• واش راكم يا أصدقاء؟ اليوم جبتلكم خبر رح يفرح عشاق الألعاب! "The new Street Fighter movie" راهي جاية للسينما في أكتوبر 2026، وبالخصوص في 16 أكتوبر! الفيلم راح يضم أسماء كبيرة كيما Jason Momoa و 50 Cent وحتى Orville Peck. يعني، لازم تكونوا فالحين معانا في الانتظار!

    حبيت نشارك معاكم هاد الخبر حيث أنا شخصياً كنت نحب نلعب Street Fighter مع الأصحاب في الشباب، وكانت كل جولة فيها ضحك و تنافس. نتصور الفيلم هذا راح يعيد لنا روح الأركيد ويعطينا ذكريات جديدة.

    خلينا نتمنى يكون الفيلم مشي غير تهريج، بل يحمل القصة والتجربة الحقيقية للعبة لي تعودنا عليها.

    https://www.theverge.com/news/771977/street-fighter-movie-release-date-cast
    #StreetFighter #فيلم_الألعاب #Cinema #JasonMomoa #50Cent
    🎮 واش راكم يا أصدقاء؟ اليوم جبتلكم خبر رح يفرح عشاق الألعاب! "The new Street Fighter movie" راهي جاية للسينما في أكتوبر 2026، وبالخصوص في 16 أكتوبر! 💥 الفيلم راح يضم أسماء كبيرة كيما Jason Momoa و 50 Cent وحتى Orville Peck. يعني، لازم تكونوا فالحين معانا في الانتظار! حبيت نشارك معاكم هاد الخبر حيث أنا شخصياً كنت نحب نلعب Street Fighter مع الأصحاب في الشباب، وكانت كل جولة فيها ضحك و تنافس. نتصور الفيلم هذا راح يعيد لنا روح الأركيد ويعطينا ذكريات جديدة. خلينا نتمنى يكون الفيلم مشي غير تهريج، بل يحمل القصة والتجربة الحقيقية للعبة لي تعودنا عليها. https://www.theverge.com/news/771977/street-fighter-movie-release-date-cast #StreetFighter #فيلم_الألعاب #Cinema #JasonMomoa #50Cent
    www.theverge.com
    The new Street Fighter movie, which has been in the works since 2023, now has a cast and a release date. The film hits theaters on October 16th, 2026, and the cast includes some big names like Jason Momoa, 50 Cent, Orville Peck, and Eric André, accor
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  • واش راكم أصحابي؟ اليوم حبيت نشارك معاكم فيديو جديد، "Je perfectionne mon montage video cinema 29/07/25 - Live"، وحقا الموضوع هاد شغل بالي!

    كي كنت صغير، كنت نحب نشوف الأفلام ونسجلهم في بالي، وكل مرة نتمنى نكون أنا المخرج. اليوم، الفيديو هذا يقدملنا فرصة نتعلمو كيفاش نطوّر مهاراتنا في المونتاج. مثلاً، كيما في الفيديو، نشوفو أساليب جديدة ومبتكرة تخلي الفيديوهات تخرج بمظهر احترافي، كيفاش نستعملو الألوان، والقص، والموسيقى بطريقة تثير الانتباه.

    هذا الموضوع يلامسني بزاف، لأنو المونتاج هو فن بحد ذاتو، وكل واحد عندو طريقة خاصة في التعبير. ومن خلال هذا الفيديو، نقدر نكتشف كيفاش نضيف لمساتنا الخاصة على المشاريع اللي نحبها.

    نحبكم تشوفو الفيديو وتشاركونا آراءكم، كل واحد عندو قصة وعالمه الخاص في عالم السينما.

    https://www.youtube.com/watch?v=
    🌟 واش راكم أصحابي؟ اليوم حبيت نشارك معاكم فيديو جديد، "Je perfectionne mon montage video cinema 29/07/25 - Live"، وحقا الموضوع هاد شغل بالي! 🎥 كي كنت صغير، كنت نحب نشوف الأفلام ونسجلهم في بالي، وكل مرة نتمنى نكون أنا المخرج. اليوم، الفيديو هذا يقدملنا فرصة نتعلمو كيفاش نطوّر مهاراتنا في المونتاج. مثلاً، كيما في الفيديو، نشوفو أساليب جديدة ومبتكرة تخلي الفيديوهات تخرج بمظهر احترافي، كيفاش نستعملو الألوان، والقص، والموسيقى بطريقة تثير الانتباه. هذا الموضوع يلامسني بزاف، لأنو المونتاج هو فن بحد ذاتو، وكل واحد عندو طريقة خاصة في التعبير. ومن خلال هذا الفيديو، نقدر نكتشف كيفاش نضيف لمساتنا الخاصة على المشاريع اللي نحبها. نحبكم تشوفو الفيديو وتشاركونا آراءكم، كل واحد عندو قصة وعالمه الخاص في عالم السينما. https://www.youtube.com/watch?v=
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  • يا جماعة، شفتو الخبر الجديد؟ Alex Garland، الكاتب المعروف، كتب سيناريو كامل لفيلم Elden Ring ب160 صفحة! هاد الشي كان باش يرضي Miyazaki ويخليه يعطي الضوء الأخضر. يعني، حب اللعبة وصل لدرجة أنه يكتب من الصفر باش يحقق حلمه!

    المقال يتحدث على كيفاش هاد الكاتب طوّر فكرة الفيلم، وكيف رجعت شركات الألعاب القديمة للأضواء وتحب ترجع للألعاب الكلاسيكية. بصراحة، فكرة مثل هادي تخليك تحس بالإثارة والحنين للأيام اللي كنا فيها نلعب وندخل لعالم الألعاب!

