#....having to learn a 3d modeling program is..... difficult
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Hi from another geology student. What is your specialty/interest area in geology? I can't figure it out. Mine is igneous petrology/geochemistry, particularly silica undersaturated rocks such as carbonatites. And I just get excited when you mention monazite and neodymium. You seem to have similar interest. But you hate mineral ID??
And what is your research on?
Mate your guess is as good as mine re my specality!!! I have spent the past few years researching mineral yield efficiency for zircon and other heavy minerals (GREAT for age dating, gold panning, probably REE mining, etc) but I wouldn't call it my specality.
The monazite is because of my mineralogy project! Ec-501, my sample, had suprise monazite in it. Ngl, it did fuck up some of my data because I was working on assumptipn regarding its location but SHRUG. Nd was also in the sample, but I am researching it a little with my mineral yield because it's great for digging out magnetic minerals and shavings from our rock crusher. (still on the fence about wet vs dry pulling tho)
I honestly don't know what my interest is? I like geology. I hate anything fluvial, but I don't have too much experience with any one area to say much. While I do like mineralogy and thought it would be my fit, there's a little too much heavy math involved? And I have a love hate relationship with min id.. Like... I enjoy doing it, I think, just not for a grade. And I'm way better with hand id versus thin sec, because the latter just has so many variables and I still don't fully understand slow vs fast ray or how to use the accessory plate or how to differentiate monazite and zircon.
Mostly I just like working in a lab with rocks, be it crushing them or grain picking or whatever. I'm hoping, post grad, to get a job as a lab rat for some company. I'm not fit enough for extensive field work, plus a lot of companies I have spoken to want to have someone who is willing to stay inside! (I had one company give me the info of their CEO and almost beg me to call him for a job because they desperately needed someone who would help the CEO on retainer wall design and yknow. stay. tf. inside.)
But tl;dr. I don't really know what my interest is, I'm just happy doing grunt work as long as I can stay inside. I do know my dislikes; fluvial geomorph is too difficult for me, certain aspects of mineralogy are difficult, and I'm not able to do field work. While there are things I do like, I'm still kind of searching for my big thing.
#tuna talks geology#geology#mineralogy#i guess in the end it doesnt matter too greatly#i know there are a lot of jobs that will take a bs degree for someone willing to stay inside#lots of geoscientists love the outdoors but someone has to do the boring lab work#the reason i havent accepted that one job is mostly bc the place is like 2 hours away#and while i am good w design and have a nephew whos an architect and knows stuff#....having to learn a 3d modeling program is..... difficult
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Scratchin' Melodii - Progress Checkup (Apr. 2024)
Hey guys! Just giving another progress checkup. Been working on a lot of stuff lately for Scratchin' Melodii! Keep in mind, since I won't be doing anymore demos, the stuff I talk about in these won't be released until the full game is released.
Here's what I've been working on:
Redone Nami.WAV animations (Halfway Done!) You already saw some of these in the 2023 demo!
Redone Stir & Mix animations (Done!) I've been reanimating/cleaning up some of the animations in the levels that were animated earlier in development, as many of them are either off-model to how I currently draw the characters now or just aren't consistent with the quality of my more recent work.
Lucid Mode (Getting there!) Remember that experimental "Ascension" or "3D Mode" from the 2021 and 2022 demos? Well, I've finally got it working again with the new rhythm system. It's called "Lucid Mode" now. (Unless I change my mind again!) The most difficult part so far has been programming what happens when you fall out of it, but after a long week I think I've pretty much got it under control now. I'll show a preview of this mode when I think it's presentable!
??? (Act 2 Rival Battle 3) (Being Animated & Storyboarded) Believe it or not, this will be my first time fully storyboarding a level's animations! I usually just kinda jump in with whatever I have planned in my mind, but I thought a more organized process would be worth a try this time.
Optimization Progress I've been learning some more optimization tricks, most recently with the beans in Sidechain Fever, of which I've managed to pretty much double performance! They look the same, but don't be fooled; their textures are handled differently now!
And other stuff that I can't talk about yet!
Now, with all these awesome things in the works, you're probably craving a look at some of it! Well, I don't feel like it. So here's a background model of a barbecue grill with placeholder materials.
A local of Uptown JamWell was asked about their thoughts on this barbecue grill. They stated: "If we're being real here, you could probably cook banana burgers on this barbecue."
Thanks for reading!
-LJ
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I want to do a video kinda like what you do for TFTGS, but I don't know how to start:[ How do you typically start projects like that???
