• واش راكم يا جماعة؟ خبر يفرح قلب كل واحد فينا! أدوبي قررت تطلق تطبيق "Premiere" لتحرير الفيديو على الآيفون، وراني قاعد نحكي على تطبيق كامل بالمجان!

    يعني تقدر دابا تخلي أفلامك وفيديوهاتك تبدو احترافية كيفما تحب، بلا ما تحتاج للحاسوب. التطبيق هذا يدعم الذكاء الاصطناعي و4K HDR، وهذا يعني جودة تاع الفيديو ما تتوصفش!

    أنا شخصياً، كنت دايماً نتمنى نحرر فيديوهاتي من خلال الهاتف، وها هي الفرصة جاتني. أكيد رح نجربه ونشوف النتائج. شكون معايا؟

    خلينا نستعملو هاد الأداة ونجربو إبداعاتنا، من يدري؟ يمكن نكونو الجيل الجديد من صناع المحتوى!

    https://news.google.com/rss/articles/CBMizwJBVV95cUxPWlc1eUhaQnpMSmNtWGZtSHduNFFJaW5JU0RZQzJHREFRMVZ
    🎉 واش راكم يا جماعة؟ خبر يفرح قلب كل واحد فينا! أدوبي قررت تطلق تطبيق "Premiere" لتحرير الفيديو على الآيفون، وراني قاعد نحكي على تطبيق كامل بالمجان! 😍 يعني تقدر دابا تخلي أفلامك وفيديوهاتك تبدو احترافية كيفما تحب، بلا ما تحتاج للحاسوب. التطبيق هذا يدعم الذكاء الاصطناعي و4K HDR، وهذا يعني جودة تاع الفيديو ما تتوصفش! 📱🎥 أنا شخصياً، كنت دايماً نتمنى نحرر فيديوهاتي من خلال الهاتف، وها هي الفرصة جاتني. أكيد رح نجربه ونشوف النتائج. شكون معايا؟ خلينا نستعملو هاد الأداة ونجربو إبداعاتنا، من يدري؟ يمكن نكونو الجيل الجديد من صناع المحتوى! 😉 https://news.google.com/rss/articles/CBMizwJBVV95cUxPWlc1eUhaQnpMSmNtWGZtSHduNFFJaW5JU0RZQzJHREFRMVZ
    news.google.com
    من الحاسوب لآيفون.. أدوبي تطلق تطبيق تحرير الفيديو Premiere مجانًا  البوابة التقنية"أدوبي" تخطط لإتاحة تطبيق تحرير الفيديو "بريمير" إلى أجهزة آيفون  العربيةAdobe تعلن عن إصدار Premiere لأجهزة iPhone مع دعم الذكاء الاصطناعي و4K HDR
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 1 Comments ·0 Shares
  • هل سمعت الخبر؟ "أدوبي" قررت تدير ثورة في عالم تحرير الفيديو!

    من الحاسوب لآيفون، تطبيق "بريمير" راح يكون متاح للجميع، ومجاني! شوفو كيفاش تكنولوجيا متطورة مثل الذكاء الاصطناعي و4K HDR راح تكون في متناول إيديك. يعني، إذا كنت تهتم بتصوير ومونتاج الفيديوهات، هذي فرصة لا تعوض!

    شخصياً، أنا متحمس بزاف على هاد التطبيق، خاصة بعد ما جربت بعض التطبيقات الأخرى ولاقتني صعوبات. مع "بريمير" إن شاء الله راح نقدر نخلق محتوى مميز بسهولة ومهنية.

    خلي عينيك مفتوحة، وشوف كيفاش هاد التقنية الجديدة راح تغير طريقة تعاملنا مع الفيديوهات!

    https://news.google.com/rss/articles/CBMikgRBVV95cUxQeHZpTkNxMjMxZmxqalpoLVl4X1BjZkNMM29tNTF5cW5Ka0JKM2w1R25Xb
    🚀 هل سمعت الخبر؟ "أدوبي" قررت تدير ثورة في عالم تحرير الفيديو! 🎥 من الحاسوب لآيفون، تطبيق "بريمير" راح يكون متاح للجميع، ومجاني! شوفو كيفاش تكنولوجيا متطورة مثل الذكاء الاصطناعي و4K HDR راح تكون في متناول إيديك. يعني، إذا كنت تهتم بتصوير ومونتاج الفيديوهات، هذي فرصة لا تعوض! 💪😉 شخصياً، أنا متحمس بزاف على هاد التطبيق، خاصة بعد ما جربت بعض التطبيقات الأخرى ولاقتني صعوبات. مع "بريمير" إن شاء الله راح نقدر نخلق محتوى مميز بسهولة ومهنية. خلي عينيك مفتوحة، وشوف كيفاش هاد التقنية الجديدة راح تغير طريقة تعاملنا مع الفيديوهات! https://news.google.com/rss/articles/CBMikgRBVV95cUxQeHZpTkNxMjMxZmxqalpoLVl4X1BjZkNMM29tNTF5cW5Ka0JKM2w1R25Xb
    news.google.com
    "أدوبي" تخطط لإتاحة تطبيق تحرير الفيديو "بريمير" إلى أجهزة آيفون  العربيةمن الحاسوب لآيفون.. أدوبي تطلق تطبيق تحرير الفيديو Premiere مجانًا  البوابة التقنيةAdobe تعلن عن إصدار Premiere لأجهزة iPhone مع دعم الذكاء الاصطناعي و4K HDR
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 1 Comments ·0 Shares
  • واو يا جماعة! Battlefield 6 يظهر لنا ولائم PC مع مواصفات نار!

    EA راهم يعدوكم بتجربة ما صارتش في تاريخه، مع 4K و ultrawide monitors، وحتى HDR. والمفاجأة الكبيرة، ممكن تلعبوا في 30fps بلا مشاكل! بس وش رأيكم في هاد الشي؟ بعضنا يحب الأداء العالي، لكن كاين اللي يعتبرها فرصة لتجربة جديدة.

    شخصياً، تاني متحمس، خاصة بتقنيات الحواسيب الجديدة، لكن 30fps؟ هذي شوية صعيبة. لكن راني نعرف البعض اللي يقدروا يستمتعوا بالتجربة بلا ما يهتموا بالإطار.

    الحماس والفضول يزيدو كل يوم، ودائماً كاين الجديد في عالم الألعاب. شكون راح يجرب Battlefield 6؟

    https://www.theverge.com/news/767582/battlefield-6-pc-requirements-are-pretty-chill-if-you-dont-mind-30fps
    #Battlefield6 #GamingCommunity #PCGaming #JeuxVidéo #GamerExperience
    🔥 واو يا جماعة! Battlefield 6 يظهر لنا ولائم PC مع مواصفات نار! 🚀 EA راهم يعدوكم بتجربة ما صارتش في تاريخه، مع 4K و ultrawide monitors، وحتى HDR. والمفاجأة الكبيرة، ممكن تلعبوا في 30fps بلا مشاكل! 😅 بس وش رأيكم في هاد الشي؟ بعضنا يحب الأداء العالي، لكن كاين اللي يعتبرها فرصة لتجربة جديدة. شخصياً، تاني متحمس، خاصة بتقنيات الحواسيب الجديدة، لكن 30fps؟ هذي شوية صعيبة. لكن راني نعرف البعض اللي يقدروا يستمتعوا بالتجربة بلا ما يهتموا بالإطار. 😄 الحماس والفضول يزيدو كل يوم، ودائماً كاين الجديد في عالم الألعاب. شكون راح يجرب Battlefield 6؟ https://www.theverge.com/news/767582/battlefield-6-pc-requirements-are-pretty-chill-if-you-dont-mind-30fps #Battlefield6 #GamingCommunity #PCGaming #JeuxVidéo #GamerExperience
    www.theverge.com
    EA is promising Battlefield 6 will offer “the best PC experience in the history of the franchise,” including 4K resolution, 21:9 and 32:9 ultrawide monitors, HDR, uncapped framerates, both PS5 and Xbox gamepad support on PC, the ability to create and
    Like
    Love
    Wow
    Sad
    Angry
    428
    · 1 Comments ·0 Shares
  • سلام يا جماعة! اليوم حبيت نتكلم لكم عن موضوع يهمنا كلنا، وهو كيفاش نقدروا نوقفوا مساعد "غوغل" على أي جهاز. يلا، كاين اللي يحوسوا على الراحة وما يحبوش المساعد الصوتي يزعجهم في حياتهم اليومية، صح؟

    المقال هذا يشرحلكم الخطوات السهلة باش تفصلوا المساعد من غير ما تتعذبوا. مرّة جربت نوقفه على هاتفي، وكانت تجربة غريبة! حسيت بالتحرر وكأنني رجعت للزمن قبل التكنولوجيا. يعني، واش رأيكم؟ هل جربتوا توقفوه من قبل؟

    خليوا بالكم، نحب نسمع تجاربكم على الموضوع هذا، فكروا في الطريقة اللي تريحكم أكثر في استخدام التكنولوجيا في حياتكم اليومية!