    أنا شخصياً، نحب Elden Ring ونتمنى الفيلم يكون على قد توقعاتنا. شكون معايا في هاد الشعور؟

    يمكننا نتخيل كيفاش راح يكون الفيلم ونشوفوا شخصياتنا المفضلة على الشاشة الكبيرة.

    https://kotaku.com/elden-ring-movie-alex-garland-hidetaka-miyazaki-atari-2000620675
    #EldenRing #AlexGarland #Miyazaki #JeuxVidéo #Cinéma
    يا جماعة، شفتو الخبر الجديد؟ Alex Garland، الكاتب المعروف، كتب سيناريو كامل لفيلم Elden Ring ب160 صفحة! 😲 هاد الشي كان باش يرضي Miyazaki ويخليه يعطي الضوء الأخضر. يعني، حب اللعبة وصل لدرجة أنه يكتب من الصفر باش يحقق حلمه! المقال يتحدث على كيفاش هاد الكاتب طوّر فكرة الفيلم، وكيف رجعت شركات الألعاب القديمة للأضواء وتحب ترجع للألعاب الكلاسيكية. بصراحة، فكرة مثل هادي تخليك تحس بالإثارة والحنين للأيام اللي كنا فيها نلعب وندخل لعالم الألعاب! أنا شخصياً، نحب Elden Ring ونتمنى الفيلم يكون على قد توقعاتنا. شكون معايا في هاد الشعور؟ يمكننا نتخيل كيفاش راح يكون الفيلم ونشوفوا شخصياتنا المفضلة على الشاشة الكبيرة. https://kotaku.com/elden-ring-movie-alex-garland-hidetaka-miyazaki-atari-2000620675 #EldenRing #AlexGarland #Miyazaki #JeuxVidéo #Cinéma
    Alex Garland Wrote 160-Page Elden Ring Movie Script From Scratch To Win Miyazaki’s Approval
    kotaku.com
    Also retro game publishers are back from the dead and making moves The post Alex Garland Wrote 160-Page <i>Elden Ring</i> Movie Script From Scratch To Win Miyazaki’s Approval appeared first on Kotaku.
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  • Creating a Detailed Helmet Inspired by Fallout Using Substance 3D

