#3d modeling software review
Explore tagged Tumblr posts
Text
Jira Quick Start Guide: Manage your projects efficiently using the all-new Jira" by Ravi Sagar
The book "Jira Quick Start Guide: Manage your projects efficiently using the all-new Jira" by Ravi Sagar has received mixed reviews from readers. Here's a summary of the feedback:
Positive Review (5.0 out of 5 stars)
Seann Ikon, a reader from the United States, found the book to be concise and informative. They recommend it for anyone working with Jira, even if they are more accustomed to using AzureDevOps.
Negative Review (2.0 out of 5 stars)
Glosso, another reader from the United States, expressed dissatisfaction with the book's writing style. They found the writing to be bad, with numerous issues related to grammar and verbosity. The reviewer found it distracting and ultimately unreadable. They provided examples of sentences that could be improved for clarity and conciseness.
Negative Review (1.0 out of 5 stars)
An anonymous Amazon Customer from the United States did not find the book useful. They suggested that the book might have been written for an earlier version of JIRA, indicating a lack of relevance to the current Jira software.
Neutral Review (3.0 out of 5 stars)
Revanth Kumar K from India mentioned that the book's price was too high, suggesting it might be overpriced.
Negative Review (2.0 out of 5 stars)
Lord Bernard De Montacute, a reader from the United Kingdom, described the book as weak and thin in terms of content. They felt it did not provide sufficient value for the money spent and believed they could have written a similar book in a short amount of time.
Positive Review (5.0 out of 5 stars)
Mike Connor from Australia expressed a positive view of the book but didn't provide a detailed review.
In conclusion, the book appears to have some valuable information about Jira, but it also faces criticism for its writing style, relevance, and pricing. Readers' opinions vary, so it may be worth considering the specific aspects of the book that align with your needs and preferences before making a decision to purchase it.
#x 10' rug#jirair 5'3#software review#gramps genealogy software review#aura software review#reunion family tree software review#3d modeling software review#eraser software review#moho animation software review#0 review ready for company review#software review.com#coins software review#easeus software review#legacy genealogy software review#legal files software review#odoo software review#software shop review#wealthtrace software review#fastmove software review#hq rental software review#homebank software review#zoho accounting software review#reaper software review#agm software review#software architecture review checklist#backup software review#clio law firm software review#software reviews for mac#global trading software review#kuta software review of algebraic and numeric expressions
3 notes
·
View notes
Text
Top 5 Home Design and Construction Software
The home design and construction industry has evolved significantly with the advent of technology, leading to the development of sophisticated software tools that enhance design processes, improve collaboration, and streamline project management. Here, we explore the top five home design and construction software options available today, highlighting their features, benefits, and suitability forâŠ
View On WordPress
#3D modeling software#Archicad review#architectural design tools#architectural visualization software#AutoCAD for architects#best home design software#BIM software#CAD software#Chief Architect features#collaborative design tools#construction project management tools#construction software#home design applications#home design software#interior design software#residential design software#Revit alternatives#SketchUp benefits
0 notes
Note
Hi!! I love your art!! Please tell us more about your OC đ„Č đ Also what equipment do you use? Any good (kind of affordable) tablet/computer/software/brush recs for someone who wants to get into digital art!!
for tablets, i've been using huion's inspiroy H1161 for about 4 years now, and i previously used a monoprice tablet (i have a quick review & comparison of it with wacom here). there are tablets with and without displays, and even if you're interested in a display tablet, i'd still recommend starting with a basic drawing tablet just to get used to things and see how you like it. i've found that i personally don't like drawing on display tablets, which is great bc display tablets are expensive
for art programs, you can start with free programs to get used to things (like krita, firealpaca, etc--i haven't used them myself so i don't have personal recs) or paid programs like paint tool sai (my old favorite) or clip studio paint (which i use currently, and they run sales periodically so you can get it at a discount)
out of the paid programs, paint tool sai is more approachable and beginner friendly. clip studio paint can be pretty intimidating as a first-time art program, was intimidating to me when i first got it, and i'm still learning new things about it. what really led me to switch from sai to csp though is the 3d model support (which is what lets me make these) and the expansive asset library (which has brushes, 3d models, textures, auto functions, etc). some assets are paid, but plenty are free, and csp occasionally gives away "clippy" that you can use to buy paid assets
and about radri, aw thank you for asking! hmm, idk what to say that hasn't been said... she's just really shy and afraid and cringe but in kind of a cute way (to me). i just think it's funny for her to have such a terrifying reputation and then you meet her in person and she's struggling to catch the innkeeper's attention to book a room
#sovo answers#pov you're an assassin trying to strike up a ''i'm going to kill you >:)'' conversation with her but she keeps slipping away#and avoiding eye contact bc she's afraid you're going to ask her for directions and she does Not want the pressure of answering#and when you're finally like 'i'm TRYING to kill you!!' she gives a sigh of visible relief before absolutely murdering you#art tips#radri of candlekeep
44 notes
·
View notes
Text
Ace Attorney 456 Tokyo Game Show Information Masterpost

Since I haven't seen all the information collected in one place, this post SHOULD be a comprehensive review of everything revealed today - though please let me know if I missed anything important.
New Trailer and Release Date
youtube
We got a new trailer for the 456 collection, which covers (most of) what I'm going to say in this post, and a release date of January 25, 2024!
New Features
Language Support: These games are now available in seven languages: Japanese, English, French, German, Korean, and Traditional and Simplified Chinese, along with voice dubs for each of these. These are some of the first times some of the games (in particular 5 and 6) are officially translated to many of these languages.
DLC: The previously DLC-exclusive cases Turnabout Reclaimed and Turnabout Time Traveler will be added to the game for free, along with previously DLC-exclusive costumes. You can dress up Phoenix in the Tigre outfit from the beginning!
QOL: As well, any of the quality of life features from the Great Ace Attorney Chronicles have been added to the 456 collection. This includes an episode/chapter select unlocked from the start, so you can skip straight to your favorite sections, autoplay and story mode, and a backlog/history to review recent text.
Art Gallery: The game will also include an "art gallery" which includes concept art for the games. This will also include special artworks commissioned exclusively for this collection, some of which are unlocked after beating each game and unlocking each trilogy.
Orchestra Hall: There is also an "orchestra hall" where you can listen to what seems to be the full soundtrack for all three games (though I haven't verified this), along with orchestral tracks from the 15th anniversary and 2019 orchestra concerts.
There are also two new "trilogy exclusive" songs: "Apollo Justice - A New Era Begins! 2024", and "Trucy's Theme - Bring It In, Everyone". The new "a new era begins" remix might possibly be what they're playing in the trailer. "Bring It In, Everyone" is distinct from Trucy's main theme, "Child of Magic" (listed earlier in the soundtrack list), so I have no idea what that one will be like.
Animation Studio: This new feature allows you to play around with character models, setting up different backgrounds and sprites and settings, to create whatever scene you want. This doesn't seem to have a text feature, so it just seems kind of like a worse objection.lol but with 3D sprites. (Although I'm sure the objection.lol people will find a way to rip the models in like... five minutes of the game's release)
Preorder Information
It seems we overseas people will only have the collection available digitally, but Japan seems to have physical copies along with a lot of preorder bonuses! You can find the official page here.
This includes the following:
Game Software: You can order this standalone, or with the other preorder goods, or seemingly just the goods on their own without the software included.
Original Drama CDs: Two new drama CDs are being developed for this collection! As far as I can tell, one involves the Gavinners attempting a one-night-only revival of the band (which goes poorly...), and the second involves Taka fleeing the courtroom.
Evidence and Items Set: This includes ten pieces of evidence available from the games, along with some original illustrations. As can be seen above, this includes things like the photo of Apollo and Clay from Dual Destinies, six ID photos of major characters, and a signed poster of Klavier.
As well, a new sleeve box drawn by Takuro Fuse, the character designer for 5 and 6.
