.Care: For streamlined care, we tested a variety of options that span hand washing to machine washing, as well as tumble drying and air-drying. Since pure silk can sometimes weaken from abrasive wash and dry cycles, it's typically recommended to hand wash and air-dry.FAQsAre Silk Sheets Really Worth It?While 100% mulberry sheets tend to be an investment price-wise, we think it's worthwhile. These can act as cooling sheets, as the material is naturally breathable for a good night's rest. And because of their smooth nature, they can leave a polished aesthetic in any bedroom. With the right care—typically machine washing on a delicate cycle or hand washing and air drying—the best silk sheets can last for years.What’s a Momme Count?A momme count is the measurement that reflects the weight of silk. Typically, the higher the momme count, the denser the fabric. Any momme count above 20 momme, like our Quince pick, is pretty standard and ensures the material is sturdy and designed to last.
    #best #silk #sheets #tested #editors
    6 Best Silk Sheets in 2025, Tested by AD Editors
    When it comes to bedding that’s soft and supple, the best silk sheets are hard to beat. Unlike other materials like a textured linen or crisp percale, these have a glossy look and feel that you won’t quite find in another set. What’s more, they are just as versatile as they are stylish. Silk of the highest quality is characterized as a hypoallergenic, naturally breathable fabric, which is great for hot sleepers and sleepers with sensitive skin. Plus, many sets come in neutral and bright colorways to play off of your bedroom’s design.To get a real feel for the best sets out there, our editors got to work by sleeping in on our favorite sets on the market. And since top-tier silk sheets tend to be pricey, we’ve also sprinkled in some affordable alternative options like satin and bamboo. They might trick you into thinking they’re the real thing. Here, find all of our favorites to enhance your sleep experience and self-care routine.Our Top Picks for the Best Silk Sheets:Best Overall Silk Sheets: Quince Mulberry Silk Sheet Set, Best Splurge: Clementine Sleepwear Atelier Medica Organic Silk Fitted Base Sheet, A Sustainable Set: Lunya Quintessential Bedding Set, Best Silk Alternative: Ettitude CleanBamboo Sheet Set, Most Affordable: Bedsure Satin Sheets, For Hot Sleepers: Luxome Luxury Sheet Set, Browse by CategoryFor consistency, all prices reflect queen sizes in this story.The Best Silk Sheets, OverallQuince Mulberry Silk Sheet SetUpsides & DownsidesUpsides: Affordable, machine washable, made of 100% mulberry silkDownsides: Only available in a few neutral colorsSpecsMaterial: 100% mulberry silkSizes: Queen, kingColors: 3Includes: Fitted sheet, flat sheet, and 2 pillowcasesCare instructions: Machine washable, air-dry recommendedQuince is already one of our favorite destinations for luxury-on-a-budget sleep essentials. While you’ll find an affordable price point here too, the quality of these 100% mulberry silk sheets isn’t something to skip over. Senior commerce editor Nashia Baker keeps these high-quality sheets in rotation since they’re both durable and easy to care for. They are machine washable—she just keeps them with like colors for safe measure, though. From there, an air-dry gets the sheets back to their best condition. Even if you don't notice an immediate change from tumble drying, the brand says this practice can weaken the silk. As someone whose skin has gotten more sensitive over time, she appreciates the hypoallergenic, temperature-regulating material that feels soothing to sink into each night.These sheets have a 22 momme count. We dive into this more in our FAQ section, but this count essentially indicates a durable weave, and Baker says they've held up well without tears or color fading in sight.Best SplurgeClementine Atelier Medica Silk Fitted SheetUpsides & DownsidesUpsides: No off-gassing, tester says the deep hue pairs well with neutral bedding, infused with ingredients like hyaluronic acidDownsides: PriceySpecsMaterial: 100% GOTS certified organic silk beddingSizes: Twin, full, queen, kingColors: 2Includes: Fitted sheetCare instructions: Machine wash on the most delicate setting in a “silk-only” load with mild detergent. Or, hand wash with a mild detergent and gently massage the fabric for one minute to remove dirt and let it soak for the next four minutes. Rinse in fresh cold water. Do not use bleach or a fabric softener. Hang in a shady spot away from the sun to air-dry.Calling them “extremely soft and rich-feeling,” commerce writer Julia Harrison coats her bed with this silk set and adds that they’re the “kind of splurge that just feels like self-care every time you slip into it.” While they’re steeper in price, the brand notes that these sheets boast infused with ingredients like hyaluronic acid designed to leave skin feeling dewy and soothed. Harrison says she sleeps easily with these sheets and felt like they were ready for use out of the box with little to no off-gassing.All that aside, these sheets can instantly dress up a moody or minimalist bedroom at any given moment with the pearl white and navy blue hues. Although Harrison has a bohemian-meets-Danish design style in her space, she found the navy blue color to be surprisingly subtle. “It wasn’t screaming: silk sheets, or even worse: navy blue sheets,” she says. “I tucked it under my white duvet and it gave a really interesting contrast.”A Sustainable SetPhoto: Nashia BakerPhoto: Nashia BakerLunya Quintessential Bedding SetUpsides & DownsidesUpsides: Made of natural wood tencel fibers, soft, durable materialDownsides: Duvet and sheet set are sold separatelySpecsMaterial: 100% tencelSizes: Queen, king, California kingColors: WhiteIncludes: Fitted sheet, flat sheet, and 2 pillowcasesCare instructions: Machine wash cold and tumble dry low.Take it from Baker: Lunya’s silky sheets are a dream. At first glance, she mistook these as mulberry silk because of their glossy look. In actuality, these sheets are made of a natural fiber called tencel, which is a wood-based material. The brand notes that the bedding is biodegradable and created using an earth-friendly, closed-loop process that uses recycled materials. These are naturally breathable while also boasting a softness that she hasn’t quite felt in a standard silk set. “I wouldn’t consider myself a hot sleeper, but since NYC weather is constantly up and down, I like something that’s both airy and soft,” she says. “I sleep under the top sheet and duvet with no problem; the set keeps me comfortable during in-between spring weather that hits around the 50s and 60s.”While the duvet is sold separately, it's a plus to pair with the sheet set since it's just as durable. “I’ve had the same textured comforter with yellow embroidery for years now, and I feared that the design would show through the duvet cover since the only color Lunya has as of now is white,” Baker says. “I was pleasantly surprised to see that the duvet covered it all without any color peeking through.”Best Silk AlternativeEttitude CleanBamboo Sheet SetUpsides & DownsidesUpsides: 8 colors available, Oeko-Tex Standard 100 certified, hypoallergenicDownsides: Some colors sell out quicklySpecsMaterial: 100% CleanBamboo LyocellSizes: Twin, twin XL, full, queen, king, California kingColors: 8Includes: 1 fitted sheet, 1 flat sheet, 2 pillowcase. Full and queen sizes include 2 standard pillowcases; King and California king include 2 king-size pillowcases, twin and twin XL include 1 standard pillowcase.Care instructions: Wash on cold with mild detergent and like fabrics in a gentle or delicate setting. Line dry or tumble dry low. Don't use bleach or fabric softener."These sheets are buttery—pun intended,” says Baker, who has this set in the butter colorway. These are made from a patented CleanBamboo fabric that leaves the sheets with a silky sateen finish. She says they have gotten noticeably softer over time with a routine wash and dry. Plus, they are a bit thinner in a good way than other bamboo-like sets, as Baker says it leaves them with an airier feel. If trendy pastel yellow isn’t your preference, these sheets also come in several neutral and vibrant hues like sage and saffron.Most AffordableBedsure Satin SheetsUpsides & DownsidesUpsides: Affordable alternative, smooth feel, easy careDownsides: Some color might bleed on pillows after the first couple of usesSpecsMaterial: 100% polyester satinSizes: Twin, full, queen, king, California kingColors: 22Includes: Fitted sheet, flat sheet, and 2 pillowcasesCare instructions: Machine washable in cold water. Tumble dry on low.Another alternative to add to cart, these satin sheets have a smooth texture and come in nearly two dozen colors to match your bedroom. And coming in at just they have more of an approachable price tag while still boasting the overall look of silk. The sheets are more slippery than a standard silk set, but the appearance itself doesn't give that away. Baker has these in burgundy and says the rich hue really shows through in person. She did notice some color bleeding on her pillows after the first couple of uses, so something to be mindful of if you opt for a deep color.For Hot SleepersPhoto: Nashia BakerLuxome Luxury Sheet SetUpsides & DownsidesUpsides: Unique colors available, deep pockets, breathableDownsides: The brand recommends washing alone on the delicate cycleSpecsMaterial: 100% Viscose from BambooSizes: Twin, twin XL, full, queen, king, California king, and split kingColors: 12Includes: 1 fitted sheet, 1 flat sheet, 2 pillowcase. Full, queen, king, California king, and split king sizes include 2 pillowcases; twin and twin XL include 1 standard pillowcase.Care instructions: Machine wash in cold water on a delicate cycle with a mild, liquid detergent. Don't use bleach, fabric softener, stain removers, or scent boosters. Tumble dry with low heat.These are our favorite cooling sheets for those seeking a glam aesthetic. Baker says this bamboo set is great for people like her who crave something cool-to-the-touch without sacrificing style. “These sheets have the same appearance to me as a high-end set of silk or satin without the cost,” she says, adding that they have dramatic drape. “These are even more unique because of the jewel tones, like sapphire, that are hard to find with other brands,” she says. Baker keeps her bedscape full with a mattress topper and protector, and she says these deep-pocket sheets fit easily over it all. While she says she’s generally a cold sleeper, the bamboo material is perfectly breathable for hot NYC days.How We TestedFrom bamboo to linen sheets, our testing process for sheets is one in the same at AD: Just like fellow shoppers, our editors bring sets in their homes to see if they really hold up for routine use. We had these silk and silk alternative sheets in our homes for about a month, if not more, to go through the process of washing and sleeping on them. Here areMaterial: There are several silk and silk alternative fabrics to choose from, but our list consists of pure mulberry silk, bamboo varieties, and satin that all have a similar look and feel. When shopping for pure silk, be sure look for bedding labels that note 100% mulberry silk, also known as natural silk. If you're looking for options that mirror the look of silk, 100% viscose from bamboo is typically durable and has less strict care instructions, especially tumble drying. Satin tends to be slightly more slippery in texture, but these usually still offer a silky look.Care: For streamlined care, we tested a variety of options that span hand washing to machine washing, as well as tumble drying and air-drying. Since pure silk can sometimes weaken from abrasive wash and dry cycles, it's typically recommended to hand wash and air-dry.FAQsAre Silk Sheets Really Worth It?While 100% mulberry sheets tend to be an investment price-wise, we think it's worthwhile. These can act as cooling sheets, as the material is naturally breathable for a good night's rest. And because of their smooth nature, they can leave a polished aesthetic in any bedroom. With the right care—typically machine washing on a delicate cycle or hand washing and air drying—the best silk sheets can last for years.What’s a Momme Count?A momme count is the measurement that reflects the weight of silk. Typically, the higher the momme count, the denser the fabric. Any momme count above 20 momme, like our Quince pick, is pretty standard and ensures the material is sturdy and designed to last. #best #silk #sheets #tested #editors