Of course! And you totally should- they do take a lot of time and work though so pace yourself. You have no obligation to anyone to get it out at a certain time, that parts very important. You gotta remind yourself you are doing this for yourself above anyone else, Its to make you happy before anyone else. Song wise make sure its one you enjoy, cuz you will be sick of it by the time you are done. Make sure its one you have ideas for or can picture things happening in tandem with the music. Look up the lyrics and break down the lines so you can pair the lines you want to use with the images in your head. Id rec starting with a SHORT song one thats under 3:00 if you can help it because the longer the song depending on BPM the more images you will probs end up with. Then comes the hardest part, storyboarding. which looks a lil like this:
(using the boards from the most recent video) This one ended up being 50 shots in total by the time I was done because this is the DRAFT, this is you getting all your first ideas down. Sometimes you redo panels or add more or take away others but this is where you draw out all your most basic sketchy starting points. And no one sees this stuff unless you choose to show them so they can be super messy as long as you can come back to them and know ah I know what I was drawing there. I say it is the hardest part because this is where you're trying to visualize what is in your head which is difficult. A few ways to make it less difficult though is -for backgrounds pull up sims or minecraft or a 3D program and build a set to then use screenshots for placeholders so you can go over them later. - I recently found this amazing site called sketchfab that has a huge store of 3D models for anything you are looking for, this is good for references of objects at ANY angle or you can use the models themselves. From there all you need to really do is line/color (to any level you prefer, don't strain yourself) some extra stuff you may find useful: - A standard video format is 4800 x 2700 px aka 16 x 9 but to not brick your art program you can lower to like 12 x 6.75 or lower (as long as you keep the same aspect ratio tbh) and 300 dpi and it will still be HD. - Try to think about what ways you want the camera to pan when boarding because if you want something to pan UP or DOWN dont make what's in the image too wide because you will need to zoom in a bit for an image to be able to pan like that without it hitting a hard edge. - I use Shotcut to edit these together which is a free video editing program but it can only be used on a computer. USE THE KEYFRAMES to pan and move shots, DONT use the sliders trust me its a lot more accurate to keyframe and learning how to use them is very important.
Lastly, just for some extra info you might find helpful:
youtube
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Hope this is enough solid info to get started on your own projects!
#doooo itttttt (but do it for yourself above anyone else cuz these take a lot of time and effort)#if you even get part of one done you should be very proud of yourself#clock rambles#art tips#idk what to tag this as other than that#art advice#video editing tips#idk its all those things difbudjvbg#LONG POST
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I love your art! Do you have any advice for those who are learning?
ASJDHAJKSDASKD HI 8DD HELLO THANK YOU
Advice depends on what you want to learn how to draw, honestly. Something that works for one style of art doesn't work for another style, or can actually make it more difficult. Same with what program/materials you use.
But for veeeery generalized tips? Uhhhh
Draw bad art. Not in the sense on not caring about how your art looks, you should still try. But accept that there's going to be art you drew that you really don't like, and that's okay. Guess what? You still learned something from it even if you have NO IDEA what that thing was.
Start smaaaall. If you want to draw people then spend some time learning to draw eyes first, I'm talking that small. Bodies are very complicated. Same with other things.
Draw a lot. You're good at walking, or talking, or other things that seem obvious right? Well that's because you do it every day. So if you want to be good at drawing, do it a lot.
There's no such thing as natural inborn talent giving people a +20 stats buff on art when they were born. They just had games, and toys, and other environmental activities that they grew up with that they didn't realize was teaching them art from the beginning.
Hot discourse opinion on this one: Tracing is OKAY for LEARNING. Just be open about the fact you're doing it to learn, and give credit if you share it. One of the first things I did as a kid was trace coloring book pictures. And when I was older I got better at drawing animals by drawing over the top of photos. Heck, I still use 3D models and photographs to draw more complicated things like musical instruments or wheelchairs.
People's personal styles aren't some brand new innovative creation they popped outta nowhere. They're just an amalgamation of them pulling things they like from other art they've seen and smashing it together.
Find the balance that works for you between drawing for yourself and for the sake of others' responses. Getting feedback from others is very motivating, but drawing ONLY for the sake of feedback will get you stuck in a rut of it never being enough and you'll burn yourself out real fast. Joining an art group, like a roleplay group that includes drawing, can help.
Most artists are happy to talk about their art. So if you want to know how they did something, go ahead and ask them.
Speedpaints are BAD for learning how to draw in my opinion X'DD They give you a distorted sense of how much time art actually takes, and don't give you a chance to seen how the artist is actually doing them. Watching livestreams is probably better.
I apparently have a lot to say X'DDDDD
Without knowing more specifically what you're trying to learn to draw it's hard to give better advice. But feel free to ask further questions! I'm always open to try to help. That goes for everyone
#anon ask#art advice#general art advice#art tips#every once and awhile I entertain the idea of art teaching live streams#but I dunno if I'd be any good at teaching#and I dunno where to start because teaching a group is hard
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Hi! It's a pleasure to contact you. 😊 I have to say that I love the content you post on Tumblr and how underrated and undervalued it is. You deserve much more recognition! Your work with 3D models is amazing. I've always wondered how you make them, what program you use to work with the bodies and avatars from the Attack on Titan Final Battle game. I love the Rivetra ship because I resemble Petra a little, especially a few years ago when I used to dye my hair red. Now it's brown, but I still like to think that Levi would fall in love with Petra, and I feel like that opens up the possibility that he could fall in love with me too. ❤️ I've been in love with Levi since 2021, and he is a fundamental pillar in my life, my emotional and physical integrity. He means a lot to me. 😍
Thank you so much for giving us these beautiful works. I've activated notifications so I won't miss any of your new posts. I don't want to miss a single story!
Oh my gosh thank you so much!!!!!!