That should cover everything, but please let me know if I missed any news!
388 notes
·
View notes
Text
[105]
After carefully reviewing your activity, we are sorry to conclude that you no longer comply with the requirements for a 3D generation model and 55% of your software is outdated. Unfortunately, we have to initiate the decomposition process.
Do you have any friends or family you would like to donate your spare parts to? As an upgraded model, some of your parts can serve other cyborgs for at least five more years.
There was something in the tone with which he delivered this news that triggered me. Itâs not the fact that he came to basically de-live me effective immediately, not because he called me old, not even because the guy did not bother to notify me of the termination in written form (something thatâs not obligatory in any case, but is a standard practice these days). It was his way of eating the apple that completely turned the switch off.
Iâd never felt this way before. And Iâd never done anything like that. But punching him, breaking his bones felt so right. My old masterâs cane became a heavy bat, the fists became a handy hammer, fingers piercing swords. But when I stood there, looking at his body sponging its own blood, lifeless eyes, cold hands, I thought that I had gone too far, perhaps.
Maybe some humans would call it snapped. Maybe a little. But then again, he was the one eating apples.
9 notes
·
View notes
Text
this is going to be a long one and probably have mistakes so yeah be warned.
If you already know me iâm glad to see you again! And I'm sure you know what my intentions are behind my opinions and know what awaits you, what I'm intending with this post is not to bash on anyone, fandom wise or studio wise so you can skip to the part 0 bellow if you want.Â
Hi, if you are new here let me give you a little explanation over what I'm presenting in this post (or prehab's video or even document who knows) no this is not a salt complain, and this is not a sugar-coating work either, this is a critical analysis of the new animation and design of the characters from the French animated children's show miraculous the adventures of ladybug and chat noir season 6 that just started airing as I'm am speaking with you.Â
part 0
To start in a good foot will say my biased opinion right here at the start, I simply do not like the new designs or animation but as someone that is studying graphic design, animation, character design, 3D animation and more I canât just live with my nose stuck up high and refuse to acknowledge what I donât like can be good and that is exactly what i will do bellow so let's start with the animation rumors and how studios work.Â
PART 1: ANIMATION RUMORS AND HOW STUDIOS WORKSÂ
Miraculous was first aired day 1 of September of 2015 in South Korea and since when we came a long ride till now, the studio responsible for season one was also located in South Korea being a 3D animation studio called SAMG Entertaiment; but why I'm speaking about it? Well, I heard some rumors going around saying the reason we got a new animation was because of the said examples.Â
The old models where too flawed;Â
For that rumor I can probably agree with the choice of making new models since it makes sense models almost 10 years old are not something you want to keep using.Â
The 3D models where lost;Â
I truly donât know where that idea came from and I hope it was not from the people that work in the show because that excuse is simply a lie, either ZAG has such poor control over what happens within the studio and such flaw can happen on a blink of an eye and not have any backup of the work or someone is just messing around and spreading lies. ZAG is not an indie team; they are a big studio with a big franchise and they canât in this day and age loose so many stuffs in a go, this isn't an âOpps! I deleted the files so now we need to redo everything from ground up!â that takes money, that takes time and not months' time oh no I mean that takes TIME! A year or even more to make the executive choice, then it goes to the character designer to review the ideas they are given and what the new season will be about to then be able to work on the designs that are send to someone that will review them and come back with fixes, discarded and accepted ones and once again and again and again till they like the final product, and is it over then Crizztel? Nope! Now is the 3D modeling and rigging team part and like before someone reviews it sends it back and yada yada you know the drill by now, and that is not the finish either! You have more! Model testing, lighting and shadow testing, clipping testing, map design (2D), map reviewer, map design again(2D), map designer(3D), map reviewer, testing and you know I better stop here before I lose my mind explaining it.Â
The software is old and does not work well anymore;Â
Well, thatâs something I canât tell for sure because I do not know which software they actually use but many said for years it was desktop maya and yes is old but it has been improving itself since the start even now (the day I'm creating this document day 01/02/2025) the software is still being used by big studios and works just fine.Â
I am not going to talk about other rumors because you already got my verdict and if you donât will resume; is impossible for any mistake to be the reason the new season has a different animation, the models where old and since it has been such a long running show it makes sense to have a new animation to catch the eyes of new watchers and to rebrand the mark. And that is not wrong to do, is normal! Take Scooby doo for example or other shows that have been airing for a long time, is natural! Â
Now we can like it or not that is a personal choice for each of us and we need to live with the idea that other people have different opinions than ours but that does not make them your enemy if their opinion is not harmful to anyone. Let's be nice to each other please.Â
2- THE ANIMATION OF SEASON 6Â
Now to start on a good foot, I need to say the lighting and shadow is pleasant, but that is probably a build in software work and not something they had to add in themselves which is not a bad thing; now the animation on the other hand has many issues that make me wonder how they are even made, the animation is fluid! Thats a good thing and the bad thing is that yes, the animation is fluid.Â
âWhat the heck do you mean? Is not fluid good? Did you not say it yourself that it was good?â Â
Yes! Yes, I said it, and that is something you need to learn once you study animation, on one side you have fluid animation and in the other you have realistic animation and styled animation.Â
Fluid animation makes things slower, is like if you were waving good bye slowly, you can see each position the hand is in and for a sad, slow or boring (in purpose) etc scene that is great! But what if you want for example a character like Marinette to wave at someone? Is she sad? Then fluid animation it is, is she nervous? Then fluid animation and seeing each position of her hand makes things look bad.Â
Thats where the new animation fails, it has no style of its own and is what people call Disney syndrome, go ahead and check Disney movies and tell me this new season is not inspired by them.Â
Marinette is not a Disney character, yes you have Disney characters that are similar to her and use non fluid animation to express their personality but they still donât get close to how cartoony Marinette is supposed to be, for Adrien, Alya, Luka and others it works just fine, they are not fully cartoon. But for her the animators of the new French studio should take matters into their own hands and animate her properly in a cartoony high energy style, Marinette won't just wave at you she will shake her arm so hard she can take flight! But the new Marinette is so fluid that any action she takes to show her cartoony side comes off putting like is made by people that did not want to study her character and decided to let the animation software do the rest for them.Â
And again, is not WRONG, there is not right or wrong way to animate but there is character to how you animate things and how it expresses the character personality, mood, culture, style etc a heavy box with sand will fall different than a heavy box filled with rocks, you cannot apply the same frames and animation to one another you need to FEEL how different they are.Â
And talking about feeling let's talk about texture, and if there's something that can make me sigh on the new animation is the texture; yes, I like the old latex uniform style, the new soft almost velvet like texture to them makes me wonder where their skin start and where their clothes begin. It lacks personality, it lacks individualism on a large scale of hero media, it lacks understanding of debt over the character silhouette and last but not least it lacks dept world wise.Â
Where ladybug stands? Is the floor concrete? Well, it looks too soft to be so it looks from the same material her clothes are made of, why everything blurs together? Why would you want characters or objects that need attention blurred out by the texture and lighting? That makes things dizzy and uninteresting to follow and the old animation had those issues sometimes, the backgrounds weren't so good but the main characters stood out! Why? Because their texture was different, their skin had a texture and the uniform another and the background another one too that's how debt works.Â
Background (should I play attention to it?) yes? Then put less focus on the texture of characters that are not the focus or objects too; no? Then give less focus on the texture of the said background.Â
That makes it easier for the viewer to not feel a weird dizzy or confused while watching the scenes.Â
Everything blends in within the background, objects and characters and is an easier fix than you think.Â
And I could go on forever but let's give attention to for me the biggest elephant in the room. Â
The character design.Â
CHARACTER DESIGNSÂ
To not waste more time like I did above I am not going to explain in detail every little thing and will keep the review most to the characters we know since new characters would require me to watch at least 3 to 5 eps with them to get the full idea of them right (and yeah, I can do it with only one ep but hey Iâm a slow person!)Â
So, to start let's open with no one other than our protagonist and hero of the show! Marinette Dupain Cheng aka ladybug!Â