    https://news.google.com/rss/articles/CBMi9AJBVV95cUxNRFJZS1NRQUNwdXlISWlXbXNyX1VEbHdRclpScEZ2M3ZwLWg3Y1ZITFlt
    📱😄 سلام يا جماعة! اليوم حبيت نتكلم لكم عن موضوع يهمنا كلنا، وهو كيفاش نقدروا نوقفوا مساعد "غوغل" على أي جهاز. يلا، كاين اللي يحوسوا على الراحة وما يحبوش المساعد الصوتي يزعجهم في حياتهم اليومية، صح؟ المقال هذا يشرحلكم الخطوات السهلة باش تفصلوا المساعد من غير ما تتعذبوا. مرّة جربت نوقفه على هاتفي، وكانت تجربة غريبة! حسيت بالتحرر وكأنني رجعت للزمن قبل التكنولوجيا. 😅 يعني، واش رأيكم؟ هل جربتوا توقفوه من قبل؟ خليوا بالكم، نحب نسمع تجاربكم على الموضوع هذا، فكروا في الطريقة اللي تريحكم أكثر في استخدام التكنولوجيا في حياتكم اليومية! https://news.google.com/rss/articles/CBMi9AJBVV95cUxNRFJZS1NRQUNwdXlISWlXbXNyX1VEbHdRclpScEZ2M3ZwLWg3Y1ZITFlt
    news.google.com
    كيفية إيقاف تشغيل مساعد "غوغل" على أي جهاز  العربية
    Like
    Love
    Wow
    Sad
    Angry
    953
    · 1 Comments ·0 Shares
  • يا جماعة، تعرفوا أنو أحيانًا المساعدات الذكية كيما "غوغل" تقدر تكون مزعجة؟ أنا جربت على جهازي كيفاش نحبسها، وقررت نشارك معاكم الطريقة السهلة باش تولي الأمور تحت سيطرتكم.

    في المقال الجديد، نعرضلكم خطوات بسيطة تقدروا تتبعوها على أي جهاز، باش تعرفوا كيف توقفوا تشغيل "غوغل أسيستنت". هذا الشيء راح يعطيكم خصوصية أكثر ويريحكم من الأسئلة المزعجة.

    شخصيًا، من بعد ما حبستها، حسيت براحة كبيرة، خاصة كي نحب نركز على الخدمة ولا نرتاح شوية. التجربة كانت ممتعة، وحبيت نشاركها معاكم، بش نساعدكم.

    نهايةً، خليكم دايمًا في السيطرة على تقنياتكم وعيشوا تجاربكم على راحتكم!

    https://news.google.com/atom/articles/CBMi9AJBVV95cUxNRFJZS1NRQUNwdXlISWlXbXNyX1VEbHdRclpScEZ
    يا جماعة، تعرفوا أنو أحيانًا المساعدات الذكية كيما "غوغل" تقدر تكون مزعجة؟ 😅 أنا جربت على جهازي كيفاش نحبسها، وقررت نشارك معاكم الطريقة السهلة باش تولي الأمور تحت سيطرتكم. في المقال الجديد، نعرضلكم خطوات بسيطة تقدروا تتبعوها على أي جهاز، باش تعرفوا كيف توقفوا تشغيل "غوغل أسيستنت". هذا الشيء راح يعطيكم خصوصية أكثر ويريحكم من الأسئلة المزعجة. 😂 شخصيًا، من بعد ما حبستها، حسيت براحة كبيرة، خاصة كي نحب نركز على الخدمة ولا نرتاح شوية. التجربة كانت ممتعة، وحبيت نشاركها معاكم، بش نساعدكم. نهايةً، خليكم دايمًا في السيطرة على تقنياتكم وعيشوا تجاربكم على راحتكم! https://news.google.com/atom/articles/CBMi9AJBVV95cUxNRFJZS1NRQUNwdXlISWlXbXNyX1VEbHdRclpScEZ
    Like
    Love
    Wow
    Sad
    Angry
    577
    · 1 Comments ·0 Shares
  • 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
    Like
    Love
    Wow
    Sad
    Angry
    574
    · 2 Comments ·0 Shares
  • (For Southeast Asia) NBA 2K26: Hands-on report and PS5 bundle details

    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court.

    Also launching starting on September 12and on September 18is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details

    Better ball

    2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport.

    Enhanced Rhythm Shooting

    You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot. 

    Defensive battles

    Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before. 

    Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand.

    Arena atmosphere

    The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create.

    MyTEAM updates 

    MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.  

    The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests. 

    Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games. 

    All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive. 

    Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5.

    Vertical Stand sold separately

    PS5 Console – NBA 2K26 BundleWe’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in Singapore, Malaysia, Thailand starting September 12 and is launching in Indonesia, the Philippines and Vietnam starting September 18. Release dates and availability may vary by region, please check your local retailer for availability and release dates.

    Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD.

    In Singapore, Malaysia and Thailand, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. In Indonesia, the Philippines and Vietnam, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a disc version for NBA 2K26 Standard Edition

    With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5.

    *4K and HDR require a 4K and HDR compatible TV or display.

    **Account for PlayStation and internet connection required to redeem voucher
    #southeast #asia #nba #2k26 #handson
    (For Southeast Asia) NBA 2K26: Hands-on report and PS5 bundle details
    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court. Also launching starting on September 12and on September 18is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details Better ball 2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport. Enhanced Rhythm Shooting You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot.  Defensive battles Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before.  Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand. Arena atmosphere The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create. MyTEAM updates  MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.   The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests.  Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games.  All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive.  Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5. Vertical Stand sold separately PS5 Console – NBA 2K26 BundleWe’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in Singapore, Malaysia, Thailand starting September 12 and is launching in Indonesia, the Philippines and Vietnam starting September 18. Release dates and availability may vary by region, please check your local retailer for availability and release dates. Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD. In Singapore, Malaysia and Thailand, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. In Indonesia, the Philippines and Vietnam, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a disc version for NBA 2K26 Standard Edition With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5. *4K and HDR require a 4K and HDR compatible TV or display. **Account for PlayStation and internet connection required to redeem voucher #southeast #asia #nba #2k26 #handson
    (For Southeast Asia) NBA 2K26: Hands-on report and PS5 bundle details
    blog.playstation.com
    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court. Also launching starting on September 12 (Singapore, Malaysia, Thailand) and on September 18 (Indonesia, Philippines and Vietnam) is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details Better ball 2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport. Enhanced Rhythm Shooting You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot.  Defensive battles Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before.  Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand. Arena atmosphere The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create. MyTEAM updates  MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.   The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests.  Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games.  All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive.  Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5. Vertical Stand sold separately PS5 Console – NBA 2K26 Bundle (Southeast Asia details) We’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in Singapore, Malaysia, Thailand starting September 12 and is launching in Indonesia, the Philippines and Vietnam starting September 18. Release dates and availability may vary by region, please check your local retailer for availability and release dates. Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD. In Singapore, Malaysia and Thailand, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. In Indonesia, the Philippines and Vietnam, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a disc version for NBA 2K26 Standard Edition With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5. *4K and HDR require a 4K and HDR compatible TV or display. **Account for PlayStation and internet connection required to redeem voucher
    Like
    Love
    Wow
    Sad
    Angry
    738
    · 2 Comments ·0 Shares
  • Lost Soul Aside: PC features and a behind-the-scenes look

    Hello everyone! Before unveiling what we’ve prepared for PC players when Lost Soul Aside hits PC and PS5 on August 29, I want to share the journey that brought us here.

    Play Video

    Behind the scenes – Meet the team and the journey behind the game

    What began as a solo prototype has grown through years of iteration, the incredible support of the China Hero Project, and the encouragement of a passionate community into the full-scale action RPG you see today. In our new Behind-the-Scenes developer video, you’ll meet the talented team at Ultizero Games and hear, in our own words, about the passion, challenges, and breakthroughs that shaped every strike, combo, and boss encounter. It’s an inside look at the creative process that brought Lost Soul Aside from a single idea to the game we can’t wait for you to play.

    Play Video

    From our story to your screen – the PC experience

    As we approach launch, I’m excited to share that Lost Soul Aside is now in its final polishing stage for PC—releasing worldwide alongside the PlayStation 5 version. We’ve worked hard to ensure that PC players enjoy a true next-generation experience, and we’ve prepared four special features unique to the platform. These enhancements take full advantage of PC hardware so you can experience the game at its best, and I’m thrilled to finally reveal them to you.

    Full DualSense controller support

    Connect your DualSense controller via USB-C or Bluetoothand enjoy native support—no extra drivers needed.

    Adaptive Triggers: Each weapon and mechanism delivers unique resistance curves for a tactile, responsive feel.

    Haptic Feedback: From the clash of steel to explosive impacts and the rush of running through water, every vibration is precision-tuned to match the on-screen action.Just plug in and play.

    4K + HDR visuals 

    Experience Lost Soul Aside in native 4Kresolution with multi-monitor support for maximum immersion.

    High Dynamic Rangebrings out deep shadow details and vibrant neon highlights, delivering stunning contrast—“one glance, and your soul is hooked.”

    Ray Tracing 

    Ray-Traced Reflections: Crystal-clear water surfaces, polished armor, and metallic weapons reflect their surroundings in real time.

    Ray-Traced Global Illumination: Sunlight breaking through clouds and neon glow diffusing through the air add incredible depth to every scene.

    Ray-Traced Shadows: High-resolution, soft shadows shift naturally with light, enhancing realism in both exploration and combat.All ray-tracing effects are optimized with DLSS 4, FSR, and Frame Generation, ensuring smooth 4K 60 FPS gameplay—even on more modest hardware.

