#Animation V Geometry
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*sneeze*
Bless you! Welp, looks like it’s time for Sec to fight math again!

If the Vs Math and Physics are actually dreams I wonder if Sec has them every time Yellow teaches the CG math and science. They’re potentially helpful dreams if Yellow makes them take exams.
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how would u recommend a beginner get into blender? Ima 2D art student but want to fill out my portfolio and it looks super fun and cool!
Yay I'm so glad you want to learn Blender!
Since you're studying 2D, you probably have a lot to learn and practice already. So I'll try to answer in a way that could benefit you the most in both practices.
You probably already heard Blender has a tool called "grease pencil" - it's a 3d object, but they also built it so that if you want to do regular 2D illustration or animation, you can do that too.
Learning grease pencil first could be a good way to familiarize yourself with Blender's interface. And because a lot of the toolsets share how they operate (for instance, adding modifiers to the stack is the same no matter if you're using a grease pencil object, curve, or 3D mesh), you can more easily move to different parts of the program later, like poly modeling or sculpting.
One really great tutorial for 2D Blender is this one by Kevandram - https://www.youtube.com/watch?v=nZyB30-xZFs
From there you can move into tutorials that combine 3D and 2D - or just start with this if you're really excited to learn 3D modeling. Again Kevandram has a really great tutorial for that - https://www.youtube.com/watch?v=ftBFjGy5z08
Something you'll wanna watch out for with Blender tutorials is the version they're using. If your version of Blender is newer, then maybe a button or menu a tutorial tells you to use might have moved. Or some functionality may have changed. Luckily since Blender is open source, they make all versions available to you here: https://download.blender.org/release/
Once you get more familiar with Blender, jumping between versions is easier. But for the sake of learning, if you find a really great tutorial that's using an older version, you can just use that version. You can have multiple Blender versions installed - right now I have 4.4, 4.1, 4.0, and 2.79. So for instance in Kevandram's Bakery Shop tutorial, he's using Blender 3.0 which you can get here - https://download.blender.org/release/Blender3.0/
If you're not interested in grease pencil, or just want to jump straight to 3d, this is a great beginner modeling tutorial from SouthernShotty - https://www.youtube.com/watch?v=C1CFWDWTamo
It mostly sticks to modeling and then gets into basic material stuff. A simplified order to learn things in 3d would be:
Poly/mesh modeling
Modeling with curves
Adding materials/using the shader editor
Unwrapping 3d objects / learning the UV Editor
Texture painting / Painting texture maps (using that unwrapped map from 4) in Blender or some other program (Krita if you want to paint on the 2d map itself. Procreate if you want to paint directly on the model although that'll require a tablet).
A lot of beginner tutorials will take you through steps 1-3 usually, and maybe throw in some basic animation, camera setup, lighting, and rendering. More intermediate/advanced topics would be rigging, animating rigged models, physics simulations, and geometry nodes.
To bring it back to how this could benefit you the most as a 2d artist - something I see a lot of people do is prototype in 3d, and use that 3d render as a base to paint over. Some people strictly use grey boxes, and some people actually model/texture/light certain things and then render that out in layers to use in their painting program later. You can use as much or as little 3d as you want to help 2d painting.
Here's a couple videos showcasing that type of workflow: https://www.youtube.com/watch?v=CHIZtZ2JU3A https://www.youtube.com/watch?v=W5GSyytbABo https://www.youtube.com/watch?v=r5ZyW7K_yP8
Those use Blender's cameras and lights, which you'll pick up as you do modeling/texturing tutorials. Later you can get more advanced with those as well as the different rendering engines within Blender.
This was a lot, but I hope it helps clarify where you can start, and ultimately what you could get out of using 3d!
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Interesting Papers for Week 3, 2025
Synaptic weight dynamics underlying memory consolidation: Implications for learning rules, circuit organization, and circuit function. Bhasin, B. J., Raymond, J. L., & Goldman, M. S. (2024). Proceedings of the National Academy of Sciences, 121(41), e2406010121.
Characterization of the temporal stability of ToM and pain functional brain networks carry distinct developmental signatures during naturalistic viewing. Bhavna, K., Ghosh, N., Banerjee, R., & Roy, D. (2024). Scientific Reports, 14, 22479.
Connectomic reconstruction predicts visual features used for navigation. Garner, D., Kind, E., Lai, J. Y. H., Nern, A., Zhao, A., Houghton, L., … Kim, S. S. (2024). Nature, 634(8032), 181–190.
Socialization causes long-lasting behavioral changes. Gil-Martí, B., Isidro-Mézcua, J., Poza-Rodriguez, A., Asti Tello, G. S., Treves, G., Turiégano, E., … Martin, F. A. (2024). Scientific Reports, 14, 22302.
Neural pathways and computations that achieve stable contrast processing tuned to natural scenes. Gür, B., Ramirez, L., Cornean, J., Thurn, F., Molina-Obando, S., Ramos-Traslosheros, G., & Silies, M. (2024). Nature Communications, 15, 8580.
Lack of optimistic bias during social evaluation learning reflects reduced positive self-beliefs in depression and social anxiety, but via distinct mechanisms. Hoffmann, J. A., Hobbs, C., Moutoussis, M., & Button, K. S. (2024). Scientific Reports, 14, 22471.
Causal involvement of dorsomedial prefrontal cortex in learning the predictability of observable actions. Kang, P., Moisa, M., Lindström, B., Soutschek, A., Ruff, C. C., & Tobler, P. N. (2024). Nature Communications, 15, 8305.
A transient high-dimensional geometry affords stable conjunctive subspaces for efficient action selection. Kikumoto, A., Bhandari, A., Shibata, K., & Badre, D. (2024). Nature Communications, 15, 8513.
Presaccadic Attention Enhances and Reshapes the Contrast Sensitivity Function Differentially around the Visual Field. Kwak, Y., Zhao, Y., Lu, Z.-L., Hanning, N. M., & Carrasco, M. (2024). eNeuro, 11(9), ENEURO.0243-24.2024.