I can relate tbh. As odd as it sounds, I used to feel the same way about Gaara from Naruto when I was growing up. One day, you're going to find your Levi. I promise <3.
My boyfriend (my irl Gaara) pointed out that rivetra is my "security blanket" as he calls it (a.k.a my emotional support pairing). Levi has also become quite the pillar in my life as well. He (and AOT in general) has helped me through some of the most difficult times in my adult life. But the Selkie Tragic Backstory ™ is for another day.
The Software I use is called Miku Miku Dance (or MMD) and there are a ton of tutorials on how to use it at www.learnmmd.com . It's really easy to learn and you can get the models from deviantart.com. Be warned though, it's a live-render 3D animation software so your CPU will NOT like it.
It means so much to me that you guys love the skits and my old youtube videos, though. It feels good knowing I'm not just throwing stuff out into the void of the internet like I used to.
#rivetra#levi x petra#attack on titan#petra ral#levi ackerman#rivapeto#rivaille x petra#shingeki no kyojin#ackerfam#petora raru
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Subscription for a Paintbrush
A painter might feel like a paintbrush is an extension of themselves, developing muscle memory and skill to create beauty. But what happens when that tool is owned by someone else, and they charge rent? What if they've decided to take it away from you? What if they've decided your art isn't yours?
As a 3D artist, I was professionally trained in using Autodesk Maya, a 3D modelling and animation application. I became really good with it, and grew to love it! I used it at work and at home for my own projects. It became muscle memory, an extension of myself, an organ for expression.
The full version of Maya is ludicrously expensive at CA$2,500 a year! So I had to settle for a cheaper version called Maya LT. It was missing some features, but I wasn't using them at the time so it worked out. I paid CA$360 a year for 3 years.
COVID struck, and I lost my job. I had to use savings to continue paying my license for an additional 2 years, yet in that time they provided no updates. I was just paying for access.
In 2022, Autodesk announced that Maya LT was being discontinued, replaced by a new version called Maya Creative. Instead of a subscription, you'd buy "tokens", spending one token for 24 hours of use. You could only buy tokens in bulk, the cheapest being 100 tokens for CA$405, and they expire after one year.
I've never seen such a predatory, disgusting pricing model for a piece of software. It's like an arcade machine! I thought subscriptions were bad enough! I refused to participate.
Despite spending nearly two grand, the tool I love is going to deactivate itself soon, and I don't have any say in it. It's bytes will still be on my computer, but it'll refuse to launch. Maya LT had a proprietary file format, so all of my projects will be unusable.
It feels like I'm losing a part of myself.
I feel like a fool for even letting this happen in the first place. I let myself become attached to a tool I didn't even own, run by a faceless corporation! My own art is being held hostage! How unfair! Should it even be called a tool, or a service?
I've been avoiding 3D art lately, focusing on programming and game development. My friends and I started working on a game in the Unity Game Engine. A couple months in, Unity's owners were saying and doing some unsavoury things, so we swapped to the Godot Engine. I feel incredibly lucky that we did because of the Unity drama that followed.
Unity wanted to start charging a fee for every user that installed your game. They wanted this to apply to every Unity game retroactively. This is obviously a stupid idea, and they walked it back, but it begs the question: Do you even own the game you developed? It seems like you don't.
I don't want to let myself fall into this trap again. I feel like we as artists form a personal relationship with our tools, and it shouldn't have to be an abusive one! I want to own my art and tools! That shouldn't be difficult as a digital artist! I've been recommended some proprietary subscription based "tools" by friends recently, and I refuse to use them. I won't let this happen to me again.
I'm going to use as much open source software as I can. Open source software is the only software you can truly "own". You have access to the code, and you can do with it as you please! It's often democratically run by the community! You can distribute it to your friends, and it's not piracy! There's a ton of excellent open source art software out there, and I encourage you to check it out!
Autodesk broke my heart. When I get back into 3D art, I'm going to be learning Blender.
#digital art#open source#maya#autodesk maya#autodesk#unity3d#software#philosophy#blender#gamedev#thank you for coming to my ted talk#for the love of god ableton please don't switch to a subscription oh god please don't i need you...#technology#3d art#essay
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Hello! May I ask how you do your 3d art? I assume in blender? I have no experience with blender or 3d programs at all really, but I would really love to learn to be able to make pretty pictures of poses I can do myself for my (bg3) characters/ships, so I was hoping you could either give me tips or link me to some good guides! I assume the models of the companions are probably available somewhere? how difficult is it to recreate a tav from the game? is posing with blender very difficult?
Hey! Yes, I work with Blender and I genuinely just started myself not too long ago, but it's been around 3-4 (?) months of just constant learning and problem-solving with a lot of frustration in between, so I can't say that it's the easiest experience. But it's definitely not impossible if you're determined to learn and have the patience!
Since you have no experience, I would suggest just starting with the classic donut tutorial most of the people start with (that's the reason it's the first thing, it's just good at introducing you to what blender does).
You can always DM me off anon for specific things, I could go into more detail, btw!