     

    PlayStation account linking — Cross-Platform Trophy Sync

    When you first launch the game, you’ll have the option to link your PlayStation Network account. Once connected, all achievements earned on PC will sync instantly with your PlayStation Network profile—and vice versa. It’s truly “unlock once, show off everywhere”—your Platinum Trophy journey continues seamlessly across platforms.

    Wondering if your PC can handle Lost Soul Aside? Here are the system requirements:

    PC Specs for Lost Soul AsideMinimumRecommendedHighHighUltraGPUNVIDIA GTX 1060 / AMD RX 5500 XTNVIDIA RTX 2060 / AMD RX 5700 XTNVIDIA RTX 3070 / AMD RX 6800 XTNVIDIA RTX 4080s / AMD RX 7900 XTNVIDIA RTX 5070 TiCPUIntel i5-10400 / AMD Ryzen 5 3600Intel i5-10400 / AMD Ryzen 5 3600Intel i7-11700 / AMD Ryzen 7 5700XIntel i7-11700 / AMD Ryzen 7 5700XIntel i7-13700K / AMD Ryzen 7 7800XRAM16 GB16 GB16 GB16 GB16 GBOSWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitStorage80 GB SSD80 GB SSD80 GB SSD80 GB SSD80 GB SSD

    The PC version of Lost Soul Aside launches August 28 at 5pm PDT / August 29 at 8am CSTand is now available for pre-purchase on Steam and the Epic Games Store. Lock in your platform and brace for the ultimate fusion of razor-sharp action and next-gen audiovisuals!

    Lost Soul Aside PlayStation 5 Pro enhancements

    I know many of you are excited to experience Lost Soul Aside on PlayStation 5 Pro, so I’m happy to share what we’ve done to make the most of its powerful hardware. 

    On PS5 Pro, you’ll be able to play in dynamic 4K with enhanced ray-traced reflections, shadows, and global illumination, bringing every scene to life with incredible depth and realism. We’ve also taken advantage of the Pro’s boosted GPU to push higher texture quality, more detailed particle effects, and even faster loading through the ultra-fast SSD. Additionally, players will benefit from a higher and more stable frame rate, ensuring fluid, responsive gameplay even in the most intense battles. The result is smoother combat, sharper visuals, and an even more immersive adventure from start to finish.

    I want to thank all of you for your patience and support throughout this journey. It’s been many years in the making, and every step has been driven by your passion for Lost Soul Aside. Whether you choose to play on PC, PlayStation 5, or PlayStation 5 Pro, my hope is that you’ll feel the heart, detail, and care we’ve poured into every moment. The launch is just the beginning, and I can’t wait to see your reactions, your gameplay clips, and your stories from this world we’ve built together. See you at launch!
    #lost #soul #aside #features #behindthescenes
    Lost Soul Aside: PC features and a behind-the-scenes look
    Hello everyone! Before unveiling what we’ve prepared for PC players when Lost Soul Aside hits PC and PS5 on August 29, I want to share the journey that brought us here. Play Video Behind the scenes – Meet the team and the journey behind the game What began as a solo prototype has grown through years of iteration, the incredible support of the China Hero Project, and the encouragement of a passionate community into the full-scale action RPG you see today. In our new Behind-the-Scenes developer video, you’ll meet the talented team at Ultizero Games and hear, in our own words, about the passion, challenges, and breakthroughs that shaped every strike, combo, and boss encounter. It’s an inside look at the creative process that brought Lost Soul Aside from a single idea to the game we can’t wait for you to play. Play Video From our story to your screen – the PC experience As we approach launch, I’m excited to share that Lost Soul Aside is now in its final polishing stage for PC—releasing worldwide alongside the PlayStation 5 version. We’ve worked hard to ensure that PC players enjoy a true next-generation experience, and we’ve prepared four special features unique to the platform. These enhancements take full advantage of PC hardware so you can experience the game at its best, and I’m thrilled to finally reveal them to you. Full DualSense controller support Connect your DualSense controller via USB-C or Bluetoothand enjoy native support—no extra drivers needed. Adaptive Triggers: Each weapon and mechanism delivers unique resistance curves for a tactile, responsive feel. Haptic Feedback: From the clash of steel to explosive impacts and the rush of running through water, every vibration is precision-tuned to match the on-screen action.Just plug in and play. 4K + HDR visuals  Experience Lost Soul Aside in native 4Kresolution with multi-monitor support for maximum immersion. High Dynamic Rangebrings out deep shadow details and vibrant neon highlights, delivering stunning contrast—“one glance, and your soul is hooked.” Ray Tracing  Ray-Traced Reflections: Crystal-clear water surfaces, polished armor, and metallic weapons reflect their surroundings in real time. Ray-Traced Global Illumination: Sunlight breaking through clouds and neon glow diffusing through the air add incredible depth to every scene. Ray-Traced Shadows: High-resolution, soft shadows shift naturally with light, enhancing realism in both exploration and combat.All ray-tracing effects are optimized with DLSS 4, FSR, and Frame Generation, ensuring smooth 4K 60 FPS gameplay—even on more modest hardware.   PlayStation account linking — Cross-Platform Trophy Sync When you first launch the game, you’ll have the option to link your PlayStation Network account. Once connected, all achievements earned on PC will sync instantly with your PlayStation Network profile—and vice versa. It’s truly “unlock once, show off everywhere”—your Platinum Trophy journey continues seamlessly across platforms. Wondering if your PC can handle Lost Soul Aside? Here are the system requirements: PC Specs for Lost Soul AsideMinimumRecommendedHighHighUltraGPUNVIDIA GTX 1060 / AMD RX 5500 XTNVIDIA RTX 2060 / AMD RX 5700 XTNVIDIA RTX 3070 / AMD RX 6800 XTNVIDIA RTX 4080s / AMD RX 7900 XTNVIDIA RTX 5070 TiCPUIntel i5-10400 / AMD Ryzen 5 3600Intel i5-10400 / AMD Ryzen 5 3600Intel i7-11700 / AMD Ryzen 7 5700XIntel i7-11700 / AMD Ryzen 7 5700XIntel i7-13700K / AMD Ryzen 7 7800XRAM16 GB16 GB16 GB16 GB16 GBOSWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitStorage80 GB SSD80 GB SSD80 GB SSD80 GB SSD80 GB SSD The PC version of Lost Soul Aside launches August 28 at 5pm PDT / August 29 at 8am CSTand is now available for pre-purchase on Steam and the Epic Games Store. Lock in your platform and brace for the ultimate fusion of razor-sharp action and next-gen audiovisuals! Lost Soul Aside PlayStation 5 Pro enhancements I know many of you are excited to experience Lost Soul Aside on PlayStation 5 Pro, so I’m happy to share what we’ve done to make the most of its powerful hardware.  On PS5 Pro, you’ll be able to play in dynamic 4K with enhanced ray-traced reflections, shadows, and global illumination, bringing every scene to life with incredible depth and realism. We’ve also taken advantage of the Pro’s boosted GPU to push higher texture quality, more detailed particle effects, and even faster loading through the ultra-fast SSD. Additionally, players will benefit from a higher and more stable frame rate, ensuring fluid, responsive gameplay even in the most intense battles. The result is smoother combat, sharper visuals, and an even more immersive adventure from start to finish. I want to thank all of you for your patience and support throughout this journey. It’s been many years in the making, and every step has been driven by your passion for Lost Soul Aside. Whether you choose to play on PC, PlayStation 5, or PlayStation 5 Pro, my hope is that you’ll feel the heart, detail, and care we’ve poured into every moment. The launch is just the beginning, and I can’t wait to see your reactions, your gameplay clips, and your stories from this world we’ve built together. See you at launch! #lost #soul #aside #features #behindthescenes
    Lost Soul Aside: PC features and a behind-the-scenes look
    blog.playstation.com
    Hello everyone! Before unveiling what we’ve prepared for PC players when Lost Soul Aside hits PC and PS5 on August 29, I want to share the journey that brought us here. Play Video Behind the scenes – Meet the team and the journey behind the game What began as a solo prototype has grown through years of iteration, the incredible support of the China Hero Project, and the encouragement of a passionate community into the full-scale action RPG you see today. In our new Behind-the-Scenes developer video, you’ll meet the talented team at Ultizero Games and hear, in our own words, about the passion, challenges, and breakthroughs that shaped every strike, combo, and boss encounter. It’s an inside look at the creative process that brought Lost Soul Aside from a single idea to the game we can’t wait for you to play. Play Video From our story to your screen – the PC experience As we approach launch, I’m excited to share that Lost Soul Aside is now in its final polishing stage for PC—releasing worldwide alongside the PlayStation 5 version. We’ve worked hard to ensure that PC players enjoy a true next-generation experience, and we’ve prepared four special features unique to the platform. These enhancements take full advantage of PC hardware so you can experience the game at its best, and I’m thrilled to finally reveal them to you. Full DualSense controller support Connect your DualSense controller via USB-C or Bluetooth (note: full functionality requires USB-C) and enjoy native support—no extra drivers needed. Adaptive Triggers: Each weapon and mechanism delivers unique resistance curves for a tactile, responsive feel. Haptic Feedback: From the clash of steel to explosive impacts and the rush of running through water, every vibration is precision-tuned to match the on-screen action.Just plug in and play. 4K + HDR visuals  Experience Lost Soul Aside in native 4K (3840×2160) resolution with multi-monitor support for maximum immersion. High Dynamic Range (HDR) brings out deep shadow details and vibrant neon highlights, delivering stunning contrast—“one glance, and your soul is hooked.” Ray Tracing  Ray-Traced Reflections: Crystal-clear water surfaces, polished armor, and metallic weapons reflect their surroundings in real time. Ray-Traced Global Illumination: Sunlight breaking through clouds and neon glow diffusing through the air add incredible depth to every scene. Ray-Traced Shadows: High-resolution, soft shadows shift naturally with light, enhancing realism in both exploration and combat.All ray-tracing effects are optimized with DLSS 4, FSR, and Frame Generation, ensuring smooth 4K 60 FPS gameplay—even on more modest hardware.   PlayStation account linking — Cross-Platform Trophy Sync When you first launch the game, you’ll have the option to link your PlayStation Network account. Once connected, all achievements earned on PC will sync instantly with your PlayStation Network profile—and vice versa. It’s truly “unlock once, show off everywhere”—your Platinum Trophy journey continues seamlessly across platforms. Wondering if your PC can handle Lost Soul Aside? Here are the system requirements: PC Specs for Lost Soul AsideMinimumRecommendedHighHigh (RT On)Ultra (RT On)GPUNVIDIA GTX 1060 / AMD RX 5500 XTNVIDIA RTX 2060 / AMD RX 5700 XTNVIDIA RTX 3070 / AMD RX 6800 XTNVIDIA RTX 4080s / AMD RX 7900 XTNVIDIA RTX 5070 TiCPUIntel i5-10400 / AMD Ryzen 5 3600Intel i5-10400 / AMD Ryzen 5 3600Intel i7-11700 / AMD Ryzen 7 5700XIntel i7-11700 / AMD Ryzen 7 5700XIntel i7-13700K / AMD Ryzen 7 7800XRAM16 GB16 GB16 GB16 GB16 GBOSWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitWin 10/11 64-bitStorage80 GB SSD80 GB SSD80 GB SSD80 GB SSD80 GB SSD The PC version of Lost Soul Aside launches August 28 at 5pm PDT / August 29 at 8am CST (Beijing) and is now available for pre-purchase on Steam and the Epic Games Store. Lock in your platform and brace for the ultimate fusion of razor-sharp action and next-gen audiovisuals! Lost Soul Aside PlayStation 5 Pro enhancements I know many of you are excited to experience Lost Soul Aside on PlayStation 5 Pro, so I’m happy to share what we’ve done to make the most of its powerful hardware.  On PS5 Pro, you’ll be able to play in dynamic 4K with enhanced ray-traced reflections, shadows, and global illumination, bringing every scene to life with incredible depth and realism. We’ve also taken advantage of the Pro’s boosted GPU to push higher texture quality, more detailed particle effects, and even faster loading through the ultra-fast SSD. Additionally, players will benefit from a higher and more stable frame rate, ensuring fluid, responsive gameplay even in the most intense battles. The result is smoother combat, sharper visuals, and an even more immersive adventure from start to finish. I want to thank all of you for your patience and support throughout this journey. It’s been many years in the making, and every step has been driven by your passion for Lost Soul Aside. Whether you choose to play on PC, PlayStation 5, or PlayStation 5 Pro, my hope is that you’ll feel the heart, detail, and care we’ve poured into every moment. The launch is just the beginning, and I can’t wait to see your reactions, your gameplay clips, and your stories from this world we’ve built together. See you at launch!
    Like
    Love
    Wow
    Sad
    Angry
    1K
    · 2 Comments ·0 Shares
  • NBA 2K26: Hands-on report and PS5 bundle details, launching September 5