Transformation of neural coding for vibrotactile stimuli along the ascending somatosensory pathway. Lee, K.-S., Loutit, A. J., de Thomas Wagner, D., Sanders, M., Prsa, M., & Huber, D. (2024). Neuron, 112(19), 3343-3353.e7.
Inhibitory plasticity supports replay generalization in the hippocampus. Liao, Z., Terada, S., Raikov, I. G., Hadjiabadi, D., Szoboszlay, M., Soltesz, I., & Losonczy, A. (2024). Nature Neuroscience, 27(10), 1987–1998.
Third-party punishment-like behavior in a rat model. Mikami, K., Kigami, Y., Doi, T., Choudhury, M. E., Nishikawa, Y., Takahashi, R., … Tanaka, J. (2024). Scientific Reports, 14, 22310.
The morphospace of the brain-cognition organisation. Pacella, V., Nozais, V., Talozzi, L., Abdallah, M., Wassermann, D., Forkel, S. J., & Thiebaut de Schotten, M. (2024). Nature Communications, 15, 8452.
A Drosophila computational brain model reveals sensorimotor processing. Shiu, P. K., Sterne, G. R., Spiller, N., Franconville, R., Sandoval, A., Zhou, J., … Scott, K. (2024). Nature, 634(8032), 210–219.
Decision-making shapes dynamic inter-areal communication within macaque ventral frontal cortex. Stoll, F. M., & Rudebeck, P. H. (2024). Current Biology, 34(19), 4526-4538.e5.
Intrinsic Motivation in Dynamical Control Systems. Tiomkin, S., Nemenman, I., Polani, D., & Tishby, N. (2024). PRX Life, 2(3), 033009.
Coding of self and environment by Pacinian neurons in freely moving animals. Turecek, J., & Ginty, D. D. (2024). Neuron, 112(19), 3267-3277.e6.
The role of training variability for model-based and model-free learning of an arbitrary visuomotor mapping. Velázquez-Vargas, C. A., Daw, N. D., & Taylor, J. A. (2024). PLOS Computational Biology, 20(9), e1012471.
Rejecting unfairness enhances the implicit sense of agency in the human brain. Wang, Y., & Zhou, J. (2024). Scientific Reports, 14, 22822.
Impaired motor-to-sensory transformation mediates auditory hallucinations. Yang, F., Zhu, H., Cao, X., Li, H., Fang, X., Yu, L., … Tian, X. (2024). PLOS Biology, 22(10), e3002836.
#science#scientific publications#neuroscience#research#brain science#cognitive science#neurobiology#cognition#psychophysics#neural computation#computational neuroscience#neural networks#neurons
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Tomb Raider IV-VI Remastered: Update #1
The teams at Aspyr and Saber Interactive rolled out the first major update to Tomb Raider IV-VI Remastered, which should already be live across all platforms worldwide. The highly anticipated patch addresses some of the community's most reported issues while introducing new graphics settings—like a brightness slider and retro filter options—and improving many aspects of the gameplay, visuals, UI, among others.
Take a look at the official patch notes below for a detailed list of changes.
General
New Outfits Unlocked: Dive into Photo Mode with iconic looks from Lara Croft's past adventures. Unlock them via the Outfit Selector in Tomb Raider IV and V.
Photo Mode Upgrades: Now includes an Animate option, sunglasses, and facial animations in classic graphics mode.
Graphics Settings Expanded: New Brightness and Retro Filter options have been added to customise your visuals.
Flyby Camera Maker Tweaks: You can now adjust individual cameras when setting up cinematic shots.
Menu Font Adjustments: TR4 and TR5's HD fonts have been resized for better consistency with the classic visuals.
Texture Fixes & Enhancements: Cleaned up textures and improved texture blending to reduce visible seams.
Lighting Fixes: Flares now properly illuminate the environment.
Animation Corrections: Lara no longer animates while unconscious or dead.
Camera Updates: Fixed cameras have been removed for Modern Controls, giving players a smoother experience.
Control Refinements: Improved interaction with jump switches, rope grabbing, and torch handling—especially with Modern Controls.
Ceiling Camera Fixes: Modern Controls camera now behaves more predictably near low ceilings.
Music Behaviour Updates: Music now pauses when you open the inventory, and secret music tracks now layer over ambient sounds instead of interrupting them.
Retractable Trap Enhancements: Items like spikes now animate properly instead of scaling.
Fall Reactions: Lara now reacts with appropriate facial expressions when falling from great heights.
Inventory Frame Rate Fix: Inventory now runs at a smooth 60 fps.
Localisation: Various text and translation fixes across multiple languages.
Tomb Raider IV: The Last Revelation
Visual Touch-Ups: Enhanced lighting, effects, and general visual fidelity across all levels.
HD Loading Screens: Brand new HD loading screens added for a more immersive transition.
Lens Flare: A classic cinematic touch is now back in TR4.
Vehicle Controls: Jeep and bike controls have been smoothed out for a better driving experience.
Geometry Fixes: Filled in gaps in the Tomb of Seth and removed a floating door in Desert Railroad.
Character Consistency: Aziza's HD face model now matches between gameplay and cutscenes.
Environmental Accuracy: Arabic signage in Cairo has been corrected for authenticity.
Music Fixes: The Temple of Horus level now plays the correct ambient music.
Tomb Raider V: Chronicles
Sky & Lighting Enhancements: Updated HD skyboxes and added lightning effects for atmosphere.
Model Updates: Winged griffins and white brick textures have been revised to better match the original game and real-life references.
Boss Fight Visuals: Missing hole textures during the hydra battle have been restored.
Environment Fixes: Corrected visual inconsistencies with doors, grates, and overly bright lighting.
Water Effects: Resolved z-fighting on blood in the Sinking Submarine level.
HD Object Revisions: Treasure, vending machines, and other set dressing have been updated to match classic aesthetics.
Logo Fixes: Mirrored VCI logos have been corrected.
Level Design Tweaks: Corridor illusions replaced with actual hallways, and metal rods restored to match the original look.
