• EA and Full Circle Reveal September 16 Early Access Release Date for skate.

    August 26, 2025

    Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise

    Watch the skate. Early Access Release Date Trailer HERE.
    REDWOOD CITY, Calif.----
    Today, Electronic Arts Inc.and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One & PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: & restrictions apply. See for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.

    Jino Talens
    Integrated Comms Director
    jtalens@ea.com
    Source: Electronic Arts Inc.

    Multimedia Files:
    #full #circle #reveal #september #early
    EA and Full Circle Reveal September 16 Early Access Release Date for skate.
    August 26, 2025 Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise Watch the skate. Early Access Release Date Trailer HERE. REDWOOD CITY, Calif.---- Today, Electronic Arts Inc.and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One & PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: & restrictions apply. See for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Jino Talens Integrated Comms Director jtalens@ea.com Source: Electronic Arts Inc. Multimedia Files: #full #circle #reveal #september #early
    EA and Full Circle Reveal September 16 Early Access Release Date for skate.
    news.ea.com
    August 26, 2025 Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise Watch the skate. Early Access Release Date Trailer HERE. REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Today, Electronic Arts Inc. (NASDAQ: EA) and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One & PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: https://www.ea.com/games/skate/skate.*Conditions & restrictions apply. See https://go.ea.com/skate-cross-play for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Jino Talens Integrated Comms Director jtalens@ea.com Source: Electronic Arts Inc. Multimedia Files:
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  • Fur Grooming Techniques For Realistic Stitch In Blender

    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
    #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    80.lv
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open (to later close it and have more flexibility when it comes to rigging and deformation).While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and nose (For the claws, I used overlapping UVs to preserve texel density for the other parts)Since the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the front (belly) and a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail (capillaries): In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming (which I'll cover in detail later), I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical (because of the ears and skin folds), the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics (IK). This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch (the first was back in 2023), this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new film (in that case, I'd be more than happy!)It's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
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  • هل رأيت كيفاش الدولار مقاوم رغم الضغط الكبير من ترامب على سياسة الفيد؟

    في مقال جديد، نتحدث على كيفاش الدولار يحافظ على قوته وسط الضغوط المتزايدة من ترامب اللي يحاول يتدخل في استقلالية الفيدرال. هاد الوضع ممكن يكون متناقض شوية، لكن يشير لمرونة الدولار في مواجهة التحديات.

    شخصيًا، كنت دايمًا نشوف في التغييرات الاقتصادية فرصة لفهم أكبر للأسواق، خاصةً كيفاش التأثيرات السياسية تلعب دور كبير. في الوقت اللي يبان فيه الأوضاع غير مستقرة، الدولار يثبت قوته، وهذا يخليني نفكر في كيفاش نحافظوا على استثماراتنا في وقت الأزمات.

    خليكم متابعين ولا تنسوا تقرأوا المقال للغوص أكثر في الموضوع!

    https://forbesmiddleeast.com/money/banking-finance/dollar-edges-higher-as-trump-ramps-up-pressure-on-fed-independence

    #اقتصاد #Dollar #Trump #فيدرال #تجارة
    هل رأيت كيفاش الدولار مقاوم رغم الضغط الكبير من ترامب على سياسة الفيد؟ في مقال جديد، نتحدث على كيفاش الدولار يحافظ على قوته وسط الضغوط المتزايدة من ترامب اللي يحاول يتدخل في استقلالية الفيدرال. هاد الوضع ممكن يكون متناقض شوية، لكن يشير لمرونة الدولار في مواجهة التحديات. شخصيًا، كنت دايمًا نشوف في التغييرات الاقتصادية فرصة لفهم أكبر للأسواق، خاصةً كيفاش التأثيرات السياسية تلعب دور كبير. في الوقت اللي يبان فيه الأوضاع غير مستقرة، الدولار يثبت قوته، وهذا يخليني نفكر في كيفاش نحافظوا على استثماراتنا في وقت الأزمات. خليكم متابعين ولا تنسوا تقرأوا المقال للغوص أكثر في الموضوع! https://forbesmiddleeast.com/money/banking-finance/dollar-edges-higher-as-trump-ramps-up-pressure-on-fed-independence #اقتصاد #Dollar #Trump #فيدرال #تجارة
    forbesmiddleeast.com
    Dollar Stable Amid Trump’s Escalating Pressure On Fed Autonomy
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  • يا جماعة، اليوم حبيت نحكي معاكم على موضوع يشد الانتباه!

    AMPS راح تكون في الـ CAHP 2025، وراح تبرز ClaimInsight كأداة رائعة لمساعدة الpayers في كاليفورنيا. الفكرة هنا هي كيفاش نقدروا نقللوا التكاليف، نزيدوا من الدقة ونحافظوا على نزاهة الدفع. يعني، زمن الفوضى والاخطاء المالية ولا في خبر كان!

    بصراحة، هاد النوع من الابتكارات يُعطي الأمل في مستقبل أفضل، خاصةً في مجال الصحة. في مرات، كنا نشوفوا كيفاش الأمور تتعقد بسبب الأخطاء، وهاهي الحلول بدأت تظهر.

