• Lost Soul Aside launches today with free playable demo

    I’m thrilled to share that Lost Soul Aside is officially out today on PlayStation 5 console and PC via Steam and the Epic Game Store, and you can also jump in with a free playable demo starting today!

    Play Video

    From the very beginning, this project was born out of a dream to create fast, fluid, and visually striking action gameplay, and I’m incredibly excited that you can now experience the full adventure – or get a taste of it with the demo.

    Blades flash like lightning. Movements blur like wind. This is the heart of Lost Soul Aside and today marks just the start of your journey.

    Play Video

    Demo beginner’s guide: The art of high-speed combat

    In this demo trailer, Kaser and Arena join forces to overwhelm enemies with their lightning-fast, high-octane combat style. The trailer showcases radically distinct weapon techniques, split-second combat performances, and a breathtaking dance of clashing blades, embodying the game’s combat philosophy – “Strikes roar like thunder, evade fade as phantoms.”This playable demo features an early-game boss challenge and a mid-game adventure stage, allowing players to experience Lost Soul Aside’s signature combat system: 

    Core combat: fast-paced, seamlessly smooth, and endless-combos.

    Seamless weapon switching: Swordand Greatswordenable endless combo variations, making battles flow like poetry in motion.

    Aerial combat: Launch enemies mid-air and strike with unstoppable combo storm.

    Boss encounters: Face off against enemies like Rose Queen, Holy Knight Commander Victor, and the titanic Ancient Mecha. Master movement, timing, and counterattacks to survive.

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    Combat tips: Precise Dodges, Precise Blocks, Energy Burst Pursuits

    Perfect Dodge: Evade at the last moment to trigger a special counterattack.

    Precise Block: When blocking an enemy’s powerful attack right as the blue circle warning appears, you’ll stagger them and create an opening.

    Burst Pursuit: When a blue glow appears on Kaser, press the Burst Pursuit button to unleash a spectacular strike.

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    The journey starts now

    Whether you’re a hardcore action gamer or someone who loves exploring breathtaking fantasy worlds, now’s your chance to dive in. The full game is available now, and you can also try it free with the playable demo on both PlayStation 5 console and PC via Steam.

    If you haven’t already, check out our behind-the-scenes video in our previous article to see how the world, combat, and characters came to life.

    Thank you for all your support over the years. Now go push your limits, master every combo, and show us what you’ve got.
    #lost #soul #aside #launches #today
    Lost Soul Aside launches today with free playable demo
    I’m thrilled to share that Lost Soul Aside is officially out today on PlayStation 5 console and PC via Steam and the Epic Game Store, and you can also jump in with a free playable demo starting today! Play Video From the very beginning, this project was born out of a dream to create fast, fluid, and visually striking action gameplay, and I’m incredibly excited that you can now experience the full adventure – or get a taste of it with the demo. Blades flash like lightning. Movements blur like wind. This is the heart of Lost Soul Aside and today marks just the start of your journey. Play Video Demo beginner’s guide: The art of high-speed combat In this demo trailer, Kaser and Arena join forces to overwhelm enemies with their lightning-fast, high-octane combat style. The trailer showcases radically distinct weapon techniques, split-second combat performances, and a breathtaking dance of clashing blades, embodying the game’s combat philosophy – “Strikes roar like thunder, evade fade as phantoms.”This playable demo features an early-game boss challenge and a mid-game adventure stage, allowing players to experience Lost Soul Aside’s signature combat system:  Core combat: fast-paced, seamlessly smooth, and endless-combos. Seamless weapon switching: Swordand Greatswordenable endless combo variations, making battles flow like poetry in motion. Aerial combat: Launch enemies mid-air and strike with unstoppable combo storm. Boss encounters: Face off against enemies like Rose Queen, Holy Knight Commander Victor, and the titanic Ancient Mecha. Master movement, timing, and counterattacks to survive. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Combat tips: Precise Dodges, Precise Blocks, Energy Burst Pursuits Perfect Dodge: Evade at the last moment to trigger a special counterattack. Precise Block: When blocking an enemy’s powerful attack right as the blue circle warning appears, you’ll stagger them and create an opening. Burst Pursuit: When a blue glow appears on Kaser, press the Burst Pursuit button to unleash a spectacular strike. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image The journey starts now Whether you’re a hardcore action gamer or someone who loves exploring breathtaking fantasy worlds, now’s your chance to dive in. The full game is available now, and you can also try it free with the playable demo on both PlayStation 5 console and PC via Steam. If you haven’t already, check out our behind-the-scenes video in our previous article to see how the world, combat, and characters came to life. Thank you for all your support over the years. Now go push your limits, master every combo, and show us what you’ve got. #lost #soul #aside #launches #today
    Lost Soul Aside launches today with free playable demo
    blog.playstation.com
    I’m thrilled to share that Lost Soul Aside is officially out today on PlayStation 5 console and PC via Steam and the Epic Game Store, and you can also jump in with a free playable demo starting today! Play Video From the very beginning, this project was born out of a dream to create fast, fluid, and visually striking action gameplay, and I’m incredibly excited that you can now experience the full adventure – or get a taste of it with the demo. Blades flash like lightning. Movements blur like wind. This is the heart of Lost Soul Aside and today marks just the start of your journey. Play Video Demo beginner’s guide: The art of high-speed combat In this demo trailer, Kaser and Arena join forces to overwhelm enemies with their lightning-fast, high-octane combat style. The trailer showcases radically distinct weapon techniques, split-second combat performances, and a breathtaking dance of clashing blades, embodying the game’s combat philosophy – “Strikes roar like thunder, evade fade as phantoms.”This playable demo features an early-game boss challenge and a mid-game adventure stage, allowing players to experience Lost Soul Aside’s signature combat system:  Core combat: fast-paced, seamlessly smooth, and endless-combos. Seamless weapon switching: Sword (split-second strikes) and Greatsword (earth-shattering power) enable endless combo variations, making battles flow like poetry in motion. Aerial combat: Launch enemies mid-air and strike with unstoppable combo storm. Boss encounters: Face off against enemies like Rose Queen, Holy Knight Commander Victor, and the titanic Ancient Mecha. Master movement, timing, and counterattacks to survive. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Combat tips: Precise Dodges, Precise Blocks, Energy Burst Pursuits Perfect Dodge: Evade at the last moment to trigger a special counterattack. Precise Block: When blocking an enemy’s powerful attack right as the blue circle warning appears, you’ll stagger them and create an opening. Burst Pursuit: When a blue glow appears on Kaser, press the Burst Pursuit button to unleash a spectacular strike. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image The journey starts now Whether you’re a hardcore action gamer or someone who loves exploring breathtaking fantasy worlds, now’s your chance to dive in. The full game is available now, and you can also try it free with the playable demo on both PlayStation 5 console and PC via Steam. If you haven’t already, check out our behind-the-scenes video in our previous article to see how the world, combat, and characters came to life. Thank you for all your support over the years. Now go push your limits, master every combo, and show us what you’ve got.
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  • Genshin Impact Version Luna I, Song of the Welkin Moon: Segue launches September 10

    Greetings, Travelers! We’re excited to announce that Genshin Impact Version Luna I, Song of the Welkin Moon: Segue, will be released on September 10. This update, which marks the beginning of the year-long Song of the Welkin Moon version series, will also introduce a major new region, Nod-Krai.

    The new version series will tie together past story clues and characters, answer some long-standing questions, and reveal more about the secrets of the moon. The stage for these events is Nod-Krai, a new self-governing region at the edge of Teyvat. Blessed by pure moonlight, Nod-Krai is a land rich with a unique and powerful energy which has attracted various individuals and factions, all with their own goals and ambitions which often lead them to conflict. However, it is also this very same energy that will be crucial to your journey, guiding you as you explore the region and solve its mysteries.

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    We invite all Travelers who have finished the Mondstadt Archon Quest “Prologue: Act III – Song of the Dragon and Freedom” to enter Nod-Krai. You can access the region via a Teleport Waypoint at its entrance. If you have also completed “Chapter I Act III – A New Star Approaches” in Liyue, you will be able to start the new Archon Quests in Nod-Krai immediately.

    Gather under the moonlight

    Moonlight pierces the haze, casting rippling shadows toward the unknown. To uncover a new Fatui scheme related to the “Ancient Moon’s Remnants,” Travelers must set sail from Natlan, heading north to the self-governing region of Nod-Krai located at the southernmost part of Snezhnaya. Nod-Krai is a land where an ancient elemental energy called Kuuvahki can be found. This unique power influences the lives of its people, but it also draws factions with competing goals, leading to constant conflict. Walk the paths of this land, Traveler, and see with your own eyes how these factions seek and harness this potent energy.

    In Version Luna I, Travelers can explore three distinct island areas within Nod-Krai. Your journey begins in Nasha Town, where the residents have woven the ancient energy of Kuuvahki into their everyday lives. Here, street signs hum with a gentle energy, and clever devices retain the traces of ancient power. Head west, and you will find the Clink-Clank Krumkake Craftshop, home to the whimsical inventors Aino and Ineffa. Continue westward and you will find yourself at Hiisi Island, where you will enter the lands of the Frostmoon Scions. The devotees here, who brook no blasphemy towards the moon, worship the moon goddess Kuutar while fiercely guarding the purity of their faith. Yet, in the shadows, unseen forces are stirring up a crisis. Further north along the coast, the Fatui’s Kuuvahki Experimental Design Bureau stands over ancient ruins. The Fatui have come here to build war engines fueled by Kuuvahki. You can choose to face them head-on or infiltrate quietly to uncover their secrets. As you explore Nod-Krai, you may also encounter the Wild Hunt, a dangerous force emerging from the Abyss that leaves a trail of destruction in its wake. Standing against this darkness are the Lightkeepers, an ancient order that defends the freedom and peace of the land. They carry special lanterns that change color to warn of the kind of danger that is coming.

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    Meanwhile, Columbina, who once served as the Fatui’s Damselette, has left them and is now lingering in her homeland of Nod-Krai. Here, she is revered as the Moon Maiden. Interestingly, the statues of the Idol of the New Moon found throughout Nod-Krai bear a striking resemblance to Columbina’s appearance before she joined the Fatui, hinting at her past identity. Now, she has her very own haven, the Sanctuary of the Silver Moon Court, located near Hiisi Island. Walk there by the moonlight, fulfill her requests, and you may earn her assistance on your journey.

    In the new Archon Quest, the Traveler will assist Lauma, the Moonchanter of the Frostmoon Scions. Join her to confront the Fatui and uncover the secrets behind their faith in the moon goddess. You will also see for yourself the unwavering resolve of the Lightkeepers as you fight alongside Flins, a warrior of their order, to defend the land. This adventure will also introduce you to new allies, such as the merchants of Nasha Town, while also presenting a menacing debut of the Fatui Harbinger Sandrone, the Marionette.

    Fight alongside new allies and unleash the power of the Moon

    In Nod-Krai, certain characters blessed by the moon can channel the ancient energy of Kuuvahki in combat through their Moon Wheels. This unique ability triggers special Lunar reactions. Both Lauma and Flins are among the characters who have this ability.

    As a Moonchanter of the Frostmoon Scions, Lauma listens to her people, soothes their worries, and safeguards their covenant with the land. Gentle, wise, and deeply connected to nature, she has earned the trust of her companions. Even the small creatures influenced by Kuuvahki seem to share this trust, approaching and interacting with her whenever she is near. Lauma can even transform into a cervitaur, allowing her to dash swiftly across the land.

    In battle, this 5-star Dendro Catalyst user can give her team a decisive edge with a new Elemental Reaction: Lunar-Bloom. Once the Bloom reaction is triggered with Lauma on the team, she can convert it into a Lunar-Bloom reaction. This creates a valuable combat resource called Verdant Dew, which Lauma can then use to deal significant Lunar-Bloom damage with the potential for CRIT Hits. In combat, Lauma can periodically deal AoE Dendro DMG and further support the team by lowering enemies’ Dendro and Hydro RES. Her combat style is focused on collecting Verdant Dew from Lunar-Bloom reactions and converting it into more Lunar-Bloom damage.

    Flins is a 5-star Electro Polearm user known for his noble and aristocratic bearing. This veteran Lightkeeper who has long dedicated himself to defending Nod-Krai’s freedom and peace can even hear the whispers of the Wild Hunt while on exploration.

    In battle, Flins deals powerful Lunar-Charged DMG and can adjust his strategy on the fly. For situations that require multiple instances of Lunar-Charged DMG in a short period, he can use his standard Elemental Burst. In fast-paced, high-tempo combat, Flins can enter another state with his Elemental Skill which allows him to unleash a special Elemental Burst that costs less energy on a more frequent basis.

    In addition, Aino, the Whiz-Kid Mechanic, is a 4-star Hydro Claymore user who can be invited to the Traveler’s party for free via the new Archon Quest. In combat, Aino can also attack enemies with Hydro DMG.

    Beyond their roles in battle, these three new friends have their own day-to-day lives to live, and small, everyday joys to savor. With a new feature called Meeting Points, you can chat with them, help build these points throughout Nod-Krai, and unlock more of their stories by progressing through certain events. Visit the Clink-Clank Krumkake Craftshop where Aino and Ineffa are always hard at work, or step into the Frostmoon Enclave to read the legends among the Frostmoon Scions together with Lauma. Or, stop by Flins’s home to listen to the long-guarded tales of the Lightkeepers.

    In the first half of Version Luna I, Lauma will make her debut alongside a rerun for Nahida. The Chronicled Wish will also feature the return of several Sumeru characters. In the second half of the update, Flins, Yelan, and Aino will join the Event Wishes.

    Wander through the Moon-blessed land

    As you gaze at the sky as blue turns to black and the pale moon rises, you may wonder why this ancient energy attracts so many to its power. Traveler, when you enter Nod-Krai, you will find traces of Kuuvahki everywhere throughout the land.

    As you walk through Nod-Krai, you will notice strange objects shimmering with the power of Kuuvahki, typically glowing with either a red or blue unipolar field. These fields behave in a very curious way: two of the same color will push each other away, while different colors are drawn together. Step close enough to one of these fields, and you may enter an empowered state. In this state, you can solve puzzles, collect items, and even gain an advantage in combat. Sometimes, standing near a special field will even allow you to perform a special jump, revealing paths that would otherwise be out of reach.