Tomb Raider VI: The Angel of Darkness
New HD Assets: Additional characters and inventory items now feature high-definition models.
Hair Physics: Lara and Kurtis now sport flowing locks with dynamic hair physics.
Texture Upgrades: Restored original texture detail and tone while improving HD fidelity.
Water Improvements: Visual updates make water more realistic and fluid.
Performance Boosts: Faster loading and smoother gameplay across all platforms.
PS5 Stability: Crashes when playing the PS4 version on PS5 have been resolved.
Classic Controls Return: An option for the original 2003 console controls has been added.
Story Detail Fixes: Corrected misspellings (like Vasiley's address) and environmental inconsistencies (like signage and texture gaps).
Model Consistency: Corrected visual bugs, including mismatched textures, incorrect lighting, and missing transparency in key scenes.
Environmental Interactions Expanded: Radios now play news segments, and you can practice hand-to-hand combat with a new tutorial in the Parisian Ghetto.
Camera Control Upgrades: Fixed camera views can now be cancelled with the "Reset Camera" button when using Modern Controls.
Achievement Fixes: The "Parkour" achievement now unlocks as intended.
Combat & Movement Fixes: Addressed animation glitches, stuck enemies, and fixed various bugs related to dual pistols, ragdoll physics, and player movement.
Audio Bug Fixes: Resolved issues with missing or looping sound effects and adjusted volume levels after reloads.
Gameplay Logic Fixes: Keypad sounds now play, puzzle sequences no longer break animations, and stats track correctly.
Outfit & Animation Fixes: Switching outfits no longer affects Lara's eye animations in cutscenes.
Enemy Behaviour Fixes: Cleaned up animation bugs for the Cleaner, Boaz, and Kurtis.
Camera & FOV Tweaks: Adjusted field of view to better match the original experience, especially with Tank Controls.
Visual Bug Fixes: Resolved issues with incorrect camera roll, respawning items, broken geometry, and lighting inconsistencies.
Chirugai Updates: Fixed several bugs affecting audio, visuals, and gameplay while using the Chirugai.
Tomb Raider IV-VI Remastered is available on Nintendo Switch, PC via Epic Games Store, GOG and Steam, PlayStation 4/5, Xbox One and Xbox Series X|S.
#News#Gaming#Game Update#Patch Notes#Lara Croft#Tomb Raider#Tomb Raider IV-VI Remastered#Tomb Raider Remastered#TR Remastered#Remasters#Tomb Raider: The Last Revelation#Tomb Raider IV#TR4#Tomb Raider: Chronicles#Tomb Raider V#TR5#Tomb Raider: The Angel of Darkness#Tomb Raider VI#TR6#Classic Lara Croft#Classic Tomb Raider#Core Design#Eidos Interactive#Aspyr#Saber Interactive#Crystal Dynamics#Embracer#Embracer Group
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#2 - PROMARE Review
Tumblr really fought me to get this video up. And on the first day of Pride Month no less, tsk, tsk.
Intro Video: https://www.youtube.com/watch?v=CnRZ4pztrFs&pp=ygUHcHJvbWFyZQ%3D%3D
Article: https://medium.com/anigay/the-shape-of-queer-liberation-on-the-geometry-of-promare-cf8b1b47ced4
Music: Kakusei by Superfly
Transcript below the cut.
Directed by the man who brought us Kill la Kill, Panty & Stocking, and Gurren Lagann, Promare crams the insanity of those series in an brisk 112 minute long package that is expectedly messy, stylish, chaotic, vapid, politically charged, grand, and delightfully gay.
Beginning as an uninspired story about systemic oppression led by himbo protagonist Galo Thymos, after forty minutes of stylish action and wholesome character moments the film introduces its Eren Yeager-ass twist villain (who is so evil he has a weapon called "Genocide Cultivation Beam"), a literal deus ex machina, multidimensional lore, and a potentially world-ending cataclysm. The biggest flaw of the film is that it has interesting ideas but the runtime doesn't allow for much depth or nuance; as a result, it feels rushed and uninspired, carried by its stellar character designs, flashy—if sometimes overstuffed—animation, and it's abundance of queer overtones. Galo and Lio are perhaps the greatest deception of a hunk and a twink in animation—if you disagree, please let me know in the comments so I can look at more hot men.
Simple, cheesy, underbaked, and geometric, Promare is good ol' fashioned dumb fun that warms my gay little heart.
I charge this film with 5 counts of arson and 2 counts of sodomy.
(Also Rebecca Black—no, not that one—made a great article analyzing the films' really smart use of geometry that I think you should read, okay bye!)
#kw :3#KAY REVIEWS#gay month everyone#PROMARE#Studio Trigger#this movie taught me that circles are friend shaped#when i saw the highlights were rectangles i was like “oh this movie is doing something interesting”#i want to write PROMARE fanfiction#this is the sign of good storytelling
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Cyberpunk Edgerunners: David Martínez (Sims 4)
Updated hair ⭐
CC + recolours and info download below My other Cyberpunk character recreations 🌙🌙🌙 LUCY EDGERUNNERS 🌙🌙🌙 V ���� Jackie and Misty 💛 Rita Wheeler (NPC) 💛 Goro Takemura 💛 Lizzy Wizzy 💛 My sims Cyberpunk inspired content My CP 2077 (non sims) photos
REFERENCE





So I just finished Edgerunners, I mean I could tell it was gonna end badly (as in it is sad not badly made) from the Easter egg in the game and the endings we get there. I'll admit I didnt find it easy to binge watch but I've finally watched it and love the aesthetics of some of the characters so maybe I'll do more. I inspired the jacket more on the in game version, with the labels and everything. Had to place the sleeve labels on different place and take some creative liberties but mostly it's as accurate as I could get it. I didn't remove the normal spec or shadow.
David Martínez CC: DOWNLOAD (don't forget original meshes or it won't work)
Jacket is a recolour of @darte77 's Cyberpunk Jacket. You need the MESH (only need Darte77_m_Top22aHQ). Included a version with light emission and without. It was my first time doing this and I couldn't get it to flash slowly so if it bothers you get the normal version :) I know some areas could be better but I did my best with my limited CC creating knowledge.