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    6 Best Silk Sheets in 2025, Tested by AD Editors
    When it comes to bedding that’s soft and supple, the best silk sheets are hard to beat. Unlike other materials like a textured linen or crisp percale, these have a glossy look and feel that you won’t quite find in another set. What’s more, they are just as versatile as they are stylish. Silk of the highest quality is characterized as a hypoallergenic, naturally breathable fabric, which is great for hot sleepers and sleepers with sensitive skin. Plus, many sets come in neutral and bright colorways to play off of your bedroom’s design.To get a real feel for the best sets out there, our editors got to work by sleeping in on our favorite sets on the market. And since top-tier silk sheets tend to be pricey, we’ve also sprinkled in some affordable alternative options like satin and bamboo. They might trick you into thinking they’re the real thing. Here, find all of our favorites to enhance your sleep experience and self-care routine.Our Top Picks for the Best Silk Sheets:Best Overall Silk Sheets: Quince Mulberry Silk Sheet Set, $500Best Splurge: Clementine Sleepwear Atelier Medica Organic Silk Fitted Base Sheet, $899A Sustainable Set: Lunya Quintessential Bedding Set, $428Best Silk Alternative: Ettitude CleanBamboo Sheet Set, $379 $265Most Affordable: Bedsure Satin Sheets, $41For Hot Sleepers: Luxome Luxury Sheet Set, $185Browse by CategoryFor consistency, all prices reflect queen sizes in this story.The Best Silk Sheets, OverallQuince Mulberry Silk Sheet SetUpsides & DownsidesUpsides: Affordable, machine washable, made of 100% mulberry silkDownsides: Only available in a few neutral colorsSpecsMaterial: 100% mulberry silkSizes: Queen, kingColors: 3Includes: Fitted sheet, flat sheet, and 2 pillowcasesCare instructions: Machine washable, air-dry recommendedQuince is already one of our favorite destinations for luxury-on-a-budget sleep essentials. While you’ll find an affordable price point here too, the quality of these 100% mulberry silk sheets isn’t something to skip over. Senior commerce editor Nashia Baker keeps these high-quality sheets in rotation since they’re both durable and easy to care for. They are machine washable—she just keeps them with like colors for safe measure, though. From there, an air-dry gets the sheets back to their best condition. Even if you don't notice an immediate change from tumble drying, the brand says this practice can weaken the silk. As someone whose skin has gotten more sensitive over time, she appreciates the hypoallergenic, temperature-regulating material that feels soothing to sink into each night.These sheets have a 22 momme count. We dive into this more in our FAQ section, but this count essentially indicates a durable weave, and Baker says they've held up well without tears or color fading in sight.Best SplurgeClementine Atelier Medica Silk Fitted SheetUpsides & DownsidesUpsides: No off-gassing, tester says the deep hue pairs well with neutral bedding, infused with ingredients like hyaluronic acidDownsides: PriceySpecsMaterial: 100% GOTS certified organic silk beddingSizes: Twin, full, queen, kingColors: 2Includes: Fitted sheetCare instructions: Machine wash on the most delicate setting in a “silk-only” load with mild detergent. Or, hand wash with a mild detergent and gently massage the fabric for one minute to remove dirt and let it soak for the next four minutes. Rinse in fresh cold water. Do not use bleach or a fabric softener. Hang in a shady spot away from the sun to air-dry.Calling them “extremely soft and rich-feeling,” commerce writer Julia Harrison coats her bed with this silk set and adds that they’re the “kind of splurge that just feels like self-care every time you slip into it.” While they’re steeper in price, the brand notes that these sheets boast infused with ingredients like hyaluronic acid designed to leave skin feeling dewy and soothed. Harrison says she sleeps easily with these sheets and felt like they were ready for use out of the box with little to no off-gassing (though she did still give them a wash).All that aside, these sheets can instantly dress up a moody or minimalist bedroom at any given moment with the pearl white and navy blue hues. Although Harrison has a bohemian-meets-Danish design style in her space, she found the navy blue color to be surprisingly subtle. “It wasn’t screaming: silk sheets, or even worse: navy blue sheets,” she says. “I tucked it under my white duvet and it gave a really interesting contrast.”A Sustainable SetPhoto: Nashia BakerPhoto: Nashia BakerLunya Quintessential Bedding SetUpsides & DownsidesUpsides: Made of natural wood tencel fibers, soft, durable materialDownsides: Duvet and sheet set are sold separatelySpecsMaterial: 100% tencelSizes: Queen, king, California kingColors: WhiteIncludes: Fitted sheet, flat sheet, and 2 pillowcasesCare instructions: Machine wash cold and tumble dry low.Take it from Baker: Lunya’s silky sheets are a dream. At first glance, she mistook these as mulberry silk because of their glossy look. In actuality, these sheets are made of a natural fiber called tencel, which is a wood-based material. The brand notes that the bedding is biodegradable and created using an earth-friendly, closed-loop process that uses recycled materials. These are naturally breathable while also boasting a softness that she hasn’t quite felt in a standard silk set. “I wouldn’t consider myself a hot sleeper, but since NYC weather is constantly up and down, I like something that’s both airy and soft,” she says. “I sleep under the top sheet and duvet with no problem; the set keeps me comfortable during in-between spring weather that hits around the 50s and 60s.”While the duvet is sold separately, it's a plus to pair with the sheet set since it's just as durable. “I’ve had the same textured comforter with yellow embroidery for years now, and I feared that the design would show through the duvet cover since the only color Lunya has as of now is white,” Baker says. “I was pleasantly surprised to see that the duvet covered it all without any color peeking through.”Best Silk AlternativeEttitude CleanBamboo Sheet SetUpsides & DownsidesUpsides: 8 colors available, Oeko-Tex Standard 100 certified, hypoallergenicDownsides: Some colors sell out quicklySpecsMaterial: 100% CleanBamboo LyocellSizes: Twin, twin XL, full, queen, king, California kingColors: 8Includes: 1 fitted sheet, 1 flat sheet, 2 pillowcase(s). Full and queen sizes include 2 standard pillowcases; King and California king include 2 king-size pillowcases, twin and twin XL include 1 standard pillowcase.Care instructions: Wash on cold with mild detergent and like fabrics in a gentle or delicate setting. Line dry or tumble dry low. Don't use bleach or fabric softener."These sheets are buttery—pun intended,” says Baker, who has this set in the butter colorway. These are made from a patented CleanBamboo fabric that leaves the sheets with a silky sateen finish. She says they have gotten noticeably softer over time with a routine wash and dry. Plus, they are a bit thinner in a good way than other bamboo-like sets, as Baker says it leaves them with an airier feel. If trendy pastel yellow isn’t your preference, these sheets also come in several neutral and vibrant hues like sage and saffron.Most AffordableBedsure Satin SheetsUpsides & DownsidesUpsides: Affordable alternative, smooth feel, easy care (machine washable and tumble dry)Downsides: Some color might bleed on pillows after the first couple of usesSpecsMaterial: 100% polyester satinSizes: Twin, full, queen, king, California kingColors: 22Includes: Fitted sheet, flat sheet, and 2 pillowcasesCare instructions: Machine washable in cold water. Tumble dry on low.Another alternative to add to cart, these satin sheets have a smooth texture and come in nearly two dozen colors to match your bedroom. And coming in at just $41, they have more of an approachable price tag while still boasting the overall look of silk. The sheets are more slippery than a standard silk set, but the appearance itself doesn't give that away. Baker has these in burgundy and says the rich hue really shows through in person. She did notice some color bleeding on her pillows after the first couple of uses, so something to be mindful of if you opt for a deep color.For Hot SleepersPhoto: Nashia BakerLuxome Luxury Sheet SetUpsides & DownsidesUpsides: Unique colors available, deep pockets, breathableDownsides: The brand recommends washing alone on the delicate cycleSpecsMaterial: 100% Viscose from BambooSizes: Twin, twin XL, full, queen, king, California king, and split kingColors: 12Includes: 1 fitted sheet, 1 flat sheet, 2 pillowcase(s). Full, queen, king, California king, and split king sizes include 2 pillowcases; twin and twin XL include 1 standard pillowcase.Care instructions: Machine wash in cold water on a delicate cycle with a mild, liquid detergent. Don't use bleach, fabric softener, stain removers, or scent boosters. Tumble dry with low heat.These are our favorite cooling sheets for those seeking a glam aesthetic. Baker says this bamboo set is great for people like her who crave something cool-to-the-touch without sacrificing style. “These sheets have the same appearance to me as a high-end set of silk or satin without the cost,” she says, adding that they have dramatic drape. “These are even more unique because of the jewel tones, like sapphire, that are hard to find with other brands,” she says. Baker keeps her bedscape full with a mattress topper and protector, and she says these deep-pocket sheets fit easily over it all. While she says she’s generally a cold sleeper, the bamboo material is perfectly breathable for hot NYC days.How We TestedFrom bamboo to linen sheets, our testing process for sheets is one in the same at AD: Just like fellow shoppers, our editors bring sets in their homes to see if they really hold up for routine use. We had these silk and silk alternative sheets in our homes for about a month, if not more, to go through the process of washing and sleeping on them. Here areMaterial: There are several silk and silk alternative fabrics to choose from, but our list consists of pure mulberry silk, bamboo varieties, and satin that all have a similar look and feel. When shopping for pure silk, be sure look for bedding labels that note 100% mulberry silk, also known as natural silk. If you're looking for options that mirror the look of silk, 100% viscose from bamboo is typically durable and has less strict care instructions, especially tumble drying. Satin tends to be slightly more slippery in texture, but these usually still offer a silky look.Care: For streamlined care, we tested a variety of options that span hand washing to machine washing, as well as tumble drying and air-drying. Since pure silk can sometimes weaken from abrasive wash and dry cycles, it's typically recommended to hand wash and air-dry.FAQsAre Silk Sheets Really Worth It?While 100% mulberry sheets tend to be an investment price-wise, we think it's worthwhile. These can act as cooling sheets, as the material is naturally breathable for a good night's rest. And because of their smooth nature, they can leave a polished aesthetic in any bedroom. With the right care—typically machine washing on a delicate cycle or hand washing and air drying—the best silk sheets can last for years.What’s a Momme Count?A momme count is the measurement that reflects the weight of silk. Typically, the higher the momme count, the denser the fabric. Any momme count above 20 momme, like our Quince pick, is pretty standard and ensures the material is sturdy and designed to last.
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  • Villa Air / ARK-architecture