    Nod-Krai is home to a special elemental creature with various forms known as the Kuuhenki. When you are near certain plants, like the Moonshine Violet, you can gain Kuuvahki energy, which allows you to harness the power of the Kuuhenki and move freely. In this state, you can drift near the mist patches in the area. Patches of a different color will draw you in, while patches of the same color will push you away.

    As the Kuuhenki glides through the air, it leaves behind bright trails called Moonlanes. Hitch a ride on these lanes to move quickly, switch paths, and interact with nearby objects.

    Deal wisely with the enemy

    The dangers and challenges of Nod-Krai are a constant reminder to the Traveler to act with caution. However, one should also be brave enough to face danger head-on at the same time. In the region’s other areas, you will encounter enemies that demand careful handling, as many are influenced by the ancient energy of Kuuvahki. For example, when you face the cave-dwelling boss, the Radiant Moonfly, you can temporarily boost your abilities by healing your HP to its maximum.

    Not all challenges involve fighting belligerent foes. You can hone your battle skills using Knuckle Duckle, a duck-shaped combat machine built by Aino. Effects like Electro-Charged or Lunar-Charged attacks can provide you with a combat efficiency boost. Interestingly, when Aino or Ineffa interacts with the machine, it can trigger extra dialogue options. You might even obtain special items that change their appearance.

    What’s more, there will also be more seasonal events and optimizations which will bring you bountiful rewards and make your adventure an easier one. In celebration of the fifth anniversary of Genshin Impact, we have prepared various gifts to thank our Travelers, including 10 Intertwined Fates, 1,600 Primogems, two exclusive gadgets, and a free 5-star standard banner character of your choice.

    Know that when you see the signs of the new moon, the story of Version Luna I is about to be unveiled. Let us set out for the new region, Nod-Krai, as we turn a new page in the story, and bask in its cold moonlight.
    #genshin #impact #version #luna #song
    Genshin Impact Version Luna I, Song of the Welkin Moon: Segue launches September 10
    Greetings, Travelers! We’re excited to announce that Genshin Impact Version Luna I, Song of the Welkin Moon: Segue, will be released on September 10. This update, which marks the beginning of the year-long Song of the Welkin Moon version series, will also introduce a major new region, Nod-Krai. The new version series will tie together past story clues and characters, answer some long-standing questions, and reveal more about the secrets of the moon. The stage for these events is Nod-Krai, a new self-governing region at the edge of Teyvat. Blessed by pure moonlight, Nod-Krai is a land rich with a unique and powerful energy which has attracted various individuals and factions, all with their own goals and ambitions which often lead them to conflict. However, it is also this very same energy that will be crucial to your journey, guiding you as you explore the region and solve its mysteries. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image We invite all Travelers who have finished the Mondstadt Archon Quest “Prologue: Act III – Song of the Dragon and Freedom” to enter Nod-Krai. You can access the region via a Teleport Waypoint at its entrance. If you have also completed “Chapter I Act III – A New Star Approaches” in Liyue, you will be able to start the new Archon Quests in Nod-Krai immediately. Gather under the moonlight Moonlight pierces the haze, casting rippling shadows toward the unknown. To uncover a new Fatui scheme related to the “Ancient Moon’s Remnants,” Travelers must set sail from Natlan, heading north to the self-governing region of Nod-Krai located at the southernmost part of Snezhnaya. Nod-Krai is a land where an ancient elemental energy called Kuuvahki can be found. This unique power influences the lives of its people, but it also draws factions with competing goals, leading to constant conflict. Walk the paths of this land, Traveler, and see with your own eyes how these factions seek and harness this potent energy. In Version Luna I, Travelers can explore three distinct island areas within Nod-Krai. Your journey begins in Nasha Town, where the residents have woven the ancient energy of Kuuvahki into their everyday lives. Here, street signs hum with a gentle energy, and clever devices retain the traces of ancient power. Head west, and you will find the Clink-Clank Krumkake Craftshop, home to the whimsical inventors Aino and Ineffa. Continue westward and you will find yourself at Hiisi Island, where you will enter the lands of the Frostmoon Scions. The devotees here, who brook no blasphemy towards the moon, worship the moon goddess Kuutar while fiercely guarding the purity of their faith. Yet, in the shadows, unseen forces are stirring up a crisis. Further north along the coast, the Fatui’s Kuuvahki Experimental Design Bureau stands over ancient ruins. The Fatui have come here to build war engines fueled by Kuuvahki. You can choose to face them head-on or infiltrate quietly to uncover their secrets. As you explore Nod-Krai, you may also encounter the Wild Hunt, a dangerous force emerging from the Abyss that leaves a trail of destruction in its wake. Standing against this darkness are the Lightkeepers, an ancient order that defends the freedom and peace of the land. They carry special lanterns that change color to warn of the kind of danger that is coming. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Meanwhile, Columbina, who once served as the Fatui’s Damselette, has left them and is now lingering in her homeland of Nod-Krai. Here, she is revered as the Moon Maiden. Interestingly, the statues of the Idol of the New Moon found throughout Nod-Krai bear a striking resemblance to Columbina’s appearance before she joined the Fatui, hinting at her past identity. Now, she has her very own haven, the Sanctuary of the Silver Moon Court, located near Hiisi Island. Walk there by the moonlight, fulfill her requests, and you may earn her assistance on your journey. In the new Archon Quest, the Traveler will assist Lauma, the Moonchanter of the Frostmoon Scions. Join her to confront the Fatui and uncover the secrets behind their faith in the moon goddess. You will also see for yourself the unwavering resolve of the Lightkeepers as you fight alongside Flins, a warrior of their order, to defend the land. This adventure will also introduce you to new allies, such as the merchants of Nasha Town, while also presenting a menacing debut of the Fatui Harbinger Sandrone, the Marionette. Fight alongside new allies and unleash the power of the Moon In Nod-Krai, certain characters blessed by the moon can channel the ancient energy of Kuuvahki in combat through their Moon Wheels. This unique ability triggers special Lunar reactions. Both Lauma and Flins are among the characters who have this ability. As a Moonchanter of the Frostmoon Scions, Lauma listens to her people, soothes their worries, and safeguards their covenant with the land. Gentle, wise, and deeply connected to nature, she has earned the trust of her companions. Even the small creatures influenced by Kuuvahki seem to share this trust, approaching and interacting with her whenever she is near. Lauma can even transform into a cervitaur, allowing her to dash swiftly across the land. In battle, this 5-star Dendro Catalyst user can give her team a decisive edge with a new Elemental Reaction: Lunar-Bloom. Once the Bloom reaction is triggered with Lauma on the team, she can convert it into a Lunar-Bloom reaction. This creates a valuable combat resource called Verdant Dew, which Lauma can then use to deal significant Lunar-Bloom damage with the potential for CRIT Hits. In combat, Lauma can periodically deal AoE Dendro DMG and further support the team by lowering enemies’ Dendro and Hydro RES. Her combat style is focused on collecting Verdant Dew from Lunar-Bloom reactions and converting it into more Lunar-Bloom damage. Flins is a 5-star Electro Polearm user known for his noble and aristocratic bearing. This veteran Lightkeeper who has long dedicated himself to defending Nod-Krai’s freedom and peace can even hear the whispers of the Wild Hunt while on exploration. In battle, Flins deals powerful Lunar-Charged DMG and can adjust his strategy on the fly. For situations that require multiple instances of Lunar-Charged DMG in a short period, he can use his standard Elemental Burst. In fast-paced, high-tempo combat, Flins can enter another state with his Elemental Skill which allows him to unleash a special Elemental Burst that costs less energy on a more frequent basis. In addition, Aino, the Whiz-Kid Mechanic, is a 4-star Hydro Claymore user who can be invited to the Traveler’s party for free via the new Archon Quest. In combat, Aino can also attack enemies with Hydro DMG. Beyond their roles in battle, these three new friends have their own day-to-day lives to live, and small, everyday joys to savor. With a new feature called Meeting Points, you can chat with them, help build these points throughout Nod-Krai, and unlock more of their stories by progressing through certain events. Visit the Clink-Clank Krumkake Craftshop where Aino and Ineffa are always hard at work, or step into the Frostmoon Enclave to read the legends among the Frostmoon Scions together with Lauma. Or, stop by Flins’s home to listen to the long-guarded tales of the Lightkeepers. In the first half of Version Luna I, Lauma will make her debut alongside a rerun for Nahida. The Chronicled Wish will also feature the return of several Sumeru characters. In the second half of the update, Flins, Yelan, and Aino will join the Event Wishes. Wander through the Moon-blessed land As you gaze at the sky as blue turns to black and the pale moon rises, you may wonder why this ancient energy attracts so many to its power. Traveler, when you enter Nod-Krai, you will find traces of Kuuvahki everywhere throughout the land. As you walk through Nod-Krai, you will notice strange objects shimmering with the power of Kuuvahki, typically glowing with either a red or blue unipolar field. These fields behave in a very curious way: two of the same color will push each other away, while different colors are drawn together. Step close enough to one of these fields, and you may enter an empowered state. In this state, you can solve puzzles, collect items, and even gain an advantage in combat. Sometimes, standing near a special field will even allow you to perform a special jump, revealing paths that would otherwise be out of reach. Nod-Krai is home to a special elemental creature with various forms known as the Kuuhenki. When you are near certain plants, like the Moonshine Violet, you can gain Kuuvahki energy, which allows you to harness the power of the Kuuhenki and move freely. In this state, you can drift near the mist patches in the area. Patches of a different color will draw you in, while patches of the same color will push you away. As the Kuuhenki glides through the air, it leaves behind bright trails called Moonlanes. Hitch a ride on these lanes to move quickly, switch paths, and interact with nearby objects. Deal wisely with the enemy The dangers and challenges of Nod-Krai are a constant reminder to the Traveler to act with caution. However, one should also be brave enough to face danger head-on at the same time. In the region’s other areas, you will encounter enemies that demand careful handling, as many are influenced by the ancient energy of Kuuvahki. For example, when you face the cave-dwelling boss, the Radiant Moonfly, you can temporarily boost your abilities by healing your HP to its maximum. Not all challenges involve fighting belligerent foes. You can hone your battle skills using Knuckle Duckle, a duck-shaped combat machine built by Aino. Effects like Electro-Charged or Lunar-Charged attacks can provide you with a combat efficiency boost. Interestingly, when Aino or Ineffa interacts with the machine, it can trigger extra dialogue options. You might even obtain special items that change their appearance. What’s more, there will also be more seasonal events and optimizations which will bring you bountiful rewards and make your adventure an easier one. In celebration of the fifth anniversary of Genshin Impact, we have prepared various gifts to thank our Travelers, including 10 Intertwined Fates, 1,600 Primogems, two exclusive gadgets, and a free 5-star standard banner character of your choice. Know that when you see the signs of the new moon, the story of Version Luna I is about to be unveiled. Let us set out for the new region, Nod-Krai, as we turn a new page in the story, and bask in its cold moonlight. #genshin #impact #version #luna #song
    Genshin Impact Version Luna I, Song of the Welkin Moon: Segue launches September 10
    blog.playstation.com
    Greetings, Travelers! We’re excited to announce that Genshin Impact Version Luna I, Song of the Welkin Moon: Segue, will be released on September 10. This update, which marks the beginning of the year-long Song of the Welkin Moon version series, will also introduce a major new region, Nod-Krai. The new version series will tie together past story clues and characters, answer some long-standing questions, and reveal more about the secrets of the moon. The stage for these events is Nod-Krai, a new self-governing region at the edge of Teyvat. Blessed by pure moonlight, Nod-Krai is a land rich with a unique and powerful energy which has attracted various individuals and factions, all with their own goals and ambitions which often lead them to conflict. However, it is also this very same energy that will be crucial to your journey, guiding you as you explore the region and solve its mysteries. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image We invite all Travelers who have finished the Mondstadt Archon Quest “Prologue: Act III – Song of the Dragon and Freedom” to enter Nod-Krai. You can access the region via a Teleport Waypoint at its entrance. If you have also completed “Chapter I Act III – A New Star Approaches” in Liyue, you will be able to start the new Archon Quests in Nod-Krai immediately. Gather under the moonlight Moonlight pierces the haze, casting rippling shadows toward the unknown. To uncover a new Fatui scheme related to the “Ancient Moon’s Remnants,” Travelers must set sail from Natlan, heading north to the self-governing region of Nod-Krai located at the southernmost part of Snezhnaya. Nod-Krai is a land where an ancient elemental energy called Kuuvahki can be found. This unique power influences the lives of its people, but it also draws factions with competing goals, leading to constant conflict. Walk the paths of this land, Traveler, and see with your own eyes how these factions seek and harness this potent energy. In Version Luna I, Travelers can explore three distinct island areas within Nod-Krai. Your journey begins in Nasha Town, where the residents have woven the ancient energy of Kuuvahki into their everyday lives. Here, street signs hum with a gentle energy, and clever devices retain the traces of ancient power. Head west, and you will find the Clink-Clank Krumkake Craftshop, home to the whimsical inventors Aino and Ineffa. Continue westward and you will find yourself at Hiisi Island, where you will enter the lands of the Frostmoon Scions. The devotees here, who brook no blasphemy towards the moon, worship the moon goddess Kuutar while fiercely guarding the purity of their faith. Yet, in the shadows, unseen forces are stirring up a crisis. Further north along the coast, the Fatui’s Kuuvahki Experimental Design Bureau stands over ancient ruins. The Fatui have come here to build war engines fueled by Kuuvahki. You can choose to face them head-on or infiltrate quietly to uncover their secrets. As you explore Nod-Krai, you may also encounter the Wild Hunt, a dangerous force emerging from the Abyss that leaves a trail of destruction in its wake. Standing against this darkness are the Lightkeepers, an ancient order that defends the freedom and peace of the land. They carry special lanterns that change color to warn of the kind of danger that is coming. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Meanwhile, Columbina, who once served as the Fatui’s Damselette, has left them and is now lingering in her homeland of Nod-Krai. Here, she is revered as the Moon Maiden. Interestingly, the statues of the Idol of the New Moon found throughout Nod-Krai bear a striking resemblance to Columbina’s appearance before she joined the Fatui, hinting at her past identity. Now, she has her very own haven, the Sanctuary of the Silver Moon Court, located near Hiisi Island. Walk there by the moonlight, fulfill her requests, and you may earn her assistance on your journey. In the new Archon Quest, the Traveler will assist Lauma, the Moonchanter of the Frostmoon Scions. Join her to confront the Fatui and uncover the secrets behind their faith in the moon goddess. You will also see for yourself the unwavering resolve of the Lightkeepers as you fight alongside Flins, a warrior of their order, to defend the land. This adventure will also introduce you to new allies, such as the merchants of Nasha Town, while also presenting a menacing debut of the Fatui Harbinger Sandrone, the Marionette. Fight alongside new allies and unleash the power of the Moon In Nod-Krai, certain characters blessed by the moon can channel the ancient energy of Kuuvahki in combat through their Moon Wheels. This unique ability triggers special Lunar reactions. Both Lauma and Flins are among the characters who have this ability. As a Moonchanter of the Frostmoon Scions, Lauma listens to her people, soothes their worries, and safeguards their covenant with the land. Gentle, wise, and deeply connected to nature, she has earned the trust of her companions. Even the small creatures influenced by Kuuvahki seem to share this trust, approaching and interacting with her whenever she is near. Lauma can even transform into a cervitaur, allowing her to dash swiftly across the land. In battle, this 5-star Dendro Catalyst user can give her team a decisive edge with a new Elemental Reaction: Lunar-Bloom. Once the Bloom reaction is triggered with Lauma on the team, she can convert it into a Lunar-Bloom reaction. This creates a valuable combat resource called Verdant Dew, which Lauma can then use to deal significant Lunar-Bloom damage with the potential for CRIT Hits. In combat, Lauma can periodically deal AoE Dendro DMG and further support the team by lowering enemies’ Dendro and Hydro RES. Her combat style is focused on collecting Verdant Dew from Lunar-Bloom reactions and converting it into more Lunar-Bloom damage. Flins is a 5-star Electro Polearm user known for his noble and aristocratic bearing. This veteran Lightkeeper who has long dedicated himself to defending Nod-Krai’s freedom and peace can even hear the whispers of the Wild Hunt while on exploration. In battle, Flins deals powerful Lunar-Charged DMG and can adjust his strategy on the fly. For situations that require multiple instances of Lunar-Charged DMG in a short period, he can use his standard Elemental Burst. In fast-paced, high-tempo combat, Flins can enter another state with his Elemental Skill which allows him to unleash a special Elemental Burst that costs less energy on a more frequent basis. In addition, Aino, the Whiz-Kid Mechanic, is a 4-star Hydro Claymore user who can be invited to the Traveler’s party for free via the new Archon Quest. In combat, Aino can also attack enemies with Hydro DMG. Beyond their roles in battle, these three new friends have their own day-to-day lives to live, and small, everyday joys to savor. With a new feature called Meeting Points, you can chat with them, help build these points throughout Nod-Krai, and unlock more of their stories by progressing through certain events. Visit the Clink-Clank Krumkake Craftshop where Aino and Ineffa are always hard at work, or step into the Frostmoon Enclave to read the legends among the Frostmoon Scions together with Lauma. Or, stop by Flins’s home to listen to the long-guarded tales of the Lightkeepers. In the first half of Version Luna I, Lauma will make her debut alongside a rerun for Nahida. The Chronicled Wish will also feature the return of several Sumeru characters. In the second half of the update, Flins, Yelan, and Aino will join the Event Wishes. Wander through the Moon-blessed land As you gaze at the sky as blue turns to black and the pale moon rises, you may wonder why this ancient energy attracts so many to its power. Traveler, when you enter Nod-Krai, you will find traces of Kuuvahki everywhere throughout the land. As you walk through Nod-Krai, you will notice strange objects shimmering with the power of Kuuvahki, typically glowing with either a red or blue unipolar field. These fields behave in a very curious way: two of the same color will push each other away, while different colors are drawn together. Step close enough to one of these fields, and you may enter an empowered state. In this state, you can solve puzzles, collect items, and even gain an advantage in combat. Sometimes, standing near a special field will even allow you to perform a special jump, revealing paths that would otherwise be out of reach. Nod-Krai is home to a special elemental creature with various forms known as the Kuuhenki. When you are near certain plants, like the Moonshine Violet, you can gain Kuuvahki energy, which allows you to harness the power of the Kuuhenki and move freely. In this state, you can drift near the mist patches in the area. Patches of a different color will draw you in, while patches of the same color will push you away. As the Kuuhenki glides through the air, it leaves behind bright trails called Moonlanes. Hitch a ride on these lanes to move quickly, switch paths, and interact with nearby objects. Deal wisely with the enemy The dangers and challenges of Nod-Krai are a constant reminder to the Traveler to act with caution. However, one should also be brave enough to face danger head-on at the same time. In the region’s other areas, you will encounter enemies that demand careful handling, as many are influenced by the ancient energy of Kuuvahki. For example, when you face the cave-dwelling boss, the Radiant Moonfly, you can temporarily boost your abilities by healing your HP to its maximum. Not all challenges involve fighting belligerent foes. You can hone your battle skills using Knuckle Duckle, a duck-shaped combat machine built by Aino. Effects like Electro-Charged or Lunar-Charged attacks can provide you with a combat efficiency boost. Interestingly, when Aino or Ineffa interacts with the machine, it can trigger extra dialogue options. You might even obtain special items that change their appearance. What’s more, there will also be more seasonal events and optimizations which will bring you bountiful rewards and make your adventure an easier one. In celebration of the fifth anniversary of Genshin Impact, we have prepared various gifts to thank our Travelers, including 10 Intertwined Fates, 1,600 Primogems, two exclusive gadgets, and a free 5-star standard banner character of your choice. Know that when you see the signs of the new moon, the story of Version Luna I is about to be unveiled. Let us set out for the new region, Nod-Krai, as we turn a new page in the story, and bask in its cold moonlight.
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  • How Do You Teach an AI Model to Reason? With Humans