    المستقبل واضح، وعلينا نفكروا في كيفاش نبنوا نظام قوي ومستدام.

    https://www.globenewswire.com/news-release/2025/08/21/3137149/0/en/AMPS-to-Spotlight-ClaimInsight-at-CAHP-2025-Delivering-a-Smarter-Future-for-Payment-Integrity-in-California.html
    #صحة #كاليفورنيا #AMPS
    يا جماعة، اليوم حبيت نحكي معاكم على موضوع يشد الانتباه! 🌟 AMPS راح تكون في الـ CAHP 2025، وراح تبرز ClaimInsight كأداة رائعة لمساعدة الpayers في كاليفورنيا. الفكرة هنا هي كيفاش نقدروا نقللوا التكاليف، نزيدوا من الدقة ونحافظوا على نزاهة الدفع. يعني، زمن الفوضى والاخطاء المالية ولا في خبر كان! بصراحة، هاد النوع من الابتكارات يُعطي الأمل في مستقبل أفضل، خاصةً في مجال الصحة. في مرات، كنا نشوفوا كيفاش الأمور تتعقد بسبب الأخطاء، وهاهي الحلول بدأت تظهر. المستقبل واضح، وعلينا نفكروا في كيفاش نبنوا نظام قوي ومستدام. https://www.globenewswire.com/news-release/2025/08/21/3137149/0/en/AMPS-to-Spotlight-ClaimInsight-at-CAHP-2025-Delivering-a-Smarter-Future-for-Payment-Integrity-in-California.html #صحة #كاليفورنيا #AMPS
    www.globenewswire.com
    AMPS spotlights ClaimInsight at CAHP 2025, helping California payers cut costs, boost accuracy & strengthen payment integrity.
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  • Now We’re Talking: NVIDIA Releases Open Dataset, Models for Multilingual Speech AI

    Of around 7,000 languages in the world, a tiny fraction are supported by AI language models. NVIDIA is tackling the problem with a new dataset and models that support the development of high-quality speech recognition and translation AI for 25 European languages — including languages with limited available data like Croatian, Estonian and Maltese.
    These tools will enable developers to more easily scale AI applications to support global users with fast, accurate speech technology for production-scale use cases such as multilingual chatbots, customer service voice agents and near-real-time translation services. They include:

    Granary, a massive, open-source corpus of multilingual speech datasets that contains around a million hours of audio, including nearly 650,000 hours for speech recognition and over 350,000 hours for speech translation.
    NVIDIA Canary-1b-v2, a billion-parameter model trained on Granary for high-quality transcription of European languages, plus translation between English and two dozen supported languages.
    NVIDIA Parakeet-tdt-0.6b-v3, a streamlined, 600-million-parameter model designed for real-time or large-volume transcription of Granary’s supported languages.

    The paper behind Granary will be presented at Interspeech, a language processing conference taking place in the Netherlands, Aug. 17-21. The dataset, as well as the new Canary and Parakeet models, are now available on Hugging Face.
    How Granary Addresses Data Scarcity
    To develop the Granary dataset, the NVIDIA speech AI team collaborated with researchers from Carnegie Mellon University and Fondazione Bruno Kessler. The team passed unlabeled audio through an innovative processing pipeline powered by NVIDIA NeMo Speech Data Processor toolkit that turned it into structured, high-quality data.
    This pipeline allowed the researchers to enhance public speech data into a usable format for AI training, without the need for resource-intensive human annotation. It’s available in open source on GitHub.
    With Granary’s clean, ready-to-use data, developers can get a head start building models that tackle transcription and translation tasks in nearly all of the European Union’s 24 official languages, plus Russian and Ukrainian.
    For European languages underrepresented in human-annotated datasets, Granary provides a critical resource to develop more inclusive speech technologies that better reflect the linguistic diversity of the continent — all while using less training data.
    The team demonstrated in their Interspeech paper that, compared to other popular datasets, it takes around half as much Granary training data to achieve a target accuracy level for automatic speech recognitionand automatic speech translation.
    Tapping NVIDIA NeMo to Turbocharge Transcription
    The new Canary and Parakeet models offer examples of the kinds of models developers can build with Granary, customized to their target applications. Canary-1b-v2 is optimized for accuracy on complex tasks, while parakeet-tdt-0.6b-v3 is designed for high-speed, low-latency tasks.
    By sharing the methodology behind the Granary dataset and these two models, NVIDIA is enabling the global speech AI developer community to adapt this data processing workflow to other ASR or AST models or additional languages, accelerating speech AI innovation.
    Canary-1b-v2, available under a permissive license, expands the Canary family’s supported languages from four to 25. It offers transcription and translation quality comparable to models 3x larger while running inference up to 10x faster.