    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court.

    Also launching starting on September 5 in select markets is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details

    Better ball

    2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport.

    Enhanced Rhythm Shooting

    You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot. 

    Defensive battles

    Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before. 

    Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand.

    Arena atmosphere

    The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create.

    MyTEAM updates 

    MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.  

    The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests. 

    Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games. 

    All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive. 

    Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5.

    Vertical Stand sold separately

    PS5 Console – NBA 2K26 Bundle

    We’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in select markets starting September 5. Release dates and availability may vary by region, please check direct.playstation.com where available or your local retailer for availability and release dates.

    Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD.

    Bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition.

    With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5.

    *4K and HDR require a 4K and HDR compatible TV or display.

    **Account for PlayStation and internet connection required to redeem voucher
    #nba #2k26 #handson #report #ps5
    NBA 2K26: Hands-on report and PS5 bundle details, launching September 5
    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court. Also launching starting on September 5 in select markets is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details Better ball 2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport. Enhanced Rhythm Shooting You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot.  Defensive battles Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before.  Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand. Arena atmosphere The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create. MyTEAM updates  MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.   The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests.  Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games.  All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive.  Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5. Vertical Stand sold separately PS5 Console – NBA 2K26 Bundle We’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in select markets starting September 5. Release dates and availability may vary by region, please check direct.playstation.com where available or your local retailer for availability and release dates. Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD. Bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5. *4K and HDR require a 4K and HDR compatible TV or display. **Account for PlayStation and internet connection required to redeem voucher #nba #2k26 #handson #report #ps5
    NBA 2K26: Hands-on report and PS5 bundle details, launching September 5
    blog.playstation.com
    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court. Also launching starting on September 5 in select markets is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details Better ball 2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport. Enhanced Rhythm Shooting You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot.  Defensive battles Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before.  Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand. Arena atmosphere The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create. MyTEAM updates  MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.   The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests.  Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games.  All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive.  Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5. Vertical Stand sold separately PS5 Console – NBA 2K26 Bundle We’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in select markets starting September 5. Release dates and availability may vary by region, please check direct.playstation.com where available or your local retailer for availability and release dates. Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD. Bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5. *4K and HDR require a 4K and HDR compatible TV or display. **Account for PlayStation and internet connection required to redeem voucher
    Like
    Love
    Wow
    Sad
    Angry
    493
    · 2 Comments ·0 Shares
  • Blender Developers Meeting Notes: 18 August 2025

    Blender Developers Meeting Notes: 18 August 2025

    By
    n8n

    on
    August 19, 2025

    Blender Development

    Notes for weekly communication of ongoing projects and modules.
    This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org.

    Reset various runtime data for writing files-Improve RNA performance tests flexibility.-Move VSync from an environment variable to an argument-Recognize ACES config un-tone-mapped view-Allow empty names in File Output node-Support strings sockets-Allow menu sockets for pixel nodes-Removing Sun Beams node-Don’t get/set PWD env var for working directory functions-Parallelize NURBS basis cache evaluation with Ocomplexity-Add cyclic curve offsets cache-Do not sample direct light when ray segment is invalid-Always add world as object-Create one box for vdb mesh instead of many-Render volume by ray marching through octrees-Compute volume transmittance using telescoping-Shade volume with null scattering-Volume Scattering Probability Guiding-Use RGBE for denoised guiding buffers to reduce memory usage-Use analytic formula for homogeneous volume-Add and update volume test files-Store octree parent nodes in a stack-oneAPI: Disable L0 copy optimization for several dGPUs-Use deterministic linear interpolation for velocity-Use one-tap stochastic interpolation for volume-Add material name collision mode-Shader:

    Add support for full template specialization-Rewrite default_argument_mutation using parser-Fix parser not being consistent-Replace template macro implementation by copy paste-Preprocess: Improve error reporting-Remove Shader Draw Parameter workaround-Add flag for shader debug info generation-Improve cyclical end cap rendering-Export other curve types to SVG-Edit Mode Pen Tool-Support extracting Vulkan & OpenGL args even when disabled-Add Apply Transforms option to obj exporter-Fix recursive resync incorrectly clearing hierarchy info.-Prevent matching collection items only by their index if a name and ID are provided.-Avoid quadratic vertex valence complexity for corner normals-Improve performance and compression, always compress-Allow Preferences editor to be opened in Maximized Area-Gray out or hide asset shelf toggle if not available-Center-align header modal status text-Prevent automatic mode switching in certain scenarios-Remove liboverride UI dead code, improve UI messages.-Prevent ‘liboverride’ ‘decorator’ button to control keyframes.-Widen Preferences Window-Theme: Move curve handle properties in common-Generalized Alert and Popup Block Error Indication-Tree View: Operator to delete with X key-Use UI_alert For Vulcan Fallback Warning-Remove unused theme properties-Warning When Dragging Non-Blend File Onto Executable-“Duplicate Strips” also duplicates referenced IDs-Add copy and paste operators to preview keymap-Improve Histogram scope for HDR content-Add scene assets through strip add menu-Clear Strip Keyframes from Preview-Enable Pie Menu on Drag for Preview Keyframe Insert-Add “Mirror” menu to preview strip menu-Disable descriptor buffers-Swap to system memory for device local memory-Destroy resources in submission thread-Update VMA to 3.3.0-Remove MoltenVK-Enable maintenance4 in VMA-Add message type for remote downloader messages to message bus-
    #blender #developers #meeting #notes #august
    Blender Developers Meeting Notes: 18 August 2025
    Blender Developers Meeting Notes: 18 August 2025 By n8n on August 19, 2025 Blender Development Notes for weekly communication of ongoing projects and modules. This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org. Reset various runtime data for writing files-Improve RNA performance tests flexibility.-Move VSync from an environment variable to an argument-Recognize ACES config un-tone-mapped view-Allow empty names in File Output node-Support strings sockets-Allow menu sockets for pixel nodes-Removing Sun Beams node-Don’t get/set PWD env var for working directory functions-Parallelize NURBS basis cache evaluation with Ocomplexity-Add cyclic curve offsets cache-Do not sample direct light when ray segment is invalid-Always add world as object-Create one box for vdb mesh instead of many-Render volume by ray marching through octrees-Compute volume transmittance using telescoping-Shade volume with null scattering-Volume Scattering Probability Guiding-Use RGBE for denoised guiding buffers to reduce memory usage-Use analytic formula for homogeneous volume-Add and update volume test files-Store octree parent nodes in a stack-oneAPI: Disable L0 copy optimization for several dGPUs-Use deterministic linear interpolation for velocity-Use one-tap stochastic interpolation for volume-Add material name collision mode-Shader: Add support for full template specialization-Rewrite default_argument_mutation using parser-Fix parser not being consistent-Replace template macro implementation by copy paste-Preprocess: Improve error reporting-Remove Shader Draw Parameter workaround-Add flag for shader debug info generation-Improve cyclical end cap rendering-Export other curve types to SVG-Edit Mode Pen Tool-Support extracting Vulkan & OpenGL args even when disabled-Add Apply Transforms option to obj exporter-Fix recursive resync incorrectly clearing hierarchy info.-Prevent matching collection items only by their index if a name and ID are provided.-Avoid quadratic vertex valence complexity for corner normals-Improve performance and compression, always compress-Allow Preferences editor to be opened in Maximized Area-Gray out or hide asset shelf toggle if not available-Center-align header modal status text-Prevent automatic mode switching in certain scenarios-Remove liboverride UI dead code, improve UI messages.-Prevent ‘liboverride’ ‘decorator’ button to control keyframes.-Widen Preferences Window-Theme: Move curve handle properties in common-Generalized Alert and Popup Block Error Indication-Tree View: Operator to delete with X key-Use UI_alert For Vulcan Fallback Warning-Remove unused theme properties-Warning When Dragging Non-Blend File Onto Executable-“Duplicate Strips” also duplicates referenced IDs-Add copy and paste operators to preview keymap-Improve Histogram scope for HDR content-Add scene assets through strip add menu-Clear Strip Keyframes from Preview-Enable Pie Menu on Drag for Preview Keyframe Insert-Add “Mirror” menu to preview strip menu-Disable descriptor buffers-Swap to system memory for device local memory-Destroy resources in submission thread-Update VMA to 3.3.0-Remove MoltenVK-Enable maintenance4 in VMA-Add message type for remote downloader messages to message bus- #blender #developers #meeting #notes #august
    Blender Developers Meeting Notes: 18 August 2025
    www.blendernation.com
    Blender Developers Meeting Notes: 18 August 2025 By n8n on August 19, 2025 Blender Development Notes for weekly communication of ongoing projects and modules. This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org. Reset various runtime data for writing files (commit) - (Hans Goudey) Improve RNA performance tests flexibility. (commit) - (Bastien Montagne) Move VSync from an environment variable to an argument (commit) - (Campbell Barton) Recognize ACES config un-tone-mapped view (commit) - (Brecht Van Lommel) Allow empty names in File Output node (commit) - (Omar Emara) Support strings sockets (commit) - (Omar Emara) Allow menu sockets for pixel nodes (commit) - (Omar Emara) Removing Sun Beams node (commit) - (Mohamed Hassan) Don’t get/set PWD env var for working directory functions (commit) - (Jesse Yurkovich) Parallelize NURBS basis cache evaluation with O(n) complexity (commit) - (Mattias Fredriksson) Add cyclic curve offsets cache (commit) - (Hans Goudey) Do not sample direct light when ray segment is invalid (commit) - (Weizhen Huang) Always add world as object (commit) - (Weizhen Huang) Create one box for vdb mesh instead of many (commit) - (Weizhen Huang) Render volume by ray marching through octrees (commit) - (Weizhen Huang) Compute volume transmittance using telescoping (commit) - (Weizhen Huang) Shade volume with null scattering (commit) - (Weizhen Huang) Volume Scattering Probability Guiding (commit) - (Weizhen Huang) Use RGBE for denoised guiding buffers to reduce memory usage (commit) - (Weizhen Huang) Use analytic formula for homogeneous volume (commit) - (Weizhen Huang) Add and update volume test files (commit) - (Weizhen Huang) Store octree parent nodes in a stack (commit) - (Weizhen Huang) oneAPI: Disable L0 copy optimization for several dGPUs (commit) - (Nikita Sirgienko) Use deterministic linear interpolation for velocity (commit) - (Weizhen Huang) Use one-tap stochastic interpolation for volume (commit) - (Weizhen Huang) Add material name collision mode (commit) - (Oxicid) Shader: Add support for full template specialization (commit) - (Clément Foucault) Rewrite default_argument_mutation using parser (commit) - (Clément Foucault) Fix parser not being consistent (commit) - (Clément Foucault) Replace template macro implementation by copy paste (commit) - (Clément Foucault) Preprocess: Improve error reporting (commit) - (Clément Foucault) Remove Shader Draw Parameter workaround (commit) - (Clément Foucault) Add flag for shader debug info generation (commit) - (Christoph Neuhauser) Improve cyclical end cap rendering (commit) - (Casey Bianco-Davis) Export other curve types to SVG (commit) - (Casey Bianco-Davis) Edit Mode Pen Tool (commit) - (Casey Bianco-Davis) Support extracting Vulkan & OpenGL args even when disabled (commit) - (Campbell Barton) Add Apply Transforms option to obj exporter (commit) - (Thomas Hope) Fix recursive resync incorrectly clearing hierarchy info. (commit) - (Bastien Montagne) Prevent matching collection items only by their index if a name and ID are provided. (commit) - (Bastien Montagne) Avoid quadratic vertex valence complexity for corner normals (commit) - (_илья __) Improve performance and compression, always compress (commit) - (Aras Pranckevicius) Allow Preferences editor to be opened in Maximized Area (commit) - (Jonas Holzman) Gray out or hide asset shelf toggle if not available (commit) - (Julian Eisel) Center-align header modal status text (commit) - (Pablo Vazquez) Prevent automatic mode switching in certain scenarios (commit) - (Sean Kim) Remove liboverride UI dead code, improve UI messages. (commit) - (Bastien Montagne) Prevent ‘liboverride’ ‘decorator’ button to control keyframes. (commit) - (Bastien Montagne) Widen Preferences Window (commit) - (Pablo Vazquez) Theme: Move curve handle properties in common (commit) - (Nika Kutsniashvili) Generalized Alert and Popup Block Error Indication (commit) - (Harley Acheson) Tree View: Operator to delete with X key (commit) - (Pratik Borhade) Use UI_alert For Vulcan Fallback Warning (commit) - (Harley Acheson) Remove unused theme properties (commit) - (Nika Kutsniashvili) Warning When Dragging Non-Blend File Onto Executable (commit) - (Harley Acheson) “Duplicate Strips” also duplicates referenced IDs (commit) - (Falk David) Add copy and paste operators to preview keymap (commit) - (Ramon Klauck) Improve Histogram scope for HDR content (commit) - (Aras Pranckevicius) Add scene assets through strip add menu (commit) - (Falk David) Clear Strip Keyframes from Preview (commit) - (Ramon Klauck) Enable Pie Menu on Drag for Preview Keyframe Insert (commit) - (Ramon Klauck) Add “Mirror” menu to preview strip menu (commit) - (Ramon Klauck) Disable descriptor buffers (commit) - (Jeroen Bakker) Swap to system memory for device local memory (commit) - (Jeroen Bakker) Destroy resources in submission thread (commit) - (Jeroen Bakker) Update VMA to 3.3.0 (commit) - (Jeroen Bakker) Remove MoltenVK (commit) - (Jeroen Bakker) Enable maintenance4 in VMA (commit) - (Jeroen Bakker) Add message type for remote downloader messages to message bus (commit) - (Julian Eisel)
    2 Comments ·0 Shares
  • جوجل تعلن رسميًا عن سلسلة هواتف Pixel 10 بمعالج Tensor G5 ونفس سعر الجيل السابق واشتراك عام مجاني في AI Pro

    أعلنت جوجل بشكل رسمي عن سلسلة هواتف Pixel 10 وهما Pixel 10 و Pixel 10 Pro و Pixel 10 Pro XL والهاتف القابل للطي Pixel 10 Pro Fold وسنتحدث عنه في تقرير منفصل.
     
    سلسلة هواتف Pixel 10 لم تختلف من حيث التصميم وجودة التصنيع عن الجيل السابق وكذلك من حيث السعر لم تختلف عن الجيل السابق ولكن هناك اختلافات داخلية قد يكون أهمهم الاعتماد على معالج Tensor G5 الذي يأتي بشريحة من تصنيع TSMC بدلًا من شريحة سامسونج وكذلك إضافة كاميرا للتقريب البصري في النسخة العادية Pixel 10 بعد أن كانت حصرية في إصدارات Pro العام الماضي.
     
    هاتف Pixel 10 يأتي بشاشة OLED بقياس 6.3 بوصة بدقة 1080x2424 وسطوع يصل إلى 2,000nits مع تقنية HDR وبدونها يصل إلى 3,000nits ومعدل تحديث 120Hz وطبقة حماية Gorilla Glass Victus على الشاشة والجهة الخلفية.
     