    IntroductionHi! My name is Pavel Vorobyev, and I'm a 19-year-old 3D Artist specializing in texturing and weapon creation for video games. I've been working in the industry for about 3 years now. During this time, I've had the opportunity to contribute to several exciting projects, including Arma, DayZ, Ratten Reich, and a NEXT-GEN sci-fi shooter. Here's my ArtStation portfolio.My journey into 3D art began in my early teens, around the age of 13 or 14. At some point, I got tired of just playing games and started wondering: "How are they actually made?" That question led me to explore game development. I tried everything – level design, programming, game design – but it was 3D art that truly captured me.I'm entirely self-taught. I learned everything from YouTube, tutorials, articles, and official documentation, gathering knowledge piece by piece. Breaking into the commercial side of the industry wasn't easy: there were a lot of failures, no opportunities, and no support. At one point, I even took a job at a metallurgical plant. But I kept pushing forward, kept learning and improving my skills in 3D. Eventually, I got my first industry offer – and that's when my real path began.Today, I continue to grow, constantly experimenting with new styles, tools, and techniques. For me, 3D isn't just a profession – it's a form of self-expression and a path toward my dream. My goal is to build a strong career in the game industry and eventually move into cinematic storytelling in the spirit of Love, Death &amp; Robots.Astartes YouTube channelI also want to inspire younger artists and show how powerful texturing can be as a creative tool. To demonstrate that, I'd love to share my personal project PU – Part 1, which reflects my passion and approach to texture art.In this article, I'll be sharing my latest personal project – a semi-realistic sci-fi helmet that I created from scratch, experimenting with both form and style. It's a personal exploration where I aimed to step away from traditional hyperrealism and bring in a touch of artistic expression.Concept &amp; Project IdeaThe idea behind this helmet project came from a very specific goal – to design a visually appealing asset with rich texture variation and achieve a balance between stylization and realism. I wanted to create something that looked believable, yet had an artistic flair. Since I couldn't find any fitting concepts online, I started building the design from scratch in my head. I eventually settled on creating a helmet as the main focus of the project. For visual direction, I drew inspiration from post-apocalyptic themes and the gritty aesthetics of Fallout and Warhammer 40,000.Software &amp; Tools UsedFor this project, I used Blender, ZBrush, Substance 3D Painter, Marmoset Toolbag 5, Photoshop, and RizomUV. I created the low-poly mesh in Blender and developed the concept and high-poly sculpt in ZBrush. In Substance 3D Painter, I worked on the texture concept and final texturing. Baking and rendering were done in Marmoset Toolbag, and I used Photoshop for some adjustments to the bake. UV unwrapping was handled in RizomUV.Modeling &amp; RetopologyI began the development process by designing the concept based on my earlier references – Fallout and Warhammer 40,000. The initial blockout was done in ZBrush, and from there, I started refining the shapes and details to create something visually engaging and stylistically bold.After completing the high-poly model, I moved on to the long and challenging process of retopology. Since I originally came from a weapons-focused background, I applied the knowledge I gained from modeling firearms. I slightly increased the polycount to achieve a cleaner and more appealing look in the final render – reducing visible faceting. My goal was to strike a balance between visual quality and a game-ready asset.UV Mapping &amp; BakingNext, I moved on to UV mapping. There's nothing too complex about this stage, but since my goal was to create a game-ready asset, I made extensive use of overlaps. I did the UVs in Rizom UV. The most important part is to align the UV shells into clean strips and unwrap cylinders properly into straight lines.Once the UVs were done, I proceeded to bake the normal and ambient occlusion maps. At this stage, the key is having clean UVs and solid retopology – if those are in place, the bake goes smoothly. Texturing: Concept &amp; WorkflowNow we move on to the most challenging stage – texturing. I aimed to present the project in a hyperrealistic style with a touch of stylization. This turned out to be quite difficult, and I went through many iterations. The most important part of this phase was developing a solid texture concept: rough decals, color combinations, and overall material direction. Without that foundation, it makes no sense to move forward with the texturing. After a long process of trial and error, I finally arrived at results I was satisfied with.Then I followed my pipeline:1. Working on the base materials2. Storytelling and damage3. Decals4. Spraying, dust, and dirtWorking on the Base MaterialsWhen working on the base materials, the main thing is to work with the physical properties and texture. You need to extract the maximum quality from the generators before manual processing. The idea was to create the feeling of an old, heavy helmet that had lived its life and had previously been painted a different color. To make it battered and, in a sense, rotten.It is important to pay attention to noise maps – Dirt 3, Dirt 6, White Noise, Flakes – and add the feel of old metal with custom Normal Maps. I also mixed in photo textures for a special charm. PhototextureCustom Normal Map TextureStorytelling &amp; DamageGradients play an important role in the storytelling stage. They make the object artistically dynamic and beautiful, adding individual shades that bring the helmet to life.Everything else is done manually. I found a bunch of old helmets from World War II and took alpha damage shots of them using Photoshop. I drew the damage with alphas, trying to clearly separate the material into old paint, new paint, rust, and bare metal.I did the rust using MatFX Rust from the standard Substance 3D Painter library. I drew beautiful patterns using paint in multiply mode – this quickly helped to recreate the rust effect. Metal damage and old paint were more difficult: due to the large number of overlaps in the helmet, I had to carefully draw patterns, minimizing the visibility of overlaps.DecalsI drew the decals carefully, sticking to the concept, which added richness to the texture.Spray Paint &amp; DirtFor spray paint and dirt, I used a long-established weapon template consisting of dust particles, sand particles, and spray paint. I analyzed references and applied them to crevices and logical places where dirt could accumulate.Rendering &amp; Post-ProcessingI rendered in Marmoset Toolbag 5 using a new rendering format that I developed together with the team. The essence of the method is to simulate "RAW frames." Since Marmoset does not have such functions, I worked with the EXR 32-BIT format, which significantly improves the quality of the render: the shadows are smooth, without artifacts and broken gradients. I assembled the scene using Quixel Megascans. After rendering, I did post-processing in Photoshop utilizing Filter Camera Raw. Conclusion &amp; Advice for BeginnersThat's all. For beginners or those who have been unsuccessful in the industry for a long time, I advise you to follow your dream and not listen to anyone else. Success is a matter of time and skill! Talent is not something you are born with; it is something you develop. Work on yourself and your work, put your heart into it, and you will succeed!Pavel Vorobiev, Texture ArtistInterview conducted by Gloria Levine
    #creating #detailed #helmet #inspired #fallout
    Creating a Detailed Helmet Inspired by Fallout Using Substance 3D