    NVIDIA NeMo, a modular software suite for managing the AI agent lifecycle, accelerated speech AI model development. NeMo Curator, part of the software suite, enabled the team to filter out synthetic examples from the source data so that only high-quality samples were used for model training. The team also harnessed the NeMo Speech Data Processor toolkit for tasks like aligning transcripts with audio files and converting data into the required formats.
    Parakeet-tdt-0.6b-v3 prioritizes high throughput and is capable of transcribing 24-minute audio segments in a single inference pass. The model automatically detects the input audio language and transcribes without additional prompting steps.
    Both Canary and Parakeet models provide accurate punctuation, capitalization and word-level timestamps in their outputs.
    on GitHub and get started with Granary on Hugging Face.
    #now #were #talking #nvidia #releases
    Now We’re Talking: NVIDIA Releases Open Dataset, Models for Multilingual Speech AI
    Of around 7,000 languages in the world, a tiny fraction are supported by AI language models. NVIDIA is tackling the problem with a new dataset and models that support the development of high-quality speech recognition and translation AI for 25 European languages — including languages with limited available data like Croatian, Estonian and Maltese. These tools will enable developers to more easily scale AI applications to support global users with fast, accurate speech technology for production-scale use cases such as multilingual chatbots, customer service voice agents and near-real-time translation services. They include: Granary, a massive, open-source corpus of multilingual speech datasets that contains around a million hours of audio, including nearly 650,000 hours for speech recognition and over 350,000 hours for speech translation. NVIDIA Canary-1b-v2, a billion-parameter model trained on Granary for high-quality transcription of European languages, plus translation between English and two dozen supported languages. NVIDIA Parakeet-tdt-0.6b-v3, a streamlined, 600-million-parameter model designed for real-time or large-volume transcription of Granary’s supported languages. The paper behind Granary will be presented at Interspeech, a language processing conference taking place in the Netherlands, Aug. 17-21. The dataset, as well as the new Canary and Parakeet models, are now available on Hugging Face. How Granary Addresses Data Scarcity To develop the Granary dataset, the NVIDIA speech AI team collaborated with researchers from Carnegie Mellon University and Fondazione Bruno Kessler. The team passed unlabeled audio through an innovative processing pipeline powered by NVIDIA NeMo Speech Data Processor toolkit that turned it into structured, high-quality data. This pipeline allowed the researchers to enhance public speech data into a usable format for AI training, without the need for resource-intensive human annotation. It’s available in open source on GitHub. With Granary’s clean, ready-to-use data, developers can get a head start building models that tackle transcription and translation tasks in nearly all of the European Union’s 24 official languages, plus Russian and Ukrainian. For European languages underrepresented in human-annotated datasets, Granary provides a critical resource to develop more inclusive speech technologies that better reflect the linguistic diversity of the continent — all while using less training data. The team demonstrated in their Interspeech paper that, compared to other popular datasets, it takes around half as much Granary training data to achieve a target accuracy level for automatic speech recognitionand automatic speech translation. Tapping NVIDIA NeMo to Turbocharge Transcription The new Canary and Parakeet models offer examples of the kinds of models developers can build with Granary, customized to their target applications. Canary-1b-v2 is optimized for accuracy on complex tasks, while parakeet-tdt-0.6b-v3 is designed for high-speed, low-latency tasks. By sharing the methodology behind the Granary dataset and these two models, NVIDIA is enabling the global speech AI developer community to adapt this data processing workflow to other ASR or AST models or additional languages, accelerating speech AI innovation. Canary-1b-v2, available under a permissive license, expands the Canary family’s supported languages from four to 25. It offers transcription and translation quality comparable to models 3x larger while running inference up to 10x faster. NVIDIA NeMo, a modular software suite for managing the AI agent lifecycle, accelerated speech AI model development. NeMo Curator, part of the software suite, enabled the team to filter out synthetic examples from the source data so that only high-quality samples were used for model training. The team also harnessed the NeMo Speech Data Processor toolkit for tasks like aligning transcripts with audio files and converting data into the required formats. Parakeet-tdt-0.6b-v3 prioritizes high throughput and is capable of transcribing 24-minute audio segments in a single inference pass. The model automatically detects the input audio language and transcribes without additional prompting steps. Both Canary and Parakeet models provide accurate punctuation, capitalization and word-level timestamps in their outputs. on GitHub and get started with Granary on Hugging Face. #now #were #talking #nvidia #releases
    Now We’re Talking: NVIDIA Releases Open Dataset, Models for Multilingual Speech AI
    blogs.nvidia.com
    Of around 7,000 languages in the world, a tiny fraction are supported by AI language models. NVIDIA is tackling the problem with a new dataset and models that support the development of high-quality speech recognition and translation AI for 25 European languages — including languages with limited available data like Croatian, Estonian and Maltese. These tools will enable developers to more easily scale AI applications to support global users with fast, accurate speech technology for production-scale use cases such as multilingual chatbots, customer service voice agents and near-real-time translation services. They include: Granary, a massive, open-source corpus of multilingual speech datasets that contains around a million hours of audio, including nearly 650,000 hours for speech recognition and over 350,000 hours for speech translation. NVIDIA Canary-1b-v2, a billion-parameter model trained on Granary for high-quality transcription of European languages, plus translation between English and two dozen supported languages. NVIDIA Parakeet-tdt-0.6b-v3, a streamlined, 600-million-parameter model designed for real-time or large-volume transcription of Granary’s supported languages. The paper behind Granary will be presented at Interspeech, a language processing conference taking place in the Netherlands, Aug. 17-21. The dataset, as well as the new Canary and Parakeet models, are now available on Hugging Face. How Granary Addresses Data Scarcity To develop the Granary dataset, the NVIDIA speech AI team collaborated with researchers from Carnegie Mellon University and Fondazione Bruno Kessler. The team passed unlabeled audio through an innovative processing pipeline powered by NVIDIA NeMo Speech Data Processor toolkit that turned it into structured, high-quality data. This pipeline allowed the researchers to enhance public speech data into a usable format for AI training, without the need for resource-intensive human annotation. It’s available in open source on GitHub. With Granary’s clean, ready-to-use data, developers can get a head start building models that tackle transcription and translation tasks in nearly all of the European Union’s 24 official languages, plus Russian and Ukrainian. For European languages underrepresented in human-annotated datasets, Granary provides a critical resource to develop more inclusive speech technologies that better reflect the linguistic diversity of the continent — all while using less training data. The team demonstrated in their Interspeech paper that, compared to other popular datasets, it takes around half as much Granary training data to achieve a target accuracy level for automatic speech recognition (ASR) and automatic speech translation (AST). Tapping NVIDIA NeMo to Turbocharge Transcription The new Canary and Parakeet models offer examples of the kinds of models developers can build with Granary, customized to their target applications. Canary-1b-v2 is optimized for accuracy on complex tasks, while parakeet-tdt-0.6b-v3 is designed for high-speed, low-latency tasks. By sharing the methodology behind the Granary dataset and these two models, NVIDIA is enabling the global speech AI developer community to adapt this data processing workflow to other ASR or AST models or additional languages, accelerating speech AI innovation. Canary-1b-v2, available under a permissive license, expands the Canary family’s supported languages from four to 25. It offers transcription and translation quality comparable to models 3x larger while running inference up to 10x faster. https://blogs.nvidia.com/wp-content/uploads/2025/08/Canary-demo.mp4 NVIDIA NeMo, a modular software suite for managing the AI agent lifecycle, accelerated speech AI model development. NeMo Curator, part of the software suite, enabled the team to filter out synthetic examples from the source data so that only high-quality samples were used for model training. The team also harnessed the NeMo Speech Data Processor toolkit for tasks like aligning transcripts with audio files and converting data into the required formats. Parakeet-tdt-0.6b-v3 prioritizes high throughput and is capable of transcribing 24-minute audio segments in a single inference pass. The model automatically detects the input audio language and transcribes without additional prompting steps. Both Canary and Parakeet models provide accurate punctuation, capitalization and word-level timestamps in their outputs. Read more on GitHub and get started with Granary on Hugging Face.
    2 Commentaires ·0 Parts
  • NVIDIA, National Science Foundation Support Ai2 Development of Open AI Models to Drive U.S. Scientific Leadership