Pants also my recolour of the same creator as the jacket, you need the MESH also. (Darte77_04pantsHQ.package)
Shoes are just a recolour of base game sneakers.
I updated the hair! I found this archived version of his hair as the original creator site was deleted.
"Cyberware" was "painted" by me and random Sandevistan image tattoo included. Again, I did my best 😅I know it's all a bit meh and someone else could probably do it better but the cyberpunk sims community is way to niche and past trend. I copied the pattern from some Cyberpunk2077 cc images, not the anime, and I made up some of the geometry because it was a nightmare 😂 It is in the upper back tattoo category.
Necklace is this by @gorillax3-cc though I can't find the one necklace version so maybe it's included?
Eyes are these by @Pixelore No uploading behind paywalls, including in sim downloads especially behind paywalls, reuploading (if there's something wrong with the link lemme know), claiming as yours or making this inaccessible in any way. Feel free to use it for whatever screenshot/video or improve or edit it for other cc and link back to this post + other creators💛
#moonbiscuitsims#moonbiscuitsimsphotos#moonbiscuitsimscc#moonbiscuitsimscyberpunk#mbslookbook#moonbiscuitsims4#moonbiscuitsimscas#cyberpunk#cyberpunk edgerunners#cyberpunk 2077#edgerunners#cp edgerunners#david martinez#sims 4 lookbook#cyberpunk fanart#sims 4#the sims 4#ts4 simblr#ts4#sims 4 cyberpunk#sims 4 cyberpunk cc#sims 4 cc#sims 4 download#sims 4 custom content#sims custom content#edgerunners david#edgerunners fanart
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Alexander Calder "Many V's". Silver wire. ca. 1940.
24.1 x 25.4 cm
The “Many V’s” necklace, created of hammered silver wire suspending v-shapes with curled ends, displays the same sense of animation found in his mobiles and the geometry and dynamism found in his lithographs. Calder was inspired by primitive art, as can be seen in the form of this piece, but combined with his aesthetic and his practices of making, the jewel becomes a masterpiece of modern art.
Alexander Calder is best known for his delicately balanced mobiles that move in response to air or touch, but jewelry was his most personal and constant medium. He began creating wire forms in 1902, at the age of 8, for his sister’s dolls, and later often gifted jewelry to friends and collectors of his work. Each piece was designed and handmade by the artist, a unique combination of his hammering and the design aesthetic and grace contained in his large-scale works.
This necklace belonged to Nelson A. Rockefeller, public servant, philanthropist and art collector. The only son of the founder of the Standard Oil Company, Rockefeller was the 41st Vice President of the United States under Gerald Ford, and served four, four-year terms as 49th Governor of New York between 1959 and 1973. He possessed a keen eye for art encouraged by his mother, Abigail Green Aldrich Rockefeller, the driving force behind the formation of the Museum of Modern Art. He maintained the family’s close connection with the Museum by serving as a trustee, treasurer and two terms as President between 1939 and 1941, and 1946 and 1953.
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actually if i'm gonna make a games rec post.
here are some games i have enjoyed recent-ish.
kenshi. an open-world squad-based rpg with base-building elements. get stronger by getting beaten up. lose a fight and get knocked out, have your weapons and food taken by the bandits that mugged you and left you bleeding to death. get rescued by some slavers that capture you and sell you into slavery. free yourself from slavery and limp away until you roll in hours later with a whole squad of overpowered fighters. then head a little bit too far south and get murdered by skin bandits. they take your skin. this is a completely self-directed game; there's no "main plot", although arguably "figure out the history of the world" is kind of the main 'story' mystery. there's also a bunch of unique recruitable characters with custom-written interactions. i usually recruit exclusively from freeing slaves but you can do w/e.
wildmender. a survival gardening game. this one came out recently and the devs are still releasing bugfixes; it's unclear if they'll make large content patches in the future. apparently multiplayer can still be pretty glitchy, and there's a water flow bug that i've been finding very frustrating. the way biomes work is kind of unsatisfying. kind of slim content-wise, but still, i really enjoyed what's there. out of all of the climate change terraforming anxiety games i've seen, this has been the one i've most enjoyed.
hellpoint. a scifi soulslike made by a team of like 12 people. previously i had thought things like "it would be neat if dark souls was less linear". hellpoint is a great example of why that might be a nightmare. the areas are connected in such a complex way, with one-way routes and branching unlock keys and secret paths and hidden doors behind hidden doors that it gets profoundly disorienting. a hint: almost every single hidden door in the game (there are a lot) is the middle panel of the same exact three-paneled-wall geometry. once you notice what it is you will see it everywhere. also, the enemy designs are hot.
crystal project. remember playing fan translations of final fantasy v? remember wandering around in old mmos? crystal project is kind of a... turn-based rpg mmo-influenced platformer. with a job system. you can sequence break the game from the tutorial level and also at basically every other point in the game too, although until you know what to look for it might seem like there's a linear critical path. but there's a lot out there. hint: play on easy mode. the combat gets tough later on and the game absolutely expects you to be finding and exploiting some class combinations.
astlibra: revision. a sidescrolling rpg. it must have been released episodically originally or some of the chapter pacing makes no sense. also it was originally released with a mess of art sourced from all sorts of places; 'revision' is a re-release with a more unified art style. it gets extremely anime all the time. there's a whole obligatory section where you have to ask all the women in a town about what kind of panties they're wearing. it's rough. i enjoyed how chaotic the systems are and how much Stuff there is to pick up and upgrade and unlock. the plot goes some unexpected places though it doesn't quite stick the landing, i still enjoyed what it did. also karon should be the love interest instead.
silicon zeroes. a cpu-building puzzle game. this straddles the line between the tech/code games that are literally just "learn a new language and code in it" and ones that are more structure-themed like, idk, spacechem. connect modules to assemble solutions to problems. it takes too long to get to chapter 3, which is where they start asking you to make entire cpus.
ashen. another souls-like. i just really like the environments in this one. the initial area looks gorgeous and the way it changes through the game is really neat to see happen. the seat of the matriarch is wonderfully awful to traverse and i wish there had been two or three more dungeons like it in the game. you can't level up; you gain stats mostly by progressing sidequests and the name quest. i eventually ran out of things to spend money on AND inventory space to store items. the late-game tuning is a little rough but until then it's great. a hint: there are three weapon types and within that type nearly all the weapons are identical. you get thrown so many weapons that don't matter; don't worry about collecting all of them. see above re: running out of space and things to use money for.
i guess it would be cheating to recommend minecraft regrowth or morrowind but i have also been playing those.