Her older design is familiar to any fan that catches even a glimpse of her pigtails, her design although many in the fandom seem to disagree over many reasons which I won't get in at the moment since I'm either not qualified to talk about and because this is an overall focus of the NEW model. Â
At first glance you cannot see any problems with the new model, sure in a personal opinion I do in fact am not a fan of the new design I can see why many accept the changes with no problem and that is totally fine but I could not help in noticing details that were changed over the old to the new; first of all Marinette reactions and main resting face changed drastic once you notice it, her old design is heavily inspired by anime but not fully, she is a good mixture of older cartoon logic which was one of the core basis in anime funny reactions. She is quirky, she is weird and she is cute that's the main idea for an awkward teen girl which can be seen by her choice of clothes and accessories.Â
While past Marinette had a simple design great for producing toys and modeling at the time (in 2015 bellow you did not want to make a 3D model for a tv show too difficult to sculpt) a white shirt with her iconic cherry blossom mark, a black coat (or Blauser sorry fashion names are not my strength) pink jeans pants fitting nicely with her softer pink flats with a small but predominant of attention black bow making a clear break from the more vibrant pink from the pants and making her pallet color all fit nicely especially with her blue eyes and dark âblueâ hair. Â
The newer version though went to a different direction even if at first you do not see it; her white shirt loses her signature which for me as an artist feels a bit odd especially since her shirt now makes it feel like her design lacks something, that could be me just being used to the mark there but I do believe once your customer used with something changing it ends up not being a good idea, sure you can do it in a nice way but the brain will still recall the existence of it, the black bow with such a bold black line at the collar of her shirt feels oddly too bold but I canât say it is a flaw, if it was put on the end of the shirt without the bow it could balance instead of the blue with the white it would be the white with the pink; her black coat is now adorned with flowers (cherry flowers like her previous design) and with a pink strip bringing the focus of the viewer i am in no way a fan of that i must be true and i cannot imagine what was their idea behind it, it is pointless crowded to then be met with emptiness at the white shirt and head, if something was but in her hair or neck like a necklace or a little bow to call the attention back to her face it would be more pleasing. Â
She also now wears shorts in a soft pink color and those do please me if it was not for the black semitransparent pantyhose, I would find it a good choice, black and pink now are equals and that could be a hint of she becoming more mature but I do not see it as the case right now, she still acts and thinks like the old Marinette so the change of clothes is nothing more than a choice of rebranding, the black feels forced, i cannot think Marinette the ever so loving of pink simply adding more black (which looks grey because of the transparency) to her clothes, and if you take those pantyhose it would feel much better. And now to her shoes well the black is once again my issue, it cuts the pink out making it not have a clear cut from her feet to her pantyhose. The black that once helped to control the pink now seems to take over it killing it down.Â
And sure, you can say I'm filled with crap with my analysis, âwhy is black such a bad thing? You donât like black?â oh I love black, and I like the visual of her clothes but what I LIKE is not what should be put into perspective, i canât go to a client and do what I like since is not a matter of my tastes but yes what is asked to represent, Marinette is a protagonist who is supposed to call the attention of young more energetic girls, i wish i could ask young kids especially girls to see if my theory is correct but i do not have the time and courage to do that research. Â
She feels more mature yet the focus of her character still the same as her past self.Â
I almost forgot about her model and expressions, the Disney look is quite generic, old Marinette was expressive and weird but in a funny and cute way, the new one does not seem to capture her weird features in a good way, perhaps is the lack of actual exaggeration in her features because when her face is resting it is good but once she tries to be funny it looks.... uncanny to say the least, that is the only part of her design which i stomp my feet down on saying it is a down grade from the original and she being the main character that reloaded a LOT on those expressions made me leave many scenes because of that in the middle. Â
Her new model is not that bad and her old model had flaws too I could point out but not as much as the new and personally I do not like it and in a professional way I'm fine with it.Â
As for ladybug yes yes you probably thought i had forgotten about her but worry not im here to also expresses my analysis over her too.Â
I do not like it either, yes the same issues as above and simply because i dont think it was or is important to add more black to her suit, i am sorry but that trend on the fandom never interested me and never will as it seems is just additional stuff that is useless, does not bring debt, does not highlight something or make a clear distinction from one part to another and before you say im being only salty here because of my preferences i think shadoybug evil form is the best example ever over how to add the black to the suit, they did an incredible job with shadybug and it worked well to highlight her more villain and complex character and it does not have the blue dark hair crashing with the suit instead they made her hair black with glowing red which was perfect for a villain look, she is on the shadows but also not that interested in hiding so much and i think that's the best thing ever also an older adult ladybug would need the black to highlight her grown body and her more mature character. Â
But the black with the blue dark hair mixed with red at the tips is just not a nice combo.Â
She now fades deeper when side by side with her fellow team mates and that kills any importance she ever had as a leader, she is just another hero inside the team.Â
And oh, talking about it we need to focus on the delta protagonist and hero Adrien and chat noir which did not change much.Â
I canât even point out this in an actual helpful manner, Adrien changed nothing other than his face and hair and it was enough to receive my thumbs down the moment i saw him, his hair looks overly grown as if they gave him chat noir hair and hey would that not be cool? Well not with such a dull color scheme that makes him look like 12 years old and if you think I'm salting on his design then i wish i could look at him through your eyes because no way his design went through the studio without anyone saying âthis boy looks like he is trapped by Gabriel againâ he looks depressing which with the end of past season that would be great if not by his literally chill attitude, hate on his orange shoes all you want but those where the only alive part of him that was not physically his (ex his eyes, rich blonde hair and more tanned skin) and if what the narrative wants to pass on is that Adrien is not on a good time then will clap for them but if not do not expect me to be sweet towards the Karen haircut.Â
Now to be less critical we have chat noir new design, his suit looks really nice, although some details are odd like the one on the sides of his chest bellow the arm, they are just there to add more volume and trick the brain into thinking his design is even more complex than his previous suit. The issue is the face, is small, way too small, and way too sharp for a character that has long left that personality in proll to work well with his partner. He looks like he will crack a joke from season 1 but he wonât because he has moved on from that, overall, my issues with him are not fully design wise but yes modeling ones, his torso is too big for his head, his body is out of proportions and his expression had killed any sweetness his old model had. Â
And this all makes me sound like i do not like his new design but i do think he was one of the better ones of the new rebrand, i just think they should not let him go to the gym so much and skip let day because he is too buff in his chest, maybe is the sadness from past seasons lol.Â
I was going to review other characters but look at the size of this thing, I'm writing a bible and i hope it was not as boring as my catholic bible studies where XD but for my final opinion im going to say that personally i do not like the new season at all and im sorry for you that do like to hear once more someone complaining but is the truth; but on a professional (well student to be more honest) it is a good animation, modeling, design and rendering, not perfect and even now i do not think professional wise they did a better job than SAMG has did but since people working on the show are new to the industry i wish they evolve their skills and fix some animation issues they commited.Â
now bye i talked too much. Â
#ml critical#mlb#miraculous#chat noir#ladybug#crizztel rambling#ml fandom#mlb fandom#ml season 6#ml s6#miraculous ladybug#oh well here it is#sorry i might do the rest of the characters after i figure out how to not write a fucking bible#miraculous season 6#miraculous season six#ml analysis
6 notes
·
View notes
Note
hallo :3
Just wondering how would someone help yâall out with peirmesh if they canât donate money
Mainly spread the word (sharing the piermesh.net link is an easy way to do this)! The less we have to market ourselves the easier this will be especially since I know how grating it can be to see things written out for seo boosting even for non profits. More specific than that though, any programmers, translators, systems administrators, accessibility reviewers, hardware hackers, electrical engineers, 3D modelers, hardware production/procurement specialists, ham operators and software qa reviewers have valuable skills that would be helpful to the project
25 notes
·
View notes
Text
Manfred Papercraft WIP #01

I'm chipping away at designing a Manfred figure with interchangeable hands for playing Rock Paper Scissors. I've never done anything like this before and discovering that... this shit hard.