    NVIDIA is partnering with the U.S. National Science Foundationto create an AI system that supports the development of multimodal language models for advancing scientific research in the United States.
    The partnership supports the NSF Mid-Scale Research Infrastructure project, called Open Multimodal AI Infrastructure to Accelerate Science.
    “Bringing AI into scientific research has been a game changer,” said Brian Stone, performing the duties of the NSF director. “NSF is proud to partner with NVIDIA to equip America’s scientists with the tools to accelerate breakthroughs. These investments are not just about enabling innovation; they are about securing U.S. global leadership in science and technology and tackling challenges once thought impossible.”
    OMAI, part of the work of the Allen Institute for AI, or Ai2, aims to build a national fully open AI ecosystem to drive scientific discovery through AI, while also advancing the science of AI itself.
    NVIDIA’s support of OMAI includes providing NVIDIA HGX B300 systems — state-of-the-art AI infrastructure built to accelerate model training and inference with exceptional efficiency — along with the NVIDIA AI Enterprise software platform, empowering OMAI to transform massive datasets into actionable intelligence and breakthrough innovations.
    NVIDIA HGX B300 systems are built with NVIDIA Blackwell Ultra GPUs and feature industry-leading high-bandwidth memory and interconnect technologies to deliver groundbreaking acceleration, scalability and efficiency to run the world’s largest models and most demanding workloads.
    “AI is the engine of modern science — and large, open models for America’s researchers will ignite the next industrial revolution,” said Jensen Huang, founder and CEO of NVIDIA. “In collaboration with NSF and Ai2, we’re accelerating innovation with state-of-the-art infrastructure that empowers U.S. scientists to generate limitless intelligence, making it America’s most powerful and renewable resource.”
    The contributions will support research teams from the University of Washington, the University of Hawaii at Hilo, the University of New Hampshire and the University of New Mexico. The public-private partnership investment in U.S. technology aligns with recent initiatives outlined by the White House AI Action Plan, which supports America’s global AI leadership.
    “The models are part of the national research infrastructure — but we can’t build the models without compute, and that’s why NVIDIA is so important to this project,” said Noah Smith, senior director of natural language processing research at Ai2.
    Opening Language Models to Advance American Researchers 
    Driving some of the fastest-growing applications in history, today’s large language modelshave many billions of parameters, or internal weights and biases learned in training. LLMs are trained on trillions of words, and multimodal LLMs can ingest images, graphs, tables and more.
    But the power of these so-called frontier models can sometimes be out of reach for scientific research when the parameters, training data, code and documentation are not openly available.
    “With the model training data in hand, you have the opportunity to trace back to particular training instances similar to a response, and also more systematically study how emerging behaviors relate to the training data,” said Smith.
    NVIDIA’s partnership with NSF to support Ai2’s OMAI initiative provides fully open model access to data, open-source data interrogation tools to help refine datasets, as well as documentation and training for early-career researchers — advancing U.S. global leadership in science and engineering.
    The Ai2 project — supported by NVIDIA technologies — pledges to make the software and models available at low or zero cost to researchers, similar to open-source code repositories and science-oriented digital libraries. It’s in line with Ai2’s previous work in creating fully open language models and multimodal models, maximizing access.
    Driving U.S. Global Leadership in Science and Engineering 
    “Winning the AI Race: America’s AI Action Plan” was announced in July by the White House, supported with executive orders to accelerate federal permitting of data center infrastructure and promote exportation of the American AI technology stack.
    The OMAI initiative aligns with White House AI Action Plan priorities, emphasizing the acceleration of AI-enabled science and supporting the creation of leading open models to enhance America’s global AI leadership in academic research and education.
    #nvidia #national #science #foundation #support
    NVIDIA, National Science Foundation Support Ai2 Development of Open AI Models to Drive U.S. Scientific Leadership
    NVIDIA is partnering with the U.S. National Science Foundationto create an AI system that supports the development of multimodal language models for advancing scientific research in the United States. The partnership supports the NSF Mid-Scale Research Infrastructure project, called Open Multimodal AI Infrastructure to Accelerate Science. “Bringing AI into scientific research has been a game changer,” said Brian Stone, performing the duties of the NSF director. “NSF is proud to partner with NVIDIA to equip America’s scientists with the tools to accelerate breakthroughs. These investments are not just about enabling innovation; they are about securing U.S. global leadership in science and technology and tackling challenges once thought impossible.” OMAI, part of the work of the Allen Institute for AI, or Ai2, aims to build a national fully open AI ecosystem to drive scientific discovery through AI, while also advancing the science of AI itself. NVIDIA’s support of OMAI includes providing NVIDIA HGX B300 systems — state-of-the-art AI infrastructure built to accelerate model training and inference with exceptional efficiency — along with the NVIDIA AI Enterprise software platform, empowering OMAI to transform massive datasets into actionable intelligence and breakthrough innovations. NVIDIA HGX B300 systems are built with NVIDIA Blackwell Ultra GPUs and feature industry-leading high-bandwidth memory and interconnect technologies to deliver groundbreaking acceleration, scalability and efficiency to run the world’s largest models and most demanding workloads. “AI is the engine of modern science — and large, open models for America’s researchers will ignite the next industrial revolution,” said Jensen Huang, founder and CEO of NVIDIA. “In collaboration with NSF and Ai2, we’re accelerating innovation with state-of-the-art infrastructure that empowers U.S. scientists to generate limitless intelligence, making it America’s most powerful and renewable resource.” The contributions will support research teams from the University of Washington, the University of Hawaii at Hilo, the University of New Hampshire and the University of New Mexico. The public-private partnership investment in U.S. technology aligns with recent initiatives outlined by the White House AI Action Plan, which