    IntroductionHi! My name is Pavel Vorobyev, and I'm a 19-year-old 3D Artist specializing in texturing and weapon creation for video games. I've been working in the industry for about 3 years now. During this time, I've had the opportunity to contribute to several exciting projects, including Arma, DayZ, Ratten Reich, and a NEXT-GEN sci-fi shooter. Here's my ArtStation portfolio.My journey into 3D art began in my early teens, around the age of 13 or 14. At some point, I got tired of just playing games and started wondering: "How are they actually made?" That question led me to explore game development. I tried everything – level design, programming, game design – but it was 3D art that truly captured me.I'm entirely self-taught. I learned everything from YouTube, tutorials, articles, and official documentation, gathering knowledge piece by piece. Breaking into the commercial side of the industry wasn't easy: there were a lot of failures, no opportunities, and no support. At one point, I even took a job at a metallurgical plant. But I kept pushing forward, kept learning and improving my skills in 3D. Eventually, I got my first industry offer – and that's when my real path began.Today, I continue to grow, constantly experimenting with new styles, tools, and techniques. For me, 3D isn't just a profession – it's a form of self-expression and a path toward my dream. My goal is to build a strong career in the game industry and eventually move into cinematic storytelling in the spirit of Love, Death &amp; Robots.Astartes YouTube channelI also want to inspire younger artists and show how powerful texturing can be as a creative tool. To demonstrate that, I'd love to share my personal project PU – Part 1, which reflects my passion and approach to texture art.In this article, I'll be sharing my latest personal project – a semi-realistic sci-fi helmet that I created from scratch, experimenting with both form and style. It's a personal exploration where I aimed to step away from traditional hyperrealism and bring in a touch of artistic expression.Concept &amp; Project IdeaThe idea behind this helmet project came from a very specific goal – to design a visually appealing asset with rich texture variation and achieve a balance between stylization and realism. I wanted to create something that looked believable, yet had an artistic flair. Since I couldn't find any fitting concepts online, I started building the design from scratch in my head. I eventually settled on creating a helmet as the main focus of the project. For visual direction, I drew inspiration from post-apocalyptic themes and the gritty aesthetics of Fallout and Warhammer 40,000.Software &amp; Tools UsedFor this project, I used Blender, ZBrush, Substance 3D Painter, Marmoset Toolbag 5, Photoshop, and RizomUV. I created the low-poly mesh in Blender and developed the concept and high-poly sculpt in ZBrush. In Substance 3D Painter, I worked on the texture concept and final texturing. Baking and rendering were done in Marmoset Toolbag, and I used Photoshop for some adjustments to the bake. UV unwrapping was handled in RizomUV.Modeling &amp; RetopologyI began the development process by designing the concept based on my earlier references – Fallout and Warhammer 40,000. The initial blockout was done in ZBrush, and from there, I started refining the shapes and details to create something visually engaging and stylistically bold.After completing the high-poly model, I moved on to the long and challenging process of retopology. Since I originally came from a weapons-focused background, I applied the knowledge I gained from modeling firearms. I slightly increased the polycount to achieve a cleaner and more appealing look in the final render – reducing visible faceting. My goal was to strike a balance between visual quality and a game-ready asset.UV Mapping &amp; BakingNext, I moved on to UV mapping. There's nothing too complex about this stage, but since my goal was to create a game-ready asset, I made extensive use of overlaps. I did the UVs in Rizom UV. The most important part is to align the UV shells into clean strips and unwrap cylinders properly into straight lines.Once the UVs were done, I proceeded to bake the normal and ambient occlusion maps. At this stage, the key is having clean UVs and solid retopology – if those are in place, the bake goes smoothly. Texturing: Concept &amp; WorkflowNow we move on to the most challenging stage – texturing. I aimed to present the project in a hyperrealistic style with a touch of stylization. This turned out to be quite difficult, and I went through many iterations. The most important part of this phase was developing a solid texture concept: rough decals, color combinations, and overall material direction. Without that foundation, it makes no sense to move forward with the texturing. After a long process of trial and error, I finally arrived at results I was satisfied with.Then I followed my pipeline:1. Working on the base materials2. Storytelling and damage3. Decals4. Spraying, dust, and dirtWorking on the Base MaterialsWhen working on the base materials, the main thing is to work with the physical properties and texture. You need to extract the maximum quality from the generators before manual processing. The idea was to create the feeling of an old, heavy helmet that had lived its life and had previously been painted a different color. To make it battered and, in a sense, rotten.It is important to pay attention to noise maps – Dirt 3, Dirt 6, White Noise, Flakes – and add the feel of old metal with custom Normal Maps. I also mixed in photo textures for a special charm. PhototextureCustom Normal Map TextureStorytelling &amp; DamageGradients play an important role in the storytelling stage. They make the object artistically dynamic and beautiful, adding individual shades that bring the helmet to life.Everything else is done manually. I found a bunch of old helmets from World War II and took alpha damage shots of them using Photoshop. I drew the damage with alphas, trying to clearly separate the material into old paint, new paint, rust, and bare metal.I did the rust using MatFX Rust from the standard Substance 3D Painter library. I drew beautiful patterns using paint in multiply mode – this quickly helped to recreate the rust effect. Metal damage and old paint were more difficult: due to the large number of overlaps in the helmet, I had to carefully draw patterns, minimizing the visibility of overlaps.DecalsI drew the decals carefully, sticking to the concept, which added richness to the texture.Spray Paint &amp; DirtFor spray paint and dirt, I used a long-established weapon template consisting of dust particles, sand particles, and spray paint. I analyzed references and applied them to crevices and logical places where dirt could accumulate.Rendering &amp; Post-ProcessingI rendered in Marmoset Toolbag 5 using a new rendering format that I developed together with the team. The essence of the method is to simulate "RAW frames." Since Marmoset does not have such functions, I worked with the EXR 32-BIT format, which significantly improves the quality of the render: the shadows are smooth, without artifacts and broken gradients. I assembled the scene using Quixel Megascans. After rendering, I did post-processing in Photoshop utilizing Filter Camera Raw. Conclusion &amp; Advice for BeginnersThat's all. For beginners or those who have been unsuccessful in the industry for a long time, I advise you to follow your dream and not listen to anyone else. Success is a matter of time and skill! Talent is not something you are born with; it is something you develop. Work on yourself and your work, put your heart into it, and you will succeed!Pavel Vorobiev, Texture ArtistInterview conducted by Gloria Levine #creating #detailed #helmet #inspired #fallout
    Creating a Detailed Helmet Inspired by Fallout Using Substance 3D
    80.lv