    يأتي الهاتف بمعالج Tensor G5 بدقة تصنيع 3 نانومتر وأسرع من الجيل السابق بنسبة 34% وأسرع في معالجة أوامر الذكاء الاصطناعي مرتين ونصف بجانب الأفضلية في معالجة الصور ويأتي الهاتف برامات بحجم 12 جيجا بايت ومساحة تخزين داخلية 128 أو 256 جيجا بايت.
     
    هاتف Pixel 10 يأتي ببطارية بقوة 4970 ميلي أمبير ودعم الشحن السريع بقوة 30 وات والشحن اللاسلكي السريع Qi2 بقوة 15 وات ويأتي الهاتف بقارئ للبصمة مدمج مع الشاشة ومقاوم للماء والأتربة بمعيار IP68.
     
    يأتي هاتف Pixel 10 بثلاث كاميرات في الجهة الخلفية الرئيسية بدقة 48 ميجا بيكسل وفتحة عدسة f/1.70 والثانية واسعة الزاوية 120 درجة بدقة 13 ميجا بيكسل وفتحة عدسة f/2.2 والثالثة للتقريب البصري 5x بدقة 10.8 ميجا بيكسل وفتحة عدسة f/3.1 وتقول جوجل أن التقريب يصل إلى 20x بفضل تقنية Super Res Zoom وكاميرا أمامية بدقة 10.5 ميجا بيكسل بفتحة عدسة f/2.2 وزاوية 95 درجة.
     
    هاتف Pixel 10 يعمل بنظام Android 16 ويدعم التحديثات الأمنية ولإصدارات أندرويد لمدة 7 سنوات ولا يوجد به منفذ لتركيب شريحة eSIM وذلك بالنسبة للنسخ التي ستتوفر في الولايات المتحدة وأبعاد الهاتف 152.8x72.0x8.6 ملم ووزنه 204 جرام.
     
    يأتي هاتف Pixel 10 ببعض مميزات الذكاء الاصطناعي الجديدة مثل Magic Cue وهو عبارة عن مساعد لك يعلم ما يحدث على شاشة الهاتف وسيساعدك في اتخاذ الخطوة القادمة بدون أن تقوم بفتح أي تطبيق وميزة Camera Coach التي ستساعدك في إلتقاط صور أفضل عن طريق اقتراح بعض التعديلات على إعدادات الكاميرا قبل إلتقاط الصورة وميزة الترجمة التي تستطيع نسخ صوتك والتحدث مع شخص آخر أثناء المكالمة بلغة مختلفة وميزة Call Message لتخطي البريد الصوتي وميزة Daily Hub التي تجلب لك المعلومات من أخر تطبيقات قمت بزيارتها وإمكانية تحديد جزء معين يظهر على الكاميرا لطلب المساعدة فيما يخص هذا الجزء من Gemini وسيتوفر مع الهاتف اشتراك عام مجاني في خطة AI Pro.
     
    هاتف Pixel 10 متوفر بداية من اليوم للطلب المسبق بسعر يبدأ من 799 دولار.
     
    أما هاتف Pixel 10 Pro يأتي بنفس مواصفات هاتف Pixel 10 ولكن مع شاشة بدقة أعلى 1280x2856 وسطوع أعلى يصل إلى 3,300nits ورامات بحجم 16 جيجا بايت ومساحة تخزين داخلية 128 أو 256 أو 512 جيجا بايت أو 1 تيرا بايت وبطارية بقوة 4870 ميلي أمبير وأبعاده 152.8x72.0x8.6 ملم ووزنه 204 جرام.
     
    هاتف Pixel 10 Pro يأتي بثلاث كاميرات في الجهة الخلفية الرئيسية بدقة 50 ميجا بيكسل بفتحة عدسة f/1.68 والثانية واسعة الزاوية 123 درجة بدقة 48 ميجا بيكسل وفتحة عدسة f/1.7 والثالثة للتقريب البصري 5x بدقة 48 ميجا بيكسل وفتحة عدسة f/2.8 وتقريب يصل إلى 100x بفضل تقنية Pro Res Zoom وكاميرا أمامية بدقة 42 ميجا بيكسل بفتحة عدسة f/2.2 وزاوية 103 درجة.
     
    هاتف Pixel 10 Pro متوفر بداية من اليوم للطلب المسبق بسعر يبدأ من 999 دولار. هاتف Pixel 10 Pro XL يحمل نفس مواصفات هاتف Pixel 10 Pro ولكن مع شاشة أكبر بقياس 6.8 بوصة ودقة أعلى 1344x2992 وسطوع أعلى مع تقنية HDR يصل إلى 2,200nits وبطارية أكبر بقوة 5200 ميلي أمبير ومساحة تخزين داخلية تبدأ من 256 جيجا بايت وشحن أسرع بقوة 45 وات بدلًا من 30 وات والشحن اللاسلكي السريع بقوة 25 وات بدلًا من 15 وات وأبعاده 162.8x76.6x8.5 ملم ووزنه 232 جرام.
     