supports America’s global AI leadership. “The models are part of the national research infrastructure — but we can’t build the models without compute, and that’s why NVIDIA is so important to this project,” said Noah Smith, senior director of natural language processing research at Ai2. Opening Language Models to Advance American Researchers  Driving some of the fastest-growing applications in history, today’s large language modelshave many billions of parameters, or internal weights and biases learned in training. LLMs are trained on trillions of words, and multimodal LLMs can ingest images, graphs, tables and more. But the power of these so-called frontier models can sometimes be out of reach for scientific research when the parameters, training data, code and documentation are not openly available. “With the model training data in hand, you have the opportunity to trace back to particular training instances similar to a response, and also more systematically study how emerging behaviors relate to the training data,” said Smith. NVIDIA’s partnership with NSF to support Ai2’s OMAI initiative provides fully open model access to data, open-source data interrogation tools to help refine datasets, as well as documentation and training for early-career researchers — advancing U.S. global leadership in science and engineering. The Ai2 project — supported by NVIDIA technologies — pledges to make the software and models available at low or zero cost to researchers, similar to open-source code repositories and science-oriented digital libraries. It’s in line with Ai2’s previous work in creating fully open language models and multimodal models, maximizing access. Driving U.S. Global Leadership in Science and Engineering  “Winning the AI Race: America’s AI Action Plan” was announced in July by the White House, supported with executive orders to accelerate federal permitting of data center infrastructure and promote exportation of the American AI technology stack. The OMAI initiative aligns with White House AI Action Plan priorities, emphasizing the acceleration of AI-enabled science and supporting the creation of leading open models to enhance America’s global AI leadership in academic research and education. #nvidia #national #science #foundation #support
    NVIDIA, National Science Foundation Support Ai2 Development of Open AI Models to Drive U.S. Scientific Leadership
    blogs.nvidia.com
    NVIDIA is partnering with the U.S. National Science Foundation (NSF) to create an AI system that supports the development of multimodal language models for advancing scientific research in the United States. The partnership supports the NSF Mid-Scale Research Infrastructure project, called Open Multimodal AI Infrastructure to Accelerate Science (OMAI). “Bringing AI into scientific research has been a game changer,” said Brian Stone, performing the duties of the NSF director. “NSF is proud to partner with NVIDIA to equip America’s scientists with the tools to accelerate breakthroughs. These investments are not just about enabling innovation; they are about securing U.S. global leadership in science and technology and tackling challenges once thought impossible.” OMAI, part of the work of the Allen Institute for AI, or Ai2, aims to build a national fully open AI ecosystem to drive scientific discovery through AI, while also advancing the science of AI itself. NVIDIA’s support of OMAI includes providing NVIDIA HGX B300 systems — state-of-the-art AI infrastructure built to accelerate model training and inference with exceptional efficiency — along with the NVIDIA AI Enterprise software platform, empowering OMAI to transform massive datasets into actionable intelligence and breakthrough innovations. NVIDIA HGX B300 systems are built with NVIDIA Blackwell Ultra GPUs and feature industry-leading high-bandwidth memory and interconnect technologies to deliver groundbreaking acceleration, scalability and efficiency to run the world’s largest models and most demanding workloads. “AI is the engine of modern science — and large, open models for America’s researchers will ignite the next industrial revolution,” said Jensen Huang, founder and CEO of NVIDIA. “In collaboration with NSF and Ai2, we’re accelerating innovation with state-of-the-art infrastructure that empowers U.S. scientists to generate limitless intelligence, making it America’s most powerful and renewable resource.” The contributions will support research teams from the University of Washington, the University of Hawaii at Hilo, the University of New Hampshire and the University of New Mexico. The public-private partnership investment in U.S. technology aligns with recent initiatives outlined by the White House AI Action Plan, which supports America’s global AI leadership. “The models are part of the national research infrastructure — but we can’t build the models without compute, and that’s why NVIDIA is so important to this project,” said Noah Smith, senior director of natural language processing research at Ai2. Opening Language Models to Advance American Researchers  Driving some of the fastest-growing applications in history, today’s large language models (LLMs) have many billions of parameters, or internal weights and biases learned in training. LLMs are trained on trillions of words, and multimodal LLMs can ingest images, graphs, tables and more. But the power of these so-called frontier models can sometimes be out of reach for scientific research when the parameters, training data, code and documentation are not openly available. “With the model training data in hand, you have the opportunity to trace back to particular training instances similar to a response, and also more systematically study how emerging behaviors relate to the training data,” said Smith. NVIDIA’s partnership with NSF to support Ai2’s OMAI initiative provides fully open model access to data, open-source data interrogation tools to help refine datasets, as well as documentation and training for early-career researchers — advancing U.S. global leadership in science and engineering. The Ai2 project — supported by NVIDIA technologies — pledges to make the software and models available at low or zero cost to researchers, similar to open-source code repositories and science-oriented digital libraries. It’s in line with Ai2’s previous work in creating fully open language models and multimodal models, maximizing access. Driving U.S. Global Leadership in Science and Engineering  “Winning the AI Race: America’s AI Action Plan” was announced in July by the White House, supported with executive orders to accelerate federal permitting of data center infrastructure and promote exportation of the American AI technology stack. The OMAI initiative aligns with White House AI Action Plan priorities, emphasizing the acceleration of AI-enabled science and supporting the creation of leading open models to enhance America’s global AI leadership in academic research and education.
    2 Commentaires ·0 Parts
  • PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more 