    Villa Air / ARK-architectureSave this picture!© Bilel KhemakhemHouses•Tunis, Tunisia

    Architects:
    ARK-architecture
    Area
    Area of this architecture project

    Area: 
    1500 m²

    Year
    Completion year of this architecture project

    Year: 

    2024

    Photographs

    Photographs:Bilel Khemakhem

    Manufacturers
    Brands with products used in this architecture project

    Manufacturers:  Trespa, Elements, QUICK-STEP, REVIGLASS, Saint Gobain Glass, Schüco, TOSHIBAMore SpecsLess Specs
    this picture!
    Text description provided by the architects. Villa Air is a distilled expression of contemporary architecture rooted in the Tunisian landscape. Set within a two-hectare plot in Morneg, this 1,500 m² residence unfolds as a meditative dialogue between built form and topography. The site, defined by its gentle slope and sweeping views, culminates in the striking silhouette of the Jbal Errsas mountain range—a natural horizon that anchors the architectural narrative. From the outset, the project embraces a central duality: the tension between gravitas and lightness, between groundedness and suspension. This dialectic, subtly embedded in the villa's name, structures the entire composition. Distributed across three levels, the house is articulated as a series of horizontal strata punctuated by bold cantilevers. These projections—remarkably slender at just 45 cm thick—embody both structural daring and environmental responsiveness, casting precise shadow lines that temper the Mediterranean sun.this picture!this picture!this picture!Rather than asserting dominance over the terrain, the architecture yields to it. The villa engages the land with measured restraint, allowing the natural contours to guide its form. A textured finish in earthy tones fosters chromatic continuity with the ground, while the massing cascades along the slope, suggesting a geological emergence rather than an architectural imposition. The principal façade distills the project's ethos: a calibrated composition of apertures that frames the landscape as a sequence of living tableaux. Each elevation is attuned to its orientation, choreographing a spatial experience that is both immersive and contemplative. Here, architecture acts not as a boundary, but as a lens.this picture!Materiality is approached with deliberate restraint. Pristine white volumes capture the shifting Mediterranean light, animating surfaces in a daily choreography of shadows. Travertine and timber introduce tactile warmth, while concrete elements — subtly tinted with sand pigments — ground the building in its context and enhance its material belonging. Internally, the spatial organization privileges continuity and flow. Circulations are not mere connectors, but choreographed transitions. Double-height volumes channel daylight deep into the core, while vertical pathways become elevated promenades offering ever-evolving perspectives of the surrounding landscape.this picture!this picture!this picture!The architecture explores a central paradox: the reconciliation of intimacy with openness, of enclosure with exposure. This tension is resolved through a refined gradation of thresholds, where interiors dissolve into terraces and open platforms, softening the boundaries between inside and out. Twin infinity pools extend the architectural geometry toward the horizon, amplifying the sensation of lightness and spatial suspension. Water and sky converge in a silent dialogue, completing the project's aspiration to exist not merely in the landscape but in symbiosis with it. Villa Air stands as a testament to a site-specific Mediterranean modernism — one that privileges clarity, precision, and sensory depth. More than a functional residence, it evokes a poetic condition of dwelling: a place where form, matter, and perception converge in quiet resonance.this picture!