    IntroductionHi! My name is Pavel Vorobyev, and I'm a 19-year-old 3D Artist specializing in texturing and weapon creation for video games. I've been working in the industry for about 3 years now. During this time, I've had the opportunity to contribute to several exciting projects, including Arma, DayZ, Ratten Reich, and a NEXT-GEN sci-fi shooter (currently under NDA). Here's my ArtStation portfolio.My journey into 3D art began in my early teens, around the age of 13 or 14. At some point, I got tired of just playing games and started wondering: "How are they actually made?" That question led me to explore game development. I tried everything – level design, programming, game design – but it was 3D art that truly captured me.I'm entirely self-taught. I learned everything from YouTube, tutorials, articles, and official documentation, gathering knowledge piece by piece. Breaking into the commercial side of the industry wasn't easy: there were a lot of failures, no opportunities, and no support. At one point, I even took a job at a metallurgical plant. But I kept pushing forward, kept learning and improving my skills in 3D. Eventually, I got my first industry offer – and that's when my real path began.Today, I continue to grow, constantly experimenting with new styles, tools, and techniques. For me, 3D isn't just a profession – it's a form of self-expression and a path toward my dream. My goal is to build a strong career in the game industry and eventually move into cinematic storytelling in the spirit of Love, Death &amp; Robots.Astartes YouTube channelI also want to inspire younger artists and show how powerful texturing can be as a creative tool. To demonstrate that, I'd love to share my personal project PU – Part 1, which reflects my passion and approach to texture art.In this article, I'll be sharing my latest personal project – a semi-realistic sci-fi helmet that I created from scratch, experimenting with both form and style. It's a personal exploration where I aimed to step away from traditional hyperrealism and bring in a touch of artistic expression.Concept &amp; Project IdeaThe idea behind this helmet project came from a very specific goal – to design a visually appealing asset with rich texture variation and achieve a balance between stylization and realism. I wanted to create something that looked believable, yet had an artistic flair. Since I couldn't find any fitting concepts online, I started building the design from scratch in my head. I eventually settled on creating a helmet as the main focus of the project. For visual direction, I drew inspiration from post-apocalyptic themes and the gritty aesthetics of Fallout and Warhammer 40,000.Software &amp; Tools UsedFor this project, I used Blender, ZBrush, Substance 3D Painter, Marmoset Toolbag 5, Photoshop, and RizomUV. I created the low-poly mesh in Blender and developed the concept and high-poly sculpt in ZBrush. In Substance 3D Painter, I worked on the texture concept and final texturing. Baking and rendering were done in Marmoset Toolbag, and I used Photoshop for some adjustments to the bake. UV unwrapping was handled in RizomUV.Modeling &amp; RetopologyI began the development process by designing the concept based on my earlier references – Fallout and Warhammer 40,000. The initial blockout was done in ZBrush, and from there, I started refining the shapes and details to create something visually engaging and stylistically bold.After completing the high-poly model, I moved on to the long and challenging process of retopology. Since I originally came from a weapons-focused background, I applied the knowledge I gained from modeling firearms. I slightly increased the polycount to achieve a cleaner and more appealing look in the final render – reducing visible faceting. My goal was to strike a balance between visual quality and a game-ready asset.UV Mapping &amp; BakingNext, I moved on to UV mapping. There's nothing too complex about this stage, but since my goal was to create a game-ready asset, I made extensive use of overlaps. I did the UVs in Rizom UV. The most important part is to align the UV shells into clean strips and unwrap cylinders properly into straight lines.Once the UVs were done, I proceeded to bake the normal and ambient occlusion maps. At this stage, the key is having clean UVs and solid retopology – if those are in place, the bake goes smoothly. Texturing: Concept &amp; WorkflowNow we move on to the most challenging stage – texturing. I aimed to present the project in a hyperrealistic style with a touch of stylization. This turned out to be quite difficult, and I went through many iterations. The most important part of this phase was developing a solid texture concept: rough decals, color combinations, and overall material direction. Without that foundation, it makes no sense to move forward with the texturing. After a long process of trial and error, I finally arrived at results I was satisfied with.Then I followed my pipeline:1. Working on the base materials2. Storytelling and damage3. Decals4. Spraying, dust, and dirtWorking on the Base MaterialsWhen working on the base materials, the main thing is to work with the physical properties and texture. You need to extract the maximum quality from the generators before manual processing. The idea was to create the feeling of an old, heavy helmet that had lived its life and had previously been painted a different color. To make it battered and, in a sense, rotten.It is important to pay attention to noise maps – Dirt 3, Dirt 6, White Noise, Flakes – and add the feel of old metal with custom Normal Maps. I also mixed in photo textures for a special charm. PhototextureCustom Normal Map TextureStorytelling &amp; DamageGradients play an important role in the storytelling stage. They make the object artistically dynamic and beautiful, adding individual shades that bring the helmet to life.Everything else is done manually. I found a bunch of old helmets from World War II and took alpha damage shots of them using Photoshop. I drew the damage with alphas, trying to clearly separate the material into old paint, new paint, rust, and bare metal.I did the rust using MatFX Rust from the standard Substance 3D Painter library. I drew beautiful patterns using paint in multiply mode – this quickly helped to recreate the rust effect. Metal damage and old paint were more difficult: due to the large number of overlaps in the helmet, I had to carefully draw patterns, minimizing the visibility of overlaps.DecalsI drew the decals carefully, sticking to the concept, which added richness to the texture.Spray Paint &amp; DirtFor spray paint and dirt, I used a long-established weapon template consisting of dust particles, sand particles, and spray paint. I analyzed references and applied them to crevices and logical places where dirt could accumulate.Rendering &amp; Post-ProcessingI rendered in Marmoset Toolbag 5 using a new rendering format that I developed together with the team. The essence of the method is to simulate "RAW frames." Since Marmoset does not have such functions, I worked with the EXR 32-BIT format, which significantly improves the quality of the render: the shadows are smooth, without artifacts and broken gradients. I assembled the scene using Quixel Megascans. After rendering, I did post-processing in Photoshop utilizing Filter Camera Raw. Conclusion &amp; Advice for BeginnersThat's all. For beginners or those who have been unsuccessful in the industry for a long time, I advise you to follow your dream and not listen to anyone else. Success is a matter of time and skill! Talent is not something you are born with; it is something you develop. Work on yourself and your work, put your heart into it, and you will succeed!Pavel Vorobiev, Texture ArtistInterview conducted by Gloria Levine
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  • يا جماعة، ليليتكم في السينما راح تكون في مستوى آخر!