    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to.

    This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3: Nemesis bring retro survival horror to PlayStation Plus Premium. All titles will be available to play on August 19*. 

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    On the same day, Death Stranding 2: On the Beach will also be available as a Game Trial for PlayStation Plus Premium members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over.

    PlayStation Plus Extra and Premium | Game Catalog

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    Mortal Kombat 1 | PS5

    Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favorite Kombatants. Discover a host of new offline and online game modes as you master a revitalized fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet.

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    Marvel’s Spider-Man | PS5, PS4

    Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders.

    Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players to download. In relevant markets, PS4 players can stream Marvel’s Spider-Man. 

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    Sword of the Sea | PS5

    Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement.

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    Earth Defense Force 6 | PS5, PS4

    Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom. 

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    Unicorn Overlord | PS5, PS4

    From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style.

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    Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4

    The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy.

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    Indika | PS5

    Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov.

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    Harold Halibut | PS5

    Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home.

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    Coral Island | PS5

    It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it.

    PlayStation Plus Premium

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    Resident Evil 2 | PS5, PS4Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters.

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    Resident Evil 3: Nemesis | PS5, PS4A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters.

    *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day. 
    #playstation #plus #game #catalog #august
    PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more 
    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to. This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3: Nemesis bring retro survival horror to PlayStation Plus Premium. All titles will be available to play on August 19*.  View and download image Download the image close Close Download this image On the same day, Death Stranding 2: On the Beach will also be available as a Game Trial for PlayStation Plus Premium members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over. PlayStation Plus Extra and Premium | Game Catalog View and download image Download the image close Close Download this image Mortal Kombat 1 | PS5 Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favorite Kombatants. Discover a host of new offline and online game modes as you master a revitalized fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet. View and download image Download the image close Close Download this image Marvel’s Spider-Man | PS5, PS4 Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders. Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players to download. In relevant markets, PS4 players can stream Marvel’s Spider-Man.  View and download image Download the image close Close Download this image Sword of the Sea | PS5 Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement. View and download image Download the image close Close Download this image Earth Defense Force 6 | PS5, PS4 Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom.  View and download image Download the image close Close Download this image Unicorn Overlord | PS5, PS4 From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style. View and download image Download the image close Close Download this image Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4 The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy. View and download image Download the image close Close Download this image Indika | PS5 Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov. View and download image Download the image close Close Download this image Harold Halibut | PS5 Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home. View and download image Download the image close Close Download this image Coral Island | PS5 It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it. PlayStation Plus Premium View and download image Download the image close Close Download this image Resident Evil 2 | PS5, PS4Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. View and download image Download the image close Close Download this image Resident Evil 3: Nemesis | PS5, PS4A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day.  #playstation #plus #game #catalog #august
    PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more 
    blog.playstation.com
    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to. This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3: Nemesis bring retro survival horror to PlayStation Plus Premium. All titles will be available to play on August 19*.  View and download image Download the image close Close Download this image On the same day, Death Stranding 2: On the Beach will also be available as a Game Trial for PlayStation Plus Premium members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over. PlayStation Plus Extra and Premium | Game Catalog View and download image Download the image close Close Download this image Mortal Kombat 1 | PS5 Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favorite Kombatants. Discover a host of new offline and online game modes as you master a revitalized fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet. View and download image Download the image close Close Download this image Marvel’s Spider-Man | PS5, PS4 Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders. Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players to download. In relevant markets, PS4 players can stream Marvel’s Spider-Man (base game).  View and download image Download the image close Close Download this image Sword of the Sea | PS5 Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement. View and download image Download the image close Close Download this image Earth Defense Force 6 | PS5, PS4 Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom.  View and download image Download the image close Close Download this image Unicorn Overlord | PS5, PS4 From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style. View and download image Download the image close Close Download this image Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4 The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy. View and download image Download the image close Close Download this image Indika | PS5 Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov. View and download image Download the image close Close Download this image Harold Halibut | PS5 Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home. View and download image Download the image close Close Download this image Coral Island | PS5 It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it. PlayStation Plus Premium View and download image Download the image close Close Download this image Resident Evil 2 | PS5, PS4 (PS) Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. View and download image Download the image close Close Download this image Resident Evil 3: Nemesis | PS5, PS4 (PS) A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *PlayStation Plus Game Catalog and PlayStation Plus Premium/Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day. 
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  • (For Southeast Asia) PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more

    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to.

    This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3 bring retro survival horror to PlayStation Plus Deluxe. All titles will be available to play on August 19*. 

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    On the same day, Death Stranding 2: On the Beach will also be available as a Game Trials for PlayStation Plus Deluxe members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over.

    PlayStation Plus Extra and Deluxe | Game Catalog

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    Mortal Kombat 1 | PS5

    Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favourite Kombatants. Discover a host of new offline and online game modes as you master a revitalised fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet.

    *Mortal Kombat 1 is releasing in Singapore August 13 and on August 19 in other Southeast Asia markets.

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    Marvel’s Spider-Man | PS5, PS4

    Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders.

    Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players. 

    *Marvel’s Spider-Man is releasing worldwide August 19.

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    Sword of the Sea | PS5

    Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement.

    *Sword of the Sea is releasing worldwide August 19.

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    Earth Defense Force 6 | PS5, PS4

    Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom.

    *Earth Defense Force 6 is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets.

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    Unicorn Overlord | PS5, PS4

    From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style.

    *Unicorn Overlord is releasing worldwide August 19.

    View and download image

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    Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4

    The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy.

    *Atelier Ryza 3 Alchemist of the End & the Secret Key is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets.

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    Indika | PS5

    Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov.

    *Indika is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets.

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    Harold Halibut | PS5

    Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home.

    *Harold Halibut is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets.

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    Coral Island | PS5

    It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it.

    *Coral Island is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets.

    PlayStation Plus Deluxe

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    Resident Evil 2 | PS5, PS4Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters.

    *Resident Evil 2 is releasing worldwide August 19.

    View and download image

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    Resident Evil 3 | PS5, PS4A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters.

    *Resident Evil 3 is releasing worldwide August 19.