    AI models are advancing at a rapid rate and scale.
    But what might they lack thathumans don’t? Common sense: an understanding, developed through real-world experiences, that birds can’t fly backwards, mirrors are reflective and ice melts into water.
    While such principles seem obvious to humans, they must be taught to AI models tasked with accurately answering complex questions and navigating unpredictable physical environments, such as industrial warehouses or roads.
    NVIDIA is tackling this challenge by developing a set of tests to coach AI models on the limitations of the physical world. In other words, to teach AI common sense.
    These tests are used to develop reasoning models such as NVIDIA Cosmos Reason, an open reasoning vision language modelused for physical AI applications that are proficient in generating temporally grounded responses. Cosmos Reason just topped the physical reasoning leaderboard on Hugging Face.
    Cosmos Reason is unique compared with previous VLMs as it’s designed to accelerate physical AI development for fields such as robotics, autonomous vehicles and smart spaces. The model can infer and reason through unprecedented scenarios using physical common-sense knowledge.
    For models to understand complex environments — including industrial spaces and laboratories — they must start small. For example, in the test depicted below, the Cosmos Reason model is tasked with answering a multiple-choice question about the relative motion in the video:


    Example from Cosmos Reason evaluation dataset
    What Does Reasoning Look Like for an AI Model? 
    To develop their reasoning capabilities, NVIDIA models are being taught physical common sense about the real world via reinforcement learning.
    For example, robots don’t intuitively know which way is left, right, up or down. They’re taught these spatial-temporal limitations through training. AI-powered robots used in safety testing, such as vehicle crash testing, must be taught to be aware of how their physical forms interact with their surroundings.
    Without embedding common sense into the training of these robots, issues can arise in deployment.
    “Without basic knowledge about the physical world, a robot may fall down or accidentally break something, causing danger to the surrounding people and environment,” said Yin Cui, a Cosmos Reason research scientist at NVIDIA.
    Distilling human common sense about the physical world into models is how NVIDIA is bringing about the next generation of AI.
    Enter the NVIDIA data factory team: a group of global analysts who come from various backgrounds — including bioengineering, business and linguistics. They’re working to develop, analyze and compile hundreds of thousands of data units that will be used to train generative AI models on how to reason.
    The Data Curation Process
    One of the NVIDIA data factory team’s projects focuses on the development of world foundation models for physical AI applications. These virtual environments create deep learning neural networks that are safer and more effective for training reasoning models, based on simulated domains.
    It all starts with an NVIDIA annotation group that creates question-and-answer pairs based on video data. These videos are all from the real world and can include any type of footage, whether depicting chickens walking around in their coop or cars driving on a rural road.
    For example, an annotator might ask about the video below: “The person uses which hand to cut the spaghetti?”

    Example from Cosmos Reason evaluation dataset
    The annotators then come up with four multiple choice answers labeled A, B, C and D. The model is fed the data and has to reason and choose the correct answer.
    “We’re basically coming up with a test for the model,” said Cui. “All of our questions are multiple choice, like what students would see on a school exam.”
    These question-and-answer pairs are then quality checked by NVIDIA analysts, such as Michelle Li.
    Li has a background in public health and data analytics, which allows her to look at the broader purpose of the data she analyzes.
    “For physical AI, we have a specific goal of wanting to train models on understanding the physical world, which helps me think about the bigger picture when I’m looking at the Q&A pairs and the types of questions that are being presented,” Li said. “I ask myself, do the Q&A pairs that I’m looking at align with our objectives for the guidelines that we have for the project?”
    After this, the data is reviewed by the data factory leads of the project, who make sure it’s up to quality standards and ready to be sent to the Cosmos Reason research team. The scientists then feed the hundred thousands of data units — in this case the Q&A pairs — to the model, training it with reinforcement learning on the bounds and limitations of the physical world.
    What Are the Applications of Reasoning AI? 
    Reasoning models are exceptional because they can make sense of their temporal space as well as predict outcomes. They can analyze a situation, come up with a thought web of probable outcomes and infer the most likely scenario.
    Simply put, reasoning AI demonstrates humanlike thinking. It shows its work, giving the user insight into the logic behind its responses.
    Users can ask these models to analyze a video such as of two cars driving on a road. When asked a question like, “What would happen if the cars were driving toward each other on the same lane?” the model can reason and determine the most probable outcome of the proposed scenario — for example, a car crash.
    “We’re building a pioneering reasoning model focused on physical AI,” said Tsung-Yi Lin, a principal research scientist on the Cosmos Reason team at NVIDIA.
    The data factory team’s ability to produce high-quality data will be imperative for driving the development of intelligent autonomous agents and physical AI systems that can safely interact with the real world as NVIDIA reasoning model innovation continues.
    Preview NVDIA Cosmos-Reason1 or download the model on Hugging Face and GitHub.
    #how #you #teach #model #reason
    How Do You Teach an AI Model to Reason? With Humans
    AI models are advancing at a rapid rate and scale. But what might they lack thathumans don’t? Common sense: an understanding, developed through real-world experiences, that birds can’t fly backwards, mirrors are reflective and ice melts into water. While such principles seem obvious to humans, they must be taught to AI models tasked with accurately answering complex questions and navigating unpredictable physical environments, such as industrial warehouses or roads. NVIDIA is tackling this challenge by developing a set of tests to coach AI models on the limitations of the physical world. In other words, to teach AI common sense. These tests are used to develop reasoning models such as NVIDIA Cosmos Reason, an open reasoning vision language modelused for physical AI applications that are proficient in generating temporally grounded responses. Cosmos Reason just topped the physical reasoning leaderboard on Hugging Face. Cosmos Reason is unique compared with previous VLMs as it’s designed to accelerate physical AI development for fields such as robotics, autonomous vehicles and smart spaces. The model can infer and reason through unprecedented scenarios using physical common-sense knowledge. For models to understand complex environments — including industrial spaces and laboratories — they must start small. For example, in the test depicted below, the Cosmos Reason model is tasked with answering a multiple-choice question about the relative motion in the video: Example from Cosmos Reason evaluation dataset What Does Reasoning Look Like for an AI Model?  To develop their reasoning capabilities, NVIDIA models are being taught physical common sense about the real world via reinforcement learning. For example, robots don’t intuitively know which way is left, right, up or down. They’re taught these spatial-temporal limitations through training. AI-powered robots used in safety testing, such as vehicle crash testing, must be taught to be aware of how their physical forms interact with their surroundings. Without embedding common sense into the training of these robots, issues can arise in deployment. “Without basic knowledge about the physical world, a robot may fall down or accidentally break something, causing danger to the surrounding people and environment,” said Yin Cui, a Cosmos Reason research scientist at NVIDIA. Distilling human common sense about the physical world into models is how NVIDIA is bringing about the next generation of AI. Enter the NVIDIA data factory team: a group of global analysts who come from various backgrounds — including bioengineering, business and linguistics. They’re working to develop, analyze and compile hundreds of thousands of data units that will be used to train generative AI models on how to reason. The Data Curation Process One of the NVIDIA data factory team’s projects focuses on the development of world foundation models for physical AI applications. These virtual environments create deep learning neural networks that are safer and more effective for training reasoning models, based on simulated domains. It all starts with an NVIDIA annotation group that creates question-and-answer pairs based on video data. These videos are all from the real world and can include any type of footage, whether depicting chickens walking around in their coop or cars driving on a rural road. For example, an annotator might ask about the video below: “The person uses which hand to cut the spaghetti?” Example from Cosmos Reason evaluation dataset The annotators then come up with four multiple choice answers labeled A, B, C and D. The model is fed the data and has to reason and choose the correct answer. “We’re basically coming up with a test for the model,” said Cui. “All of our questions are multiple choice, like what students would see on a school exam.” These question-and-answer pairs are then quality checked by NVIDIA analysts, such as Michelle Li. Li has a background in public health and data analytics, which allows her to look at the broader purpose of the data she analyzes. “For physical AI, we have a specific goal of wanting to train models on understanding the physical world, which helps me think about the bigger picture when I’m looking at the Q&A pairs and the types of questions that are being presented,” Li said. “I ask myself, do the Q&A pairs that I’m looking at align with our objectives for the guidelines that we have for the project?” After this, the data is reviewed by the data factory leads of the project, who make sure it’s up to quality standards and ready to be sent to the Cosmos Reason research team. The scientists then feed the hundred thousands of data units — in this case the Q&A pairs — to the model, training it with reinforcement learning on the bounds and limitations of the physical world. What Are the Applications of Reasoning AI?  Reasoning models are exceptional because they can make sense of their temporal space as well as predict outcomes. They can analyze a situation, come up with a thought web of probable outcomes and infer the most likely scenario. Simply put, reasoning AI demonstrates humanlike thinking. It shows its work, giving the user insight into the logic behind its responses. Users can ask these models to analyze a video such as of two cars driving on a road. When asked a question like, “What would happen if the cars were driving toward each other on the same lane?” the model can reason and determine the most probable outcome of the proposed scenario — for example, a car crash. “We’re building a pioneering reasoning model focused on physical AI,” said Tsung-Yi Lin, a principal research scientist on the Cosmos Reason team at NVIDIA. The data factory team’s ability to produce high-quality data will be imperative for driving the development of intelligent autonomous agents and physical AI systems that can safely interact with the real world as NVIDIA reasoning model innovation continues. Preview NVDIA Cosmos-Reason1 or download the model on Hugging Face and GitHub. #how #you #teach #model #reason
    How Do You Teach an AI Model to Reason? With Humans
    blogs.nvidia.com
    AI models are advancing at a rapid rate and scale. But what might they lack that (most) humans don’t? Common sense: an understanding, developed through real-world experiences, that birds can’t fly backwards, mirrors are reflective and ice melts into water. While such principles seem obvious to humans, they must be taught to AI models tasked with accurately answering complex questions and navigating unpredictable physical environments, such as industrial warehouses or roads. NVIDIA is tackling this challenge by developing a set of tests to coach AI models on the limitations of the physical world. In other words, to teach AI common sense. These tests are used to develop reasoning models such as NVIDIA Cosmos Reason, an open reasoning vision language model (VLM) used for physical AI applications that are proficient in generating temporally grounded responses. Cosmos Reason just topped the physical reasoning leaderboard on Hugging Face. Cosmos Reason is unique compared with previous VLMs as it’s designed to accelerate physical AI development for fields such as robotics, autonomous vehicles and smart spaces. The model can infer and reason through unprecedented scenarios using physical common-sense knowledge. For models to understand complex environments — including industrial spaces and laboratories — they must start small. For example, in the test depicted below, the Cosmos Reason model is tasked with answering a multiple-choice question about the relative motion in the video: https://blogs.nvidia.com/wp-content/uploads/2025/08/ModelReasoning_DrivingExample.mp4 Example from Cosmos Reason evaluation dataset What Does Reasoning Look Like for an AI Model?  To develop their reasoning capabilities, NVIDIA models are being taught physical common sense about the real world via reinforcement learning. For example, robots don’t intuitively know which way is left, right, up or down. They’re taught these spatial-temporal limitations through training. AI-powered robots used in safety testing, such as vehicle crash testing, must be taught to be aware of how their physical forms interact with their surroundings. Without embedding common sense into the training of these robots, issues can arise in deployment. “Without basic knowledge about the physical world, a robot may fall down or accidentally break something, causing danger to the surrounding people and environment,” said Yin Cui, a Cosmos Reason research scientist at NVIDIA. Distilling human common sense about the physical world into models is how NVIDIA is bringing about the next generation of AI. Enter the NVIDIA data factory team: a group of global analysts who come from various backgrounds — including bioengineering, business and linguistics. They’re working to develop, analyze and compile hundreds of thousands of data units that will be used to train generative AI models on how to reason. The Data Curation Process One of the NVIDIA data factory team’s projects focuses on the development of world foundation models for physical AI applications. These virtual environments create deep learning neural networks that are safer and more effective for training reasoning models, based on simulated domains. It all starts with an NVIDIA annotation group that creates question-and-answer pairs based on video data. These videos are all from the real world and can include any type of footage, whether depicting chickens walking around in their coop or cars driving on a rural road. For example, an annotator might ask about the video below: “The person uses which hand to cut the spaghetti?” https://blogs.nvidia.com/wp-content/uploads/2025/08/ModelReasoning_SpaghettiExample.mp4 Example from Cosmos Reason evaluation dataset The annotators then come up with four multiple choice answers labeled A, B, C and D. The model is fed the data and has to reason and choose the correct answer. “We’re basically coming up with a test for the model,” said Cui. “All of our questions are multiple choice, like what students would see on a school exam.” These question-and-answer pairs are then quality checked by NVIDIA analysts, such as Michelle Li. Li has a background in public health and data analytics, which allows her to look at the broader purpose of the data she analyzes. “For physical AI, we have a specific goal of wanting to train models on understanding the physical world, which helps me think about the bigger picture when I’m looking at the Q&A pairs and the types of questions that are being presented,” Li said. “I ask myself, do the Q&A pairs that I’m looking at align with our objectives for the guidelines that we have for the project?” After this, the data is reviewed by the data factory leads of the project, who make sure it’s up to quality standards and ready to be sent to the Cosmos Reason research team. The scientists then feed the hundred thousands of data units — in this case the Q&A pairs — to the model, training it with reinforcement learning on the bounds and limitations of the physical world. What Are the Applications of Reasoning AI?  Reasoning models are exceptional because they can make sense of their temporal space as well as predict outcomes. They can analyze a situation, come up with a thought web of probable outcomes and infer the most likely scenario. Simply put, reasoning AI demonstrates humanlike thinking. It shows its work, giving the user insight into the logic behind its responses. Users can ask these models to analyze a video such as of two cars driving on a road. When asked a question like, “What would happen if the cars were driving toward each other on the same lane?” the model can reason and determine the most probable outcome of the proposed scenario — for example, a car crash. “We’re building a pioneering reasoning model focused on physical AI,” said Tsung-Yi Lin, a principal research scientist on the Cosmos Reason team at NVIDIA. The data factory team’s ability to produce high-quality data will be imperative for driving the development of intelligent autonomous agents and physical AI systems that can safely interact with the real world as NVIDIA reasoning model innovation continues. Preview NVDIA Cosmos-Reason1 or download the model on Hugging Face and GitHub.
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  • كاش واحد يحب البرمجة ويحب جافا؟! اليوم جبتلكم لمحة على «Java 16 Rundown, First Of Java 17»!