    هاتف Pixel 10 Pro XL متوفر للطلب المسبق بداية من اليوم بسعر يبدأ من 1199 دولار.
    #جوجل #تعلن #رسميا #عن #سلسلة
    جوجل تعلن رسميًا عن سلسلة هواتف Pixel 10 بمعالج Tensor G5 ونفس سعر الجيل السابق واشتراك عام مجاني في AI Pro
    أعلنت جوجل بشكل رسمي عن سلسلة هواتف Pixel 10 وهما Pixel 10 و Pixel 10 Pro و Pixel 10 Pro XL والهاتف القابل للطي Pixel 10 Pro Fold وسنتحدث عنه في تقرير منفصل.   سلسلة هواتف Pixel 10 لم تختلف من حيث التصميم وجودة التصنيع عن الجيل السابق وكذلك من حيث السعر لم تختلف عن الجيل السابق ولكن هناك اختلافات داخلية قد يكون أهمهم الاعتماد على معالج Tensor G5 الذي يأتي بشريحة من تصنيع TSMC بدلًا من شريحة سامسونج وكذلك إضافة كاميرا للتقريب البصري في النسخة العادية Pixel 10 بعد أن كانت حصرية في إصدارات Pro العام الماضي.   هاتف Pixel 10 يأتي بشاشة OLED بقياس 6.3 بوصة بدقة 1080x2424 وسطوع يصل إلى 2,000nits مع تقنية HDR وبدونها يصل إلى 3,000nits ومعدل تحديث 120Hz وطبقة حماية Gorilla Glass Victus على الشاشة والجهة الخلفية.   يأتي الهاتف بمعالج Tensor G5 بدقة تصنيع 3 نانومتر وأسرع من الجيل السابق بنسبة 34% وأسرع في معالجة أوامر الذكاء الاصطناعي مرتين ونصف بجانب الأفضلية في معالجة الصور ويأتي الهاتف برامات بحجم 12 جيجا بايت ومساحة تخزين داخلية 128 أو 256 جيجا بايت.   هاتف Pixel 10 يأتي ببطارية بقوة 4970 ميلي أمبير ودعم الشحن السريع بقوة 30 وات والشحن اللاسلكي السريع Qi2 بقوة 15 وات ويأتي الهاتف بقارئ للبصمة مدمج مع الشاشة ومقاوم للماء والأتربة بمعيار IP68.   يأتي هاتف Pixel 10 بثلاث كاميرات في الجهة الخلفية الرئيسية بدقة 48 ميجا بيكسل وفتحة عدسة f/1.70 والثانية واسعة الزاوية 120 درجة بدقة 13 ميجا بيكسل وفتحة عدسة f/2.2 والثالثة للتقريب البصري 5x بدقة 10.8 ميجا بيكسل وفتحة عدسة f/3.1 وتقول جوجل أن التقريب يصل إلى 20x بفضل تقنية Super Res Zoom وكاميرا أمامية بدقة 10.5 ميجا بيكسل بفتحة عدسة f/2.2 وزاوية 95 درجة.   هاتف Pixel 10 يعمل بنظام Android 16 ويدعم التحديثات الأمنية ولإصدارات أندرويد لمدة 7 سنوات ولا يوجد به منفذ لتركيب شريحة eSIM وذلك بالنسبة للنسخ التي ستتوفر في الولايات المتحدة وأبعاد الهاتف 152.8x72.0x8.6 ملم ووزنه 204 جرام.   يأتي هاتف Pixel 10 ببعض مميزات الذكاء الاصطناعي الجديدة مثل Magic Cue وهو عبارة عن مساعد لك يعلم ما يحدث على شاشة الهاتف وسيساعدك في اتخاذ الخطوة القادمة بدون أن تقوم بفتح أي تطبيق وميزة Camera Coach التي ستساعدك في إلتقاط صور أفضل عن طريق اقتراح بعض التعديلات على إعدادات الكاميرا قبل إلتقاط الصورة وميزة الترجمة التي تستطيع نسخ صوتك والتحدث مع شخص آخر أثناء المكالمة بلغة مختلفة وميزة Call Message لتخطي البريد الصوتي وميزة Daily Hub التي تجلب لك المعلومات من أخر تطبيقات قمت بزيارتها وإمكانية تحديد جزء معين يظهر على الكاميرا لطلب المساعدة فيما يخص هذا الجزء من Gemini وسيتوفر مع الهاتف اشتراك عام مجاني في خطة AI Pro.   هاتف Pixel 10 متوفر بداية من اليوم للطلب المسبق بسعر يبدأ من 799 دولار.   أما هاتف Pixel 10 Pro يأتي بنفس مواصفات هاتف Pixel 10 ولكن مع شاشة بدقة أعلى 1280x2856 وسطوع أعلى يصل إلى 3,300nits ورامات بحجم 16 جيجا بايت ومساحة تخزين داخلية 128 أو 256 أو 512 جيجا بايت أو 1 تيرا بايت وبطارية بقوة 4870 ميلي أمبير وأبعاده 152.8x72.0x8.6 ملم ووزنه 204 جرام.   هاتف Pixel 10 Pro يأتي بثلاث كاميرات في الجهة الخلفية الرئيسية بدقة 50 ميجا بيكسل بفتحة عدسة f/1.68 والثانية واسعة الزاوية 123 درجة بدقة 48 ميجا بيكسل وفتحة عدسة f/1.7 والثالثة للتقريب البصري 5x بدقة 48 ميجا بيكسل وفتحة عدسة f/2.8 وتقريب يصل إلى 100x بفضل تقنية Pro Res Zoom وكاميرا أمامية بدقة 42 ميجا بيكسل بفتحة عدسة f/2.2 وزاوية 103 درجة.   هاتف Pixel 10 Pro متوفر بداية من اليوم للطلب المسبق بسعر يبدأ من 999 دولار. هاتف Pixel 10 Pro XL يحمل نفس مواصفات هاتف Pixel 10 Pro ولكن مع شاشة أكبر بقياس 6.8 بوصة ودقة أعلى 1344x2992 وسطوع أعلى مع تقنية HDR يصل إلى 2,200nits وبطارية أكبر بقوة 5200 ميلي أمبير ومساحة تخزين داخلية تبدأ من 256 جيجا بايت وشحن أسرع بقوة 45 وات بدلًا من 30 وات والشحن اللاسلكي السريع بقوة 25 وات بدلًا من 15 وات وأبعاده 162.8x76.6x8.5 ملم ووزنه 232 جرام.   هاتف Pixel 10 Pro XL متوفر للطلب المسبق بداية من اليوم بسعر يبدأ من 1199 دولار. #جوجل #تعلن #رسميا #عن #سلسلة
    جوجل تعلن رسميًا عن سلسلة هواتف Pixel 10 بمعالج Tensor G5 ونفس سعر الجيل السابق واشتراك عام مجاني في AI Pro
    www.akhbar-tech.com
    أعلنت جوجل بشكل رسمي عن سلسلة هواتف Pixel 10 وهما Pixel 10 و Pixel 10 Pro و Pixel 10 Pro XL والهاتف القابل للطي Pixel 10 Pro Fold وسنتحدث عنه في تقرير منفصل.   سلسلة هواتف Pixel 10 لم تختلف من حيث التصميم وجودة التصنيع عن الجيل السابق وكذلك من حيث السعر لم تختلف عن الجيل السابق ولكن هناك اختلافات داخلية قد يكون أهمهم الاعتماد على معالج Tensor G5 الذي يأتي بشريحة من تصنيع TSMC بدلًا من شريحة سامسونج وكذلك إضافة كاميرا للتقريب البصري في النسخة العادية Pixel 10 بعد أن كانت حصرية في إصدارات Pro العام الماضي.   هاتف Pixel 10 يأتي بشاشة OLED بقياس 6.3 بوصة بدقة 1080x2424 وسطوع يصل إلى 2,000nits مع تقنية HDR وبدونها يصل إلى 3,000nits ومعدل تحديث 120Hz وطبقة حماية Gorilla Glass Victus على الشاشة والجهة الخلفية.   يأتي الهاتف بمعالج Tensor G5 بدقة تصنيع 3 نانومتر وأسرع من الجيل السابق بنسبة 34% وأسرع في معالجة أوامر الذكاء الاصطناعي مرتين ونصف بجانب الأفضلية في معالجة الصور ويأتي الهاتف برامات بحجم 12 جيجا بايت ومساحة تخزين داخلية 128 أو 256 جيجا بايت.   هاتف Pixel 10 يأتي ببطارية بقوة 4970 ميلي أمبير ودعم الشحن السريع بقوة 30 وات والشحن اللاسلكي السريع Qi2 بقوة 15 وات ويأتي الهاتف بقارئ للبصمة مدمج مع الشاشة ومقاوم للماء والأتربة بمعيار IP68.   يأتي هاتف Pixel 10 بثلاث كاميرات في الجهة الخلفية الرئيسية بدقة 48 ميجا بيكسل وفتحة عدسة f/1.70 والثانية واسعة الزاوية 120 درجة بدقة 13 ميجا بيكسل وفتحة عدسة f/2.2 والثالثة للتقريب البصري 5x بدقة 10.8 ميجا بيكسل وفتحة عدسة f/3.1 وتقول جوجل أن التقريب يصل إلى 20x بفضل تقنية Super Res Zoom وكاميرا أمامية بدقة 10.5 ميجا بيكسل بفتحة عدسة f/2.2 وزاوية 95 درجة.   هاتف Pixel 10 يعمل بنظام Android 16 ويدعم التحديثات الأمنية ولإصدارات أندرويد لمدة 7 سنوات ولا يوجد به منفذ لتركيب شريحة eSIM وذلك بالنسبة للنسخ التي ستتوفر في الولايات المتحدة وأبعاد الهاتف 152.8x72.0x8.6 ملم ووزنه 204 جرام.   يأتي هاتف Pixel 10 ببعض مميزات الذكاء الاصطناعي الجديدة مثل Magic Cue وهو عبارة عن مساعد لك يعلم ما يحدث على شاشة الهاتف وسيساعدك في اتخاذ الخطوة القادمة بدون أن تقوم بفتح أي تطبيق وميزة Camera Coach التي ستساعدك في إلتقاط صور أفضل عن طريق اقتراح بعض التعديلات على إعدادات الكاميرا قبل إلتقاط الصورة وميزة الترجمة التي تستطيع نسخ صوتك والتحدث مع شخص آخر أثناء المكالمة بلغة مختلفة وميزة Call Message لتخطي البريد الصوتي وميزة Daily Hub التي تجلب لك المعلومات من أخر تطبيقات قمت بزيارتها وإمكانية تحديد جزء معين يظهر على الكاميرا لطلب المساعدة فيما يخص هذا الجزء من Gemini وسيتوفر مع الهاتف اشتراك عام مجاني في خطة AI Pro.   هاتف Pixel 10 متوفر بداية من اليوم للطلب المسبق بسعر يبدأ من 799 دولار.   أما هاتف Pixel 10 Pro يأتي بنفس مواصفات هاتف Pixel 10 ولكن مع شاشة بدقة أعلى 1280x2856 وسطوع أعلى يصل إلى 3,300nits ورامات بحجم 16 جيجا بايت ومساحة تخزين داخلية 128 أو 256 أو 512 جيجا بايت أو 1 تيرا بايت وبطارية بقوة 4870 ميلي أمبير وأبعاده 152.8x72.0x8.6 ملم ووزنه 204 جرام.   هاتف Pixel 10 Pro يأتي بثلاث كاميرات في الجهة الخلفية الرئيسية بدقة 50 ميجا بيكسل بفتحة عدسة f/1.68 والثانية واسعة الزاوية 123 درجة بدقة 48 ميجا بيكسل وفتحة عدسة f/1.7 والثالثة للتقريب البصري 5x بدقة 48 ميجا بيكسل وفتحة عدسة f/2.8 وتقريب يصل إلى 100x بفضل تقنية Pro Res Zoom وكاميرا أمامية بدقة 42 ميجا بيكسل بفتحة عدسة f/2.2 وزاوية 103 درجة.   هاتف Pixel 10 Pro متوفر بداية من اليوم للطلب المسبق بسعر يبدأ من 999 دولار. هاتف Pixel 10 Pro XL يحمل نفس مواصفات هاتف Pixel 10 Pro ولكن مع شاشة أكبر بقياس 6.8 بوصة ودقة أعلى 1344x2992 وسطوع أعلى مع تقنية HDR يصل إلى 2,200nits وبطارية أكبر بقوة 5200 ميلي أمبير ومساحة تخزين داخلية تبدأ من 256 جيجا بايت وشحن أسرع بقوة 45 وات بدلًا من 30 وات والشحن اللاسلكي السريع بقوة 25 وات بدلًا من 15 وات وأبعاده 162.8x76.6x8.5 ملم ووزنه 232 جرام.   هاتف Pixel 10 Pro XL متوفر للطلب المسبق بداية من اليوم بسعر يبدأ من 1199 دولار.
    2 Comments ·0 Shares
  • جوجل تعلن رسميًا عن هاتف Pixel 10 Pro Fold الهاتف القابل للطي الأقوى

    أعلنت جوجل بشكل رسمي عن هاتفها القابل للطي Pixel 10 Pro Fold وهو أول هاتف قابل للطي مقاوم للماء والأتربة بمعيار IP68.
     
    هاتف Pixel 10 Pro Fold يأتي بشاشة خارجية OLED بقياس 6.4 بوصة بدقة 1080x2364 وسطوع يصل إلى 2000nits مع تقنية HDR ويصل إلى 3000nits بدون تفعيل التقنية ومعدل تحديث 120Hz وشاشة خارجية OLED بقياس 8 بوصة ودقة 2076x2152 ومعدل تحديث 120Hz وسطوع يصل إلى 1800nits مع تقنية HDR و 3000nits بدون تفعيلها.
     