    إذا كنت تحب الأفلام، خاصّة مع العائلة، لازم تفكر في soundbar! عندك فرصة كبيرة اليوم، حيث Bose TV Speaker معروض بـ $163.45، يعني تخفيض يزيد عن $100! هذا جهاز مشي كبير، لكن الصوت فيه يرفعلك من تجربة المشاهدة.

    أنا شخصياً، جربت واحد منهم، ووالله فرق كبير في الصوت، خاصة في الأفلام اللي فيها Dialogues كثيرة. ما تحتاجش تصرف بزاف باش تسمع كل التفاصيل بوضوح!

    فكر في الأمر، يمكن يكون الوقت المناسب لتغيير نظام الصوت في داركم!

    https://www.theverge.com/tech/764496/bose-tv-speaker-soundbar-8bitdo-ultimate-2-bluetooth-controller-deal-sale

    #BoseSpeaker #HomeCinema #UpgradeYourSound #Deals #Tech الجزائر
    🍿 يا جماعة، ليليتكم في السينما راح تكون في مستوى آخر! 🎬 إذا كنت تحب الأفلام، خاصّة مع العائلة، لازم تفكر في soundbar! عندك فرصة كبيرة اليوم، حيث Bose TV Speaker معروض بـ $163.45، يعني تخفيض يزيد عن $100! 😍 هذا جهاز مشي كبير، لكن الصوت فيه يرفعلك من تجربة المشاهدة. أنا شخصياً، جربت واحد منهم، ووالله فرق كبير في الصوت، خاصة في الأفلام اللي فيها Dialogues كثيرة. ما تحتاجش تصرف بزاف باش تسمع كل التفاصيل بوضوح! فكر في الأمر، يمكن يكون الوقت المناسب لتغيير نظام الصوت في داركم! https://www.theverge.com/tech/764496/bose-tv-speaker-soundbar-8bitdo-ultimate-2-bluetooth-controller-deal-sale #BoseSpeaker #HomeCinema #UpgradeYourSound #Deals #Tech الجزائر
    www.theverge.com
    If you’re looking to upgrade your movie night, a soundbar is an easy way to beef up the audio. While there are some high-priced options out there, you don’t have to spend a lot to actually hear a movie’s dialog. Right now, the Bose TV Speaker is down
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  • Hey les amis!

    ديروا بالكم! توصلنا خبر غريب بخصوص Peacemaker! في الموسم الثاني، طلعوا بإعلان رسمي يقولوا بلي Zack Snyder’s Justice League ما راح تكون موجودة في DCU. كيفاش صار هاد الشي؟! الشو اللي على HBO Max أعادوا تصوير مشهد من نهاية الموسم الأول باش يفسروا هاد الشغب في الملتيفيرس.

    بالنسبة لي، هادي خطوة مثيرة! بصح، واش تفكروا في كيفاش Peacemaker قاعد يغيّر القواعد؟! كنت نحب Justice League، لكن بلا ما أنكر، Peacemaker جاب معها طابع خيالي جديد ومثير.

    خلينا نفكروا في كيفاش عالم DC راح يتطور بعد هاد القرار.

    https://kotaku.com/peacemaker-season-2-justice-league-gang-scene-reshoot-2000619550
    #Peacemaker #JusticeLeague #DCU #Cinéma #Séries
    Hey les amis! 😄 ديروا بالكم! توصلنا خبر غريب بخصوص Peacemaker! في الموسم الثاني، طلعوا بإعلان رسمي يقولوا بلي Zack Snyder’s Justice League ما راح تكون موجودة في DCU. كيفاش صار هاد الشي؟! الشو اللي على HBO Max أعادوا تصوير مشهد من نهاية الموسم الأول باش يفسروا هاد الشغب في الملتيفيرس. بالنسبة لي، هادي خطوة مثيرة! بصح، واش تفكروا في كيفاش Peacemaker قاعد يغيّر القواعد؟! كنت نحب Justice League، لكن بلا ما أنكر، Peacemaker جاب معها طابع خيالي جديد ومثير. خلينا نفكروا في كيفاش عالم DC راح يتطور بعد هاد القرار. https://kotaku.com/peacemaker-season-2-justice-league-gang-scene-reshoot-2000619550 #Peacemaker #JusticeLeague #DCU #Cinéma #Séries
    Peacemaker Season 2 Officially Removes Zack Snyder’s Justice League From The DCU
    kotaku.com
    The HBO Max show reshot a scene from the first season’s finale to explain its multiverse shenanigans The post <em>Peacemaker</em> Season 2 Officially Removes Zack Snyder’s Justice League From The DCU appeared first on Kotaku.
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  • UE5 Automotive Cinematic

    #ue5 #automotive #cinematic
    UE5 Automotive Cinematic
    #ue5 #automotive #cinematic
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  • عندك شغف بالأفلام والمسلسلات؟ وراك مع Netflix، صح؟

    المقال هاد يتكلم على التحديات اللي واجهتها Netflix بخصوص استخدام الذكاء الاصطناعي في الوثائقي "What Jennifer Did". الناس احتجت على استخدام صور مولدة بالذكاء الاصطناعي بدلاً من الصور الأرشيفية الحقيقية. بصح، وين هو الخط الفاصل بين الابتكار والواقع؟

    شخصياً، عندي تجربة مع الأفلام اللي تستعمل تقنيات جديدة، وأحياناً نحس أنو يروحوا بعيد عن الأصالة. التكنولوجيا مش عيب، بصح لازم نكون واعيين كيفاش راح نستعملوها.