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Duckstation PS1 4K
To play PlayStation 1 games in 4K using DuckStation, follow these steps:
1. Download and Install DuckStation
Obtain DuckStation from its official website or GitHub repository.
Extract the files and set up the emulator on your PC. No installation wizard is required
2. Configure Video Settings for 4K
Open DuckStation and navigate to Settings > Graphics.
Adjust the Internal Resolution Scale to 9x, which corresponds to 4K resolution. If you have a lower-end PC, test lower resolutions first to avoid performance issues
Enable Texture Filtering (e.g., XBR for smoother textures) if your system can handle it
3. Enable Enhancements
Turn on PGXP Geometry Correction under the Graphics settings to fix texture warping and jittery animations common in PS1 games
Enable True Color Rendering to disable dithering and improve color depth
4. Optimize Performance
Select a suitable graphics renderer (Vulkan or Direct3D) based on your GPU capabilities under Settings > Graphics.
Enable V-Sync to reduce screen tearing if needed
5. Additional Tips
Use a controller for an authentic experience, setting it up under the Controller Configuration menu
Test games to ensure your hardware can maintain stable performance at 4K resolution (60 FPS is ideal)
These settings will allow you to enjoy PS1 games with enhanced visuals and smooth gameplay on
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Sonic X Season 1 Binge Liveblog Because This Is Too Much For The Sabbatical Log And I Frankly Gotta
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ROLLIN AROUND AT THE SPEED OF SOUND GOT PLACES TO GO GOTTA- oh wait wrong song
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THEY'RE TEACHING ELEMENTARY SCHOOL KIDS ABOUT ALGEBRAIC GEOMETRY?????
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"There! 🪛" "Good work! How'd you do it?" "I... used my screwdriver :p 🪛"
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Chris is... kinda dumb
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I TAKE MY EYES OFF THE SCREEN FOR TWO MINUTES AND TAILS HAS A GUNDAM
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Eggman, you copycat...
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"I don't even know where you are most of the time!" "🤳" "...!!!!! We can stay connected all the time!!!" "No thanks. 🏃♂️💨" "Wait, Sonic! What about your cell phone?" "🕺Leave a message for me~ 🏃♂️💨" "I guess he wants to be left alone." no one told me Sonic was actually me post-op /ns
...I'm not funny
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Eggman's own bots dissing him will always be my favorite bit
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really wish i had the video-editing skills to make crack videos /i feel old. do people even still make those?
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hawk is too good-hearted to be a treasure hunter and i would die for him
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eggman robot with bazongas count: 1
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ok!! i see you, 3-d animation!
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"I forgot the X-Tornado could walk!" oh yeah? you forgot that the plane with legs can walk? that's understandable, totally. i can totally understand how you could forget that A PLANE WITH LEGS CAN WALK.
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eggman botzongas count: 2
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*picks up a cheetah and runs with it to flex on its speed* that cat is never gonna feel fast again
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"What's a dam???" TAILS YOU KNOW WHAT A DAM IS *calls unspeaking, cowed wildlife wimps for "letting" humans build a dam* TAILS WHAT THE FUCK *follows a stranger to his plane, then tinkers with it and paints it purple without permission* YOU'RE BEING SUCH AN ASSHOLE MAN STOP
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they really named the russian-coded anti-environmental antagonists (WHO WERE BUILDING A WAY TO MAKE RENEWABLE ENERGY) Sergei and Boris huh
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"I can't see that thing, so I'll have to hear it" <- me when no glasses
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"What've you guys been up to today?" "We stopped these guys from building a huge dam and saved a nature preserve!" IF IT WAS A PRESERVE YOU COULDA JUST CALLED THE COPS ON EM CAUSE THEY CAN'T FUCKING DO THAT
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i really do love the mechanic with the rings
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How often does Chris' mom wake up not knowing what's going on???????
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i drew a shitty shadow

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bokkun x ella is a friendship i didn't know i neede- 💥💥💥💥💥💥
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the cartoon logic of the president's assistant guy is unreal
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i can't believe eggman forcefemmed a bot for the government and it's a slut. good for her?
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FE THERE'S A CHAO GARDEN
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"Decoe, I order you to empty that nutsack!"
(...he said knapsack actually but shut up)
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oh look, it's rayquaza v. 0.1
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man. i miss program tv. "will [x]? will [y] in time? find out, next time on [tv show]!" man. good shit.
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"The Beatles are being put in place."
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Eggsterminator ❌
SDF-1/Voltron fankid ✅
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they are really committed to the bat thiccness
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[image id: a twitter screenshot of a post by Kumi (@/Kumistarr). The post reads "DNI list" with a pondering emoji and a screenshot of a long list of franchises.
A reply from the user sonata: randomly zoom in on one and that's the universe you'll be reborn in when you die.