    Project gallerySee allShow less
    About this officeARK-architectureOffice•••
    MaterialConcreteMaterials and TagsPublished on May 30, 2025Cite: "Villa Air / ARK-architecture" 30 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否
    You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
    #villa #air #arkarchitecture
    Villa Air / ARK-architecture
    Villa Air / ARK-architectureSave this picture!© Bilel KhemakhemHouses•Tunis, Tunisia Architects: ARK-architecture Area Area of this architecture project Area:  1500 m² Year Completion year of this architecture project Year:  2024 Photographs Photographs:Bilel Khemakhem Manufacturers Brands with products used in this architecture project Manufacturers:  Trespa, Elements, QUICK-STEP, REVIGLASS, Saint Gobain Glass, Schüco, TOSHIBAMore SpecsLess Specs this picture! Text description provided by the architects. Villa Air is a distilled expression of contemporary architecture rooted in the Tunisian landscape. Set within a two-hectare plot in Morneg, this 1,500 m² residence unfolds as a meditative dialogue between built form and topography. The site, defined by its gentle slope and sweeping views, culminates in the striking silhouette of the Jbal Errsas mountain range—a natural horizon that anchors the architectural narrative. From the outset, the project embraces a central duality: the tension between gravitas and lightness, between groundedness and suspension. This dialectic, subtly embedded in the villa's name, structures the entire composition. Distributed across three levels, the house is articulated as a series of horizontal strata punctuated by bold cantilevers. These projections—remarkably slender at just 45 cm thick—embody both structural daring and environmental responsiveness, casting precise shadow lines that temper the Mediterranean sun.this picture!this picture!this picture!Rather than asserting dominance over the terrain, the architecture yields to it. The villa engages the land with measured restraint, allowing the natural contours to guide its form. A textured finish in earthy tones fosters chromatic continuity with the ground, while the massing cascades along the slope, suggesting a geological emergence rather than an architectural imposition. The principal façade distills the project's ethos: a calibrated composition of apertures that frames the landscape as a sequence of living tableaux. Each elevation is attuned to its orientation, choreographing a spatial experience that is both immersive and contemplative. Here, architecture acts not as a boundary, but as a lens.this picture!Materiality is approached with deliberate restraint. Pristine white volumes capture the shifting Mediterranean light, animating surfaces in a daily choreography of shadows. Travertine and timber introduce tactile warmth, while concrete elements — subtly tinted with sand pigments — ground the building in its context and enhance its material belonging. Internally, the spatial organization privileges continuity and flow. Circulations are not mere connectors, but choreographed transitions. Double-height volumes channel daylight deep into the core, while vertical pathways become elevated promenades offering ever-evolving perspectives of the surrounding landscape.this picture!this picture!this picture!The architecture explores a central paradox: the reconciliation of intimacy with openness, of enclosure with exposure. This tension is resolved through a refined gradation of thresholds, where interiors dissolve into terraces and open platforms, softening the boundaries between inside and out. Twin infinity pools extend the architectural geometry toward the horizon, amplifying the sensation of lightness and spatial suspension. Water and sky converge in a silent dialogue, completing the project's aspiration to exist not merely in the landscape but in symbiosis with it. Villa Air stands as a testament to a site-specific Mediterranean modernism — one that privileges clarity, precision, and sensory depth. More than a functional residence, it evokes a poetic condition of dwelling: a place where form, matter, and perception converge in quiet resonance.this picture! Project gallerySee allShow less About this officeARK-architectureOffice••• MaterialConcreteMaterials and TagsPublished on May 30, 2025Cite: "Villa Air / ARK-architecture" 30 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream #villa #air #arkarchitecture
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    Villa Air / ARK-architecture
    Villa Air / ARK-architectureSave this picture!© Bilel KhemakhemHouses•Tunis, Tunisia Architects: ARK-architecture Area Area of this architecture project Area:  1500 m² Year Completion year of this architecture project Year:  2024 Photographs Photographs:Bilel Khemakhem Manufacturers Brands with products used in this architecture project Manufacturers:  Trespa, Elements, QUICK-STEP, REVIGLASS, Saint Gobain Glass, Schüco, TOSHIBAMore SpecsLess Specs Save this picture! Text description provided by the architects. Villa Air is a distilled expression of contemporary architecture rooted in the Tunisian landscape. Set within a two-hectare plot in Morneg, this 1,500 m² residence unfolds as a meditative dialogue between built form and topography. The site, defined by its gentle slope and sweeping views, culminates in the striking silhouette of the Jbal Errsas mountain range—a natural horizon that anchors the architectural narrative. From the outset, the project embraces a central duality: the tension between gravitas and lightness, between groundedness and suspension. This dialectic, subtly embedded in the villa's name, structures the entire composition. Distributed across three levels, the house is articulated as a series of horizontal strata punctuated by bold cantilevers. These projections—remarkably slender at just 45 cm thick—embody both structural daring and environmental responsiveness, casting precise shadow lines that temper the Mediterranean sun.Save this picture!Save this picture!Save this picture!Rather than asserting dominance over the terrain, the architecture yields to it. The villa engages the land with measured restraint, allowing the natural contours to guide its form. A textured finish in earthy tones fosters chromatic continuity with the ground, while the massing cascades along the slope, suggesting a geological emergence rather than an architectural imposition. The principal façade distills the project's ethos: a calibrated composition of apertures that frames the landscape as a sequence of living tableaux. Each elevation is attuned to its orientation, choreographing a spatial experience that is both immersive and contemplative. Here, architecture acts not as a boundary, but as a lens.Save this picture!Materiality is approached with deliberate restraint. Pristine white volumes capture the shifting Mediterranean light, animating surfaces in a daily choreography of shadows. Travertine and timber introduce tactile warmth, while concrete elements — subtly tinted with sand pigments — ground the building in its context and enhance its material belonging. Internally, the spatial organization privileges continuity and flow. Circulations are not mere connectors, but choreographed transitions. Double-height volumes channel daylight deep into the core, while vertical pathways become elevated promenades offering ever-evolving perspectives of the surrounding landscape.Save this picture!Save this picture!Save this picture!The architecture explores a central paradox: the reconciliation of intimacy with openness, of enclosure with exposure. This tension is resolved through a refined gradation of thresholds, where interiors dissolve into terraces and open platforms, softening the boundaries between inside and out. Twin infinity pools extend the architectural geometry toward the horizon, amplifying the sensation of lightness and spatial suspension. Water and sky converge in a silent dialogue, completing the project's aspiration to exist not merely in the landscape but in symbiosis with it. Villa Air stands as a testament to a site-specific Mediterranean modernism — one that privileges clarity, precision, and sensory depth. More than a functional residence, it evokes a poetic condition of dwelling: a place where form, matter, and perception converge in quiet resonance.Save this picture! Project gallerySee allShow less About this officeARK-architectureOffice••• MaterialConcreteMaterials and TagsPublished on May 30, 2025Cite: "Villa Air / ARK-architecture" 30 May 2025. ArchDaily. Accessed . <https://www.archdaily.com/1030593/villa-air-ark-architecture&gt ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
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  • ‘A Minecraft Movie’: Wētā FX Helps Adapt an Iconic Game One Block at a Time

    Adapting the iconic, block-based design aesthetic of Mojang’s beloved Minecraft videogame into the hit feature film comedy adventure, The Minecraft Movie, posed an enormous number of hurdles for director Jared Hess and Oscar-winning Production VFX Supervisor Dan Lemmon. Tasked with helping translate the iconic pixelated world into something cinematically engaging, while remaining true to its visual DNA, was Wētā FX, who delivered 450 VFX shots on the film. And two of their key leads on the film were VFX Supervisor Sheldon Stopsack and Animation Supervisor Kevin Estey. 
    But the shot count merely scratches the surface of the extensive work the studio performed. Wētā led the design and creation of The Overworld, 64 unique terrains spanning deserts, lush forests, oceans, and mountain ranges, all combined into one continuous environment, assets that were also shared with Digital Domain for their work on the 3rd act battle. Wētā also handled extensive work on the lava-filled hellscape of The Nether that involved Unreal Engine for early representations used in previs, scene scouting, and onset during principal photography, before refining the environment during post-production. They also dressed The Nether with lava, fire, and torches, along with atmospherics and particulate like smoke, ash, and embers.

    But wait… there’s more!
    The studio’s Art Department, working closely with Hess, co-created the look and feel of all digital characters in the film. For Malgosha’s henchmen, the Piglins, Wētā designed and created 12 different variants, all with individual characteristics and personalities. They also designed sheep, bees, pandas, zombies, skeletons, and lovable wolf Dennis. Many of these characters were provided to other vendors for their work on the film.
    Needless to say, the studio truly became a “Master Builder” on the show.

    The film is based on the hugely popular game Minecraft, first released by Sweden’s Mojang Studios in 2011 and purchased by Microsoft for billion in 2014, which immerses players in a low-res, pixelated “sandbox” simulation where they can use blocks to build entire worlds. 
    Here's the final trailer:

    In a far-ranging interview, Stopsack and Estey shared with AWN a peek into their creative process, from early design exploration to creation of an intricate practical cloak for Malgosha and the use of Unreal Engine for previs, postvis, and real-time onset visualization.
    Dan Sarto: The film is filled with distinct settings and characters sporting various “block” styled features. Can you share some of the work you did on the environments, character design, and character animation?
    Sheldon Stopsack: There's, there's so much to talk about and truth to be told, if you were to touch on everything, we would probably need to spend the whole day together. 
    Kevin Estey: Sheldon and I realized that when we talk about the film, either amongst ourselves or with someone else, we could just keep going, there are so many stories to tell.
    DS: Well, start with The Overworld and The Nether. How did the design process begin? What did you have to work with?
    SS: Visual effects is a tricky business, you know. It's always difficult. Always challenging. However, Minecraft stood out to us as not your usual quote unquote standard visual effects project, even though as you know, there is no standard visual effects project because they're all somehow different. They all come with their own creative ideas, inspirations, and challenges. But Minecraft, right from the get-go, was different, simply by the fact that when you first consider the idea of making such a live-action movie, you instantly ask yourself, “How do we make this work? How do we combine these two inherently very, very different but unique worlds?” That was everyone’s number one question. How do we land this? Where do we land this? And I don't think that any of us really had an answer, including our clients, Dan Lemmonand Jared Hess. Everyone was really open for this journey. That's compelling for us, to get out of our comfort zone. It makes you nervous because there are no real obvious answers.
    KE: Early on, we seemed to thrive off these kinds of scary creative challenges. There were lots of question marks. We had many moments when we were trying to figure out character designs. We had a template from the game, but it was an incredibly vague, low-resolution template. And there were so many ways that we could go. But that design discovery throughout the project was really satisfying. 