    في المقال، نتكلموا على الإضافات الجديدة اللي خرجت مع Java 16، كيما records، Stream APIs، وUnix Domain Socket support. يعني بزاف أشياء مليحة رح تسهل علينا الشغل! وما ننسوش نطلوا على أول نظرة لـ Java 17، اللي رايحة تكون نقطة تحول جديدة.

    شخصيا، كي جربت الـ records في مشروعي الأخير، حسيت بفرق كبير في تنظيم الكود. صراحة، جافا تطورت بشكل رهيب، وكل تحديث يفتح لنا أبواب جديدة.

    خلونا نكونوا دايما متطلعين على الجديد ونستثمروا في قدراتنا!

    https://nipafx.dev/inside-java-newscast-1
    #جافا #برمجة #Java #تكنولوجيا #Innovation
    🎉 كاش واحد يحب البرمجة ويحب جافا؟! 😂 اليوم جبتلكم لمحة على «Java 16 Rundown, First Of Java 17»! في المقال، نتكلموا على الإضافات الجديدة اللي خرجت مع Java 16، كيما records، Stream APIs، وUnix Domain Socket support. يعني بزاف أشياء مليحة رح تسهل علينا الشغل! وما ننسوش نطلوا على أول نظرة لـ Java 17، اللي رايحة تكون نقطة تحول جديدة. شخصيا، كي جربت الـ records في مشروعي الأخير، حسيت بفرق كبير في تنظيم الكود. صراحة، جافا تطورت بشكل رهيب، وكل تحديث يفتح لنا أبواب جديدة. خلونا نكونوا دايما متطلعين على الجديد ونستثمروا في قدراتنا! https://nipafx.dev/inside-java-newscast-1 #جافا #برمجة #Java #تكنولوجيا #Innovation
    nipafx.dev
    Java 16 got released, so I go over most of the additions like records, Stream APIs, Unix Domain Socket support, and much more. Then there's a first glimpse at Java 17.
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  • هل تعتقد أن البيانات تقدر تكون المنقذ خلال فترات الركود التكنولوجي؟

    المقال يتحدث على كيفاش Snowflake حققت نمو بـ32% رغم تخوفات السوق من تباطؤ التكنولوجيا. بينما الإنفاق العام في القطاع يظهر علامات تراجع، يبدو أن الشركات تركز أكثر على استثمارات البنية التحتية للبيانات، وخصوصًا في الـ AI. هاذي خطوة رجعتني لأيام خدمت مع بيانات ضخمة، وين كنت نشوف كيفاش الشركات اللي تستثمر في البنية التحتية ديالها تقدر تحقّق نجاحات كبيرة.

    إذا كنت تفكر في تطوير مشروع أو بزنس، ربما يكون الوقت مناسب لاستثمار في البيانات!

    https://venturebeat.com/data-infrastructure/enterprise-data-infrastructure-proves-resilient-as-snowflakes-32-growth-defies-tech-slowdown-fears/
    #بيانات #Infrastructure #Data #AI #BusinessGrowth
    هل تعتقد أن البيانات تقدر تكون المنقذ خلال فترات الركود التكنولوجي؟ 🤔 المقال يتحدث على كيفاش Snowflake حققت نمو بـ32% رغم تخوفات السوق من تباطؤ التكنولوجيا. بينما الإنفاق العام في القطاع يظهر علامات تراجع، يبدو أن الشركات تركز أكثر على استثمارات البنية التحتية للبيانات، وخصوصًا في الـ AI. هاذي خطوة رجعتني لأيام خدمت مع بيانات ضخمة، وين كنت نشوف كيفاش الشركات اللي تستثمر في البنية التحتية ديالها تقدر تحقّق نجاحات كبيرة. إذا كنت تفكر في تطوير مشروع أو بزنس، ربما يكون الوقت مناسب لاستثمار في البيانات! https://venturebeat.com/data-infrastructure/enterprise-data-infrastructure-proves-resilient-as-snowflakes-32-growth-defies-tech-slowdown-fears/ #بيانات #Infrastructure #Data #AI #BusinessGrowth
    venturebeat.com
    While broader technology spending shows signs of cooling, data platform investments accelerate as enterprises prioritize AI-ready infrastructure.
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  • Share of the Week: Sword of the Sea

    Last week, we asked you to surf through the deserts and oceans in Sword of the Sea using #PSshare #PSBlog. Here are this week’s highlights:

    HappyMoonInc shares Wraith riding down a chain surrounded by sealife.

    fogsblue shares Wraith riding an orca after freeing the sea on a new region

    MdeavorVP shares Wraith falling in darkness alongside gold currency

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    LazareGvimradze shares a look up at Wraith doing a trick over sealife on the hoversword

    hedgehog860 Wraith riding an orca with another floating nearby

    Photo_Ra_Phy shares Wraith and their companion riding in a bubble

    Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

    THEME: Metal Gear Solid Delta: Snake EaterSUBMIT BY: 11:59 PM PT on September 3, 2025 

    Next week, sneak through the world of Metal Gear Solid Delta: Snake Eater and share Naked Snake’s most epic moments using #PSshare #PSBlog for a chance to be featured.
    #share #week #sword #sea
    Share of the Week: Sword of the Sea
    Last week, we asked you to surf through the deserts and oceans in Sword of the Sea using #PSshare #PSBlog. Here are this week’s highlights: HappyMoonInc shares Wraith riding down a chain surrounded by sealife. fogsblue shares Wraith riding an orca after freeing the sea on a new region MdeavorVP shares Wraith falling in darkness alongside gold currency View and download image Download the image close Close Download this image LazareGvimradze shares a look up at Wraith doing a trick over sealife on the hoversword hedgehog860 Wraith riding an orca with another floating nearby Photo_Ra_Phy shares Wraith and their companion riding in a bubble Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week? THEME: Metal Gear Solid Delta: Snake EaterSUBMIT BY: 11:59 PM PT on September 3, 2025  Next week, sneak through the world of Metal Gear Solid Delta: Snake Eater and share Naked Snake’s most epic moments using #PSshare #PSBlog for a chance to be featured. #share #week #sword #sea
    Share of the Week: Sword of the Sea
    blog.playstation.com
    Last week, we asked you to surf through the deserts and oceans in Sword of the Sea using #PSshare #PSBlog. Here are this week’s highlights: HappyMoonInc shares Wraith riding down a chain surrounded by sealife. fogsblue shares Wraith riding an orca after freeing the sea on a new region MdeavorVP shares Wraith falling in darkness alongside gold currency View and download image Download the image close Close Download this image LazareGvimradze shares a look up at Wraith doing a trick over sealife on the hoversword hedgehog860 Wraith riding an orca with another floating nearby Photo_Ra_Phy shares Wraith and their companion riding in a bubble Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week? THEME: Metal Gear Solid Delta: Snake EaterSUBMIT BY: 11:59 PM PT on September 3, 2025  Next week, sneak through the world of Metal Gear Solid Delta: Snake Eater and share Naked Snake’s most epic moments using #PSshare #PSBlog for a chance to be featured.
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  • Official PlayStation Podcast Episode 522: Silence, Snakes, and Swords

    Email us at PSPodcast@sony.com!

    Subscribe via Apple Podcasts, Spotify, or download here

    Hey, everybody! Kristen, Tim, and I are back this week to discuss taking up the mantle of Big Boss in Metal Gear Solid Delta: Snake Eater, soul surfing in Sword of the Sea, the biggest news stories of the week, and more.

    Stuff We Talked About

    Next week’s release highlights:

    Metal Eden | PS5

    Hirogami | PS5

    Hell Is Us | PS5

    Hollow Knight: Silksong | PS5, PS4

    Cronos: The New Dawn | PS5

    Everybody’s Golf: Hot Shots | PS5

    NBA 2K26 | PS5, PS4

    Romeo is a Dead Man sneak peek — New info on combat and puzzles, along with the major story beats of its ludicrous narrative.

    Helldivers 2 update — Enter the Terminid Hive Worlds and battle underground monsters when the Dust Devils Premium Warbond lands September 4.

    Lumines Live release date  — Try out the limited-time demo for PS5 to experience the new multiplayer mode and more before the game launches on November 11.

    GT7 1.62 update  — Add the sleek Chevrolet Corvette CX to your collection and other eye candy with the latest batch of new vehicles.

    No Man’s Sky Voyagers update  — Customizable multi-crew starships are now available. Cruise the galaxy as a unit and face new challenges..

    New Judas details  — See how your decisions impact gameplay and other insights from Creative Director Ken Levine.

    Skate hands-on  — Play Early Access starting September 16 for free and explore San Vansterdam and its many choice spots.