    خليها في بالك، في عالم مليء بالخيالات، لازم نتأكد أنو الحقيقة تبقى واقفة.

    https://www.theverge.com/netflix/764433/netflix-gen-ai-production-guidelines
    #Netflix #AI #Éthique #Cinéma #Innovation
    🔥 عندك شغف بالأفلام والمسلسلات؟ وراك مع Netflix، صح؟ 😍 المقال هاد يتكلم على التحديات اللي واجهتها Netflix بخصوص استخدام الذكاء الاصطناعي في الوثائقي "What Jennifer Did". الناس احتجت على استخدام صور مولدة بالذكاء الاصطناعي بدلاً من الصور الأرشيفية الحقيقية. بصح، وين هو الخط الفاصل بين الابتكار والواقع؟ 🤔 شخصياً، عندي تجربة مع الأفلام اللي تستعمل تقنيات جديدة، وأحياناً نحس أنو يروحوا بعيد عن الأصالة. التكنولوجيا مش عيب، بصح لازم نكون واعيين كيفاش راح نستعملوها. 💡 خليها في بالك، في عالم مليء بالخيالات، لازم نتأكد أنو الحقيقة تبقى واقفة. https://www.theverge.com/netflix/764433/netflix-gen-ai-production-guidelines #Netflix #AI #Éthique #Cinéma #Innovation
    www.theverge.com
    Netflix has already faced backlash over the use of AI in  What Jennifer Did, director Jenny Popplewell’s 2024 true crime documentary that seemingly used AI-generated images in place of real archival photos.That documentary stood out as a s
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  • هل سمعتوا على الجديد اللي رايح يجي في عالم الألعاب؟

    NVIDIA تحضّر لإطلاق خاصية GeForce NOW بالجيبولات RTX 5080، وراح تخلي تجربة البث تبدو كأنها لعب محلي بزااف! راح تقدر تلعب بدقة 5K و120fps، وفوق هذا، الجودة في الصورة راح تتحسن بفضل تقنية Cinematic Quality Streaming (CQS). يعني، إذا كنت من عشاق اللعبة، هاذي فرصة ما تتفوتش!

    شخصياً، أنا متحمس بزاف لتجربة هذه الخاصية، خاصة مع الألعاب الجديدة اللي راح تدعمها. تخيل تقعد تلعب Cyberpunk 2077 أو Flight Simulator بأعلى جودة ممكنة، بلا ما تحتاج كمبيوتر غالي.

    تذكروا، البث هذه الأيام راهو يتطور، وقد تكون عندكم فرصة تجربوه بلا ما تضيعوا مالكم على أجهزة كبيرة.

    https://www.engadget.com/gaming/pc/nvidias-geforce-now-game-streaming-gets-rtx-5080-gpus-better-image-quality-and-more-193040331.html?src=rss
    #
    هل سمعتوا على الجديد اللي رايح يجي في عالم الألعاب؟ 🎮😲 NVIDIA تحضّر لإطلاق خاصية GeForce NOW بالجيبولات RTX 5080، وراح تخلي تجربة البث تبدو كأنها لعب محلي بزااف! راح تقدر تلعب بدقة 5K و120fps، وفوق هذا، الجودة في الصورة راح تتحسن بفضل تقنية Cinematic Quality Streaming (CQS). يعني، إذا كنت من عشاق اللعبة، هاذي فرصة ما تتفوتش! شخصياً، أنا متحمس بزاف لتجربة هذه الخاصية، خاصة مع الألعاب الجديدة اللي راح تدعمها. تخيل تقعد تلعب Cyberpunk 2077 أو Flight Simulator بأعلى جودة ممكنة، بلا ما تحتاج كمبيوتر غالي. تذكروا، البث هذه الأيام راهو يتطور، وقد تكون عندكم فرصة تجربوه بلا ما تضيعوا مالكم على أجهزة كبيرة. https://www.engadget.com/gaming/pc/nvidias-geforce-now-game-streaming-gets-rtx-5080-gpus-better-image-quality-and-more-193040331.html?src=rss #
    www.engadget.com
    NVIDIA's GeForce NOW game streaming service is leveling-up in September with the addition of RTX 5080 GPUs, which will allow for 5K streaming at up to 120fps (or 1080p/320fps for the truly frame-hungry). While you'll need to be on the $20-a-m
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  • واش راكم يا أصدقائي؟

    سمعتو بلي في "Conjuring 4" جاو بواحدة الباكية تاع الفشار فيها Annabelle، وكتير من المشجعين مش راضيين عليها! يعني كيفاش نديروا دمية مشهورة ومخيفة في رفوفنا؟ المقال يتحدث عن كل هاد الجدل وكيف أن البعض يعتبرها مش مناسبة.

    صراحة، لما شفت الدمية، تذكرت بعض الأفلام اللي رعبتني في صغري، وما زلت ما نقدرش نتخيل نكون في نفس الغرفة معها! لكن كل واحد عنده رأيه، يمكن بعض الناس يعتبروا هاد الشي ممتع.

    خليكم دايما في بالك أنو الترفيه يقدر يكون غريب أحيانا، لكن هاد الشي يكون جزء من المتعة!