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Microsoft XBOX - Shin Megami Tensei NINE
Title: Shin Megami Tensei NINE / 真女神転生NINE
Developer: Nextech
Publisher: Atlus
Release date: 5 December 2002
Catalogue No.: M90-00001
Genre: 3D RPG
In the early 21st century, Tokyo is decimated in a nuclear war. Decades later, 1990's Tokyo is recreated digitally for the entertainment of its denizens who now live in tiny post-apocalyptic apartments and have nowhere to go to get hookers, eat udon, and enjoy simulated frivolous shopping. For those who explore this virtual world, NAVIs are provided in the form of friendly computer programs who, for one reason or another, take on the forms of demons, sexy women, and tiny snowmen (yes, series mainstay Jack Frost is along for the ride on the Xbox too). Unfortunately, all is not right in this digital realm, as rogue programs begin to go amok (these ''bad'' programs are called ''noise'') and an agency is set up to keep them in check. This is where the main character, Kei. comes in. Kei (who can be either a guy or a girl, according to your choice when you start a new file) finds him/herself recruited by the patrol agency after a J-pop concert is disrupted by what appears to be an anus covered in screaming and contorted faces. The fun begins from there.
Aside from simply exploring the streets of virtual Tokyo (modeled quite accurately on actual sites), you can engage in traditional dungeon crawling in underground tunnels and occasionally face off against another human opponent in a furious round of computer hacking. The dungeon exploration seems like a nuisance at first as there isn't a map to aid you (a Shin Megami Tensei series first, as far as I know), and the perspective switches can be disorienting. Soon, however, you'll find that the dungeons are relatively simple in their layout and forgivingly short. When you meet an enemy underground, you are given the option to fight or to talk with them. Fighting is usually best avoided (if possible), as experience is not awarded (you level up by equipping crystals), and the money earned is usually paltry. Talking to the ''noise'' is by far the game's most interesting aspect for me. Usually, if you are very careful about what you say (chosen from about 4 or 5 options on a timed menu), you can convince them to give you some money, a rare item, or even to join your group (you can have multiple parties at once - each eventually holding up to eight characters! Also, these monsters in your employ can be combined at a chapel to form new and more powerful ones). What is interesting and original about these exchanges is the ridiculous nonsequiturs and surreal conversational topics offered up by the enemies.
The Hacking scenes resemble a sort of strategy board game, with a map of interlocking lines on a grid that must be traversed by your parties and gradually taken over while fighting other hackers. This aspect of the game is quite complicated, and I'd be lying if I didn't say the absence of an auto mode here is both conspicuous and infuriating. Every other part of the game (combat, demon combination) has an auto mode, but the most difficult system to learn leaves you on your own to grope about in the dark and make lots of mistakes. When you finally do find yourself accustomed to the system, however, you find that it's quite involved and interesting.
The menus aren't as user-friendly as most other RPGs I've played. Considering the complexity of managing dozens of characters while worrying about all manner of AI adjustments, item equipment, and party composition, though, this is probably a necessary evil. My only complaint with the character control scheme is that in Devil May Cry style, when the angle changes, the direction you are pushing on the stick (for instance ''up'' to go toward the back of the screen) reverses (''up'' will now move the character toward the screen, as the camera placement has reversed) until you release and repress the stick. For people who are used to this, it probably won't be an issue, but I found that by the time I got myself straightened out and figured out where I was going in a dungeon, the angle would change again, or I would fall victim to a random encounter.
Fans who have been clamoring for a real RPG on the Xbox can take heart. Atlus has smiled upon us.
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Today, I decided to worm out. Worm base by Avislime
The world I'm jamming in is made by @ribbon-c The song used is part of a liveset by FAT DOG. It's really good, I highly recommend giving it a listen. You can clone this model at my avatar world! Go nuts.
...This avatar was a test to see how easy it would be to texture a base without the use of a 3D painting program like substance painter. Spoiler alert: with a pattern as complex as the Rec Room carpeted floor, it's tedious. Not to mention having to learn how to properly make the mask map without the alpha layer getting in the way was initially difficult with Krita. Glad I finally finished this, as I no longer take substance painter for granted. However, I can see why I initially dropped this project for a year. I also modified the base a little to have a nose ring and less material slots. I'm not out of the "Everything MUST be optimized" phase of my 3D modeling journey and I think I'll keep it that way for a while. I like the little accessibility boost for slower PC's in VRC. ESPECIALLY when very poor performance avatars are still rampant in public lobbies. Thanks for reading this!
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your art style is ridiculously adorable!! i came across your page a while ago (friend sent it to me) and its thanks to you that i regained my motivation to get better at art and reach my desired style :) as a result, i've been practicing more in hopes to reach your level one day. thank you! /gen 💗
Hello! Oh, my God! This is so touching(*/▽\*) Not so long ago I could not even dream that someone would follow my example! I've had a long way to go before I can draw for you.
I'm afraid of misleading someone. So I want to say that I still have a lot to learn and practice. I know a lot of my weaknesses and there are so many things I still need to discover. It is difficult, but interesting and exciting(ノ´ヮ´)ノ*: ・゚
When it comes to creating art, I use a lot of additional bonuses of the modern world. These are programs with 3D models of figures, websites with a selection of colors, even AI to catch inspiration or look at a picture from a "different angle". Also, this doesn't change the fact that I spend about 20 hours or more drawing one artwork. Thanks to procreate for counting it for me. ∠( ᐛ 」∠)_I am constantly trying new things and learning.