    DS: Game adaptations are never simple. There usually isn’t much in the way of story. But with Minecraft, from a visual standpoint, how did you translate low res, block-styled characters into something entertaining that could sustain a 100-minute feature film?
    SS: Everything was a question mark. Using the lava that you see in The Nether as one example, we had beautiful concept art for all our environments, The Overworld and The Nether, but those concepts only really took you this far. They didn’t represent the block shapes or give you a clear answer of like how realistic some of those materials, shapes and structures would be. How organic would we go? All of this needed to be explored. For the lava, we had stylized concept pieces, with block shaped viscosity as it flowed down. But we spent months with our effects team, and Dan and Jared, just riffing on ideas. We came full circle, with the lava ending up being more realistic, a naturally viscous liquid based on real physics. And the same goes with the waterfall that you see in the Overworld. 
    The question is, how far do we take things into the true Minecraft representation of things? How much do we scale back a little bit and ground ourselves in reality, with effects we’re quite comfortable producing as a company? There's always a tradeoff to find that balance of how best to combine what’s been filmed, the practical sets and live-action performances, with effects. Where’s the sweet spot? What's the level of abstraction? What's honest to the game? As much as some call Minecraft a simple game, it isn't simple, right? It's incredibly complex. It's got a set of rules and logic to the world building process within the game that we had to learn, adapt, and honor in many ways.
    When our misfits first arrive and we have these big vistas and establishing shots, when you really look at it, you, you recognize a lot of the things that we tried to adapt from the game. There are different biomes, like the Badlands, which is very sand stoney; there's the Woodlands, which is a lush environment with cherry blossom trees; you’ve got the snow biome with big mountains in the background. Our intent was to honor the game.
    KE: I took a big cue from a lot of the early designs, and particularly the approach that Jared liked for the characters and to the design in general, which was maintaining the stylized, blocky aesthetic, but covering them in realistic flesh, fur, things that were going to make them appear as real as possible despite the absolutely unreal designs of their bodies. And so essentially, it was squared skeleton… squarish bones with flesh and realistic fur laid over top. We tried various things, all extremely stylized. The Creepers are a good example. We tried all kinds of ways for them to explode. Sheldon found a great reference for a cat coughing up a hairball. He was nice to censor the worst part of it, but those undulations in the chest and ribcage… Jared spoke of the Creepers being basically tragic characters that only wanted to be loved, to just be close to you. But sadly, whenever they did, they’d explode. So, we experimented with a lot of different motions of how they’d explode.

    DS: Talk about the process of determining how these characters would move. None seem to have remotely realistic proportions in their limbs, bodies, or head size.
    KE: There were a couple things that Jared always seemed to be chasing. One was just something that would make him laugh. Of course, it had to sit within the bounds of how a zombie might move, or a skeleton might move, as we were interpreting the game. But the main thing was just, was it fun and funny? I still remember one of the earliest gags they came up with in mocap sessions, even before I even joined the show, was how the zombies get up after they fall over. It was sort of like a tripod, where its face and feet were planted and its butt shoots up in the air.
    After a lot of experimentation, we came up with basic personality types for each character. There were 12 different types of Piglins. The zombies were essentially like you're coming home from the pub after a few too many pints and you're just trying to get in the door, but you can't find your keys. Loose, slightly inebriated movement. The best movement we found for the skeletons was essentially like an old man with rigid limbs and lack of ligaments that was chasing kids off his lawn. And so, we created this kind of bible of performance types that really helped guide performers on the mocap stage and animators later on.
    SS: A lot of our exploration didn’t stick. But Jared was the expert in all of this. He always came up with some quirky last-minute idea. 
    KE: My favorite from Jared came in the middle of one mocap shoot. He walked up to me and said he had this stupid idea. I said OK, go on. He said, what if Malgosha had these two little pigs next to her, like Catholic alter boys, swinging incense. Can we do that? I talked to our stage manager, and we quickly put together a temporary prop for the incense burners. And we got two performers who just stood there. What are they going to do? Jared said, “Nothing. Just stand there and swing. I think it would look funny.” So, that’s what we did.  We dubbed them the Priesty Boys. And they are there throughout the film. That was amazing about Jared. He was always like, let's just try it, see if it works. Otherwise ditch it.

    DS: Tell me about your work on Malgosha. And I also want to discuss your use of Unreal Engine and the previs and postvis work. 
    SS: For Malgosha as a character, our art department did a phenomenal job finding the character design at the concept phase. But it was a collective effort. So many contributors were involved in her making. And I'm not just talking about the digital artists here on our side. It was a joint venture of different people having different explorations and experiments. It started off with the concept work as a foundation, which we mocked up with 3D sketches before building a model. But with Malgosha, we also had the costume department on the production side building this elaborate cloak. Remember, that cloak kind of makes 80, 85% of her appearance. It's almost like a character in itself, the way we utilized it. And the costume department built this beautiful, elaborate, incredibly intricate, practical version of it that we intended to use on set for the performer to wear. It ended up being too impractical because it was too heavy. But it was beautiful. So, while we didn't really use it on set, it gave us something physically to kind of incorporate into our digital version.
    KE: Alan Henry is the motion performer who portrayed her on set and on the mocap stage. I've known him for close to 15 years. I started working with him on The Hobbit films. He was a stunt performer who eventually rolled into doing motion capture with us on The Hobbit. He’s an incredible actor and absolutely hilarious and can adapt to any sort of situation. He’s so improvisational. He came up with an approach to Malgosha very quickly. Added a limp so that she felt decrepit, leaning on the staff, adding her other arm as kind of like a gimp arm that she would point and gesture with.  
    Even though she’s a blocky character, her anatomy is very much a biped, with rounder limbs than the other Piglins. She's got hooves, is somewhat squarish, and her much more bulky mass in the middle was easier to manipulate and move around. Because she would have to battle with Steve in the end, she had to have a level of agility that even some of the Piglins didn't have.

    DS: Did Unreal Engine come into play with her? 
    SS: Unreal was used all the way through the project. Dan Lemmon and his team early on set up their own virtual art department to build representations of the Overworld and the Nether within the context of Unreal. We and Sony Imageworks tried to provide recreations of these environments that were then used within Unreal to previsualize what was happening on set during shooting of principal photography. And that's where our mocap and on-set teams were coming into play. Effects provided what we called the Nudge Cam. It was a system to do real-time tracking using a stereo pair of Basler computer vision cameras that were mounted onto the sides of the principal camera. We provided the live tracking that was then composited in real time with the Unreal Engine content that all the vendors had provided. It was a great way of utilizing Unreal to give the camera operators or DOP, even Jared, a good sense of what we would actually shoot. It gave everyone a little bit of context for the look and feel of what you could actually expect from these scenes. 
    Because we started this journey with Unreal having onset in mind, we internally decided, look, let's take this further. Let's take this into post-production as well. What would it take to utilize Unreal for shot creation? And it was really exclusively used on the Nether environment. I don’t want to say we used it for matte painting replacement. We used it more for say, let's build this extended environment in Unreal. Not only use it as a render engine with this reasonably fast turnaround but also use it for what it's good at: authoring things, quickly changing things, moving columns around, manipulating things, dressing them, lighting them, and rendering them. It became sort of a tool that we used in place of a traditional matte painting for the extended environments.
    KE: Another thing worth mentioning is we were able to utilize it on our mocap stage as well during the two-week shoot with Jared and crew. When we shoot on the mocap stage, we get a very simple sort of gray shaded diagnostic grid. You have your single-color characters that sometimes are textured, but they’re fairly simple without any context of environment. Our special projects team was able to port what we usually see in Giant, the software we use on the mocap stage, into Unreal, which gave us these beautifully lit environments with interactive fire and atmosphere. And Jared and the team could see their movie for the first time in a rough, but still very beautiful rough state. That was invaluable.

    DS: If you had to key on anything, what would say with the biggest challenges for your teams on the film? You're laughing. I can hear you thinking, “Do we have an hour?” 
    KE: Where do you begin? 
    SS: Exactly. It's so hard to really single one out. And I struggle with that question every time I've been asked that question.
    KE: I’ll start.  I've got a very simple practical answer and then a larger one, something that was new to us, kind of similar to what we were just talking about. The simple practical one is the Piglins square feet with no ankles. It was very tough to make them walk realistically. Think of the leg of a chair. How do you make that roll and bank and bend because there is no joint? There are a lot of Piglins walking on surfaces and it was a very difficult conundrum to solve. It took a lot of hard work from our motion edit team and our animation team to get those things walking realistically. You know, it’s doing that simple thing that you don't usually pay attention to. So that was one reasonably big challenge that is often literally buried in the shadows. The bigger one was something that was new to me. We often do a lot of our previs and postvis in-house and then finish the shots. And just because of circumstances and capacity, we did the postvis for the entire final battle, but we ended up sharing the sequence with Digital Domain, who did an amazing job completing some of the stuff on the Battlefield we did post on. For me personally, I've never experienced not finishing what I started. But it was also really rewarding to see how well the work we had put in was honored by DD when they took it over.  
    SS: I think the biggest challenge and the biggest achievement that I'm most proud of is really ending up with something that was well received by the wider audience. Of creating these two worlds, this sort of abstract adaptation of the Minecraft game and combining it with live-action. That was the achievement for me. That was the biggest challenge. We were all nervous from day one. And we continued to be nervous up until the day the movie came out. None of us really knew how it ultimately would be received. The fact that it came together and was so well received is a testament to everyone doing a fantastic job. And that's what I'm incredibly proud of.

    Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.
    #minecraft #movie #wētā #helps #adapt
    ‘A Minecraft Movie’: Wētā FX Helps Adapt an Iconic Game One Block at a Time
    Adapting the iconic, block-based design aesthetic of Mojang’s beloved Minecraft videogame into the hit feature film comedy adventure, The Minecraft Movie, posed an enormous number of hurdles for director Jared Hess and Oscar-winning Production VFX Supervisor Dan Lemmon. Tasked with helping translate the iconic pixelated world into something cinematically engaging, while remaining true to its visual DNA, was Wētā FX, who delivered 450 VFX shots on the film. And two of their key leads on the film were VFX Supervisor Sheldon Stopsack and Animation Supervisor Kevin Estey.  But the shot count merely scratches the surface of the extensive work the studio performed. Wētā led the design and creation of The Overworld, 64 unique terrains spanning deserts, lush forests, oceans, and mountain ranges, all combined into one continuous environment, assets that were also shared with Digital Domain for their work on the 3rd act battle. Wētā also handled extensive work on the lava-filled hellscape of The Nether that involved Unreal Engine for early representations used in previs, scene scouting, and onset during principal photography, before refining the environment during post-production. They also dressed The Nether with lava, fire, and torches, along with atmospherics and particulate like smoke, ash, and embers. But wait… there’s more! The studio’s Art Department, working closely with Hess, co-created the look and feel of all digital characters in the film. For Malgosha’s henchmen, the Piglins, Wētā designed and created 12 different variants, all with individual characteristics and personalities. They also designed sheep, bees, pandas, zombies, skeletons, and lovable wolf Dennis. Many of these characters were provided to other vendors for their work on the film. Needless to say, the studio truly became a “Master Builder” on the show. The film is based on the hugely popular game Minecraft, first released by Sweden’s Mojang Studios in 2011 and purchased by Microsoft for billion in 2014, which immerses players in a low-res, pixelated “sandbox” simulation where they can use blocks to build entire worlds.  Here's the final trailer: In a far-ranging interview, Stopsack and Estey shared with AWN a peek into their creative process, from early design exploration to creation of an intricate practical cloak for Malgosha and the use of Unreal Engine for previs, postvis, and real-time onset visualization. Dan Sarto: The film is filled with distinct settings and characters sporting various “block” styled features. Can you share some of the work you did on the environments, character design, and character animation? Sheldon Stopsack: There's, there's so much to talk about and truth to be told, if you were to touch on everything, we would probably need to spend the whole day together.  Kevin Estey: Sheldon and I realized that when we talk about the film, either amongst ourselves or with someone else, we could just keep going, there are so many stories to tell. DS: Well, start with The Overworld and The Nether. How did the design process begin? What did you have to work with? SS: Visual effects is a tricky business, you know. It's always difficult. Always challenging. However, Minecraft stood out to us as not your usual quote unquote standard visual effects project, even though as you know, there is no standard visual effects project because they're all somehow different. They all come with their own creative ideas, inspirations, and challenges. But Minecraft, right from the get-go, was different, simply by the fact that when you first consider the idea of making such a live-action movie, you instantly ask yourself, “How do we make this work? How do we combine these two inherently very, very different but unique worlds?” That was everyone’s number one question. How do we land this? Where do we land this? And I don't think that any of us really had an answer, including our clients, Dan Lemmonand Jared Hess. Everyone was really open for this journey. That's compelling for us, to get out of our comfort zone. It makes you nervous because there are no real obvious answers. KE: Early on, we seemed to thrive off these kinds of scary creative challenges. There were lots of question marks. We had many moments when we were trying to figure out character designs. We had a template from the game, but it was an incredibly vague, low-resolution template. And there were so many ways that we could go. But that design discovery throughout the project was really satisfying.  DS: Game adaptations are never simple. There usually isn’t much in the way of story. But with Minecraft, from a visual standpoint, how did you translate low res, block-styled characters into something entertaining that could sustain a 100-minute feature film? SS: Everything was a question mark. Using the lava that you see in The Nether as one example, we had beautiful concept art for all our environments, The Overworld and The Nether, but those concepts only really took you this far. They didn’t represent the block shapes or give you a clear answer of like how realistic some of those materials, shapes and structures would be. How organic would we go? All of this needed to be explored. For the lava, we had stylized concept pieces, with block shaped viscosity as it flowed down. But we spent months with our effects team, and Dan and Jared, just riffing on ideas. We came full circle, with the lava ending up being more realistic, a naturally viscous liquid based on real physics. And the same goes with the waterfall that you see in the Overworld.  The question is, how far do we take things into the true Minecraft representation of things? How much do we scale back a little bit and ground ourselves in reality, with effects we’re quite comfortable producing as a company? There's always a tradeoff to find that balance of how best to combine what’s been filmed, the practical sets and live-action performances, with effects. Where’s the sweet spot? What's the level of abstraction? What's honest to the game? As much as some call Minecraft a simple game, it isn't simple, right? It's incredibly complex. It's got a set of rules and logic to the world building process within the game that we had to learn, adapt, and honor in many ways. When our misfits first arrive and we have these big vistas and establishing shots, when you really look at it, you, you recognize a lot of the things that we tried to adapt from the game. There are different biomes, like the Badlands, which is very sand stoney; there's the Woodlands, which is a lush environment with cherry blossom trees; you’ve got the snow biome with big mountains in the background. Our intent was to honor the game. KE: I took a big cue from a lot of the early designs, and particularly the approach that Jared liked for the characters and to the design in general, which was maintaining the stylized, blocky aesthetic, but covering them in realistic flesh, fur, things that were going to make them appear as real as possible despite the absolutely unreal designs of their bodies. And so essentially, it was squared skeleton… squarish bones with flesh and realistic fur laid over top. We tried various things, all extremely stylized. The Creepers are a good example. We tried all kinds of ways for them to explode. Sheldon found a great reference for a cat coughing up a hairball. He was nice to censor the worst part of it, but those undulations in the chest and ribcage… Jared spoke of the Creepers being basically tragic characters that only wanted to be loved, to just be close to you. But sadly, whenever they did, they’d explode. So, we experimented with a lot of different motions of how they’d explode. DS: Talk about the process of determining how these characters would move. None seem to have remotely realistic proportions in their limbs, bodies, or head size. KE: There were a couple things that Jared always seemed to be chasing. One was just something that would make him laugh. Of course, it had to sit within the bounds of how a zombie might move, or a skeleton might move, as we were interpreting the game. But the main thing was just, was it fun and funny? I still remember one of the earliest gags they came up with in mocap sessions, even before I even joined the show, was how the zombies get up after they fall over. It was sort of like a tripod, where its face and feet were planted and its butt shoots up in the air. After a lot of experimentation, we came up with basic personality types for each character. There were 12 different types of Piglins. The zombies were essentially like you're coming home from the pub after a few too many pints and you're just trying to get in the door, but you can't find your keys. Loose, slightly inebriated movement. The best movement we found for the skeletons was essentially like an old man with rigid limbs and lack of ligaments that was chasing kids off his lawn. And so, we created this kind of bible of performance types that really helped guide performers on the mocap stage and animators later on. SS: A lot of our exploration didn’t stick. But Jared was the expert in all of this. He always came up with some quirky last-minute idea.  KE: My favorite from Jared came in the middle of one mocap shoot. He walked up to me and said he had this stupid idea. I said OK, go on. He said, what if Malgosha had these two little pigs next to her, like Catholic alter boys, swinging incense. Can we do that? I talked to our stage manager, and we quickly put together a temporary prop for the incense burners. And we got two performers who just stood there. What are they going to do? Jared said, “Nothing. Just stand there and swing. I think it would look funny.” So, that’s what we did.  We dubbed them the Priesty Boys. And they are there throughout the film. That was amazing about Jared. He was always like, let's just try it, see if it works. Otherwise ditch it. DS: Tell me about your work on Malgosha. And I also want to discuss your use of Unreal Engine and the previs and postvis work.  SS: For Malgosha as a character, our art department did a phenomenal job finding the character design at the concept phase. But it was a collective effort. So many contributors were involved in her making. And I'm not just talking about the digital artists here on our side. It was a joint venture of different people having different explorations and experiments. It started off with the concept work as a foundation, which we mocked up with 3D sketches before building a model. But with Malgosha, we also had the costume department on the production side building this elaborate cloak. Remember, that cloak kind of makes 80, 85% of her appearance. It's almost like a character in itself, the way we utilized it. And the costume department built this beautiful, elaborate, incredibly intricate, practical version of it that we intended to use on set for the performer to wear. It ended up being too impractical because it was too heavy. But it was beautiful. So, while we didn't really use it on set, it gave us something physically to kind of incorporate into our digital version. KE: Alan Henry is the motion performer who portrayed her on set and on the mocap stage. I've known him for close to 15 years. I started working with him on The Hobbit films. He was a stunt performer who eventually rolled into doing motion capture with us on The Hobbit. He’s an incredible actor and absolutely hilarious and can adapt to any sort of situation. He’s so improvisational. He came up with an approach to Malgosha very quickly. Added a limp so that she felt decrepit, leaning on the staff, adding her other arm as kind of like a gimp arm that she would point and gesture with.   