I've worked with creating low poly 3D models yeeeaaarrs ago, and because I don't have a PC strong enough to run 3D software anymore I thought, well? Papercraft could be fun? Very time consuming. When the proportions are off it's not like I can just drag a poly to make it look better - I have to DRAW THE SHAPE AGAIN and hope I planned it right. I don't really know what I'm doing so it takes hours iterating on one thing over and over until it looks okay-ish.


I'm taking notes on my progress so far but now I want to try blogging in better detail what I'm doing so I can review it later and share some updates? I... i wanna post more stuff to this blog, but only rarely do I ever have finished things to upload... so I'm gonna post about this đ«
okay so I started with his hands back in mid January. I got his 3 hands (rock, paper and scizzy) to a finished-ish state - I'll readjust once I've progressed on his body more to see how they fit.


I didn't time how long that all took. But! I decided keep track of how long it takes for the other segments.
Yesterday I started working on the skull.




Initially I was going to have the skull split in to two segments - upper skull and bottom jaw, then glue on his facial features like nose hole and goggles.
Building his upper skull went from complicated shape to simplified planes (idk I couldn't get the shape I wanted so I removed some polys - and idk what to even call those in papercraft? corners?) which is why I planned to have the two shapes to paste together. That ended up looking crap anyway, so after designing the bottom jaw shape which was stiff and chunky-looking, I went with a simpler dangle piece. I'm trying to go for a jaw yapping thing. He's such a fun lil guy so I want there to be a little fun movement to his face, even if it's really subtle.

5.5hrs ...yeeesh. I haven't even done the gem goggles yet. Still so much to go. I'm gonna remove the sides of his jaw - I wanted them to connect to the side of his skull somehow but I think I'll tinker with a separate flat shape to paste on. Rejected shapes for that are the blurry triangles in the above pic.
Future progress on him will be slow goings, I've got a few other things I need to work on in the meantime and hbbbpp i've been really struggling with procrastination the past few weeks. If I can complete some of the other projects, then I will work on Manfred some more. Because as arduous as this all is, this has been SO FUN PAPERCRAFT FEELS SO REWARDING
3 notes
·
View notes
Text

Processing Pipeline
Electron cryo-tomography (cryo-ET) reconstructs electron microscopy images of frozen large molecules, complexes or cells at high-resolution in 3D. Here, an image processing pipeline within the open source software RELION 5 used for such reconstructions readily enables data to go from unprocessed to high-res model building, aiding standardisation and newcomers to the field
Read the published research article here
Image from work by Alister Burt and Bogdan Toader, and colleagues
MRC Laboratory of Molecular Biology, Cambridge Biomedical Campus, Cambridge, UK
Image originally published with a Creative Commons Attribution 4.0 International (CC BY 4.0)
Published in bioRxiv, April 2024 (not peer reviewed)
You can also follow BPoD on Instagram, Twitter and Facebook
7 notes
·
View notes
Text



sweet is sleep to me and even more to be of stone, while the wrong and shame endure.
To be without sight or sense is a most happy change for me, therefore do not rouse me. hush! speak low. (opening poem, ep 1 - ergo proxy) 13/04/2024:Â evening drawing for this anime show called 'Ergo Proxy' from 2006. I re watched it again while drawing this piece. It's such an underrated show.
any fans of sci fi thrillers will enjoy this show a lot. Especially with todays viewing when there isn't much sci fi related animes. So its always cool to revisit classics.Â
tool:Â wacom pen
Software:Â adobe photoshop & illustrator cs3.Â
wiki: Ergo Proxy is a Japanese cyberpunk anime television series, produced by Manglobe, directed by ShĆ«kĆ Murase and written by Dai SatĆ. The series ran for 23 episodes from February to August 2006 on the Wowow satellite network. It is set in a post-apocalyptic future where humans and AutoReiv androids coexist peacefully until a virus gives the androids self-awareness, causing them to commit a series of murders. Inspector Re-L Mayer is assigned to investigate, discovering a more complicated plot behind it that involves a humanoid species known as "Proxy" who are the subject of secret government experiments. The series, which is heavily influenced by philosophy and Gnosticism, features a combination of 2D digital cel animation, 3D computer modeling, and digital special effects. After its release in Japan, the anime was licensed for a DVD release by Geneon Entertainment, with a subsequent television broadcast on Fuse in the United States. The show was also distributed to Australian, British and Canadian anime markets. Since its release, Ergo Proxy has received mostly favorable reviews which praised its visuals and themes.
#Ergo Proxy#vector#illustration#khuan tru#photoshop#fan art#london#pen tool#anime#pen drawing#fan drawing#manga
7 notes
·
View notes
Text
VIDEO ESSAY ROUNDUP #5
[originally posted march 30th 2024]
it's been a minute since i've done one of these, for a whole host of reasons. the biggest one is that i just haven't been watching very much youtube lately, on account of spending my time making youtube instead. in February i released a scripted essay about the German time travel murder mystery show DARK, while in March i posted an unscripted conversation piece about all the movies i own but haven't watched. i've got a lot more planned for this year, but we're here to talk about other people's essays, not mine. so let's do that!
"Yellow Paint" by Caleb Gamman.
youtube
i've talked about Caleb Gamman on this blog before, and no doubt i will continue to do so. he's a fantastic and criminally underrated essayist whose materialist approach to media analysis is a model for the kind of thing anyone making video essays ought to aspire to. nominally about the discourse over yellow paint signposting interactible objects in modern AAA video games, this essay is a disgusted and exhausted act of passive aggression (which turns into regular aggression by the end) against the ways social media and corporate greed have engendered an atmosphere of deliberate ignorance and illiteracy towards games, traditional media, news, politics, everything. it's an entertaining and vindicating watch, full of great points argued with genuine conviction.
"PS1 STORIES - 3D SHOOTING MAKER" by Blue Bidya Game.
youtube
this one i found through a friend posting about it. we're looking at a review of a very specific PS1 "RPG Maker" spinoff dedicated to 3D rail shooters a la Star Fox --which is an instant sell for me, a long-suffering Star Fox enjoyer. but it's just as much an in-depth history of the Maker franchise as a whole, which is a lot deeper and more interesting than i ever could've imagined. a lot of research went into this, a task i can only imagine was made incredibly difficult by the language barrier. it's a great little video that packs a lot of charm into its 31 minute runtime, but what i find even more remarkable is Blue Bidya Game's mission statement: "I do sentimental videos on every game in the PS1 library alphanumerically and region-free until I die. Let's get weird and look through low graphical detail windows together. What do you think is out there? What could be just past those blocky hills?" at time of writing, there are 36 videos on Blue Bidya Game's channel, the vast majority of which are below 2000 views. if the quality of this single essay is even remotely indicative of the rest of his catalogue, then this might qualify as one of the most exciting & slept-on works of historical games journalism out there. if you were a fan of Tim Rogers' "Let's Mosey: A Slow Translation Of Final Fantasy VII" series, i think you may have found your new favorite youtube channel. you're welcome
"VR's Greatest Hope, We Thought - Half Life: Alyx Four Years Later" by Brother Burn.