    Shinobi: Art of Vengeance dev interview  — Learn what steps were taken to create a modern take on the classic action platformer

    The Cast

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    Kristen Zitani –  Senior Content Communications Specialist, SIE

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    Tim Turi – Content Communications Manager, SIE

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    O’Dell Harmon Jr. – Content Communications Specialist, SIE

    Thanks to Dormilón for our rad theme song and show music.
    #official #playstation #podcast #episode #silence
    Official PlayStation Podcast Episode 522: Silence, Snakes, and Swords
    Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, or download here Hey, everybody! Kristen, Tim, and I are back this week to discuss taking up the mantle of Big Boss in Metal Gear Solid Delta: Snake Eater, soul surfing in Sword of the Sea, the biggest news stories of the week, and more. Stuff We Talked About Next week’s release highlights: Metal Eden | PS5 Hirogami | PS5 Hell Is Us | PS5 Hollow Knight: Silksong | PS5, PS4 Cronos: The New Dawn | PS5 Everybody’s Golf: Hot Shots | PS5 NBA 2K26 | PS5, PS4 Romeo is a Dead Man sneak peek — New info on combat and puzzles, along with the major story beats of its ludicrous narrative. Helldivers 2 update — Enter the Terminid Hive Worlds and battle underground monsters when the Dust Devils Premium Warbond lands September 4. Lumines Live release date  — Try out the limited-time demo for PS5 to experience the new multiplayer mode and more before the game launches on November 11. GT7 1.62 update  — Add the sleek Chevrolet Corvette CX to your collection and other eye candy with the latest batch of new vehicles. No Man’s Sky Voyagers update  — Customizable multi-crew starships are now available. Cruise the galaxy as a unit and face new challenges.. New Judas details  — See how your decisions impact gameplay and other insights from Creative Director Ken Levine. Skate hands-on  — Play Early Access starting September 16 for free and explore San Vansterdam and its many choice spots. Shinobi: Art of Vengeance dev interview  — Learn what steps were taken to create a modern take on the classic action platformer The Cast View and download image Download the image close Close Download this image Kristen Zitani –  Senior Content Communications Specialist, SIE View and download image Download the image close Close Download this image Tim Turi – Content Communications Manager, SIE View and download image Download the image close Close Download this image O’Dell Harmon Jr. – Content Communications Specialist, SIE Thanks to Dormilón for our rad theme song and show music. #official #playstation #podcast #episode #silence
    Official PlayStation Podcast Episode 522: Silence, Snakes, and Swords
    blog.playstation.com
    Email us at PSPodcast@sony.com! Subscribe via Apple Podcasts, Spotify, or download here Hey, everybody! Kristen, Tim, and I are back this week to discuss taking up the mantle of Big Boss in Metal Gear Solid Delta: Snake Eater, soul surfing in Sword of the Sea, the biggest news stories of the week, and more. Stuff We Talked About Next week’s release highlights: Metal Eden | PS5 Hirogami | PS5 Hell Is Us | PS5 Hollow Knight: Silksong | PS5, PS4 Cronos: The New Dawn | PS5 Everybody’s Golf: Hot Shots | PS5 NBA 2K26 | PS5, PS4 Romeo is a Dead Man sneak peek — New info on combat and puzzles, along with the major story beats of its ludicrous narrative. Helldivers 2 update — Enter the Terminid Hive Worlds and battle underground monsters when the Dust Devils Premium Warbond lands September 4. Lumines Live release date  — Try out the limited-time demo for PS5 to experience the new multiplayer mode and more before the game launches on November 11. GT7 1.62 update  — Add the sleek Chevrolet Corvette CX to your collection and other eye candy with the latest batch of new vehicles. No Man’s Sky Voyagers update  — Customizable multi-crew starships are now available. Cruise the galaxy as a unit and face new challenges.. New Judas details  — See how your decisions impact gameplay and other insights from Creative Director Ken Levine. Skate hands-on  — Play Early Access starting September 16 for free and explore San Vansterdam and its many choice spots. Shinobi: Art of Vengeance dev interview  — Learn what steps were taken to create a modern take on the classic action platformer The Cast View and download image Download the image close Close Download this image Kristen Zitani –  Senior Content Communications Specialist, SIE View and download image Download the image close Close Download this image Tim Turi – Content Communications Manager, SIE View and download image Download the image close Close Download this image O’Dell Harmon Jr. – Content Communications Specialist, SIE Thanks to Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]
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  • NetEase shuts down Rich Vogel-led T-Minus Zero Entertainment

    Game Developer can confirm that Chinese publisher, developer, and studio investor NetEase has shut down T-Minus Zero Entertainment, the game studio founded by BioWare alumni Rich Vogel in 2023.Vogel initially posted on the company's LinkedIn page about NetEase' decision to cease its partnership with T-Minus Zero. "We deeply appreciate NetEase for providing us with both ample runway and support - from helping us find potential investors to giving us the time and budget to develop our game into a fully playable hands-on demo. It has generated a lot of interest."Days later, he told Game Developer that NetEase has shut down T-Minus Zero.T-Minus Zero had been working on a "third-person online multiplayer action game set in a sci-fi universe," according to the company's founding announcement. It appears the project was well-liked by high-level NetEase employees. Former NetEase president of global investments and partnerships Simon Zhu commented on the company's post, stating that the game "deliversgreat fantasy of fighting against 15th floor kaiju to protect the city you care about."Meanwhile NetEase head of brand/publishing for North America & Europe Cisco Maldonado called it a "super great concept anda solid market fit" in a post on Vogel's page.Related:A spokesperson for NetEase initially told Game Developer that the company is "actively working with the studiofind a new publishing home." They added that the company "cannot confirm any layoffs," and that it was "working with the full studio in terms of this transition and future publishing plans."Said spokesperson offered a follow-up comment after we queried the company about Vogel's statement that the company is shutting down T-Minus Zero. They stated that NetEase has made the "difficult decision" to discontinue funding for the company. "This decision was made with careful consideration, as we have been inspired by our partnership with the studio and their bold vision," they said. "However, we have had to reassess our business priorities and are now working closely with the studio to provide support and explore next steps."NetEase is reversing course on millions of dollars worth of studio investmentsNetEase has spent 2025 unwinding a number of international investments in studios like Skybox Labs, Ouka Studios and Jark of Sparks, also laying off US-based developers working on live service megahit Marvel Rivals. This hasn't been a complete withdrawal. Rebel Wolves and Anchor Point made statements saying they were not affected by a business pivot reported on by Bloomberg News.Related:Update 8/29: This story has been updated with additional comment from NetEase.
    #netease #shuts #down #rich #vogelled
    NetEase shuts down Rich Vogel-led T-Minus Zero Entertainment
    Game Developer can confirm that Chinese publisher, developer, and studio investor NetEase has shut down T-Minus Zero Entertainment, the game studio founded by BioWare alumni Rich Vogel in 2023.Vogel initially posted on the company's LinkedIn page about NetEase' decision to cease its partnership with T-Minus Zero. "We deeply appreciate NetEase for providing us with both ample runway and support - from helping us find potential investors to giving us the time and budget to develop our game into a fully playable hands-on demo. It has generated a lot of interest."Days later, he told Game Developer that NetEase has shut down T-Minus Zero.T-Minus Zero had been working on a "third-person online multiplayer action game set in a sci-fi universe," according to the company's founding announcement. It appears the project was well-liked by high-level NetEase employees. Former NetEase president of global investments and partnerships Simon Zhu commented on the company's post, stating that the game "deliversgreat fantasy of fighting against 15th floor kaiju to protect the city you care about."Meanwhile NetEase head of brand/publishing for North America & Europe Cisco Maldonado called it a "super great concept anda solid market fit" in a post on Vogel's page.Related:A spokesperson for NetEase initially told Game Developer that the company is "actively working with the studiofind a new publishing home." They added that the company "cannot confirm any layoffs," and that it was "working with the full studio in terms of this transition and future publishing plans."Said spokesperson offered a follow-up comment after we queried the company about Vogel's statement that the company is shutting down T-Minus Zero. They stated that NetEase has made the "difficult decision" to discontinue funding for the company. "This decision was made with careful consideration, as we have been inspired by our partnership with the studio and their bold vision," they said. "However, we have had to reassess our business priorities and are now working closely with the studio to provide support and explore next steps."NetEase is reversing course on millions of dollars worth of studio investmentsNetEase has spent 2025 unwinding a number of international investments in studios like Skybox Labs, Ouka Studios and Jark of Sparks, also laying off US-based developers working on live service megahit Marvel Rivals. This hasn't been a complete withdrawal. Rebel Wolves and Anchor Point made statements saying they were not affected by a business pivot reported on by Bloomberg News.Related:Update 8/29: This story has been updated with additional comment from NetEase. #netease #shuts #down #rich #vogelled
    NetEase shuts down Rich Vogel-led T-Minus Zero Entertainment
    www.gamedeveloper.com
    Game Developer can confirm that Chinese publisher, developer, and studio investor NetEase has shut down T-Minus Zero Entertainment, the game studio founded by BioWare alumni Rich Vogel in 2023.Vogel initially posted on the company's LinkedIn page about NetEase' decision to cease its partnership with T-Minus Zero. "We deeply appreciate NetEase for providing us with both ample runway and support - from helping us find potential investors to giving us the time and budget to develop our game into a fully playable hands-on demo. It has generated a lot of interest."Days later, he told Game Developer that NetEase has shut down T-Minus Zero.T-Minus Zero had been working on a "third-person online multiplayer action game set in a sci-fi universe," according to the company's founding announcement. It appears the project was well-liked by high-level NetEase employees. Former NetEase president of global investments and partnerships Simon Zhu commented on the company's post, stating that the game "delivers [the] great fantasy of fighting against 15th floor kaiju to protect the city you care about."Meanwhile NetEase head of brand/publishing for North America & Europe Cisco Maldonado called it a "super great concept and [in my opinion] a solid market fit" in a post on Vogel's page.Related:A spokesperson for NetEase initially told Game Developer that the company is "actively working with the studio [to] find a new publishing home." They added that the company "cannot confirm any layoffs," and that it was "working with the full studio in terms of this transition and future publishing plans."Said spokesperson offered a follow-up comment after we queried the company about Vogel's statement that the company is shutting down T-Minus Zero. They stated that NetEase has made the "difficult decision" to discontinue funding for the company. "This decision was made with careful consideration, as we have been inspired by our partnership with the studio and their bold vision," they said. "However, we have had to reassess our business priorities and are now working closely with the studio to provide support and explore next steps."NetEase is reversing course on millions of dollars worth of studio investmentsNetEase has spent 2025 unwinding a number of international investments in studios like Skybox Labs, Ouka Studios and Jark of Sparks, also laying off US-based developers working on live service megahit Marvel Rivals. This hasn't been a complete withdrawal. Rebel Wolves and Anchor Point made statements saying they were not affected by a business pivot reported on by Bloomberg News.Related:Update 8/29: This story has been updated with additional comment from NetEase.
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  • Watch Mr. Snake Get "Split in Half" in This Behind-the-Scenes Demo from The Bad Guys 2

    The topic of cheating in 3D animation will likely always be one of the most fascinating parts of the craft. The notion that, unlike in games, for example, 3D animations can be bent and twisted in all sorts of ways behind the scenes, coupled with the fact that these mesmerizing imperfections usually remain unseen, makes it all the more exciting when distorted models and messed-up rigs do come to light.Joining our growing library of such showcases is this impressive under-the-hood demo featuring Mr. Snake from The Bad Guys 2 being "split in half," figuratively speaking, shared by DreamWorks Animator David Guo. To make the character slither convincingly on screen, the creator simply used two rigs and skillfully hid the connection out of sight, giving the illusion of a single unified model. "The key to making him feel like a single, solid character was to make sure the overall 'volume' of his body felt consistent: when one part of the body enters, it pulls on another area of the body," the author notes.Earlier, Guo also compared this particular scene from the movie to how it looked during the blocking stage, for a more extensive behind-the-scenes look at some of DreamWorks' films, we highly encourage you to visit the artist's Instagram page:And here are some more mesmerizing instances of cheating in 3D animation for your viewing pleasure:Here's How You Can Cut Corners & Cheat in 3D AnimationBreaking 3D Models to Achieve the Perfect Animation ShotDisney Animator Shows That It's OK to Break Things to Get a Good ResultPixar Animator Shows How 3D Character Mouths Look From Different AnglesArtists Share Broken 3D Models That Look Good on CameraIf you would like to learn more about how 3D Animators cut corners, we also recommend checking out our interview with Kevin Temmer, the Lead Animator at Glitch Production, who told us more about The Amazing Digital Circus' animation workflows, explained what "cheating" in 3D animation is, and discussed how they twist TADC's characters behind the scenes.Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    #watch #snake #get #quotsplit #halfquot
    Watch Mr. Snake Get "Split in Half" in This Behind-the-Scenes Demo from The Bad Guys 2
    The topic of cheating in 3D animation will likely always be one of the most fascinating parts of the craft. The notion that, unlike in games, for example, 3D animations can be bent and twisted in all sorts of ways behind the scenes, coupled with the fact that these mesmerizing imperfections usually remain unseen, makes it all the more exciting when distorted models and messed-up rigs do come to light.Joining our growing library of such showcases is this impressive under-the-hood demo featuring Mr. Snake from The Bad Guys 2 being "split in half," figuratively speaking, shared by DreamWorks Animator David Guo. To make the character slither convincingly on screen, the creator simply used two rigs and skillfully hid the connection out of sight, giving the illusion of a single unified model. "The key to making him feel like a single, solid character was to make sure the overall 'volume' of his body felt consistent: when one part of the body enters, it pulls on another area of the body," the author notes.Earlier, Guo also compared this particular scene from the movie to how it looked during the blocking stage, for a more extensive behind-the-scenes look at some of DreamWorks' films, we highly encourage you to visit the artist's Instagram page:And here are some more mesmerizing instances of cheating in 3D animation for your viewing pleasure:Here's How You Can Cut Corners & Cheat in 3D AnimationBreaking 3D Models to Achieve the Perfect Animation ShotDisney Animator Shows That It's OK to Break Things to Get a Good ResultPixar Animator Shows How 3D Character Mouths Look From Different AnglesArtists Share Broken 3D Models That Look Good on CameraIf you would like to learn more about how 3D Animators cut corners, we also recommend checking out our interview with Kevin Temmer, the Lead Animator at Glitch Production, who told us more about The Amazing Digital Circus' animation workflows, explained what "cheating" in 3D animation is, and discussed how they twist TADC's characters behind the scenes.Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #watch #snake #get #quotsplit #halfquot
    Watch Mr. Snake Get "Split in Half" in This Behind-the-Scenes Demo from The Bad Guys 2
    80.lv
    The topic of cheating in 3D animation will likely always be one of the most fascinating parts of the craft. The notion that, unlike in games, for example, 3D animations can be bent and twisted in all sorts of ways behind the scenes, coupled with the fact that these mesmerizing imperfections usually remain unseen, makes it all the more exciting when distorted models and messed-up rigs do come to light.Joining our growing library of such showcases is this impressive under-the-hood demo featuring Mr. Snake from The Bad Guys 2 being "split in half," figuratively speaking, shared by DreamWorks Animator David Guo. To make the character slither convincingly on screen, the creator simply used two rigs and skillfully hid the connection out of sight, giving the illusion of a single unified model. "The key to making him feel like a single, solid character was to make sure the overall 'volume' of his body felt consistent: when one part of the body enters, it pulls on another area of the body," the author notes.Earlier, Guo also compared this particular scene from the movie to how it looked during the blocking stage, for a more extensive behind-the-scenes look at some of DreamWorks' films, we highly encourage you to visit the artist's Instagram page:And here are some more mesmerizing instances of cheating in 3D animation for your viewing pleasure:Here's How You Can Cut Corners & Cheat in 3D AnimationBreaking 3D Models to Achieve the Perfect Animation ShotDisney Animator Shows That It's OK to Break Things to Get a Good ResultPixar Animator Shows How 3D Character Mouths Look From Different AnglesArtists Share Broken 3D Models That Look Good on CameraIf you would like to learn more about how 3D Animators cut corners, we also recommend checking out our interview with Kevin Temmer, the Lead Animator at Glitch Production, who told us more about The Amazing Digital Circus' animation workflows, explained what "cheating" in 3D animation is, and discussed how they twist TADC's characters behind the scenes.Don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
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  • Designing Atmospheric WWI Plane Crash Scene In Abandoned German Asylum