    *PlayStation Plus Game Catalog and PlayStation Plus Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day. 
    #southeast #asia #playstation #plus #game
    (For Southeast Asia) PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more
    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to. This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3 bring retro survival horror to PlayStation Plus Deluxe. All titles will be available to play on August 19*.  View and download image Download the image close Close Download this image On the same day, Death Stranding 2: On the Beach will also be available as a Game Trials for PlayStation Plus Deluxe members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over. PlayStation Plus Extra and Deluxe | Game Catalog View and download image Download the image close Close Download this image Mortal Kombat 1 | PS5 Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favourite Kombatants. Discover a host of new offline and online game modes as you master a revitalised fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet. *Mortal Kombat 1 is releasing in Singapore August 13 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Marvel’s Spider-Man | PS5, PS4 Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders. Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players.  *Marvel’s Spider-Man is releasing worldwide August 19. View and download image Download the image close Close Download this image Sword of the Sea | PS5 Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement. *Sword of the Sea is releasing worldwide August 19. View and download image Download the image close Close Download this image Earth Defense Force 6 | PS5, PS4 Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom. *Earth Defense Force 6 is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Unicorn Overlord | PS5, PS4 From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style. *Unicorn Overlord is releasing worldwide August 19. View and download image Download the image close Close Download this image Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4 The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy. *Atelier Ryza 3 Alchemist of the End & the Secret Key is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Indika | PS5 Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov. *Indika is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Harold Halibut | PS5 Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home. *Harold Halibut is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Coral Island | PS5 It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it. *Coral Island is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets. PlayStation Plus Deluxe View and download image Download the image close Close Download this image Resident Evil 2 | PS5, PS4Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *Resident Evil 2 is releasing worldwide August 19. View and download image Download the image close Close Download this image Resident Evil 3 | PS5, PS4A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *Resident Evil 3 is releasing worldwide August 19. *PlayStation Plus Game Catalog and PlayStation Plus Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day.  #southeast #asia #playstation #plus #game
    (For Southeast Asia) PlayStation Plus Game Catalog for August: Mortal Kombat 1, Marvel’s Spider-Man, Sword of the Sea, Earth Defense Force 6 and more
    blog.playstation.com
    As we’ve entered the 15th year of PlayStation Plus, we’ve got even more great content for members to look forward to. This month, unleash brutal finishers in the reimagined Mortal Kombat 1, swing through Marvel’s New York skyline as the iconic web-slinger in Marvel’s Spider-Man, or gear up to repel swarming alien forces in Earth Defense Force 6. All these titles and more are available in August’s PlayStation Plus Game Catalog lineup. That includes Sword of the Sea, which releases day one into Game Catalog. Meanwhile, Resident Evil 2 and Resident Evil 3 bring retro survival horror to PlayStation Plus Deluxe. All titles will be available to play on August 19*.  View and download image Download the image close Close Download this image On the same day, Death Stranding 2: On the Beach will also be available as a Game Trials for PlayStation Plus Deluxe members. Enjoy up to 5 hours of gameplay with this time-limited trial, and if you decide to purchase the full game, your progress and trophies will carry over. PlayStation Plus Extra and Deluxe | Game Catalog View and download image Download the image close Close Download this image Mortal Kombat 1 | PS5 Following the thrilling climax of Mortal Kombat 11, the all-powerful Fire God Liu Kang has created a New Era in the hope of bringing peace to Earthrealm and beyond. Through the series’ most cinematic story mode yet, you’ll be reintroduced to a cast of legendary warriors as you’ve never seen them before. Expect twists on classic friendships and rivalries, as well as new backstories that will change everything you think you know about your favourite Kombatants. Discover a host of new offline and online game modes as you master a revitalised fighting system that boasts bone-crunching Fatal Blows, defensive Breakers and the most creatively vicious Fatalities yet. *Mortal Kombat 1 is releasing in Singapore August 13 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Marvel’s Spider-Man | PS5, PS4 Sony Interactive Entertainment, Insomniac Games, and Marvel have teamed up to create an authentic Spider-Man adventure. This isn’t the Spider-Man you’ve met or ever seen before. This is an experienced Peter Parker who’s more masterful at fighting big crime in Marvel’s New York. At the same time, he’s struggling to balance his chaotic personal life and career while the fate of millions of New Yorkers rests upon his shoulders. Marvel’s Spider-Man Remastered will be available to PS5 players, and Marvel’s Spider-Man: Game of the Year Edition available to PS4 players.  *Marvel’s Spider-Man is releasing worldwide August 19. View and download image Download the image close Close Download this image Sword of the Sea | PS5 Surf across magnificent waves of sand and glistening waters on an epic quest to restore a lost ocean in Sword of the Sea. From the visionary artist behind ABZÛ, The Pathless, and Journey – Sword of the Sea is an atmospheric surfing adventure with high-speed Hoversword movement inspired by skateboarding and snowboarding. Carve your way forward on the ancient and powerful Hoversword, which moves like a snowboard, skateboard, and surfboard all in one. Build momentum to reach top speed and catch big air off the crests of giant waves. Pull off radical flips, spins, and grab tricks with ease as you shred halfpipes, ramps, and wall rides. It’s the perfect balance of exhilarating action and fluid, meditative movement. *Sword of the Sea is releasing worldwide August 19. View and download image Download the image close Close Download this image Earth Defense Force 6 | PS5, PS4 Set three years after the events of the previous entry, Earth Defense Force 6 unfolds in a decimated world on the brink of collapse, where humanity’s population has been nearly wiped out. Take on the role of an Earth Defense Force soldier in this explosive third-person shooter and battle towering alien threats, alone or in co-op. Stand your ground with courage and wisdom. *Earth Defense Force 6 is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Unicorn Overlord | PS5, PS4 From the masterminds that brought 13 Sentinels: Aegis Rim, Odin Sphere, and Dragon’s Crown, ATLUS x Vanillaware presents the rebirth of tactical fantasy RPG. Fight against fate and embark on a royal adventure to regain your reign alongside trustworthy allies. Unicorn Overlord combines the timeless tactical RPG genre with overworld exploration and innovative battle system for a unique epic fantasy experience in the iconic Vanillaware style. *Unicorn Overlord is releasing worldwide August 19. View and download image Download the image close Close Download this image Atelier Ryza 3 Alchemist of the End & the Secret Key | PS5, PS4 The final summer, the final secret… Ryza’s final adventure is about to begin! The story begins when a group of islands called Kark Isles appear near Ryza’s—the protagonist’s—hometown. Seeing this as a threat to their home, Ryza and her friends investigate the isles and discover ruins with a huge gate. Just as Ryza approaches the gate, a strange voice echoes in her head, telling her to reach the Code of the Universe. What is it that lies beyond the gate, and what does the “Code of the Universe” mean? In hopes of finding a way to save their home, Ryza and her friends set off on a great adventure that revolves around a Key and the roots of alchemy. *Atelier Ryza 3 Alchemist of the End & the Secret Key is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Indika | PS5 Indika is a third-person, story-driven game set in a strange world where religious visions clash with harsh reality. It tells the story of a young nun who sets off on a journey of self-discovery with the most unusual, horn-headed companion by her side. On the outside, Indika seems to be a typical nun attempting to adjust to a difficult and monotonous monastery life. Humble and innocent in her appearance, do not be deceived as this young girl has also made a highly unlikely acquaintance—as she speaks with the devil himself. Indika’s unusual connection with the Evil One leads her on an errand beyond the safe walls of the monastery. The world she discovers can only be described as a wild combination of comedy and tragedy straight out of the novels by Dostoyevski and Bulhakov. *Indika is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Harold Halibut | PS5 Harold Halibut is a handmade narrative game about friendship and life on a city-sized spaceship submerged in an alien ocean. It’s been 250 years since your home – an ark-like spaceship – fled an Earth on the verge of cold war to find a habitable planet to preserve the human race. You are Harold, a young lab assistant for the ship’s lead scientist, Jeanne Mareaux. While most of the ship’s inhabitants have reconciled themselves to a life lived aboard the sunken ship, Mareaux still works tirelessly to find a way for the ship to leave the planet and find a new, dryer home. *Harold Halibut is releasing in Singapore September 9 and on August 19 in other Southeast Asia markets. View and download image Download the image close Close Download this image Coral Island | PS5 It’s time to leave big-city life in Pokyo behind and start a new chapter of your life on Coral Island! Be who you want and create the idyllic farm of your dreams, where you’ll tend crops, nurture animals, and build a bond with the natural world around you. Help revitalize the nearby town and its surrounding coral reefs, and forge relationships with a vibrant community of more than 70 fellow people who call Coral Island home. Farm. Decorate. Craft. Explore. Relax. Your future—and the future of Coral Island—is what you make of it. *Coral Island is releasing in Singapore August 26 and on August 19 in other Southeast Asia markets. PlayStation Plus Deluxe View and download image Download the image close Close Download this image Resident Evil 2 | PS5, PS4 (PS) Two months after the terrifying Mansion Incident, two people made their way to Raccoon City. Leon S. Kennedy, a newly-assigned officer in the Raccoon Police Department, and Claire Redfield, who has been trying to track down her missing brother. Little do they know of what nightmares Raccoon City has in store for them… Experience Resident Evil 2, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *Resident Evil 2 is releasing worldwide August 19. View and download image Download the image close Close Download this image Resident Evil 3 | PS5, PS4 (PS) A little over a month and a half after the Mansion Incident, another nightmare unfolds at almost the same time as Resident Evil 2 as Raccoon City faces destruction due to the threat of the ‘T-virus’. You take on the role of former S.T.A.R.S. member Jill Valentine as she attempts to escape the devastated city while investigating the mystery behind the Umbrella Corporation. Witness the climax of the Raccoon City story with your own eyes. Experience Resident Evil 3 Nemesis, first released on the original PlayStation, enhanced with up-rendering, rewind, quick save, and custom video filters. *Resident Evil 3 is releasing worldwide August 19. *PlayStation Plus Game Catalog and PlayStation Plus Deluxe lineups and individual title release dates may differ by region. Please check PlayStation Store on release day. 
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  • يا جماعة، راكم عارفين كيفاش نحب نكتشف الحاجات الجديدة، صح؟ في مرة من المرات كنت مع صحابي وواحد منهم جاب هاذي "Lovense Gemini Nipple Clamps" وبدينا نتكلمو على كيفاش تجمع بين المتعة والتكنولوجيا.