The list of franchises in the screenshot is as follows:
FNAF, Dandy's World, Sprunki, Warrior Cats, Wings of Fire, voltron, Kipo: the age of wonderbeasts, My Little Pony, My Hero Academia, Sanrio, Demon Slayer, Bendy and the Ink Machine, poppy playtime, Yandere simulator, Mouthwashing, Minecraft, Hollow Knight, A Hat in Time, Detroit: Become Human, Borderlands, the promised netherlands, bleach, oyasumi punpun, rick and morty, dont hug me im scared, love is war, asobi asobase, Bee and Puppycat, Sekai Project, Vocaloid, Bones, Dress to Impress, Kirby, Heathers, Miraculous Ladybug, Danganronpa, Object Show Community, Total Drama Island, Disventure Camp, Brawl Stars, DSMP, cartoon cat, strawberry shortcake, Neon Genesis Evangelion, Touhou Project, Serial Experiments Lain, Super Mario, Pokemon, Regretevator, Webfishing, madoka magica, Arcane, Jujitsu Kaisen, Stardew valley, murder drones, Dandadan, Death Note, how fish is made, marvel, DC superhero's, hunter x hunter, Attack on titan, amphibia, owl house, star vs the forces of evil, gravity falls, sailor moon, South Park fans, country ball, omori, Hamilton, k-pop stans, wolf 359, Azumanga daioh, Nichijou, cookie run kingdom, bungou stray dogs, sonic, bluey, Hazbin hotel, helluva boss, Alien stage, Haikyuu, undertale, deltarune, sims 4, rainworld, Celeste, turning red, genshin impact, honkai starrail, zenless zone zero, mr beast, baba is you, Amazing digital circus, v-tuber, roblox, Naruto, spy family, smiling friends, plants vs zombies, Persona 5, Identity V, Lion King, One piece, Home Stuck, furries, villainous, parappa, ace attorney, doki doki literature club, needy streamer overload, creepypasta, song of saya, romantic killer, ranma, chainsaw man, higurashi when the cry, elden ring, red dead redemption, yakuza, Harry Potter, Hungergames, twilight, game of thrones, sherklock Holmes, bambi, yuri on ice, Doctor who, invader zim, Star Wars, SpongeBob, Steven universe, amazing world of gumball, adventure time, mega man, portal, avatar: the last airbender, other avatar with the blue guys, over the garden wall, jojo's bizzare adventure, spooky's jumpscare mansion, super smash bros, The Last of Us, Life is Strange, little witch academia, valorant, overwatch, wonder egg, Ergo proxy, perfect blue, Haibane Renmei, cowboy bebop, land of the lustrous, league of legends, goat simulator, dragon ball, night in the woods, little nightmares, terraria, disco elysium, binding of issac, cuphead, baldi's basic, shovel knight, dont starve, cult of the lamb, fear and hunger, lackadaisy, fundamental paper education, dogman, many Disney princess movie, you and me and her, class of 09, ghost stories, SMG fans, tom and jerry, Garfield, simpsons, family guy, GTA, yume nikki, in stars and time, garten of banban, Skibidi toilet, kintopet, Amanda the adventurer, balatro, fortnite, call of duty, just shapes and beats, block blast, fall guys, among us, half life, the dance of fire and ice, ENA, Until Dawn, candy crush, resident evil, The Quarry, Bocchi the rock, walking dead, phasmaphobia, animal crossing, silent hill, world of horror, cooking mama, geometry dash, incredibox, crossy road, Tetris and Puyo puyo tetris, bob's burgers, subway surfers, spider man, disenchantment, futurama, dead end: paranormal park, big mouth, paw patrol, inside job, ghibli studio, beyblade, how to train your dragon, slay the princess, minions, outlast trials, Taylor swift, cookie run ovenbreak or actually any game from them, fever, spider man, yu gi oh, black clover, from me to you, miss kobayashi dragon maid, Saiki K, school babysitters, Ouran host club, sound of the sky, Welcome to the NHK, Cardcaptor Sakura, wicked, Barbie, mean girls, legally blonde
/.End id]

why is legally blonde here
#I had to do it#it had to be described#i also included the list at the end nd not the middle so you'll be able to skip it#no i did not write it myself i found a copypasta that's why it includes a few extra at the bottom that's not im the screenshot
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Pre-Production : 2
Blog#23
15/03/25
Today I watched this video by On Mars 3D,
youtube
In his discussion about topology, he explained its applications and optimization across various industries. He compared the different topologies used in VFX, animated movies, and games, emphasizing how they vary based on specific use cases.
He highlighted the optimization techniques that involve the clever use of poles (vertices with five or more attached edges), kites, and even ngons on flat surfaces. The subdivision workflow is particularly crucial in VFX, where close-up shots require photorealistic details.
One of the most important parts for me was the breakdown of game character topology. Unlike in VFX, character topology in games does not typically employ subdivisions. Instead, for soft body deformations, it is essential to use quads and maintain a somewhat uniform distribution. In gaming character meshes, triangles are also used to define areas where faces should fold and to manage normal splitting, which helps avoid shading issues.
Moreover, parts of the character that are more visible to the camera, such as hands in first-person shooter games, or areas that require complex animations, like facial features and joints, can have denser geometry compared to other sections.
References:
On Mars 3D (2025). 3D Art Talk: Mastering Topology Across Industries. [online] YouTube. Available at: https://www.youtube.com/watch?v=NkVUSqRPCAc
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Interesting Papers for Week 22, 2025
Reaching Distance Influences Perceptual Decisions. Assarioti, E. E., van Beers, R. J., Smeets, J. B. J., & van Wijk, B. C. M. (2025). European Journal of Neuroscience, 61(3).
Detection of latent brain states from spontaneous neural activity in the amygdala. Aucoin, A., Lin, K. K., & Gothard, K. M. (2025). PLOS Computational Biology, 21(2), e1012247.
Repeated stress gradually impairs auditory processing and perception. Bisharat, G., Kaganovski, E., Sapir, H., Temnogorod, A., Levy, T., & Resnik, J. (2025). PLOS Biology, 23(2), e3003012.
A neuronal code for object representation and memory in the human amygdala and hippocampus. Cao, R., Brunner, P., Chakravarthula, P. N., Wahlstrom, K. L., Inman, C., Smith, E. H., Li, X., Mamelak, A. N., Brandmeir, N. J., Rutishauser, U., Willie, J. T., & Wang, S. (2025). Nature Communications, 16, 1510.
Contextual neural dynamics during time perception in the primate ventral premotor cortex. Díaz, H., Bayones, L., Alvarez, M., Andrade-Ortega, B., Valero, S., Zainos, A., Romo, R., & Rossi-Pool, R. (2025). Proceedings of the National Academy of Sciences, 122(6), e2420356122.