    IntroductionHi everyone, I'm Leandro Grasso, a 3D Environment Artist from Sicily. My journey into 3D art began after the COVID period, sparked by my passion for landscape photography. Recently, I completed a mentorship with Jeremy Cerisy, during which I significantly improved my environment creation skills. I learned a lot and was able to apply that knowledge to my most recent project. As a freelance artist, I've contributed to a couple of NDA projects, and I'm currently working on an environment for an indie video game scheduled for release later this year. PlanningUnder the direction of my mentor, I scouted for real-life locations and imagined how they could be interpreted for a video game environment, rather than starting from a concept. My main goal was to improve my skills in creating destroyed environments, learning how to handle damaged walls, cracked pavements, and abandoned objects.So, I decided to create an old abandoned asylum in Germany and added a crashed World War I aircraft to introduce new challenges and storytelling opportunities. Through this combination, I aimed to study destruction while also suggesting a narrative about what might have happened at the site after the crash. Below, you can see some of the references I used for the asylum and how I planned it. Blockout & CompositionI started with a simple blockout in Unreal Engine 5. While building the blockout, I frequently used the mannequin to ensure proper proportions. Once the basic layout was in place, I placed several cameras to find the best compositions and give the environment the right sense of depth, especially considering the limited space available for movement.After that, I exported the entire blockout to Blender and began dividing it into different pieces to plan out the modules and props. I was able to properly plan these elements after creating an advanced blockout, where I also applied some basic textures to see how the environment reacted to different colors and materials.Asset Production WorkflowOnce the blockout was complete, I started modeling the modular pieces based on the needs of the environment. I created modules of various sizes, ranging from 1 to 4 meters, for the main elements like simple walls. For more complex parts, such as the stair walls, I took a different approach and created larger, non-repeating modules.Speaking of modules, I want to highlight the destroyed wall caused by the aircraft crash. I used a Boolean operation to cut out the damaged section of the wall and the wood. After that, I created individual bricks and placed them along the broken edges to add more realism and detail. Connected to that wall, the modular stairs I created were designed to fit the ideal layout of a game level. To maintain the correct proportions, I used the default stairs in Unreal as a reference and then modeled them in Blender.As for the railing, to save time, I first broke it down into main components and created instances of those pieces. Once the entire railing was modeled and the UVs were ready, I made the instances real so I could unwrap all the pieces in one go. After unwrapping, I moved the UV islands randomly to introduce variation during the texturing phase.For the vegetation, I used assets from Quixel Megascans. Since the pack didn’t include vertical vegetation, I sourced a different ivy asset that contained vertical elements. I removed the leaves and kept only the branches.Then, using a particle system, I added the correct leaves onto the vertical branches, scattering them only at the tips by using a vertex group. Here are the vertical assets I created, with a small detail asset shown in the top left.Regarding the assets, I didn't use high-to-low poly baking in this project. Instead, I modeled everything in mid-poly to save time while still maintaining good visual quality.One of the biggest challenges was modeling the destroyed World War I aircraft. As a junior artist, it was my first time working on a damaged vehicle. I began by modeling the aircraft fully intact and then manually destroyed it piece by piece to achieve a more realistic and intentional look. To guide me through the process, I looked to industry professionals for inspiration. I found some amazing vehicle models by Pavlo Panchenko for S.T.A.L.K.E.R. 2: Heart of Chornobyl on ArtStation. Being able to study his work helped me a lot, not just technically, but also in defining the artistic direction for my own piece.Last but not least, I wanted to talk about the broken glass pieces I created. I made them in ZBrush, starting with a random image of broken glass I found on Google. I brought the image into Photoshop, converted it to black and white, and increased the contrast to make the cracks more visible.Then, I imported the image into ZBrush, subdivided a plane several times, and used the image as a mask. I hid the unnecessary parts and deleted them, keeping only the masked glass shapes. After that, I decimated the mesh to reach an acceptable polycount, imported it into Blender, and created the UVs. All UVs were unwrapped in Blender. I used Texel Density Checker to set a texel density of 512 px/m with a texture size of 2048. For this project, I used three UV channels: the first for the RGB mask, the second for tileable textures, to maintain high quality during the texturing phase, and the third for additional normal maps where needed. This setup allowed me to reuse the same textures, such as metal, rust, and wood, across both modules and assets. I also used RGB masks for the assets, so the UV islands were specifically packed into that channel.TexturingFor the texturing, I wanted to experiment with a workflow I hadn't tried before. The entire project was textured using Vertex Painting, RGB Masks, and tileable textures. I didn't use any unique baked textures.Tilable textures allowed me to maintain high quality even on large modules and props. Vertex Painting was used to add variation across surfaces, while RGB Masks provided additional layers of variation, especially on props. I also used decals and normal edge decals to add extra detail and break up the surfaces further.Below, you can see my master material setup, which includes Parallax, Vertex Color blending with a HeightLerp node, and RGB Mask blending using a simple Lerp node. All the textures used in my environment were sourced from Quixel Megascans, except for two tileable textures that I created specifically for this project. I made these two textures from scratch in Substance 3D Designer.I'd like to talk about my stained glass and explain how I achieved the final result. First, I took a photo of a real stained glass window from the actual location. Using the Warp tool in Photoshop, I straightened the image and then exported it.Next, I imported it into Blender and began modeling the metal framework that separates the glass pieces. Once that was complete, I rendered the shape in orthographic view with a black background and a white emissive material applied to the metal. I then cleaned up the render in Photoshop and brought it into Substance 3D Designer, where I used it as a mask to create the final stained glass texture. Once my textures were ready, I used a pre-made master material from the Advanced Glass Material Pack, free on FAB, and customized it to suit the needs of my stained glass.For the normal edge decals, I improved my workflow compared to my previous project by sculpting four different corner variations. Once the sculpts were complete, I imported them separately and baked them in Substance 3D Painter to avoid halos on the edges of the bakes. This approach allowed me to skip any cleanup in Photoshop. I only used Photoshop to combine all the baked corners into a single normal texture, as shown below. Last but not least, I'm really happy with how this decal turned out in the project. When I saw it in the main reference, I immediately knew I wanted to include it in my environment.I imported the reference image into Photoshop, straightened it using the Warp tool, and used the Clone  Stamp and Content-Aware Fill to fix some damaged areas. Then, I took a screenshot of the wall in Unreal Engine with only the albedo visualization enabled, and used it in Photoshop as the base layer for the mural. I tweaked the blending modes to extract imperfections from the albedo texture and created a custom mask with brush strokes to blend the mural naturally into the wall. This is the result. CompositionWhen it comes to composition, my background in photography helped me a lot with setting up cameras. I defined a few key shots early on and added more as the environment progressed and came together. Since I was working on an indoor scene, I chose to use a wide-angle lens to capture more of the space, and also included a zoomed-in shot, like the one of the wheelchair, to create a stronger sense of depth.To support the composition, I scattered various details throughout the environment, such as debris, papers,  small pieces of glass, and other elements to enhance storytelling and realism.LightingFor the lighting, I used an add-on for Unreal Engine called Ultra Dynamic Sky to give the scene a natural base lighting pass. After that, I added Rectlights to emphasize certain areas of the environment, slightly tweaking their indirect lighting bounces.I also placed some ivy in front of the spotlights to fake subtle shadow patterns and add more visual interest. For color grading, I used a LUT. I first rendered a single frame and imported it into DaVinci Resolve, where I applied a LUT I liked. Once I was happy with the result, I copied the settings to the RGBTable16x1 texture, which starts with a neutral look by default. For the final render, I exported the project in EXR format using PIZ Multilayer compression, with Spatial Sample Count set to 1 and Temporal Sample Count set to 64. I also used a Warm Up Count of 120 for both the Render and Engine to ensure the exposure was correctly stabilized from the beginning of the render. Additionally, I applied several console variables to improve the final image quality. ConclusionAnd here we are at the end. This project was one of my portfolio pieces developed under the mentorship of Jeremy Cerisy, who helped me a lot with his feedback and really opened my mind to how to approach level and environment creation. It took me about three and a half months to complete.Even though I aimed to work more efficiently on this environment, I still lost a lot of time at the beginning, mainly because I wasn’t sure which workflow to use for texturing, what I needed to create from scratch, and what I could reuse across the scene. In the end, it became a learning-by-doing process, constantly planning and adapting as I added new techniques I was picking up along the way. One thing I really enjoyed was understanding the connection between level design and environment art, it's fascinating to create a space that not only looks good but also serves gameplay. I learned a lot from this project, but one of the most valuable lessons was this: don't waste too much time on tiny details players will never notice, instead, focus on the overall composition and visual impact, especially from the player's point of view.My advice to anyone starting out in environment art is to stay organized in every phase, especially when it comes to setting personal deadlines. Otherwise, there’s a real risk of dragging the project out much longer than necessary. As a junior artist, I know how tough the industry can feel, especially with all the layoffs in recent months, but don't lose faith. That moment when you get hired will come, as long as you keep putting in the effort and continue creating.Lastly, I want to thank my mentor, Jeremy Cerisy, for guiding me through this project with his invaluable feedback. A special thanks also goes to Alberto Casu, Alex Gallucci, and Andrea Siviero for their extra feedback during my spare time. And finally, thank you to everyone who made it this far and showed interest in my project!Leandro Grasso, 3D Environment ArtistInterview conducted by Emma Collins
    #designing #atmospheric #wwi #plane #crash
    Designing Atmospheric WWI Plane Crash Scene In Abandoned German Asylum
    IntroductionHi everyone, I'm Leandro Grasso, a 3D Environment Artist from Sicily. My journey into 3D art began after the COVID period, sparked by my passion for landscape photography. Recently, I completed a mentorship with Jeremy Cerisy, during which I significantly improved my environment creation skills. I learned a lot and was able to apply that knowledge to my most recent project. As a freelance artist, I've contributed to a couple of NDA projects, and I'm currently working on an environment for an indie video game scheduled for release later this year. PlanningUnder the direction of my mentor, I scouted for real-life locations and imagined how they could be interpreted for a video game environment, rather than starting from a concept. My main goal was to improve my skills in creating destroyed environments, learning how to handle damaged walls, cracked pavements, and abandoned objects.So, I decided to create an old abandoned asylum in Germany and added a crashed World War I aircraft to introduce new challenges and storytelling opportunities. Through this combination, I aimed to study destruction while also suggesting a narrative about what might have happened at the site after the crash. Below, you can see some of the references I used for the asylum and how I planned it. Blockout & CompositionI started with a simple blockout in Unreal Engine 5. While building the blockout, I frequently used the mannequin to ensure proper proportions. Once the basic layout was in place, I placed several cameras to find the best compositions and give the environment the right sense of depth, especially considering the limited space available for movement.After that, I exported the entire blockout to Blender and began dividing it into different pieces to plan out the modules and props. I was able to properly plan these elements after creating an advanced blockout, where I also applied some basic textures to see how the environment reacted to different colors and materials.Asset Production WorkflowOnce the blockout was complete, I started modeling the modular pieces based on the needs of the environment. I created modules of various sizes, ranging from 1 to 4 meters, for the main elements like simple walls. For more complex parts, such as the stair walls, I took a different approach and created larger, non-repeating modules.Speaking of modules, I want to highlight the destroyed wall caused by the aircraft crash. I used a Boolean operation to cut out the damaged section of the wall and the wood. After that, I created individual bricks and placed them along the broken edges to add more realism and detail. Connected to that wall, the modular stairs I created were designed to fit the ideal layout of a game level. To maintain the correct proportions, I used the default stairs in Unreal as a reference and then modeled them in Blender.As for the railing, to save time, I first broke it down into main components and created instances of those pieces. Once the entire railing was modeled and the UVs were ready, I made the instances real so I could unwrap all the pieces in one go. After unwrapping, I moved the UV islands randomly to introduce variation during the texturing phase.For the vegetation, I used assets from Quixel Megascans. Since the pack didn’t include vertical vegetation, I sourced a different ivy asset that contained vertical elements. I removed the leaves and kept only the branches.Then, using a particle system, I added the correct leaves onto the vertical branches, scattering them only at the tips by using a vertex group. Here are the vertical assets I created, with a small detail asset shown in the top left.Regarding the assets, I didn't use high-to-low poly baking in this project. Instead, I modeled everything in mid-poly to save time while still maintaining good visual quality.One of the biggest challenges was modeling the destroyed World War I aircraft. As a junior artist, it was my first time working on a damaged vehicle. I began by modeling the aircraft fully intact and then manually destroyed it piece by piece to achieve a more realistic and intentional look. To guide me through the process, I looked to industry professionals for inspiration. I found some amazing vehicle models by Pavlo Panchenko for S.T.A.L.K.E.R. 2: Heart of Chornobyl on ArtStation. Being able to study his work helped me a lot, not just technically, but also in defining the artistic direction for my own piece.Last but not least, I wanted to talk about the broken glass pieces I created. I made them in ZBrush, starting with a random image of broken glass I found on Google. I brought the image into Photoshop, converted it to black and white, and increased the contrast to make the cracks more visible.Then, I imported the image into ZBrush, subdivided a plane several times, and used the image as a mask. I hid the unnecessary parts and deleted them, keeping only the masked glass shapes. After that, I decimated the mesh to reach an acceptable polycount, imported it into Blender, and created the UVs. All UVs were unwrapped in Blender. I used Texel Density Checker to set a texel density of 512 px/m with a texture size of 2048. For this project, I used three UV channels: the first for the RGB mask, the second for tileable textures, to maintain high quality during the texturing phase, and the third for additional normal maps where needed. This setup allowed me to reuse the same textures, such as metal, rust, and wood, across both modules and assets. I also used RGB masks for the assets, so the UV islands were specifically packed into that channel.TexturingFor the texturing, I wanted to experiment with a workflow I hadn't tried before. The entire project was textured using Vertex Painting, RGB Masks, and tileable textures. I didn't use any unique baked textures.Tilable textures allowed me to maintain high quality even on large modules and props. Vertex Painting was used to add variation across surfaces, while RGB Masks provided additional layers of variation, especially on props. I also used decals and normal edge decals to add extra