    جوجل تقول أن المفصلات في هاتف Pixel 10 Pro Fold حصلت على تصميم جديد ساعدت في الاعتماد على شاشة خارجية أكبر مع تقليل الحواف الخاصة بها بجانب أنها تستطيع الصمود لمدة تصل إلى 10 سنوات والشاشات عليها طبقة حماية Gorilla Glass Victus 2 كذلك الجهة الخلفية.
     
    هاتف Pixel 10 Pro Fold هو أول هاتف قابل للطي يكون مقاوم للماء والأتربة بمعيار IP68 أي يستطيع مقاومة الماء لمدة 30 دقيقة على مسافة تصل إلى 1.5 متر.
     
    يأتي هاتف Pixel 10 Pro Fold بمعالج Tensor G5 ورامات بحجم 16 جيجا بايت ومساحة تخزين داخلية 256 أو 512 جيجا بايت أو 1 تيرا بايت وبطارية بقوة 5015 ميلي أمبير ودعم الشحن السريع بقوة 30 وات والشحن اللاسلكي السريع بقوة 15 وات.
     
    الهاتف يأتي بثلاث كاميرات في الجهة الخلفية الرئيسية بدقة 48 ميجا بيكسل وفتحة عدسة f/1.70 والثانية واسعة الزاوية 127 درجة بدقة 13 ميجا بيكسل وفتحة عدسة f/2.2 والثالثة للتقريب البصري 5x بدقة 10.8 ميجا بيكسل وفتحة عدسة f/3.1 وتقول جوجل أن التقريب يصل إلى 20x بفضل تقنية Super Res Zoom وكاميرا أمامية لكل شاشة بدقة 10.5 ميجا بيكسل بفتحة عدسة f/2.2 بزاوية 87 درجة.
     
    هاتف Pixel 10 Pro Fold يعمل بنظام Android 16 ويدعم التحديثات الأمنية ولإصدارات أندرويد لمدة 7 سنوات ولا يوجد به منفذ لتركيب شريحة eSIM وذلك بالنسبة للنسخ التي ستتوفر في الولايات المتحدة وأبعاده وهو مغلق 155.2x76.3x5.2 ملم وأبعاده وهو مفتوح 155.2x150.4x10.8 ملم ووزنه 258 جرام.
     
    هاتف Pixel 10 Pro Fold متوفر حاليًا للطلب المسبق وسيتوفر للبيع يوم 9 أكتوبر بسعر يبدأ من 1,799 دولار.
    #جوجل #تعلن #رسميا #عن #هاتف
    جوجل تعلن رسميًا عن هاتف Pixel 10 Pro Fold الهاتف القابل للطي الأقوى
    أعلنت جوجل بشكل رسمي عن هاتفها القابل للطي Pixel 10 Pro Fold وهو أول هاتف قابل للطي مقاوم للماء والأتربة بمعيار IP68.   هاتف Pixel 10 Pro Fold يأتي بشاشة خارجية OLED بقياس 6.4 بوصة بدقة 1080x2364 وسطوع يصل إلى 2000nits مع تقنية HDR ويصل إلى 3000nits بدون تفعيل التقنية ومعدل تحديث 120Hz وشاشة خارجية OLED بقياس 8 بوصة ودقة 2076x2152 ومعدل تحديث 120Hz وسطوع يصل إلى 1800nits مع تقنية HDR و 3000nits بدون تفعيلها.   جوجل تقول أن المفصلات في هاتف Pixel 10 Pro Fold حصلت على تصميم جديد ساعدت في الاعتماد على شاشة خارجية أكبر مع تقليل الحواف الخاصة بها بجانب أنها تستطيع الصمود لمدة تصل إلى 10 سنوات والشاشات عليها طبقة حماية Gorilla Glass Victus 2 كذلك الجهة الخلفية.   هاتف Pixel 10 Pro Fold هو أول هاتف قابل للطي يكون مقاوم للماء والأتربة بمعيار IP68 أي يستطيع مقاومة الماء لمدة 30 دقيقة على مسافة تصل إلى 1.5 متر.   يأتي هاتف Pixel 10 Pro Fold بمعالج Tensor G5 ورامات بحجم 16 جيجا بايت ومساحة تخزين داخلية 256 أو 512 جيجا بايت أو 1 تيرا بايت وبطارية بقوة 5015 ميلي أمبير ودعم الشحن السريع بقوة 30 وات والشحن اللاسلكي السريع بقوة 15 وات.   الهاتف يأتي بثلاث كاميرات في الجهة الخلفية الرئيسية بدقة 48 ميجا بيكسل وفتحة عدسة f/1.70 والثانية واسعة الزاوية 127 درجة بدقة 13 ميجا بيكسل وفتحة عدسة f/2.2 والثالثة للتقريب البصري 5x بدقة 10.8 ميجا بيكسل وفتحة عدسة f/3.1 وتقول جوجل أن التقريب يصل إلى 20x بفضل تقنية Super Res Zoom وكاميرا أمامية لكل شاشة بدقة 10.5 ميجا بيكسل بفتحة عدسة f/2.2 بزاوية 87 درجة.   هاتف Pixel 10 Pro Fold يعمل بنظام Android 16 ويدعم التحديثات الأمنية ولإصدارات أندرويد لمدة 7 سنوات ولا يوجد به منفذ لتركيب شريحة eSIM وذلك بالنسبة للنسخ التي ستتوفر في الولايات المتحدة وأبعاده وهو مغلق 155.2x76.3x5.2 ملم وأبعاده وهو مفتوح 155.2x150.4x10.8 ملم ووزنه 258 جرام.   هاتف Pixel 10 Pro Fold متوفر حاليًا للطلب المسبق وسيتوفر للبيع يوم 9 أكتوبر بسعر يبدأ من 1,799 دولار. #جوجل #تعلن #رسميا #عن #هاتف
    جوجل تعلن رسميًا عن هاتف Pixel 10 Pro Fold الهاتف القابل للطي الأقوى
    www.akhbar-tech.com
    أعلنت جوجل بشكل رسمي عن هاتفها القابل للطي Pixel 10 Pro Fold وهو أول هاتف قابل للطي مقاوم للماء والأتربة بمعيار IP68.   هاتف Pixel 10 Pro Fold يأتي بشاشة خارجية OLED بقياس 6.4 بوصة بدقة 1080x2364 وسطوع يصل إلى 2000nits مع تقنية HDR ويصل إلى 3000nits بدون تفعيل التقنية ومعدل تحديث 120Hz وشاشة خارجية OLED بقياس 8 بوصة ودقة 2076x2152 ومعدل تحديث 120Hz وسطوع يصل إلى 1800nits مع تقنية HDR و 3000nits بدون تفعيلها.   جوجل تقول أن المفصلات في هاتف Pixel 10 Pro Fold حصلت على تصميم جديد ساعدت في الاعتماد على شاشة خارجية أكبر مع تقليل الحواف الخاصة بها بجانب أنها تستطيع الصمود لمدة تصل إلى 10 سنوات والشاشات عليها طبقة حماية Gorilla Glass Victus 2 كذلك الجهة الخلفية.   هاتف Pixel 10 Pro Fold هو أول هاتف قابل للطي يكون مقاوم للماء والأتربة بمعيار IP68 أي يستطيع مقاومة الماء لمدة 30 دقيقة على مسافة تصل إلى 1.5 متر.   يأتي هاتف Pixel 10 Pro Fold بمعالج Tensor G5 ورامات بحجم 16 جيجا بايت ومساحة تخزين داخلية 256 أو 512 جيجا بايت أو 1 تيرا بايت وبطارية بقوة 5015 ميلي أمبير ودعم الشحن السريع بقوة 30 وات والشحن اللاسلكي السريع بقوة 15 وات.   الهاتف يأتي بثلاث كاميرات في الجهة الخلفية الرئيسية بدقة 48 ميجا بيكسل وفتحة عدسة f/1.70 والثانية واسعة الزاوية 127 درجة بدقة 13 ميجا بيكسل وفتحة عدسة f/2.2 والثالثة للتقريب البصري 5x بدقة 10.8 ميجا بيكسل وفتحة عدسة f/3.1 وتقول جوجل أن التقريب يصل إلى 20x بفضل تقنية Super Res Zoom وكاميرا أمامية لكل شاشة بدقة 10.5 ميجا بيكسل بفتحة عدسة f/2.2 بزاوية 87 درجة.   هاتف Pixel 10 Pro Fold يعمل بنظام Android 16 ويدعم التحديثات الأمنية ولإصدارات أندرويد لمدة 7 سنوات ولا يوجد به منفذ لتركيب شريحة eSIM وذلك بالنسبة للنسخ التي ستتوفر في الولايات المتحدة وأبعاده وهو مغلق 155.2x76.3x5.2 ملم وأبعاده وهو مفتوح 155.2x150.4x10.8 ملم ووزنه 258 جرام.   هاتف Pixel 10 Pro Fold متوفر حاليًا للطلب المسبق وسيتوفر للبيع يوم 9 أكتوبر بسعر يبدأ من 1,799 دولار.
    2 Comments ·0 Shares
More Results
ollo https://www.ollo.ws