youtube
there was a time when i believed wholeheartedly that VR was my beat. i futzed around with the Oculus DK2 at the University of Oklahoma tech lab in, what, 2014? and had my mind blown by the experience of riding a virtual roller coaster. in 2016 my roommate and i went halfsies on an HTC Vive, which arrived on our doorstep the very day that Donald Trump won the presidential election. more on-the-nose symbolism you couldn't possibly ask for-- that is, assuming VR software development & investment kept up its then-rapid pace long enough to support total quadrennial escapism, which it absolutely did not. don't get me wrong, i found a number of titles to love; i made a video about perennial VR classic Beat Saber in 2018, but was plenty charmed by the likes of Arizona Sunshine, The Gallery, Vanishing Realms, Zombie Training Simulator, and especially the fast-paced climbing game To The Top, whose only weakness for me was the limited number of tracks in its (admittedly good) OST with no ability to easily import your own tracks instead. yet for as much as i liked these games, vanishingly little about them was so far beyond what was offered by the tech demos present in Valve's VR pack-in The Lab that you couldn't get an approximately similar experience by just playing that instead. alas, the horizon of possibility for VR games hit something of a ceiling once all the most obvious ludic experiences had been more or less perfected.
anyway, this video by Brother Burn is at least in part about that. i never played Half Life: Alyx, but it certainly seemed positioned to be "VR's Greatest Hope" at the time and so i was naturally drawn in by this essay's title. what it confirmed for me is that i'm glad Alyx exists, but don't feel an especial need to play it. he talks at length about the stealth level "Jeff", which sounds cool as hell and is something i could never under any circumstances subject myself to. i cannot handle horror in VR. there's a section of Arizona Sunshine set in an abandoned mine that i had to psych myself up to finish for three weeks. so it's good, in that respect, to get a breezey overview of Alyx from someone who isn't a Half Life superfan (like me), who gets motion sick in VR easily (also like me), and who clearly came up during a very specific era of youtube (ditto). Brother Burn's style is a time-capsule from 2017 in all the best ways. post-Game Grumps, pre-Breadtube, high effort editing with a lightly self-aggrandizing sense of humor, lives maybe two or three doors down from Errant Signal; i dunno what to say except i find his work charming. that he has less than 2000 subscribers at time of writing is as unfortunate as it is unsurprising.
"remember fingerboards?" by Jeffiot.
youtube
this may quietly turn out to be one of my favorite video essays of the year. a history of skateboarding with a history of finger-skateboarding along with a personal history of both into a genuine loveletter to what is objectively a very silly activity? oh yes, thank you very much, i'll take two. the section where he first tries fingerboarding is so surprising and charming, and everything that follows is like⊠i dunno, freeing? there's something about this video that feels like a substantially relieved exhale, as it's the first really niche thing Jeffiot's done since the astronomical success of his Skull Trumpet essay. the scariest part of being Suddenly Popular after such a long time being totally invisible is the looming specter of What Next. the temptation must've been there to just keep on doing videos investigating the origins of Weird Internet Ephemera forever, since that clearly resonated with a lot of people. instead, here he is doing something totally unrelated, in a realm that none of his new subscribers are likely to be interested in --a supposition at least momentarily supported by the fact that this video only has 14,000 views after a single day (compared to the 100k+ views his last few hit). that number will surely go up, but for the moment i think it's illustrative of the fact that every channel's subscriber count actually contains at least two, probably more, discrete pools of audience. 155,000 subscribers is impressive and substantial, but how many of those people are there for Jeffiot, and how many are there for More Skull Trumpet? all things being equal (which they very much are not), i see that 14k viewership number as a soft indication of Jeffiot's dependable long-term viewers, the people who'll follow him down whatever blind alley he wanders through.
i plugged Jeffiot in the previous roundup, with a lot of time spent analyzing the phenomenon of running a small channel that suddenly gets huge because of a single viral hit. when i wrote that post in january of this year, he'd just exceeded 50,000 subscribers after having only 5,000 a few weeks prior. now, two months later, he's got over 155,000 subscribers. this makes Jeffiot's channel a really useful case study in how one translates good luck into good fortune. the most notable development in my opinion is that quite a lot of Jeffiot's back catalogue has seen an immense increase in viewership as well, something that simply does not happen unless there's a palpable and immediate and consistent qualitative energy shared between the old stuff and The Thing That Went Viral. when i say that the job of a video essayist toiling in sub-5k-views obscurity is to lay the groundwork for getting lucky, this is exactly what i mean. Jeffiot's stuff is high-effort, surprising, and thoroughly entertaining across the board, unique in subject matter yet somehow broadly approachable (that he's clearly very influenced by the work of Tim Rogers over at Action Button is, i'm sure, just a coincidence). i really hope that Jeffiot doesn't take the relatively low viewership of this fingerboard essay as a Failure and vow to stay away from such seemingly off-brand subject matter in the future. it's not a failure (i mean, god, i'd kill for a video of mine to even break 5k in a single day at this point), but rather an indication of confidence and direction. the best artists and creators will walk their path whether you follow them or not. there's no being true to what compels you which also permits universal success, and any attempt to the contrary is a great way to strangle your soul to death. the successes float you on from the sinkers. views and subscribers don't have a linear relationship with monetary success on youtube (unless you rely exclusively on ad revenue, at which point you're already fucked and should probably check a calendar to see if it's still 2015), yet it's so easy to get spooked by them because youtube wants us to be obsessed with analytics. somehow, i think Jeffiot's smart enough to avoid such pitfalls.
"The Mass Extinction Debates: A Science Communication Odyssey" by Oliver Lugg.
youtube
this one was suggested to me through my askbox. what strikes me most about this video is how it spends 45 minutes building up the context leading up to the debates about what actually caused the extinction of the dinosaurs, so that you understand what they really represented beyond a simple who's right/who's wrong. i had no idea this was such a recent thing-- 1996, man. that's so in my lifetime. i've always thought the asteroid theory was just uncontroversially true, it never occurred to me that there would have been a combative dogma against it in the scientific community. this is just a good, fun, enjoyable and educational video essay.
"Everyone But Me Is Wrong About The Cornetto Trilogy" by Innuendo Studios.
youtube
this is an essay refuting the semi-popular assertion that the Cornetto Trilogy (Edgar Wright's Shaun of the Dead, Hot Fuzz, and The World's End) are about stunted manchildren being forced by circumstance to finally grow up. instead, Ian Danskin argues, these films are about stunted manchildren who refuse to change until circumstances beyond their control forceably change the entire rest of the world in a way that allows them to never have to grow up. this is one of those essays that's clearly been on the backburner for a long time, delivered with a real sense of frustration and desire to correct the record on something that seems, to Danskin, transparently obvious.
i liked this essay a lot because (to get a bit inside baseball) i'm dedicated to finally producing my extremely-long-in-the-works essay titled Everyone Is Wrong About LOST, about how everyone is wrong about the tv show LOST, by the end of this year. a big question for me in writing that essay has been what tone to strike, how much indignance i should show, where the line between funny and annoying lies. this essay did a lot to clarify that question for me, which is only that much more edifying because Ian Danskin has been at this since 2014. his original essay, This Is Phil Fish, was a big inspiration for me when i first started thinking i might want to try my hand at this gig, and his work ever since has remained some of the most consistently good and clear argumentative writing on the platform. any time he posts a new essay is a moment of quiet celebration for me, especially on the rare occasion he does traditional media analysis like this instead of the equally excellent but generally dry rhetorical analysis he's been doing with the Alt-Right Playbook for the last 6 years. it feels somehow poetic to once again have the path forward in my work clarified by a creator who inspired me an entire gender ago, like somehow despite all that's changed i'm still being true to my WAIT HOLD ON WHAT
well i guess i'd better hurry up and make this fucking LOST video, huh?
<- ROUNDUP #4 | ROUNDUP #6 ->
#vidrev#video essay#video essay review#video recommendation#caleb gamman#yellow paint#jeffiot#innuendo studios#ian danskin#brother burn#blue bidya game#oliver lugg#fingerboard#half life#mass extinction#cornetto trilogy#Youtube
3 notes
·
View notes
Text
Virtual Desktop VR: The Future of the Virtual World
In an era dominated by technological advancements, the concept of virtual reality (VR) has transformed the way we work, learn, and interact. Among these innovations, Virtual Desktop VR is emerging as a game-changer, allowing users to experience a virtual desktop environment that enhances productivity, creativity, and even leisure. But what exactly is Virtual Desktop VR, and how will it shape the future of the virtual world? Letâs explore.