I am constantly trying new things and learning. Once upon a time, we were taught that we shouldn't use all this stuff and that it was taboo. There was also a myth that artists should only draw from their heads. Even the use of photography for reference was condemned. But this is not right. We have to look, analyze, repeat, learn, and only then can we create something new and our own. This is the only way we can reach a new level.
Very often the world of artists can be toxic. It's really terrible and sad. And I can't tell you how happy I am that I have such good people like you in my environment. I don't like stereotypes, and for a long time I didn't want to admit it, but artists are very sensitive. And every kind word gives us strength and inspiration to continue.
(Perhaps we all, not just artists, need a sincere kind word)♡ (ɔˆз(ˆ⌣ˆc) With these words, I want to support all those who are just starting out and those who are already on their way. It doesn't matter in what field. Be kind to yourself and to others, work on yourself for pleasure, and you will succeed!♡ヾ(*'▽'*) Thank you for this question and I apologize if I got carried away and took up too much of your time. Have a wonderful day/night and a great mood(´,,•ω•,,)♡
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AR vs VR : Understanding the Core Differences
Main Difference Between AR and VR
The development of Educational Technology has transformed how students engage with learning resources. Among the most innovative breakthroughs in this sector are Augmented Reality (AR) and Virtual Reality (VR). Although these technologies produce immersive learning environments, they vary in their operation, user interaction, and learning impact. This article explores the main differences between AR and VR in EdTech, as well as their advantages, disadvantages, and potential future applications in education. What is Augmented Reality?

How AR Works
AR uses a mix of hardware and software, such as cameras, sensors, and computer vision, to identify things in the real world and superimpose digital data on top of them. This data can be presented in a number of ways, including text, audio, animations, and pictures. In order to improve user experiences, augmented reality (AR) applications frequently make use of artificial intelligence (AI) and real-time data processing.
AR in Edtech
By making traditional learning more dynamic and interesting, augmented reality, or AR, is having a significant impact on the EdTech industry. Students can investigate topics like the solar system, human anatomy, or historical landmarks in 3D with the use of augmented reality (AR)-based applications, which simplify difficult subjects. It gives studying a more practical component, which keeps students engaged and improves their memory of the material. Additionally, coding platforms and STEM instruction kits are utilizing AR to let students see their work come to life in authentic environments. Virtual field trips are made possible by programs like Google Expeditions, which bring distant locations into the classroom. Teachers can also profit from AR by using it to simulate classroom situations and provide realistic training.
What is Virtual Reality?
By isolating users from the outside world and allowing them to interact with realistic objects, spaces, and scenarios, virtual reality (VR) creates an immersive digital environment that allows users to fully immerse themselves in a simulated world. VR is particularly useful for simulations, skill-based training, and interactive lessons, which help students understand complex concepts through hands-on experience rather than just theory. VR improves engagement and gives a deeper understanding of subjects in a way that traditional methods cannot give generally.
How VR Works
As it provides completely immersive, hands-on experiences, virtual reality (VR) is revolutionizing the way students learn. Through the use of controllers, motion sensors, and headsets, virtual reality (VR) produces a 360-degree virtual world in which students can walk around and engage with their surroundings. Students may experience teachings in a far more engaging way, whether they are completing a science experiment, seeing a historical landmark, or investigating the human body. Virtual reality (VR) makes learning seem thrilling and real by stimulating sight, sound, and occasionally even touch. It’s a fantastic method to keep children engaged in their study and simplify difficult subjects.
VR in Edtech

Core Differences between Augmented Reality and Virtual Reality With their own distinct advantages, augmented reality (AR) and virtual reality (VR) are revolutionizing education. AR is frequently utilized in interactive textbooks and digital learning tools, providing students to explore 3D models and animations superimposed on the real world using a phone or tablet; it improves classroom experiences by providing additional information during field trips it aids in visualizing scientific experiments; and it makes literature come to life through augmented storytelling, in medical studies, AR supports learning by allowing students to examine anatomical structures in a more visual and interactive manner for language learners, AR can instantly translate words in real contexts, making it easier to naturally understand new languages, and it is useful in blended learning. Virtual reality main characteristics represented in imaginary space, immersion in virtual space, sensory feedback and interactivity while augmented reality includes contextuality, which means combination of virtual and actual world simultaneously, interactivity at the same time and spatiality in the 3D world.
While Augmented Reality (AR) enhances learning by imposing digital elements into physical surroundings, Virtual Reality (VR) on the other hand offers a fully immersive experience, making it an excellent choice for self and, in-depth learning that requires complete focus and engagement. VR transports students out of their physical surroundings and places them into a completely digital environment, making it ideal for virtual classrooms, lab experiments, and training. In contrast to simply viewing content on a screen, VR immerses students in a 3D world where they can interact with objects just as they would in real life. This makes VR especially useful for virtual field trips, allowing students to explore historical landmarks, remote locations, or even fictional worlds that would otherwise be impossible to visit.