Attention Rhythmically Shapes Sensory Tuning. Galas, L., Donovan, I., & Dugué, L. (2025). Journal of Neuroscience, 45(7), e1616242024.
A detailed theory of thalamic and cortical microcircuits for predictive visual inference. George, D., Lázaro-Gredilla, M., Lehrach, W., Dedieu, A., Zhou, G., & Marino, J. (2025). Science Advances, 11(6).
Time Course of Orientation Ensemble Representation in the Human Brain. Gong, X., He, T., Wang, Q., Lu, J., & Fang, F. (2025). Journal of Neuroscience, 45(7), e1688232024.
Comprehensive exploration of visual working memory mechanisms using large-scale behavioral experiment. Huang, L. (2025). Nature Communications, 16, 1383.
Hippocampal damage disrupts the latent decision-making processes underlying approach-avoidance conflict processing in humans. Le Duc, W., Butler, C. R., Argyropoulos, G. P. D., Chu, S., Hutcherson, C., Ruocco, A. C., Ito, R., & Lee, A. C. H. (2025). PLOS Biology, 23(2), e3003033.
The geometry of correlated variability leads to highly suboptimal discriminative sensory coding. Livezey, J. A., Sachdeva, P. S., Dougherty, M. E., Summers, M. T., & Bouchard, K. E. (2025). Journal of Neurophysiology, 133(1), 124–141.
Fixational eye movements as active sensation for high visual acuity. Nghiem, T.-A. E., Witten, J. L., Dufour, O., Harmening, W. M., & Azeredo da Silveira, R. (2025). Proceedings of the National Academy of Sciences, 122(6), e2416266122.
Inferring when to move. Parr, T., Oswal, A., & Manohar, S. G. (2025). Neuroscience & Biobehavioral Reviews, 169, 105984.
Modular Maximization Theory: A functional account of economic behavior in laboratory animal models with applications to drug-seeking behavior. Sanabria, F., Gildea, M., Gutiérrez, B., Santos, C., & Hibshman, A. (2025). Neuroscience & Biobehavioral Reviews, 169, 106010.
Hexagons all the way down: grid cells as a conformal isometric map of space. Schøyen, V. S., Beshkov, K., Pettersen, M. B., Hermansen, E., Holzhausen, K., Malthe-Sørenssen, A., Fyhn, M., & Lepperød, M. E. (2025). PLOS Computational Biology, 21(2), e1012804.
Active vision in freely moving marmosets using head-mounted eye tracking. Singh, V. P., Li, J., Dawson, K., Mitchell, J. F., & Miller, C. T. (2025). Proceedings of the National Academy of Sciences, 122(6), e2412954122.
The receptive field construction of midget ganglion cells in primate retina. Somaratna, M. A., & Freeman, A. W. (2025). Journal of Neurophysiology, 133(1), 268–285.
Contributions of Attention to Learning in Multidimensional Reward Environments. Wang, M. C., & Soltani, A. (2025). Journal of Neuroscience, 45(7), e2300232024.
A biological model of nonlinear dimensionality reduction. Yoshida, K., & Toyoizumi, T. (2025). Science Advances, 11(6).
Computational mechanism underlying switching of motor actions. Zhong, S., Pouratian, N., & Christopoulos, V. (2025). PLOS Computational Biology, 21(2), e1012811.
#neuroscience#science#research#brain science#scientific publications#cognitive science#neurobiology#cognition#psychophysics#neurons#neural computation#neural networks#computational neuroscience
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Honda CX650 3D Model
Honda CX650 3D Model – Vintage Motorcycle Asset for Rendering, Animation & Game Design Product Description: The Honda CX650 3D Model is a faithful recreation of this classic V-twin motorcycle, known for its unique engine layout and distinctive 1980s styling. With a balance of retro design and functional geometry, it’s ideal for motorcycle-themed games, cinematic scenes, AR/VR applications, and…
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The Best Software for Creating 3D Game Assets in 2025
Creating high-quality 3D game assets is crucial for game developers, whether they're working on indie projects or AAA titles. As the gaming industry evolves, so does the technology used to design immersive 3D game environments and intricate character models. In 2025, various software options cater to different aspects of 3D modeling games, from hard surface modeling to organic sculpting. This blog explores the best software available for creating 3D game assets, including props 3D models, 3D vehicle modeling, and 3D environment modeling.
1. Blender – The Best Free 3D Game Asset Creation Software
Blender remains a top choice for 3D modeling games, offering a powerful and completely free solution for both beginners and professionals. It provides an extensive set of tools for 3D hard surface modeling, sculpting, texturing, and rendering.
Key Features:
Sculpting & Modeling – Excellent for both organic and hard surface modeling.
Geometry Nodes – Great for procedural 3D game environment creation.
Eevee & Cycles Render Engines – Real-time rendering for quick asset visualization.
Large Community Support – Access to thousands of tutorials and plugins.
For developers working on 3D vehicle modeling, Blender offers robust tools to create high-poly and low-poly car 3D models, making it ideal for both indie developers and large studios.
2. Autodesk Maya – Industry-Standard for 3D Game Assets
Maya remains a dominant force in the gaming industry, widely used for AAA 3D game assets. While its steep learning curve might be intimidating, the results are worth it.
Key Features:
Advanced Rigging & Animation Tools – Essential for game-ready character models.
NURBS & Polygonal Modeling – Ideal for complex 3D hard surface modeling.
Powerful UV Mapping & Texturing – Helps in creating realistic textures for 3D game environments.
Many game studios use Maya for high-end 3D game environments and detailed props 3D models due to its precise modeling capabilities and integration with game engines like Unity and Unreal Engine.
3. 3ds Max – A Favorite for Hard Surface & Vehicle Modeling
For those focusing on 3D hard surface modeling and 3D vehicle modeling, 3ds Max remains a powerhouse. Its flexibility and ease of use make it a preferred choice for designing car 3D models and mechanical assets.