detail and break up the surfaces further.Below, you can see my master material setup, which includes Parallax, Vertex Color blending with a HeightLerp node, and RGB Mask blending using a simple Lerp node. All the textures used in my environment were sourced from Quixel Megascans, except for two tileable textures that I created specifically for this project. I made these two textures from scratch in Substance 3D Designer.I'd like to talk about my stained glass and explain how I achieved the final result. First, I took a photo of a real stained glass window from the actual location. Using the Warp tool in Photoshop, I straightened the image and then exported it.Next, I imported it into Blender and began modeling the metal framework that separates the glass pieces. Once that was complete, I rendered the shape in orthographic view with a black background and a white emissive material applied to the metal. I then cleaned up the render in Photoshop and brought it into Substance 3D Designer, where I used it as a mask to create the final stained glass texture. Once my textures were ready, I used a pre-made master material from the Advanced Glass Material Pack, free on FAB, and customized it to suit the needs of my stained glass.For the normal edge decals, I improved my workflow compared to my previous project by sculpting four different corner variations. Once the sculpts were complete, I imported them separately and baked them in Substance 3D Painter to avoid halos on the edges of the bakes. This approach allowed me to skip any cleanup in Photoshop. I only used Photoshop to combine all the baked corners into a single normal texture, as shown below. Last but not least, I'm really happy with how this decal turned out in the project. When I saw it in the main reference, I immediately knew I wanted to include it in my environment.I imported the reference image into Photoshop, straightened it using the Warp tool, and used the Clone  Stamp and Content-Aware Fill to fix some damaged areas. Then, I took a screenshot of the wall in Unreal Engine with only the albedo visualization enabled, and used it in Photoshop as the base layer for the mural. I tweaked the blending modes to extract imperfections from the albedo texture and created a custom mask with brush strokes to blend the mural naturally into the wall. This is the result. CompositionWhen it comes to composition, my background in photography helped me a lot with setting up cameras. I defined a few key shots early on and added more as the environment progressed and came together. Since I was working on an indoor scene, I chose to use a wide-angle lens to capture more of the space, and also included a zoomed-in shot, like the one of the wheelchair, to create a stronger sense of depth.To support the composition, I scattered various details throughout the environment, such as debris, papers,  small pieces of glass, and other elements to enhance storytelling and realism.LightingFor the lighting, I used an add-on for Unreal Engine called Ultra Dynamic Sky to give the scene a natural base lighting pass. After that, I added Rectlights to emphasize certain areas of the environment, slightly tweaking their indirect lighting bounces.I also placed some ivy in front of the spotlights to fake subtle shadow patterns and add more visual interest. For color grading, I used a LUT. I first rendered a single frame and imported it into DaVinci Resolve, where I applied a LUT I liked. Once I was happy with the result, I copied the settings to the RGBTable16x1 texture, which starts with a neutral look by default. For the final render, I exported the project in EXR format using PIZ Multilayer compression, with Spatial Sample Count set to 1 and Temporal Sample Count set to 64. I also used a Warm Up Count of 120 for both the Render and Engine to ensure the exposure was correctly stabilized from the beginning of the render. Additionally, I applied several console variables to improve the final image quality. ConclusionAnd here we are at the end. This project was one of my portfolio pieces developed under the mentorship of Jeremy Cerisy, who helped me a lot with his feedback and really opened my mind to how to approach level and environment creation. It took me about three and a half months to complete.Even though I aimed to work more efficiently on this environment, I still lost a lot of time at the beginning, mainly because I wasn’t sure which workflow to use for texturing, what I needed to create from scratch, and what I could reuse across the scene. In the end, it became a learning-by-doing process, constantly planning and adapting as I added new techniques I was picking up along the way. One thing I really enjoyed was understanding the connection between level design and environment art, it's fascinating to create a space that not only looks good but also serves gameplay. I learned a lot from this project, but one of the most valuable lessons was this: don't waste too much time on tiny details players will never notice, instead, focus on the overall composition and visual impact, especially from the player's point of view.My advice to anyone starting out in environment art is to stay organized in every phase, especially when it comes to setting personal deadlines. Otherwise, there’s a real risk of dragging the project out much longer than necessary. As a junior artist, I know how tough the industry can feel, especially with all the layoffs in recent months, but don't lose faith. That moment when you get hired will come, as long as you keep putting in the effort and continue creating.Lastly, I want to thank my mentor, Jeremy Cerisy, for guiding me through this project with his invaluable feedback. A special thanks also goes to Alberto Casu, Alex Gallucci, and Andrea Siviero for their extra feedback during my spare time. And finally, thank you to everyone who made it this far and showed interest in my project!Leandro Grasso, 3D Environment ArtistInterview conducted by Emma Collins #designing #atmospheric #wwi #plane #crash
    Designing Atmospheric WWI Plane Crash Scene In Abandoned German Asylum
    80.lv
    IntroductionHi everyone, I'm Leandro Grasso, a 3D Environment Artist from Sicily. My journey into 3D art began after the COVID period, sparked by my passion for landscape photography. Recently, I completed a mentorship with Jeremy Cerisy, during which I significantly improved my environment creation skills. I learned a lot and was able to apply that knowledge to my most recent project. As a freelance artist, I've contributed to a couple of NDA projects, and I'm currently working on an environment for an indie video game scheduled for release later this year. PlanningUnder the direction of my mentor, I scouted for real-life locations and imagined how they could be interpreted for a video game environment, rather than starting from a concept. My main goal was to improve my skills in creating destroyed environments, learning how to handle damaged walls, cracked pavements, and abandoned objects.So, I decided to create an old abandoned asylum in Germany and added a crashed World War I aircraft to introduce new challenges and storytelling opportunities. Through this combination, I aimed to study destruction while also suggesting a narrative about what might have happened at the site after the crash. Below, you can see some of the references I used for the asylum and how I planned it. Blockout & CompositionI started with a simple blockout in Unreal Engine 5. While building the blockout, I frequently used the mannequin to ensure proper proportions. Once the basic layout was in place, I placed several cameras to find the best compositions and give the environment the right sense of depth, especially considering the limited space available for movement.After that, I exported the entire blockout to Blender and began dividing it into different pieces to plan out the modules and props. I was able to properly plan these elements after creating an advanced blockout, where I also applied some basic textures to see how the environment reacted to different colors and materials.Asset Production WorkflowOnce the blockout was complete, I started modeling the modular pieces based on the needs of the environment. I created modules of various sizes, ranging from 1 to 4 meters, for the main elements like simple walls. For more complex parts, such as the stair walls, I took a different approach and created larger, non-repeating modules.Speaking of modules, I want to highlight the destroyed wall caused by the aircraft crash. I used a Boolean operation to cut out the damaged section of the wall and the wood. After that, I created individual bricks and placed them along the broken edges to add more realism and detail. Connected to that wall, the modular stairs I created were designed to fit the ideal layout of a game level. To maintain the correct proportions, I used the default stairs in Unreal as a reference and then modeled them in Blender.As for the railing, to save time, I first broke it down into main components and created instances of those pieces. Once the entire railing was modeled and the UVs were ready, I made the instances real so I could unwrap all the pieces in one go. After unwrapping, I moved the UV islands randomly to introduce variation during the texturing phase.For the vegetation, I used assets from Quixel Megascans. Since the pack didn’t include vertical vegetation, I sourced a different ivy asset that contained vertical elements. I removed the leaves and kept only the branches.Then, using a particle system, I added the correct leaves onto the vertical branches, scattering them only at the tips by using a vertex group. Here are the vertical assets I created, with a small detail asset shown in the top left.Regarding the assets, I didn't use high-to-low poly baking in this project. Instead, I modeled everything in mid-poly to save time while still maintaining good visual quality.One of the biggest challenges was modeling the destroyed World War I aircraft. As a junior artist, it was my first time working on a damaged vehicle. I began by modeling the aircraft fully intact and then manually destroyed it piece by piece to achieve a more realistic and intentional look. To guide me through the process, I looked to industry professionals for inspiration. I found some amazing vehicle models by Pavlo Panchenko for S.T.A.L.K.E.R. 2: Heart of Chornobyl on ArtStation. Being able to study his work helped me a lot, not just technically, but also in defining the artistic direction for my own piece.Last but not least, I wanted to talk about the broken glass pieces I created. I made them in ZBrush, starting with a random image of broken glass I found on Google. I brought the image into Photoshop, converted it to black and white, and increased the contrast to make the cracks more visible.Then, I imported the image into ZBrush, subdivided a plane several times, and used the image as a mask. I hid the unnecessary parts and deleted them, keeping only the masked glass shapes. After that, I decimated the mesh to reach an acceptable polycount, imported it into Blender, and created the UVs. All UVs were unwrapped in Blender. I used Texel Density Checker to set a texel density of 512 px/m with a texture size of 2048. For this project, I used three UV channels: the first for the RGB mask, the second for tileable textures, to maintain high quality during the texturing phase, and the third for additional normal maps where needed. This setup allowed me to reuse the same textures, such as metal, rust, and wood, across both modules and assets. I also used RGB masks for the assets, so the UV islands were specifically packed into that channel.TexturingFor the texturing, I wanted to experiment with a workflow I hadn't tried before. The entire project was textured using Vertex Painting, RGB Masks, and tileable textures. I didn't use any unique baked textures.Tilable textures allowed me to maintain high quality even on large modules and props. Vertex Painting was used to add variation across surfaces, while RGB Masks provided additional layers of variation, especially on props. I also used decals and normal edge decals to add extra detail and break up the surfaces further.Below, you can see my master material setup, which includes Parallax, Vertex Color blending with a HeightLerp node, and RGB Mask blending using a simple Lerp node. All the textures used in my environment were sourced from Quixel Megascans, except for two tileable textures that I created specifically for this project. I made these two textures from scratch in Substance 3D Designer.I'd like to talk about my stained glass and explain how I achieved the final result. First, I took a photo of a real stained glass window from the actual location. Using the Warp tool in Photoshop, I straightened the image and then exported it.Next, I imported it into Blender and began modeling the metal framework that separates the glass pieces. Once that was complete, I rendered the shape in orthographic view with a black background and a white emissive material applied to the metal. I then cleaned up the render in Photoshop and brought it into Substance 3D Designer, where I used it as a mask to create the final stained glass texture. Once my textures were ready, I used a pre-made master material from the Advanced Glass Material Pack, free on FAB, and customized it to suit the needs of my stained glass.For the normal edge decals, I improved my workflow compared to my previous project by sculpting four different corner variations. Once the sculpts were complete, I imported them separately and baked them in Substance 3D Painter to avoid halos on the edges of the bakes. This approach allowed me to skip any cleanup in Photoshop. I only used Photoshop to combine all the baked corners into a single normal texture, as shown below. Last but not least, I'm really happy with how this decal turned out in the project. When I saw it in the main reference, I immediately knew I wanted to include it in my environment.I imported the reference image into Photoshop, straightened it using the Warp tool, and used the Clone  Stamp and Content-Aware Fill to fix some damaged areas. Then, I took a screenshot of the wall in Unreal Engine with only the albedo visualization enabled, and used it in Photoshop as the base layer for the mural. I tweaked the blending modes to extract imperfections from the albedo texture and created a custom mask with brush strokes to blend the mural naturally into the wall. This is the result. CompositionWhen it comes to composition, my background in photography helped me a lot with setting up cameras. I defined a few key shots early on and added more as the environment progressed and came together. Since I was working on an indoor scene, I chose to use a wide-angle lens to capture more of the space, and also included a zoomed-in shot, like the one of the wheelchair, to create a stronger sense of depth.To support the composition, I scattered various details throughout the environment, such as debris, papers,  small pieces of glass, and other elements to enhance storytelling and realism.LightingFor the lighting, I used an add-on for Unreal Engine called Ultra Dynamic Sky to give the scene a natural base lighting pass. After that, I added Rectlights to emphasize certain areas of the environment, slightly tweaking their indirect lighting bounces.I also placed some ivy in front of the spotlights to fake subtle shadow patterns and add more visual interest. For color grading, I used a LUT. I first rendered a single frame and imported it into DaVinci Resolve, where I applied a LUT I liked. Once I was happy with the result, I copied the settings to the RGBTable16x1 texture, which starts with a neutral look by default. For the final render, I exported the project in EXR format using PIZ Multilayer compression, with Spatial Sample Count set to 1 and Temporal Sample Count set to 64. I also used a Warm Up Count of 120 for both the Render and Engine to ensure the exposure was correctly stabilized from the beginning of the render. Additionally, I applied several console variables to improve the final image quality. ConclusionAnd here we are at the end. This project was one of my portfolio pieces developed under the mentorship of Jeremy Cerisy, who helped me a lot with his feedback and really opened my mind to how to approach level and environment creation. It took me about three and a half months to complete.Even though I aimed to work more efficiently on this environment, I still lost a lot of time at the beginning, mainly because I wasn’t sure which workflow to use for texturing, what I needed to create from scratch, and what I could reuse across the scene. In the end, it became a learning-by-doing process, constantly planning and adapting as I added new techniques I was picking up along the way. One thing I really enjoyed was understanding the connection between level design and environment art, it's fascinating to create a space that not only looks good but also serves gameplay. I learned a lot from this project, but one of the most valuable lessons was this: don't waste too much time on tiny details players will never notice, instead, focus on the overall composition and visual impact, especially from the player's point of view.My advice to anyone starting out in environment art is to stay organized in every phase, especially when it comes to setting personal deadlines. Otherwise, there’s a real risk of dragging the project out much longer than necessary. As a junior artist, I know how tough the industry can feel, especially with all the layoffs in recent months, but don't lose faith. That moment when you get hired will come, as long as you keep putting in the effort and continue creating.Lastly, I want to thank my mentor, Jeremy Cerisy, for guiding me through this project with his invaluable feedback. A special thanks also goes to Alberto Casu, Alex Gallucci, and Andrea Siviero for their extra feedback during my spare time. And finally, thank you to everyone who made it this far and showed interest in my project!Leandro Grasso, 3D Environment ArtistInterview conducted by Emma Collins
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  • MetaHuman for Houdini Release