Which One is Better?
The question is not which one is better, but rather which one is more suitable for a specific purpose. Augmented Reality enhances real-world experiences, while Virtual Reality is ideally used for fully immersive experiences. For example, students might use AR to explore the human body through AR-enabled textbooks. On the other hand, VR offers fully immersive environments that allow students to work in a virtual lab without physical limitations or risks. In every field both AR and VR offers unique benefits tailored to different learning needs.
Conclusion
In our quest for more immersive digital experiences, augmented reality (AR) and virtual reality (VR) offer two different but complimentary avenues. While VR provides total immersion into virtual worlds, AR adds digital overlays to the real world. Both technologies have amazing promise in a variety of fields, including business, entertainment, healthcare, and education. We can better appreciate each of their unique capabilities and see how they can influence our digital future when we are aware of their fundamental differences. Regardless of whether you like AR’s improved realism or VR’s complete immersion, one thing is certain: these technologies constitute the cornerstone of a new era of interaction.
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🧠 How Sanctuaries Are Using Technology to Improve Animal Welfare
In today’s rapidly advancing world, technology isn’t just transforming human lives — it’s also reshaping how we protect and care for animals. Sanctuaries across India are increasingly turning to innovation to boost the health, safety, and happiness of rescued animals. From smart sensors to AI-powered health tracking, the future of animal welfare is here — and it’s digital.
🐾 Why Technology Matters in Sanctuaries
Animal sanctuaries are home to creatures that have been injured, abandoned, or rescued from exploitative environments. Many arrive with serious physical or emotional trauma, requiring individualized care. With limited resources and staff, sanctuaries are now adopting technology to:
Monitor animal health more accurately
Enhance rescue and rehabilitation processes
Improve safety for both animals and caregivers
Document and share data for better decision-making
💡 Key Technologies Transforming Animal Welfare
1. Smart Health Monitoring
Sanctuaries are using wearable tech like GPS collars and bio-trackers to monitor an animal’s movement, temperature, heart rate, and behavior in real time. This data helps caretakers catch signs of distress, illness, or pain early — sometimes before symptoms are visible.
2. AI and Machine Learning
Artificial Intelligence tools can analyze large sets of behavioral data to detect patterns — for instance, identifying stress triggers in elephants or predicting when a leopard might need a diet change. AI also assists in facial recognition for species like tigers and langurs, making record-keeping more efficient.
3. Thermal Imaging Cameras
Used especially for nocturnal and reclusive animals, thermal cameras help track movement without disturbing the animal. They are also vital in locating injured wildlife in remote or forested areas during rescue operations.
4. Digital Medical Records and Telemedicine
Gone are the days of manual logs. Sanctuaries now use cloud-based platforms to store animal health records, treatment plans, and recovery progress. In rural areas, telemedicine allows sanctuaries to consult veterinary specialists remotely.
5. Drones for Surveillance and Rescue
Drones help monitor sanctuary perimeters, prevent poaching, and locate stranded or injured animals in difficult terrain — especially useful during natural disasters or in dense forest zones.
6. 3D Printing for Medical Use
In rare cases, sanctuaries have even used 3D printing to create custom prosthetics or orthopedic aids for animals who have lost limbs or suffered bone damage.
🐘 Case Study: Technology at Work in Vantara
At Vantara, one of India’s most advanced rescue and rehabilitation centers, technology plays a key role in animal care. The facility uses:
Bio-monitors for large animals like elephants to track vital signs
CCTV and motion sensors to ensure 24/7 surveillance without intrusion
Digital case files for over a thousand animals, enabling fast medical updates
Remote temperature controls in recovery enclosures to aid healing
Vantara’s blend of compassion and cutting-edge tech makes it a model for future sanctuaries across India.
🧬 The Future of Tech-Driven Animal Welfare
Emerging innovations on the horizon include:
Smart feeding systems that adjust diets based on real-time data
AI-powered rehabilitation programs tailored to an animal’s emotional recovery
Blockchain to track the origin and journey of trafficked animals
Virtual Reality (VR) for public education without disturbing real animals
🌿 Final Thoughts: When Tech Meets Compassion
Technology alone can’t replace the human touch — but when combined with empathy, it becomes a powerful ally in saving lives. Sanctuaries that embrace tech are not just keeping up with the times; they are setting new standards for how we care for the voiceless.
In a world where animals face growing threats, the intelligent use of technology ensures that sanctuaries can protect them more effectively, humanely, and sustainably. #Vantara #Animalsanctuary
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VFX Training & Learning: Unlock Your Creative Future
Visual effects, or VFX, have revolutionized the way we experience films, games, commercials, and digital content. From jaw-dropping action scenes to fantastical creatures and futuristic cities, VFX brings imagination to life. As the entertainment and media industries continue to expand globally, the demand for skilled VFX professionals is at an all-time high.
If you're creatively inclined and fascinated by digital magic, pursuing VFX training could be your gateway into a thriving, exciting career. In this article, we’ll explore the fundamentals of VFX training, what you’ll learn, available career paths, and why choosing the right learning environment is crucial.
What Is VFX?