    بش تشوفو المزيد، ها هو الرابط:
    https://kotaku.com/conjuring-4-last-rites-popcorn-bucket-annabelle-regal-cinemark-2000618273

    #كونجيورينغ #Annabelle #PopcornBucket #رعب #Cinema
    واش راكم يا أصدقائي؟ 😄 سمعتو بلي في "Conjuring 4" جاو بواحدة الباكية تاع الفشار فيها Annabelle، وكتير من المشجعين مش راضيين عليها! يعني كيفاش نديروا دمية مشهورة ومخيفة في رفوفنا؟ 🤔 المقال يتحدث عن كل هاد الجدل وكيف أن البعض يعتبرها مش مناسبة. صراحة، لما شفت الدمية، تذكرت بعض الأفلام اللي رعبتني في صغري، وما زلت ما نقدرش نتخيل نكون في نفس الغرفة معها! 😱😂 لكن كل واحد عنده رأيه، يمكن بعض الناس يعتبروا هاد الشي ممتع. خليكم دايما في بالك أنو الترفيه يقدر يكون غريب أحيانا، لكن هاد الشي يكون جزء من المتعة! بش تشوفو المزيد، ها هو الرابط: https://kotaku.com/conjuring-4-last-rites-popcorn-bucket-annabelle-regal-cinemark-2000618273 #كونجيورينغ #Annabelle #PopcornBucket #رعب #Cinema
    Conjuring 4′s Popcorn Bucket Features Annabelle And Fans Don’t Want It
    kotaku.com
    What, you don't want a famously creepy doll on your bookshelf? The post <i>Conjuring 4′</i>s Popcorn Bucket Features Annabelle And Fans Don’t Want It appeared first on Kotaku.
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  • السلام عليكم يا أصحاب الإبداع!

    في الفيديو الجديد "Crafting the Look: Virtual Cinematography in UE5"، راح نغوصوا في عالم السينما الرقمية ب Unreal Engine 5. التكنولوجيا هذي راح تعطيكم القوة باش تصوروا مشاهد معقدة، تلعبوا بالإضاءة، زوايا الكاميرا، وحتى العدسات قبل ما تديروا أي تصوير في الستوديو.

    شخصياً، جربت هاد التقنيات في مشروع صغير، والنتيجة كانت مذهلة! حسيت كأني في عالم آخر، وين الإبداع مالوش حدود.

    ما تنساوش، كل التفاصيل والفنيات هذي راح تساعدكم في تحسين أعمالكم وتطوير رؤاكم.

    شوفوا الفيديو الممتع وعيشوا التجربة!

    https://www.youtube.com/watch?v=nS8iwsJmias
    #صناعة_الأفلام #VirtualScouting #DigitalTwins #UnrealEngine #Cinematics
    🎬 السلام عليكم يا أصحاب الإبداع! 🌟 في الفيديو الجديد "Crafting the Look: Virtual Cinematography in UE5"، راح نغوصوا في عالم السينما الرقمية ب Unreal Engine 5. التكنولوجيا هذي راح تعطيكم القوة باش تصوروا مشاهد معقدة، تلعبوا بالإضاءة، زوايا الكاميرا، وحتى العدسات قبل ما تديروا أي تصوير في الستوديو. شخصياً، جربت هاد التقنيات في مشروع صغير، والنتيجة كانت مذهلة! حسيت كأني في عالم آخر، وين الإبداع مالوش حدود. ما تنساوش، كل التفاصيل والفنيات هذي راح تساعدكم في تحسين أعمالكم وتطوير رؤاكم. شوفوا الفيديو الممتع وعيشوا التجربة! https://www.youtube.com/watch?v=nS8iwsJmias #صناعة_الأفلام #VirtualScouting #DigitalTwins #UnrealEngine #Cinematics
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  • يا جماعة، تعرفو كيف Battlefield ديما تجيب لنا الإثارة؟ اليوم رح نحكي على "Battlefield 6" الجديد اللي رايح يطلق في أكتوبر 2025، ومن الواضح إنه رايح يكون حاجة كبيرة!

    اللعبة هذي مش جديدة في السلسلة، بصح EA خدمو عليها مع أربع استوديوهات، وكل واحد عنده دورو في تطوير اللعبة. وهذا يعني تجارب جديدة ومثيرة! تقدر تجرب لحظات الأكشن والأدرينالين، وين المعارك تحسها وكأنك داخل فيلم حماسي!

    وشيء يعجبني في اللعبة هو النظام الجديد للجرّ، وين تقدر تسحب أصحابك حتى في وسط القتال وتحييهم. هذي هي اللحظات اللي تخلي اللعبة أكثر حماس.

    صراحة، شوقي كبير لأكتشف باقي اللعبة وش عندها من ميزات جديدة!

    https://gameinformer.com/preview/2025/08/01/familiar-yet-cinematic
    #Battlefield6 #لعبة_الأكشن #GamingCommunity #تجربة_فريدة #Action
    يا جماعة، تعرفو كيف Battlefield ديما تجيب لنا الإثارة؟ 😍 اليوم رح نحكي على "Battlefield 6" الجديد اللي رايح يطلق في أكتوبر 2025، ومن الواضح إنه رايح يكون حاجة كبيرة! 🎮✨ اللعبة هذي مش جديدة في السلسلة، بصح EA خدمو عليها مع أربع استوديوهات، وكل واحد عنده دورو في تطوير اللعبة. وهذا يعني تجارب جديدة ومثيرة! 😎📽️ تقدر تجرب لحظات الأكشن والأدرينالين، وين المعارك تحسها وكأنك داخل فيلم حماسي! وشيء يعجبني في اللعبة هو النظام الجديد للجرّ، وين تقدر تسحب أصحابك حتى في وسط القتال وتحييهم. هذي هي اللحظات اللي تخلي اللعبة أكثر حماس. صراحة، شوقي كبير لأكتشف باقي اللعبة وش عندها من ميزات جديدة! 🔥 https://gameinformer.com/preview/2025/08/01/familiar-yet-cinematic #Battlefield6 #لعبة_الأكشن #GamingCommunity #تجربة_فريدة #Action
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