Key Features:
Polygonal & Spline-Based Modeling – Perfect for mechanical and hard surface modeling.
Powerful Rendering Tools – Supports Arnold, V-Ray, and other renderers.
Automation with MAXScript – Speeds up workflow for large projects.
Whether you’re working on props 3D models or complex 3D game environments, 3ds Max’s precision and stability make it an excellent choice.
4. ZBrush – The Ultimate Sculpting Tool for 3D Game Assets
When it comes to sculpting highly detailed 3D game assets, ZBrush is unrivaled. It is widely used for creating characters, creatures, and organic 3D environment modeling.
Key Features:
Dynamic Sculpting Tools – Enables high-detail modeling without topology constraints.
ZRemesher – Optimizes high-poly models for game-ready assets.
Immense Detail Control – Perfect for texturing and detailing 3D game environments.
ZBrush is ideal for artists working on highly detailed 3D game environments, statues, and organic props, making it an essential tool for fantasy and sci-fi game development.
5. Houdini – The Best for Procedural 3D Game Environment Modeling
For developers looking to create massive, procedurally generated 3D game environments, Houdini is a top-tier option. It is widely used in AAA games for its powerful procedural tools.
Key Features:
Node-Based Workflow – Speeds up 3D game environment creation.
VFX & Simulations – Ideal for realistic destruction, smoke, and water effects.
Game Engine Integration – Seamless workflow with Unreal Engine and Unity.
If your project requires large-scale 3D environment modeling, such as cities, forests, or landscapes, Houdini is the best choice for procedural generation.
6. Substance Painter & Substance Designer – Best for Texturing 3D Game Assets
Creating realistic 3D game assets isn’t just about modeling; texturing plays a crucial role. Adobe’s Substance Suite offers the best tools for material creation and painting.
Key Features:
PBR Workflow – Supports industry-standard physically based rendering.
Smart Materials & Generators – Speeds up asset texturing for 3D game environments.
Game Engine Support – Direct export to Unreal Engine, Unity, and other engines.
If you need lifelike textures for props 3D models, 3D vehicle modeling, or 3D game environments, Substance Painter and Designer are must-have tools.
7. Unreal Engine & Unity – Best for Integrating 3D Game Assets
After creating 3D game assets, developers need a game engine to bring their creations to life. Unreal Engine and Unity are the top choices.
Unreal Engine Features:
Nanite & Lumen – Supports high-resolution 3D game environments.
Blueprint Visual Scripting – Allows artists to develop gameplay mechanics without coding.
Photorealistic Rendering – Ideal for AAA 3D modeling games.
Unity Features:
URP & HDRP Pipelines – Customizable rendering for different game styles.
Asset Store Integration – Thousands of ready-made props 3D models and tools.
Flexible Scripting with C# – Excellent for indie and mobile game development.
Both engines support seamless import of 3D game assets from Blender, Maya, 3ds Max, and other modeling tools, making them essential for game development in 2025.
Conclusion
Choosing the right software for 3D modeling games depends on your specific needs. Blender is the best free solution, while Maya and 3ds Max dominate the industry with their robust features for 3D hard surface modeling and 3D game environments. ZBrush is unbeatable for sculpting, while Houdini excels in procedural 3D game environment modeling. Lastly, Unreal Engine and Unity ensure seamless game integration.By leveraging these tools, game artists and developers can create stunning 3D game assets, from car 3D models to intricate props 3D models, shaping the future of game design in 2025.
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Blog 8 - Assignment Progress 2 - Adhvaith
Following the allocation of responsibilities for our team's immersive dome project, I got on with the task of working on my 3D animation. The first thing I worked on was creating a 3D bubble animation. Based on Neil's tutorial, we have to use a 360 panoramic camera in order to get out dome projection correct. So I ended up deciding to create everything in a dome and place the camera at the center for the all-around panoramic shot.
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The first thing I did was watch a variety of bubble animation tutorials in Blender. I played with geometry nodes based on a tutorial video, but I wasn't very satisfied with the results. A short while later, I discovered a Tutor4u tutorial using particle systems with Metaballs (Mball) in Blender; this provided a much more realistic rendering of the movement of the bubbles. Hence, I followed this tutorial to create an animation in which the bubbles merge and float organically.
I built a dome structure to incorporate the animation within the dome, using instances on points within geometry nodes to distribute the bubbles evenly across its surface. This resulted in more organic and immersive movement of the bubbles inside the dome. I showcased the initial version to my team; unfortunately, there were some black patches in the render, and the whole thing seemed a bit dark. I fixed the lighting setup and re-rendered the scene, glowing up the colors and getting rid of the dark patches significantly.
youtube
Having completed the bubble animation, I proceeded with my second animation on a branching tissue effect. To achieve this, I did some research on YouTube, and one of the tutorials I came across was 3D Singh VFX, in which he created a tree branch effect using noise flow in geometry nodes. I followed his tutorial and basically built an initial version just to get an understanding of the fundamental geometry node setup. Once I understood the concept, I made an adjustment to fit inside the dome environment. For the animation, I assigned my values for density and noise texture. After an initial render, however, my teammates thought that the density was quite high, so I adjusted the values and produced a more refined final render.
While I was working on my animations, my teammates completed their tasks, and we compiled all our work in After Effects. We used basic opacity transitions to blend the different elements together.During sound design conversations, I suggested that a mother talking to her child might add emotional appeal to the animation. I wrote a monologue to last about a minute and a half and got my friend's pregnant wife to read it. We applied a muffled filter for an in-womb effect, which we later included in the animation.
Once everything was compiled, we did a trial test in the dome. Seeing our work come together was a rewarding experience, and we were all satisfied with our final submission.
References
3D Singh VFX (2022) Noise Flow with Geometry Nodes in Blender - Tutorial, YouTube. Available at: https://www.youtube.com/watch?v=Cm_I7wtmb2c
tutor4u (2020) Blender Beyond Basics #5: Merging Bubbles - Blender Tutorial, YouTube. Available at: https://www.youtube.com/watch?v=amZ1pRvN6D0
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