VFX refers to the process of creating or enhancing images using computer-generated effects. These effects are usually added in post-production and are used in films, TV shows, video games, and advertisements to create environments or actions that are difficult, expensive, or impossible to shoot in real life.
From a dragon flying across a city skyline to complex sci-fi landscapes—these visual wonders are made possible through the magic of VFX.
Why Choose a Career in VFX?
The digital media space is exploding with opportunities for skilled professionals. Here's why a career in VFX is worth considering:
Creative Expression: Bring ideas, fantasy, and visuals to life using high-end software and storytelling skills.
Industry Demand: The boom in OTT content, gaming, and digital advertising has led to massive hiring in the VFX domain.
Global Opportunities: Studios around the world seek talented VFX artists, offering international exposure.
Flexible Work Options: Freelance gigs, studio jobs, or remote contracts—all are common in the VFX space.
What You'll Learn in VFX Training
VFX training covers both the artistic and technical sides of visual creation. A well-structured course will teach you:
2D and 3D Animation
Compositing Techniques
Rotoscoping and Chroma Keying
Matte Painting
Motion Tracking
Lighting and Rendering
Software Mastery (such as Maya, Nuke, Adobe After Effects, Blender, Houdini)
Many training programs emphasize real-time projects and portfolio building to help you become job-ready from day one.
For instance, students enrolled in a comprehensive vfx and animation course in delhi can expect hands-on assignments, industry-level workshops, and exposure to live client projects, which boosts both confidence and competence.
Who Can Join a VFX Course?
VFX courses are suitable for:
School graduates looking for a creative career
Design or fine arts students exploring digital media
Working professionals wanting a career shift
Content creators and YouTubers wanting to enhance production quality
You don’t need a technical background to start. Passion, dedication, and an artistic mindset are the primary requirements.
How to Choose the Right VFX Course
With so many institutes offering VFX training, choosing the right one can be overwhelming. Here are a few key things to look for:
Updated Curriculum: Ensure it covers the latest tools and techniques.
Experienced Faculty: Trainers with industry experience can offer practical insights.
Practical Learning: Look for project-based learning, not just theory.
Career Support: Placement assistance and industry connections are a big plus.
Student Portfolio Development: Your portfolio is your gateway to employment.
If you're serious about a career in the field, consider enrolling in a reputable vfx institute in delhi. These institutes often offer access to production-quality labs, mentorship from experienced artists, and even internships with media houses and studios.
Career Opportunities After VFX Training
VFX opens the door to a variety of career paths in creative media. Depending on your interests and strengths, you can pursue roles such as:
VFX Artist
Compositor
Lighting Artist
Match-Move Artist
FX Technical Director
Roto Artist
3D Modeler
Motion Graphics Designer
You could find yourself working in film production houses, gaming studios, digital advertising agencies, television networks, or animation companies.
Salary and Career Growth
Entry-level VFX artists in India can expect a salary ranging from ₹2.5 to ₹4.5 LPA. With experience, this can quickly rise, especially if you specialize in high-demand skills like simulation or compositing. Senior artists, leads, and supervisors can earn ₹10 LPA or more, especially when working with international clients.
Moreover, VFX is a global industry. With a strong portfolio and skillset, you can work with renowned studios worldwide or even start your own creative agency.
Why Delhi is a Great Place to Learn VFX
Delhi has emerged as one of the top hubs in India for creative education and training. The city is home to several advanced training centers offering diploma and certification programs in VFX, animation, and multimedia.
Aside from education, Delhi offers proximity to growing media houses, ad agencies, production studios, and event companies—giving students the chance to gain real-world experience and networking opportunities.
Tips for Success in VFX Training
Master the Basics: Focus on fundamentals like composition, lighting, and timing.
Practice Daily: The more you experiment, the better your creative instincts will become.
Build a Portfolio: Show your best work and update it regularly.
Stay Updated: New software, plugins, and techniques emerge constantly—keep learning.
Network Smartly: Attend design events, workshops, and webinars to connect with professionals.
Conclusion
VFX is not just a skill—it’s a gateway to a world of creativity, imagination, and professional growth. With industries across the globe depending more and more on digital storytelling, the demand for skilled VFX artists will only continue to rise.
Whether you're just out of school or looking to change your career path, enrolling in a well-structured training program can set you on the right track. From foundational skills to advanced techniques, a top-notch course can prepare you for the exciting challenges of the VFX world.
If you’ve got the passion, now is the perfect time to turn it into a career.
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Final post
What have you learned about yourself doing this self-directed assignment?
I know now that I took on too large of a course load, I also know that I thought I could handle a lot more than I could. I finished all my courses this sem by the skin of my teeth and I know now that I need to take a lighter course load going into thesis next year.
What did you find to be the most difficult aspect of your chosen assignment? Creativity? Research? Connecting design to research? Craft? Organizational skills? Time management? Something else entirely?
Research, Organizational skills, Time management, and learning new skills were definitely my biggest struggles.
My word was kind of on the simpler side so the research aspect pretty much finished the first class the day I got my word. I tried to do more research but it didn't really help me in anyway because it was either regurgitating what I already knew or wasn't correct.