What is Virtual Desktop VR?
Virtual Desktop VR is an immersive experience that simulates a desktop computer environment within a virtual reality headset. Rather than using a traditional monitor or screen, users can access their computerâs desktop, applications, and files in a fully 3D environment. This allows for the creation of a virtual workspace that can be customized to meet individual needs, providing a sense of presence and control unlike any other.

Key Features of Virtual Desktop VR
Immersive Workspaces Virtual Desktop VR allows users to create customized virtual workspaces. Whether itâs a scenic mountain cabin, a futuristic cityscape, or an open office, the choice is yours. Users can arrange multiple virtual monitors, access documents, and use applications in 3D space, all while remaining within the virtual environment.
Multi-Tasking in a Virtual Environment Virtual Desktop VR supports multi-monitor functionality, giving users the flexibility to work across several virtual screens. This is particularly useful for professionals, designers, or programmers who often need to manage several windows or applications at once. The virtual desktop environment provides a distraction-free, limitless workspace.
Enhanced Collaboration and Interaction The ability to collaborate within a virtual world is a significant feature of Virtual Desktop VR. Whether in business meetings, design reviews, or educational settings, users can connect in a shared virtual space. Imagine brainstorming ideas on a digital whiteboard, sharing presentations, or even walking through architectural designsâall in real time.
Access to Powerful Applications From video editing to 3D modeling, Virtual Desktop VR integrates with a range of high-performance applications. This makes it ideal not only for casual users but also for professionals who require advanced software tools. VR's powerful graphics capabilities bring these applications to life, enhancing productivity and creativity.
Why is Virtual Desktop VR the Future?
Breaking the Boundaries of Physical Space Traditional desktop setups are limited by physical space, clutter, and the need for multiple monitors. With Virtual Desktop VR, users can extend their workspace infinitely and access all their tools without being constrained by their physical environment. This offers a new level of flexibility, especially for remote workers and digital nomads.
Elevating Remote Work As remote work continues to rise, Virtual Desktop VR becomes a vital tool for improving productivity. It creates the feeling of being in a real office, where you can virtually âwalkâ between your desk and your coworker's, participate in meetings, and even share documents instantly. This level of interaction can bring a much-needed human touch to remote communication.
Transforming Learning and Education Virtual Desktop VR isnât just for professionals; itâs revolutionizing education as well. Students and educators can meet in virtual classrooms, access interactive learning tools, and collaborate in ways that traditional methods simply canât match. Virtual campuses could soon become the norm, offering an immersive learning environment from anywhere in the world.
The Rise of Virtual Workspaces As VR hardware continues to improve, the dream of a fully integrated virtual office is closer than ever. With advancements in VR headsets, such as lighter designs, better resolution, and enhanced haptics, Virtual Desktop VR will become more accessible, affordable, and powerful, further embedding itself into daily life.
Benefits of Virtual Desktop VR
Enhanced Focus and Productivity: With fewer distractions and the ability to customize the environment, users often find themselves more focused and productive.
Cost Efficiency: In a virtual workspace, thereâs no need for physical office space, multiple monitors, or even the heavy cost of travel for business meetings.
Sustainability: The shift to virtual environments reduces the need for travel and physical resources, making it an eco-friendly choice.
Accessibility: For individuals with disabilities or limitations that prevent them from working in traditional office settings, Virtual Desktop VR opens up new possibilities for inclusion and accessibility.
Challenges to Consider
While Virtual Desktop VR offers incredible potential, there are still challenges to overcome:
Hardware Requirements: Although VR hardware is becoming more affordable, it still requires specialized equipment that may not be available to everyone.
Learning Curve: For those unfamiliar with VR environments, there may be a learning curve as users adapt to navigating their virtual desktops.
Comfort and Motion Sickness: Some users may experience discomfort or motion sickness when using VR for extended periods, although advancements in VR hardware are constantly improving these issues.
The Future of Virtual Desktop VR
As VR technology advances, Virtual Desktop VR is poised to play a significant role in how we interact with digital worlds. Its ability to transform work, education, and social collaboration will continue to evolve, offering users new levels of immersion, flexibility, and creativity. With more businesses and educational institutions adopting VR solutions, the integration of Virtual Desktop VR into everyday life seems inevitable.
In conclusion, Virtual Desktop VR is not just a trend but a glimpse into the future of how we will experience and interact with virtual spaces. Whether for work, leisure, or education, it promises to revolutionize our relationship with technology, making the virtual world more accessible, interactive, and immersive than ever before.
#Virtual Desktop VR#mindcraaft#1950s#100 days of productivity#3d printing#35mm#60s#secret vaccation spots#70s#80s
2 notes
·
View notes
Text
Blueberry AI Introduces it Groundbreaking 3D Digital Asset Engine â đ„KIWI Engineđ„
Blueberry AI, a leading AI-powered digital asset management company, proudly announces the release of the KIWI Engine, a high-performance 3D engine set to revolutionize industries such as gaming, advertising, and industrial design. KIWI Engine enables teams to streamline workflows by offering real-time 3D file previews in over 100 formats directly in the browser, with no need for high-performance hardware or software.
Boasting cutting-edge features such as centralized storage, AI-powered search, and blockchain-backed file tracking, KIWI Engine ensures secure, efficient collaboration while minimizing operational costs. Designed to enhance productivity, the engine supports large file transfers, cross-team collaboration, and eliminates the risk of file versioning errors or leaks.
With its easy-to-use interface and seamless integration with existing 3D tools, KIWI Engine by Blueberry AI is the ideal solution for companies looking to optimize their 3D asset management.
Unlocking New Capbabilites of 3D Digital Assets â đ„KIWI Engineđ„ Unveils its Power
The KIWI Engine is a high-performance 3D engine that powers Blueberry AI developed by the industry-leading AI digital asset management company, Share Creators. With exceptional performance and an intuitive interface, the KIWI Engine significantly shortens production cycles for game development, advertising, and industrial design, while reducing operational costs to truly achieve cost-efficiency.
Key Standout Features of the KIWI Engine by Blueberry AI:
Browser-Based 3D Previews: No downloads required; view over 100 professional file formats directly in your browser, including 3DMax and Maya native files; no conversion needed. This functionality eliminates the need for high-performance hardware and boosts team productivity.
Seamless Large File Transfers: Easily share and preview large files within teams, facilitating smooth collaboration between designers and developers. The built-in 3D asset review feature enhances workflow precision and speed.
Addressing Common File Management Issues:
File Security & Control: With centralized storage and multi-level permissions, KIWI Engine ensures files remain secure. Blockchain logs track user activity, and version control with real-time backups prevents file loss or version errors, reducing the risk of leaks, especially during outsourcing or staff transitions.
Outsourcing Management: Control access to shared content with outsourcing teams, minimizing the risk of file misuse.
A One-Stop 3D File Preview Solution:
Broad Format Compatibility: KIWI Engine supports mainstream formats like 3DMax, Maya, Blender, OBJ, FBX, and more. It reduces the need for multiple software purchases by loading and previewing models from various design tools in one engine.
Multi-Format Preview: Combine different 3D file formats in a single workspace for simultaneous viewing and editing. This streamlines complex 3D projects, especially those involving cross-team collaboration.
Simplified 3D Previews for Non-Technical Users: KIWI Engine makes it easy for non-technical stakeholders, such as management, to quickly preview 3D assets without installing complex software. This enhances cross-department collaboration and accelerates decision-making.
Cost Savings on Software:
Traditional design projects often require expensive software purchases just to view files. With cloud technology, the KIWI Engine by Blueberry AI eliminates the need for costly software installations. Team members can preview and collaborate on 3D files online, reducing software procurement and maintenance costs while improving flexibility and efficiency.