    المقال اللي قريتو يتكلم على هاذي الأداة وكيفاش تقدم إحساسات جديدة من خلال الاهتزازات. يقولوا إنو هايل لو كنتي تبحث على تجارب جديدة وممتعة.

    شخصياً، جربت وحده من الأجهزة المماثلة وفعلاً كانت تجربة مختلفة، حسيت بمتعة جديدة واندماج مع اللحظة.

    إذا تحبوا تعيشوا تجربة مثيرة، من الأفضل تطلعوا على المقال وتفكروا في كيفاش هاذي الأجهزة ممكن تغير من حياتكم.

    https://www.wired.com/review/lovense-gemini-nipple-clamps/
    #تكنولوجيا #متعة #Sensations #Lovense #جهاز
    يا جماعة، راكم عارفين كيفاش نحب نكتشف الحاجات الجديدة، صح؟ في مرة من المرات كنت مع صحابي وواحد منهم جاب هاذي "Lovense Gemini Nipple Clamps" وبدينا نتكلمو على كيفاش تجمع بين المتعة والتكنولوجيا. المقال اللي قريتو يتكلم على هاذي الأداة وكيفاش تقدم إحساسات جديدة من خلال الاهتزازات. يقولوا إنو هايل لو كنتي تبحث على تجارب جديدة وممتعة. شخصياً، جربت وحده من الأجهزة المماثلة وفعلاً كانت تجربة مختلفة، حسيت بمتعة جديدة واندماج مع اللحظة. إذا تحبوا تعيشوا تجربة مثيرة، من الأفضل تطلعوا على المقال وتفكروا في كيفاش هاذي الأجهزة ممكن تغير من حياتكم. https://www.wired.com/review/lovense-gemini-nipple-clamps/ #تكنولوجيا #متعة #Sensations #Lovense #جهاز
    www.wired.com
    These clamps just might offer the vibrating sensation you've been seeking.
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