Even though she’s a blocky character, her anatomy is very much a biped, with rounder limbs than the other Piglins. She's got hooves, is somewhat squarish, and her much more bulky mass in the middle was easier to manipulate and move around. Because she would have to battle with Steve in the end, she had to have a level of agility that even some of the Piglins didn't have. DS: Did Unreal Engine come into play with her?  SS: Unreal was used all the way through the project. Dan Lemmon and his team early on set up their own virtual art department to build representations of the Overworld and the Nether within the context of Unreal. We and Sony Imageworks tried to provide recreations of these environments that were then used within Unreal to previsualize what was happening on set during shooting of principal photography. And that's where our mocap and on-set teams were coming into play. Effects provided what we called the Nudge Cam. It was a system to do real-time tracking using a stereo pair of Basler computer vision cameras that were mounted onto the sides of the principal camera. We provided the live tracking that was then composited in real time with the Unreal Engine content that all the vendors had provided. It was a great way of utilizing Unreal to give the camera operators or DOP, even Jared, a good sense of what we would actually shoot. It gave everyone a little bit of context for the look and feel of what you could actually expect from these scenes.  Because we started this journey with Unreal having onset in mind, we internally decided, look, let's take this further. Let's take this into post-production as well. What would it take to utilize Unreal for shot creation? And it was really exclusively used on the Nether environment. I don’t want to say we used it for matte painting replacement. We used it more for say, let's build this extended environment in Unreal. Not only use it as a render engine with this reasonably fast turnaround but also use it for what it's good at: authoring things, quickly changing things, moving columns around, manipulating things, dressing them, lighting them, and rendering them. It became sort of a tool that we used in place of a traditional matte painting for the extended environments. KE: Another thing worth mentioning is we were able to utilize it on our mocap stage as well during the two-week shoot with Jared and crew. When we shoot on the mocap stage, we get a very simple sort of gray shaded diagnostic grid. You have your single-color characters that sometimes are textured, but they’re fairly simple without any context of environment. Our special projects team was able to port what we usually see in Giant, the software we use on the mocap stage, into Unreal, which gave us these beautifully lit environments with interactive fire and atmosphere. And Jared and the team could see their movie for the first time in a rough, but still very beautiful rough state. That was invaluable. DS: If you had to key on anything, what would say with the biggest challenges for your teams on the film? You're laughing. I can hear you thinking, “Do we have an hour?”  KE: Where do you begin?  SS: Exactly. It's so hard to really single one out. And I struggle with that question every time I've been asked that question. KE: I’ll start.  I've got a very simple practical answer and then a larger one, something that was new to us, kind of similar to what we were just talking about. The simple practical one is the Piglins square feet with no ankles. It was very tough to make them walk realistically. Think of the leg of a chair. How do you make that roll and bank and bend because there is no joint? There are a lot of Piglins walking on surfaces and it was a very difficult conundrum to solve. It took a lot of hard work from our motion edit team and our animation team to get those things walking realistically. You know, it’s doing that simple thing that you don't usually pay attention to. So that was one reasonably big challenge that is often literally buried in the shadows. The bigger one was something that was new to me. We often do a lot of our previs and postvis in-house and then finish the shots. And just because of circumstances and capacity, we did the postvis for the entire final battle, but we ended up sharing the sequence with Digital Domain, who did an amazing job completing some of the stuff on the Battlefield we did post on. For me personally, I've never experienced not finishing what I started. But it was also really rewarding to see how well the work we had put in was honored by DD when they took it over.   SS: I think the biggest challenge and the biggest achievement that I'm most proud of is really ending up with something that was well received by the wider audience. Of creating these two worlds, this sort of abstract adaptation of the Minecraft game and combining it with live-action. That was the achievement for me. That was the biggest challenge. We were all nervous from day one. And we continued to be nervous up until the day the movie came out. None of us really knew how it ultimately would be received. The fact that it came together and was so well received is a testament to everyone doing a fantastic job. And that's what I'm incredibly proud of. Dan Sarto is Publisher and Editor-in-Chief of Animation World Network. #minecraft #movie #wētā #helps #adapt
    WWW.AWN.COM
    ‘A Minecraft Movie’: Wētā FX Helps Adapt an Iconic Game One Block at a Time
    Adapting the iconic, block-based design aesthetic of Mojang’s beloved Minecraft videogame into the hit feature film comedy adventure, The Minecraft Movie, posed an enormous number of hurdles for director Jared Hess and Oscar-winning Production VFX Supervisor Dan Lemmon. Tasked with helping translate the iconic pixelated world into something cinematically engaging, while remaining true to its visual DNA, was Wētā FX, who delivered 450 VFX shots on the film. And two of their key leads on the film were VFX Supervisor Sheldon Stopsack and Animation Supervisor Kevin Estey.  But the shot count merely scratches the surface of the extensive work the studio performed. Wētā led the design and creation of The Overworld, 64 unique terrains spanning deserts, lush forests, oceans, and mountain ranges, all combined into one continuous environment, assets that were also shared with Digital Domain for their work on the 3rd act battle. Wētā also handled extensive work on the lava-filled hellscape of The Nether that involved Unreal Engine for early representations used in previs, scene scouting, and onset during principal photography, before refining the environment during post-production. They also dressed The Nether with lava, fire, and torches, along with atmospherics and particulate like smoke, ash, and embers. But wait… there’s more! The studio’s Art Department, working closely with Hess, co-created the look and feel of all digital characters in the film. For Malgosha’s henchmen, the Piglins, Wētā designed and created 12 different variants, all with individual characteristics and personalities. They also designed sheep, bees, pandas, zombies, skeletons, and lovable wolf Dennis. Many of these characters were provided to other vendors for their work on the film. Needless to say, the studio truly became a “Master Builder” on the show. The film is based on the hugely popular game Minecraft, first released by Sweden’s Mojang Studios in 2011 and purchased by Microsoft for $2.5 billion in 2014, which immerses players in a low-res, pixelated “sandbox” simulation where they can use blocks to build entire worlds.  Here's the final trailer: In a far-ranging interview, Stopsack and Estey shared with AWN a peek into their creative process, from early design exploration to creation of an intricate practical cloak for Malgosha and the use of Unreal Engine for previs, postvis, and real-time onset visualization. Dan Sarto: The film is filled with distinct settings and characters sporting various “block” styled features. Can you share some of the work you did on the environments, character design, and character animation? Sheldon Stopsack: There's, there's so much to talk about and truth to be told, if you were to touch on everything, we would probably need to spend the whole day together.  Kevin Estey: Sheldon and I realized that when we talk about the film, either amongst ourselves or with someone else, we could just keep going, there are so many stories to tell. DS: Well, start with The Overworld and The Nether. How did the design process begin? What did you have to work with? SS: Visual effects is a tricky business, you know. It's always difficult. Always challenging. However, Minecraft stood out to us as not your usual quote unquote standard visual effects project, even though as you know, there is no standard visual effects project because they're all somehow different. They all come with their own creative ideas, inspirations, and challenges. But Minecraft, right from the get-go, was different, simply by the fact that when you first consider the idea of making such a live-action movie, you instantly ask yourself, “How do we make this work? How do we combine these two inherently very, very different but unique worlds?” That was everyone’s number one question. How do we land this? Where do we land this? And I don't think that any of us really had an answer, including our clients, Dan Lemmon [Production VFX Supervisor] and Jared Hess [the film’s director]. Everyone was really open for this journey. That's compelling for us, to get out of our comfort zone. It makes you nervous because there are no real obvious answers. KE: Early on, we seemed to thrive off these kinds of scary creative challenges. There were lots of question marks. We had many moments when we were trying to figure out character designs. We had a template from the game, but it was an incredibly vague, low-resolution template. And there were so many ways that we could go. But that design discovery throughout the project was really satisfying.  DS: Game adaptations are never simple. There usually isn’t much in the way of story. But with Minecraft, from a visual standpoint, how did you translate low res, block-styled characters into something entertaining that could sustain a 100-minute feature film? SS: Everything was a question mark. Using the lava that you see in The Nether as one example, we had beautiful concept art for all our environments, The Overworld and The Nether, but those concepts only really took you this far. They didn’t represent the block shapes or give you a clear answer of like how realistic some of those materials, shapes and structures would be. How organic would we go? All of this needed to be explored. For the lava, we had stylized concept pieces, with block shaped viscosity as it flowed down. But we spent months with our effects team, and Dan and Jared, just riffing on ideas. We came full circle, with the lava ending up being more realistic, a naturally viscous liquid based on real physics. And the same goes with the waterfall that you see in the Overworld.  