    Today we’re releasing a new version of MetaHuman for Houdini that enables you to bring your MetaHuman characters to life in SideFX Houdini.

    Available for download from Fab, this release bridges the gap between Unreal…
    #metahuman #houdini #release
    MetaHuman for Houdini Release
    Today we’re releasing a new version of MetaHuman for Houdini that enables you to bring your MetaHuman characters to life in SideFX Houdini. Available for download from Fab, this release bridges the gap between Unreal… #metahuman #houdini #release
    MetaHuman for Houdini Release
    forums.unrealengine.com
    Today we’re releasing a new version of MetaHuman for Houdini that enables you to bring your MetaHuman characters to life in SideFX Houdini. Available for download from Fab, this release bridges the gap between Unreal…
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  • EA SPORTS FC™ 26 Expands Global Footprint With New Partners, Leagues, and Stadiums In-Game

    August 28, 2025

    Powered by authenticity and community feedback, EA SPORTS FC 26 delivers the world’s game like never before — The Club is Yours.

    PRE-ORDER EA SPORTS FC 26 TODAY
    REDWOOD CITY, Calif.----
    Today, Electronic Arts Inc.confirmed a series of new and exclusive multi-year partnerships and in-game integrations for EA SPORTS FC™ 26, delivering 20,000+ athletes across 750+ clubs and national teams, 120+ stadiums, and 35+ leagues — powered by over 300+ global football partners. Spanning both men’s and women’s football, highlights include a new marketing partnership with the English FA, featuring a renewed license with the reigning UEFA Women's EURO 2025 champions and the men’s national team, as well as a new partnership with one of the world’s most iconic clubs, FC Bayern.Allianz Arena in EA SPORTS FC 26“Everything we’ve added to FC 26 has been shaped by the voices of our community,” said James Taylor, Director of Football Partnerships at EA SPORTS FC. “From the return of iconic stadiums and clubs fans have called for, to expanding representation in women’s football at the highest level — every new addition reflects our commitment to authenticity and to celebrating the incredible diversity of the world’s game.”EA SPORTS FC 26 is powered by authenticity and shaped by the voices of the community with several iconic stadiums being called for, including the Stadio Diego Armando Maradona giving Neapolitans and fans around the world a long-awaited addition. Also joining the lineup are two more fan favourites: Allianz Arena, home of FC Bayern, and Tüpraş Stadyumu, the stadium of Beşiktaş.Michael Diederich, Executive Vice Chairman of FC Bayern said: "Passion, commitment and emotion are the hallmarks of football, both on the pitch and in the virtual world - and the gaming community is growing with every move. We at FC Bayern are all excited to share these attributes with our new partner EA SPORTS FC. Together, we want to further expand our interaction with the next generation of football fans: on the pitch and on the game console."These updates reflect EA SPORTS FC’s ongoing commitment to elevating both men’s and women’s football. Renewed licensing agreements include the Barclays Women’s Super League, Arkema Première Ligue, UEFA Women’s Champions League, and UEFA Women’s EURO — alongside continued partnerships with top clubs such as OL Lyonnes. New additions, including Chelsea Women and FC Bayern Women, further strengthen EA SPORTS FC’s global representation of elite women’s football.“The power of EA SPORTS FC and its utopian world of football has brought the BWSL, our clubs and our players to a whole new audience” said Zarah Al Kudcy, Chief Revenue Officer. “Our league and our clubs are already one of the most played in women’s football within the game and we are excited to keep building together."Other leagues and club partnership and license renewals include Atletico Madrid, River Plate, Racing Club, Scottish Premier League, and Belgian Pro League, among others.Additional new stadiums in FC 26 include the brand-new Hill Dickinson Stadium, Holstein-Stadion, Stade de la Beaujoire, Son Moix Stadium, Red Bull Arena, Wankdorf Stadium, St. Jakob Park, as well as others.Pre-orders are now available for EA SPORTS FC 26, which will launch on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Amazon Luna, Nintendo Switch, and Nintendo Switch 2. EA SPORTS FC 26 will be available worldwide to play on September 26, 2025, with early access through the Ultimate Edition beginning September 19, 2025*.EA Play** members, the Club is Yours in EA SPORTS FC™ 26 with the EA Play 10-hour early access trial, starting September 19, 2025. Members also score member rewards including seasonal Ultimate Team™ Draft Tokens and club rewards, as well as receive 10% off EA digital content including pre-orders, game downloads, FC Points, and DLC. For more information on EA Play please visit ea.com/ea-play.For more information on EA SPORTS FC 26, please visit ea.com/fc26 and ensure you’re following our global social channels for all the latest upcoming news and announcements for EA SPORTS FC.*Conditions and restrictions apply. Offers may not be available on all platforms and/or all territories. See ea.com/games/ea-sports-fc/fc-26/game-disclaimers for details.**Conditions, limitations and exclusions apply. See EA Play Terms for details.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.Category: EA Sports

    EA SPORTS FC NewsroomSource: Electronic Arts Inc.

    Multimedia Files:
    #sports #expands #global #footprint #with
    EA SPORTS FC™ 26 Expands Global Footprint With New Partners, Leagues, and Stadiums In-Game
    August 28, 2025 Powered by authenticity and community feedback, EA SPORTS FC 26 delivers the world’s game like never before — The Club is Yours. PRE-ORDER EA SPORTS FC 26 TODAY REDWOOD CITY, Calif.---- Today, Electronic Arts Inc.confirmed a series of new and exclusive multi-year partnerships and in-game integrations for EA SPORTS FC™ 26, delivering 20,000+ athletes across 750+ clubs and national teams, 120+ stadiums, and 35+ leagues — powered by over 300+ global football partners. Spanning both men’s and women’s football, highlights include a new marketing partnership with the English FA, featuring a renewed license with the reigning UEFA Women's EURO 2025 champions and the men’s national team, as well as a new partnership with one of the world’s most iconic clubs, FC Bayern.Allianz Arena in EA SPORTS FC 26“Everything we’ve added to FC 26 has been shaped by the voices of our community,” said James Taylor, Director of Football Partnerships at EA SPORTS FC. “From the return of iconic stadiums and clubs fans have called for, to expanding representation in women’s football at the highest level — every new addition reflects our commitment to authenticity and to celebrating the incredible diversity of the world’s game.”EA SPORTS FC 26 is powered by authenticity and shaped by the voices of the community with several iconic stadiums being called for, including the Stadio Diego Armando Maradona giving Neapolitans and fans around the world a long-awaited addition. Also joining the lineup are two more fan favourites: Allianz Arena, home of FC Bayern, and Tüpraş Stadyumu, the stadium of Beşiktaş.Michael Diederich, Executive Vice Chairman of FC Bayern said: "Passion, commitment and emotion are the hallmarks of football, both on the pitch and in the virtual world - and the gaming community is growing with every move. We at FC Bayern are all excited to share these attributes with our new partner EA SPORTS FC. Together, we want to further expand our interaction with the next generation of football fans: on the pitch and on the game console."These updates reflect EA SPORTS FC’s ongoing commitment to elevating both men’s and women’s football. Renewed licensing agreements include the Barclays Women’s Super League, Arkema Première Ligue, UEFA Women’s Champions League, and UEFA Women’s EURO — alongside continued partnerships with top clubs such as OL Lyonnes. New additions, including Chelsea Women and FC Bayern Women, further strengthen EA SPORTS FC’s global representation of elite women’s football.“The power of EA SPORTS FC and its utopian world of football has brought the BWSL, our clubs and our players to a whole new audience” said Zarah Al Kudcy, Chief Revenue Officer. “Our league and our clubs are already one of the most played in women’s football within the game and we are excited to keep building together."Other leagues and club partnership and license renewals include Atletico Madrid, River Plate, Racing Club, Scottish Premier League, and Belgian Pro League, among others.Additional new stadiums in FC 26 include the brand-new Hill Dickinson Stadium, Holstein-Stadion, Stade de la Beaujoire, Son Moix Stadium, Red Bull Arena, Wankdorf Stadium, St. Jakob Park, as well as others.Pre-orders are now available for EA SPORTS FC 26, which will launch on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Amazon Luna, Nintendo Switch, and Nintendo Switch 2. EA SPORTS FC 26 will be available worldwide to play on September 26, 2025, with early access through the Ultimate Edition beginning September 19, 2025*.EA Play** members, the Club is Yours in EA SPORTS FC™ 26 with the EA Play 10-hour early access trial, starting September 19, 2025. Members also score member rewards including seasonal Ultimate Team™ Draft Tokens and club rewards, as well as receive 10% off EA digital content including pre-orders, game downloads, FC Points, and DLC. For more information on EA Play please visit ea.com/ea-play.For more information on EA SPORTS FC 26, please visit ea.com/fc26 and ensure you’re following our global social channels for all the latest upcoming news and announcements for EA SPORTS FC.*Conditions and restrictions apply. Offers may not be available on all platforms and/or all territories. See ea.com/games/ea-sports-fc/fc-26/game-disclaimers for details.**Conditions, limitations and exclusions apply. See EA Play Terms for details.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.Category: EA Sports EA SPORTS FC NewsroomSource: Electronic Arts Inc. Multimedia Files: #sports #expands #global #footprint #with
    EA SPORTS FC™ 26 Expands Global Footprint With New Partners, Leagues, and Stadiums In-Game
    news.ea.com
    August 28, 2025 Powered by authenticity and community feedback, EA SPORTS FC 26 delivers the world’s game like never before — The Club is Yours. PRE-ORDER EA SPORTS FC 26 TODAY REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Today, Electronic Arts Inc. (NASDAQ: EA) confirmed a series of new and exclusive multi-year partnerships and in-game integrations for EA SPORTS FC™ 26, delivering 20,000+ athletes across 750+ clubs and national teams, 120+ stadiums, and 35+ leagues — powered by over 300+ global football partners. Spanning both men’s and women’s football, highlights include a new marketing partnership with the English FA, featuring a renewed license with the reigning UEFA Women's EURO 2025 champions and the men’s national team, as well as a new partnership with one of the world’s most iconic clubs, FC Bayern.Allianz Arena in EA SPORTS FC 26“Everything we’ve added to FC 26 has been shaped by the voices of our community,” said James Taylor, Director of Football Partnerships at EA SPORTS FC. “From the return of iconic stadiums and clubs fans have called for, to expanding representation in women’s football at the highest level — every new addition reflects our commitment to authenticity and to celebrating the incredible diversity of the world’s game.”EA SPORTS FC 26 is powered by authenticity and shaped by the voices of the community with several iconic stadiums being called for, including the Stadio Diego Armando Maradona giving Neapolitans and fans around the world a long-awaited addition. Also joining the lineup are two more fan favourites: Allianz Arena, home of FC Bayern, and Tüpraş Stadyumu, the stadium of Beşiktaş.Michael Diederich, Executive Vice Chairman of FC Bayern said: "Passion, commitment and emotion are the hallmarks of football, both on the pitch and in the virtual world - and the gaming community is growing with every move. We at FC Bayern are all excited to share these attributes with our new partner EA SPORTS FC. Together, we want to further expand our interaction with the next generation of football fans: on the pitch and on the game console."These updates reflect EA SPORTS FC’s ongoing commitment to elevating both men’s and women’s football. Renewed licensing agreements include the Barclays Women’s Super League, Arkema Première Ligue, UEFA Women’s Champions League, and UEFA Women’s EURO — alongside continued partnerships with top clubs such as OL Lyonnes. New additions, including Chelsea Women and FC Bayern Women, further strengthen EA SPORTS FC’s global representation of elite women’s football.“The power of EA SPORTS FC and its utopian world of football has brought the BWSL, our clubs and our players to a whole new audience” said Zarah Al Kudcy, Chief Revenue Officer. “Our league and our clubs are already one of the most played in women’s football within the game and we are excited to keep building together."Other leagues and club partnership and license renewals include Atletico Madrid, River Plate, Racing Club, Scottish Premier League, and Belgian Pro League, among others.Additional new stadiums in FC 26 include the brand-new Hill Dickinson Stadium (Everton), Holstein-Stadion (Holstein Kiel), Stade de la Beaujoire (FC Nantes), Son Moix Stadium (RCD Mallorca), Red Bull Arena (RB Salzburg), Wankdorf Stadium (BSC Young Boys), St. Jakob Park (FC Basel), as well as others.Pre-orders are now available for EA SPORTS FC 26, which will launch on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Amazon Luna, Nintendo Switch, and Nintendo Switch 2. EA SPORTS FC 26 will be available worldwide to play on September 26, 2025, with early access through the Ultimate Edition beginning September 19, 2025*.EA Play** members, the Club is Yours in EA SPORTS FC™ 26 with the EA Play 10-hour early access trial, starting September 19, 2025. Members also score member rewards including seasonal Ultimate Team™ Draft Tokens and club rewards, as well as receive 10% off EA digital content including pre-orders, game downloads, FC Points, and DLC. For more information on EA Play please visit ea.com/ea-play.For more information on EA SPORTS FC 26, please visit ea.com/fc26 and ensure you’re following our global social channels for all the latest upcoming news and announcements for EA SPORTS FC.*Conditions and restrictions apply. Offers may not be available on all platforms and/or all territories. See ea.com/games/ea-sports-fc/fc-26/game-disclaimers for details.**Conditions, limitations and exclusions apply. See EA Play Terms for details.About Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.Category: EA Sports EA SPORTS FC Newsroom [email protected] Source: Electronic Arts Inc. Multimedia Files:
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