For time management & organization it was more just my course load that gave me the most trouble. I had 2 printmaking classes that were vary tedious and time consuming a writing class and an field placement study on top of GD4. Im still surprised I managed to get everything done on time.
Id say the only other big hurdle was learning 3D software. Being in graphic design Im much more comfortable working in 2D so when I was 3D modeling even just moving around the program adding that 3rd dimension took a lot of getting used too. I already knew how to do animation and my animation was pretty basic so that wasn't too difficult it just took ages to get done.
What did you enjoy about this opportunity?
I really enjoyed the freedom to make whatever we wanted. Yes you needed a 2D, 3D, 4D, and reflective but other than that the possibilities were endless and Im very grateful for that.
How would you rate your performance over the course of the semester?
Very high to be honest. I think where my semester started to where it ended up was very impressive and although it wasn't perfect I am very proud of the work I have done over the course of the sem.
Hindsight is 20/20. What would you do differently, now that you've had this opportunity to work this way?
Honestly just take less courses. Im pretty happy with all the pieces of my project. Even 4D, a project that I really didn't like until about 2 days until the project was due, ended up being such an important part of my project and even tho its due to the support it got from my 3D element I think that worked since all 4 projects really worked together.
Thank you Paul for helping guide me though the semester. I really appreciate how you never gave discreet answers but just guided us towards a solution for us to find on our own. Although this semester was very stressful I can confidently say it has been my favorite so far and I cannot wait to see what the future holds for me in thesis.
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Creative Critical Reflection 3
How did your production skills develop throughout this project?
Welcome to level 3! Here, I will discuss what I have learned and what skills I developed throughout this project.
First of all, take a look around. See where I am? I can be anywhere! This is one thing I learned thanks to my project. I am sitting peacefully in my room, but for you, I can be everywhere at once. This is because I use green screen and the skills I developed when learning how to use it. In my product, the green screen is an essential part of the composition because it allows me to project a gloomy apocalyptic city to the audience. For my project, I used the program DaVinci Resolve 19, where I spent endless hours achieving the ideal picture. Through the process of editing, I have faced several issues, such as the complicity of stabilizing green screen on moving shots or the problem with the size of the green screen, so that I had to manually shape the form. Despite these problems, I was able to learn how to fix them during post-pruduction. Moreover, as I have never worked before on such complicated projects, I have paid particular attention to learning about special effects and 3D modeling, which I used to create a wormhole for the titles.
Another skill that I learned is to produce music. Before this project, I never tried to create a new soundtrack, so I only used free samples with no copyrights from the internet. However, this time, I felt that if I'm working on this project for so long and I am so engaged in it, it would be unfair to use someone else's music rather than try to create my own and put a part of my soul in this process. Therefore, at first, I decided to use my skills in playing violin as I thought it would bring the desired mournful tone to the scene. So one day, I sat, wrote a short soundtrack, and recorded it. However, later, after I finished the shooting process and started to edit, I understood that the atmosphere created wasn't the one I wanted to convey. The audio and the visual picture did not match. Then, I decided to use a music creation app 'BandLab'. At first, everything looked very complicated, with various pages, buttons, features and so on, but I needed to create my soundtrack, so I stayed and step by step I have learned how this app works. So now, I know how to make a perfect soundtrack for anything.
One of the most significant skills I developed is management skills. In my project, 9 actors were initially involved. One main character and 8 politicians. It was a huge issue during pre-production to coordinate all of them and, most importantly, to plan the shooting schedule when all of them would be free. I had to pay attention to their personal schedules and choose the shooting date accordingly, which was complicated also due to the restrictions of the room where I planned to film as it was only free on certain days of the week. Despite this problem, eventually I succeeded and found the perfect date. However, life never goes without unexpected obstacles. Therefore, one day before the shooting, one of my actors got sick. Luckily, it wasn't the main character, but this situation taught me to be ready for unexpected challenges and to be able to solve problems in limited time. In the end, I had to rewrite the script a little and give this actor's lines to another actors.
During the stage of production, I also developed my skills as well as I faced some obstacles. To begin with, I developed my directing and operator's skills as I was shooting an arc shot, which is difficult to shoot due to many actions happening simultaneously. While filming, my eyes were locked on the screen of my phone to ensure that the picture was focused and showed exactly what I wanted. At the same time, I was walking around the table with actors, so I had to pay attention to their sudden actions. One time, one of the actors suddenly leaned back on his chair and almost bumped into the camera. In addition, I had to be careful not to stumble on something while walking. At the same time, my ears were focused on the actors' lines to ensure they were saying everything correctly and their tone matched the mood. I also had a great issue to calm them down because sometimes they were laughing and smiling during shooting.
To conclude, I developed various skills throughout my project and understood how hard it is for the professionals to overcome obstacles. I also faced some challenges and was able to solve many of them. However, there is one thing I would like to improve, which is lightning. During shooting, I used a small red lamp, which allowed me to lit perfectly my close-up shots, but in the overall picture during arc shot, the light was accidentally reflected from the glass-surfaced wall. Unfortunately, I could not fix this problem on post-pruduction. Therefore, I think that this situation is a good lesson for my future projects and the aspect I have to pay more attention to.
(View on YouTube for subtitles)
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