The question is, how far do we take things into the true Minecraft representation of things? How much do we scale back a little bit and ground ourselves in reality, with effects we’re quite comfortable producing as a company? There's always a tradeoff to find that balance of how best to combine what’s been filmed, the practical sets and live-action performances, with effects. Where’s the sweet spot? What's the level of abstraction? What's honest to the game? As much as some call Minecraft a simple game, it isn't simple, right? It's incredibly complex. It's got a set of rules and logic to the world building process within the game that we had to learn, adapt, and honor in many ways. When our misfits first arrive and we have these big vistas and establishing shots, when you really look at it, you, you recognize a lot of the things that we tried to adapt from the game. There are different biomes, like the Badlands, which is very sand stoney; there's the Woodlands, which is a lush environment with cherry blossom trees; you’ve got the snow biome with big mountains in the background. Our intent was to honor the game. KE: I took a big cue from a lot of the early designs, and particularly the approach that Jared liked for the characters and to the design in general, which was maintaining the stylized, blocky aesthetic, but covering them in realistic flesh, fur, things that were going to make them appear as real as possible despite the absolutely unreal designs of their bodies. And so essentially, it was squared skeleton… squarish bones with flesh and realistic fur laid over top. We tried various things, all extremely stylized. The Creepers are a good example. We tried all kinds of ways for them to explode. Sheldon found a great reference for a cat coughing up a hairball. He was nice to censor the worst part of it, but those undulations in the chest and ribcage… Jared spoke of the Creepers being basically tragic characters that only wanted to be loved, to just be close to you. But sadly, whenever they did, they’d explode. So, we experimented with a lot of different motions of how they’d explode. DS: Talk about the process of determining how these characters would move. None seem to have remotely realistic proportions in their limbs, bodies, or head size. KE: There were a couple things that Jared always seemed to be chasing. One was just something that would make him laugh. Of course, it had to sit within the bounds of how a zombie might move, or a skeleton might move, as we were interpreting the game. But the main thing was just, was it fun and funny? I still remember one of the earliest gags they came up with in mocap sessions, even before I even joined the show, was how the zombies get up after they fall over. It was sort of like a tripod, where its face and feet were planted and its butt shoots up in the air. After a lot of experimentation, we came up with basic personality types for each character. There were 12 different types of Piglins. The zombies were essentially like you're coming home from the pub after a few too many pints and you're just trying to get in the door, but you can't find your keys. Loose, slightly inebriated movement. The best movement we found for the skeletons was essentially like an old man with rigid limbs and lack of ligaments that was chasing kids off his lawn. And so, we created this kind of bible of performance types that really helped guide performers on the mocap stage and animators later on. SS: A lot of our exploration didn’t stick. But Jared was the expert in all of this. He always came up with some quirky last-minute idea.  KE: My favorite from Jared came in the middle of one mocap shoot. He walked up to me and said he had this stupid idea. I said OK, go on. He said, what if Malgosha had these two little pigs next to her, like Catholic alter boys [the thurifers], swinging incense [a thurible]. Can we do that? I talked to our stage manager, and we quickly put together a temporary prop for the incense burners. And we got two performers who just stood there. What are they going to do? Jared said, “Nothing. Just stand there and swing. I think it would look funny.” So, that’s what we did.  We dubbed them the Priesty Boys. And they are there throughout the film. That was amazing about Jared. He was always like, let's just try it, see if it works. Otherwise ditch it. DS: Tell me about your work on Malgosha. And I also want to discuss your use of Unreal Engine and the previs and postvis work.  SS: For Malgosha as a character, our art department did a phenomenal job finding the character design at the concept phase. But it was a collective effort. So many contributors were involved in her making. And I'm not just talking about the digital artists here on our side. It was a joint venture of different people having different explorations and experiments. It started off with the concept work as a foundation, which we mocked up with 3D sketches before building a model. But with Malgosha, we also had the costume department on the production side building this elaborate cloak. Remember, that cloak kind of makes 80, 85% of her appearance. It's almost like a character in itself, the way we utilized it. And the costume department built this beautiful, elaborate, incredibly intricate, practical version of it that we intended to use on set for the performer to wear. It ended up being too impractical because it was too heavy. But it was beautiful. So, while we didn't really use it on set, it gave us something physically to kind of incorporate into our digital version. KE: Alan Henry is the motion performer who portrayed her on set and on the mocap stage. I've known him for close to 15 years. I started working with him on The Hobbit films. He was a stunt performer who eventually rolled into doing motion capture with us on The Hobbit. He’s an incredible actor and absolutely hilarious and can adapt to any sort of situation. He’s so improvisational. He came up with an approach to Malgosha very quickly. Added a limp so that she felt decrepit, leaning on the staff, adding her other arm as kind of like a gimp arm that she would point and gesture with.   Even though she’s a blocky character, her anatomy is very much a biped, with rounder limbs than the other Piglins. She's got hooves, is somewhat squarish, and her much more bulky mass in the middle was easier to manipulate and move around. Because she would have to battle with Steve in the end, she had to have a level of agility that even some of the Piglins didn't have. DS: Did Unreal Engine come into play with her?  SS: Unreal was used all the way through the project. Dan Lemmon and his team early on set up their own virtual art department to build representations of the Overworld and the Nether within the context of Unreal. We and Sony Imageworks tried to provide recreations of these environments that were then used within Unreal to previsualize what was happening on set during shooting of principal photography. And that's where our mocap and on-set teams were coming into play. Effects provided what we called the Nudge Cam. It was a system to do real-time tracking using a stereo pair of Basler computer vision cameras that were mounted onto the sides of the principal camera. We provided the live tracking that was then composited in real time with the Unreal Engine content that all the vendors had provided. It was a great way of utilizing Unreal to give the camera operators or DOP, even Jared, a good sense of what we would actually shoot. It gave everyone a little bit of context for the look and feel of what you could actually expect from these scenes.  Because we started this journey with Unreal having onset in mind, we internally decided, look, let's take this further. Let's take this into post-production as well. What would it take to utilize Unreal for shot creation? And it was really exclusively used on the Nether environment. I don’t want to say we used it for matte painting replacement. We used it more for say, let's build this extended environment in Unreal. Not only use it as a render engine with this reasonably fast turnaround but also use it for what it's good at: authoring things, quickly changing things, moving columns around, manipulating things, dressing them, lighting them, and rendering them. It became sort of a tool that we used in place of a traditional matte painting for the extended environments. KE: Another thing worth mentioning is we were able to utilize it on our mocap stage as well during the two-week shoot with Jared and crew. When we shoot on the mocap stage, we get a very simple sort of gray shaded diagnostic grid. You have your single-color characters that sometimes are textured, but they’re fairly simple without any context of environment. Our special projects team was able to port what we usually see in Giant, the software we use on the mocap stage, into Unreal, which gave us these beautifully lit environments with interactive fire and atmosphere. And Jared and the team could see their movie for the first time in a rough, but still very beautiful rough state. That was invaluable. DS: If you had to key on anything, what would say with the biggest challenges for your teams on the film? You're laughing. I can hear you thinking, “Do we have an hour?”  KE: Where do you begin?  SS: Exactly. It's so hard to really single one out. And I struggle with that question every time I've been asked that question. KE: I’ll start.  I've got a very simple practical answer and then a larger one, something that was new to us, kind of similar to what we were just talking about. The simple practical one is the Piglins square feet with no ankles. It was very tough to make them walk realistically. Think of the leg of a chair. How do you make that roll and bank and bend because there is no joint? There are a lot of Piglins walking on surfaces and it was a very difficult conundrum to solve. It took a lot of hard work from our motion edit team and our animation team to get those things walking realistically. You know, it’s doing that simple thing that you don't usually pay attention to. So that was one reasonably big challenge that is often literally buried in the shadows. The bigger one was something that was new to me. We often do a lot of our previs and postvis in-house and then finish the shots. And just because of circumstances and capacity, we did the postvis for the entire final battle, but we ended up sharing the sequence with Digital Domain, who did an amazing job completing some of the stuff on the Battlefield we did post on. For me personally, I've never experienced not finishing what I started. But it was also really rewarding to see how well the work we had put in was honored by DD when they took it over.   SS: I think the biggest challenge and the biggest achievement that I'm most proud of is really ending up with something that was well received by the wider audience. Of creating these two worlds, this sort of abstract adaptation of the Minecraft game and combining it with live-action. That was the achievement for me. That was the biggest challenge. We were all nervous from day one. And we continued to be nervous up until the day the movie came out. None of us really knew how it ultimately would be received. The fact that it came together and was so well received is a testament to everyone doing a fantastic job. And that's what I'm incredibly proud of. Dan Sarto is Publisher and Editor-in-Chief of Animation World Network.
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