Improving Collaboration and Resource Reuse:
Without intelligent tools, design resources are often recreated from scratch, leading to wasted time and costs. The KIWI Engine supports multi-format 3D file previews and includes AI-powered search and auto-tagging, enabling designers to easily find and reuse existing resources. This significantly enhances collaboration and reduces the security risks of transferring large files.
User-Friendly Interface and Experience:
The KIWI Engine adopts a clean, intuitive user interface, with a well-structured layout. A detailed list of grids and materials appears on the left, while function modules (controls, materials, grids, and lighting management) are on the right, ensuring a logical and smooth workflow. Personalized settings and organization-level global configurations further enhance productivity for teams of all sizes.
Grid and Material List: After loading a model, grids and materials are clearly displayed, allowing users to easily select and edit the necessary components.
Personalized Settings: Customize the interface to suit individual workflow preferences, improving work efficiency.
Organization Settings: For large teams or cross-project managers, global configuration options enable unified project management across multiple teams, saving time and resources.
KIWI Engine's Control Tool Module:
The KIWI Engine features an innovative control tool module, covering camera controls, display functions, and advanced rendering options that meet diverse project needsâfrom simple model viewing to complex scene operations.
Camera Controls: Features like auto-rotation and quick reset allow users to easily adjust the camera for 360-degree model views, ensuring smooth, flexible operation.
Display Functions:
Wireframe Display: Ideal for structured previews, enabling users to inspect model geometry during the design phase.
Double-Sided Display: Displays both sides of models, even if there are defects, minimizing repair time and improving workflow efficiency.
SSR (Screen Space Reflection): Enhances model reflection effects for high-quality renderings in complex scenes.
UV Check: Displays UV distribution, helping users accurately assess UV mapping for precise texture work.
Learn more about us at: Blueberry: Best Intelligent Digital Asset Management System (blueberry-ai.com)
#DAM#3DAssetManagement#3DAsset#GameDev#IndustrialDesign#Maya#3DSMax#Blender#3DRendering#3DModeling#CloudCollaboration#3DDesignSolutions#3DVisualization#3DViewer#CollaborativeDesign
2 notes
·
View notes
Note
The replies were off on the Stolitz post but I HAD to tell you that you are a mega genius with an incredible talent for writing, analyzing and explaining things. I donât know if thatâs a thing you do but Iâm a professional journalist so thatâs what I do. That doesnât really mean anything here but oh my god it was so well written I wish all my reviews sounded like that. You are truly big brain. Please never stop analyzing shows like that. Sorry if this was a lot lol. I just havenât read something so beautifully written in a while đ also totally agree, they are so perfect for each other â€ïž
This made me cry. Like I screen grabbed and sent this to several people like âLOOKIT WHAT THIS BEAUTIFUL HUMAN SAIDâ. It kind of prompted a whole reflection spiral, but in a good way. In the BEST way.
By profession I am a software engineer, I build middleware business applications for a largish regional corporation, but because of my writing background I also handle a lot of the documentation: trainings, system requirements, scope etc. Technical writing isnât as fun as fiction or media analysis but I do think it helped me hone skills in structure, word economy and expository essay style writing. It is a lot of explaining highly technical things to non-technical leadership like VPs and Directors who come with a lot of uninformed opinions which I think translates well to media analysis, lol.
I also canât stop myself from writing a million words. I think itâs an autism thing? Itâs a long running joke with my co-workers that if Stephanie sends you an email it will have everything you need to know and be so well organized and structured it looks like it came from a textbook but you have to set aside 30 minutes to read it. Long post should be a default tag for me đ
.
Iâve written professionally in the past, like received laughable pay for it, but it was freelance copywriting and blogging and I kinda hated it. Writing about vacuums and solar panels and having to squeeze search engine optimized keywords into a certain word count is the kind of soulless drudgery that kills any creative spark you have.
Writing fiction, be it fan fiction or my own personal novels (which tend to be queer romances), is something I do for fun, but because of killer imposter syndrome and that sweet AuADHD brain combo I have a hard time finishing things. I have, no joke, FIVE unfinished novels with more than 40k words each.
Fan fiction is easier because of the dopamine hits from comments and kudos, but personal fiction is hard because itâs just me and the void of my intrusive thoughts.
Media analysis though, I can just sit down and brain dump my thoughts about a thing I love and send it out to the world within an hour and see the lovely or interesting things people say. There is no pressure, if someone doesnât agree with me they are usually nice about it, sometimes you make good friends or they reply with their amazing perspectives and itâs great. And then you get messages like this.
Messages that kind of blow up your brain and light that fire of âI SHOULD focus on writing more, itâs what I love to do, Iâve done it since I could write, and people who donât know me or have any investment in my feelings tell me Iâm good at itâ.
You didnât know when sending this message but Iâve been restructuring my life a bit lately. I tend to bounce from activity to activity, Iâve done game development, digital and traditional art, violin, comic books, roller derby, 3d modeling, and so many crafts I bought a house specifically because it has a detached workshop to put all my craft shit. But I donât finish most things, or I get stuck and itâs so frustrating I give up. So Iâve been thinking, that rather than bounce between all these things that I should focus on three areas: fiber arts (which encompass enough things I wouldnât get bored and could still bounce), roller derby for fitness and my friends, and writing.
This message just hit at the right time, it affirmed some plans I was making, some dreams I have, and hopefully will lead to good things in the future. I know you didnât ask for all this, no one does with me, but I wanted to give a little background on how simple messages like this can be part of a larger personal introspection and come at just the right time to encourage people to do things they want to do but were too scared to do.
So thank you. It really means so so much.
6 notes
·
View notes
Text

Boeing is using Fortnite game technology to update the B-52s
Will this "hyper-realistic" modeling tool help give the program a Victory Royale?
Fernando Valduga By Fernando Valduga 23/09/2023 - 12:27 in Military
A popular Fortnite game engine is helping Boeing modernize 60-year-old B-52 bombers for another three decades of service.
To see how the new Rolls-Royce F-130 engines would work in the U.S. Air Force's B-52 Stratofortresses, the plane's manufacturer resorted to Unreal Engine 5, the software that powers the Fortnite shooting game. The 3D environment of the game engine allows pilots and maintainers to virtually interact with an updated digital representation of the B-52, such as starting and turning off an engine.
It is a "powerful and really impressive tool," said Jennifer Wong, senior director of bombers at Boeing.
Wong said that commercial digital software, such as the "hyper-realism features" of Unreal Engine 5, reduces costs and delivery time.
âWe learn faster and are able to adjust faster when we talk about models than [when] we learn after bending metal,â she told reporters last week at the annual Air, Space & Cyber Conference event of the Air and Space Forces Association.

The virtual environment gives USAF âunprecedented accessâ to modifications from the beginning and gives feedback to Boeing long before they start upgrading the aircraft, Wong said.
This is part of a modernization effort called the Commercial Engine Replacement Program, or CERP, which will replace the eight Pratt & Whitney TF33 engines in each jet to keep the bomber flying.
The program is much larger than just the engine replacement, Wong said, as Boeing will also update the aircraft's displays, cockpits and other avionics systems.

Rolls-Royce is on track to complete the initial engine tests by the end of the year and begin the "critical project review" in the first quarter of 2024.
Boeing will also replace the current B-52 radars with Raytheon's active electronic scanning radar, called AESA. The radar is already used in the U.S. Navy's F/A-18E/F Super Hornets jets.
"When we say things like 'the B-52 will have capabilities similar to those of fighters in the future', that's what we mean. Eventually, the B-52 will be able to have some notion of capacity similar to that of a fighter and a little of that visualization that is currently on the F-18 platform," Wong said.
The new radar will allow the B-52 to track multiple targets simultaneously, Wong said. Other updates to the radar program include a new broadband radome, which protects the radar antenna, large digital touchscreen displays for browsers and manual controllers.
"This will allow us to continue to improve resources in the future, because the advance will be made through software, rather than hardware changes in the future," Wong said.
Raytheon recently announced that it has delivered the first AESA radar to Boeing for the program.
These modernization programs are crucial, since the B-52 could fly even beyond the 2050s, according to Colonel Scott Foreman, leader of the Air Force's B-52 program. Foreman pointed to the A-10 Warthog, almost half a century old, as an example of an airplane that is still flying after several attempts by the U.S. Air Force to retire it.
âEven if we're saying 2050, I have no reason to believe that he can't fly for a long time after that,â Foreman said at the AFA conference.
Boeing said it will have all the B-52s modified with the new radar by the end of fiscal year 2031 and the engine replacement program completed by the end of fiscal year 2036.
Source: DefenseOne
Tags: Military AviationBoeing B-52H StratofortressCERPUSAF - United States Air Force / U.S. Air Force
Sharing
tweet
Fernando Valduga
Fernando Valduga
Aviation photographer and pilot since 1992, he has participated in several events and air operations, such as Cruzex, AirVenture, Daytona Airshow and FIDAE. He has work published in specialized aviation magazines in Brazil and abroad. Uses Canon equipment during his photographic work throughout the world of aviation.
Related news
AIR SHOWS
IMAGES: How was Air Sunday at the Air Force Academy
23/09/2023 - 11:52
A U.S. Air Force F-35A Lightning II aircraft designated for the 158ÂȘ Fighter Wing, Vermont National Guard, taxis at Spangdahlem Air Base, Germany, on June 9, 2023, in preparation for Air Defender 23. (Photo: U.S. Air Force / Tech Sgt. Anthony Plyler)
MILITARY
About half of the US F-35 fighters are not ready to fly
09/22/2023 - 9:30 PM
MILITARY
Modernized A-50U AWACS aircraft is delivered to the Russian Air Force
09/22/2023 - 16:00
The U.S. Army announced the delivery of the first two AH-64E Version 6 Apache Guardian attack helicopters, but only provided photos of the two previous AH-64D they replaced, being prepared for a flight back to the United States. (Photo: U.S. Army)
HELICOPTERS
U.S. Army Aviation Unit in Europe receives new Apache helicopters
22/09/2023 - 14:00
MILITARY
Germany acquires 13 state-of-the-art LUNA drones and new radar for Eurofighters
09/22/2023 - 11:00
MILITARY
VIDEOS AND IMAGES: F-35A fighters operate from a highway for the first time
22/09/2023 - 09:00
Client PortalClient PortalClient PortalClient PortalClient PortalClient PortalClient PortalClient PortalhomeMain PageEditorialsINFORMATIONeventsCooperateSpecialitiesadvertiseabout
Cavok Brazil - Digital TchĂȘ Web Creation
Commercial
Executive
Helicopters
HISTORY
Military
Brazilian Air Force
Space
Specialities
Cavok Brazil - Digital TchĂȘ Web Creation
18 notes
·
View notes
Text
How SolidworksAssignmentHelp.com Saved My Engineering Project: A Student's Testimonial

As an engineering student, life is full of challenging projects, tight deadlines, and the constant pressure to excel. One of the toughest hurdles I faced was mastering Solidworks for a crucial assignment. Thankfully, I discovered Solidworks Assignment Help through SolidworksAssignmentHelp.com, a service that turned my struggle into success. Hereâs my journey and how this amazing platform helped me.
The Beginning of My Struggle
It all started in my third year of engineering when we were introduced to Solidworks, a powerful CAD software essential for designing and modeling. As a mechanical engineering student, I knew this tool was crucial for my career. However, understanding its vast functionalities and applying them to create precise models was an entirely different challenge.
My first major assignment involved designing a complex mechanical component. Despite attending all the lectures and practicing diligently, I found myself struggling. The deadline was fast approaching, and I was nowhere near completing the project. The pressure was mounting, and I realized I needed help â professional help.
Discovering Solidworks Assignment Help
While browsing the internet for tutorials and assistance, I stumbled upon SolidworksAssignmentHelp.com. The website's promise to provide expert assistance with Solidworks assignments caught my eye. Desperate for a solution, I decided to explore their services.
The website was user-friendly and offered a wide range of services tailored to meet students' needs. From 3D modeling and simulation to assembly and rendering, they covered everything. The testimonials from other students were encouraging, and I felt a glimmer of hope.
Reaching Out for Help
I decided to give it a try. The process was straightforward. I submitted my assignment details through their online form, specifying the requirements and the deadline. Within a few hours, I received a response from one of their experts, confirming they could assist me. The prompt and professional communication reassured me that I had made the right choice.
The Expertise That Made the Difference
The expert assigned to my project was highly knowledgeable and experienced in Solidworks. They reviewed my assignment, provided a detailed plan, and discussed the approach they would take. This level of transparency and involvement was something I greatly appreciated.
Over the next few days, we communicated regularly. They explained complex concepts in a way that was easy to understand and provided tips and tricks to enhance my skills. It wasnât just about completing the assignment; it was about learning and growing as well.
The Final Product
When I received the final product, I was amazed. The design was impeccable, meeting all the specifications and requirements. The expert had gone above and beyond to ensure every detail was perfect. The level of precision and quality was something I could never have achieved on my own.
But it wasnât just about the final product. Along with the completed assignment, I received a comprehensive report explaining the design process, the tools used, and the rationale behind each decision. This report was invaluable, as it helped me understand the steps involved and prepared me for future projects.
The Impact on My Grades and Confidence
Submitting the assignment was a huge relief. When I received my grades, I was overjoyed. Not only did I score high marks, but my professor also commended my work. This success had a significant impact on my overall confidence. I no longer saw Solidworks as a daunting tool but as an exciting challenge I was capable of mastering.
Beyond the Assignment: Continuous Learning
What impressed me most about Solidworks Assignment Help was their commitment to continuous learning. They provided additional resources, tutorials, and practice exercises to help me improve my skills. This ongoing support was crucial in my journey to becoming proficient in Solidworks.
The Human Touch
One of the standout features of SolidworksAssignmentHelp.com is the personal touch they bring to their services. Despite being an online platform, they prioritize building relationships with their clients. My expert was patient, understanding, and genuinely interested in my progress. This human touch made a significant difference in my learning experience.
Why Solidworks Assignment Help is a Game-Changer
Reflecting on my experience, I can confidently say that Solidworks Assignment Help is a game-changer for any student struggling with Solidworks. Here are a few reasons why:
Expert Guidance: The experts are not just knowledgeable but also passionate about teaching. They provide clear, concise, and practical guidance that is easy to follow.
Customized Assistance: Each assignment is treated uniquely. The experts take the time to understand your requirements and provide tailored solutions.
Timely Delivery: Deadlines are crucial in academics. Solidworks Assignment Help understands this and ensures timely delivery without compromising on quality.
Learning Opportunities: Itâs not just about getting the work done. They focus on helping you understand the concepts and improve your skills.
Comprehensive Support: From initial consultation to final delivery, the support is comprehensive and continuous. They are always available to answer questions and provide assistance.
My Advice to Fellow Students
If you are an engineering student struggling with Solidworks assignments, I highly recommend SolidworksAssignmentHelp.com. Donât let the pressure and complexity of the software overwhelm you. Seek professional help and turn your challenges into opportunities for learning and growth.
Conclusion
SolidworksAssignmentHelp.com transformed my academic journey. What started as a stressful and daunting task became an enriching learning experience. The expertise, support, and personal touch provided by their team helped me excel in my assignment and boosted my confidence in using Solidworks.
Today, I am more proficient in Solidworks, and I owe a significant part of this progress to Solidworks Assignment Help. Whether itâs for an urgent assignment or continuous learning, they are the go-to solution for any student looking to master Solidworks.
In conclusion, my experience with SolidworksAssignmentHelp.com was nothing short of exceptional. Their dedication to student success is evident in every aspect of their service. For anyone facing similar challenges, I encourage you to reach out and experience the difference they can make in your academic journey.
2 notes
·
View notes