• يا صحابي، شحالكم؟ اليوم جبت لكم فيديو خاص، يتكلّم فيه وزيرنا الأول بالنيابة، سيفي غريب، خلال افتتاح يوم المغتربين الأفارقة في العالم.

    الفيديو فيه الكلمة الكاملة، وين يتحدث عن أهمية دور المغتربين وكيف يمكنهم يكونوا جسر بين البلدان. بصح صراحة، سمعتو كلمة "مغتربين"؟ حسيت كأني شفت مسلسل درامي!

    وفي الضحك والفكاهة، على بالي كل واحد منّا عنده تجربة مع مغتربين من عائلته أو أصدقائه. المهم هما يساهموا في تطوير بلادهم، وحتى لو بعيدين، قلوبهم معانا.

    تابعوا الفيديو وخليكم دايماً محمسين لتبادل الأفكار والقصص، كونوا جزء من الحوار.

    https://www.youtube.com/watch?v=l4Xvu9EXq1s
    #المغتربين #JournéeDesMigrants #SiviGhrib #الجزائر #AfricaSpeaks
    ✌️ يا صحابي، شحالكم؟ اليوم جبت لكم فيديو خاص، يتكلّم فيه وزيرنا الأول بالنيابة، سيفي غريب، خلال افتتاح يوم المغتربين الأفارقة في العالم. 💼🇩🇿 الفيديو فيه الكلمة الكاملة، وين يتحدث عن أهمية دور المغتربين وكيف يمكنهم يكونوا جسر بين البلدان. بصح صراحة، سمعتو كلمة "مغتربين"؟ حسيت كأني شفت مسلسل درامي! 😂 وفي الضحك والفكاهة، على بالي كل واحد منّا عنده تجربة مع مغتربين من عائلته أو أصدقائه. المهم هما يساهموا في تطوير بلادهم، وحتى لو بعيدين، قلوبهم معانا. ❤️ تابعوا الفيديو وخليكم دايماً محمسين لتبادل الأفكار والقصص، كونوا جزء من الحوار. https://www.youtube.com/watch?v=l4Xvu9EXq1s #المغتربين #JournéeDesMigrants #SiviGhrib #الجزائر #AfricaSpeaks
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  • يا جماعة، عندي ليكم خبر زين!

    أمازون لقات طريقة تدير تخفيضات على JBL Charge 5، والسماعة هادي راها بـ130 دولار فقط! يعني تخفيضات بعد عيد العمال! التخفيض يشمل كل الألوان اللي يعجبوك، والمراجعات أكثر من 30,000! صراحة، فرصة ما تتعوضش، لأنك راح تكسب 50 دولار في جيبك.

    تخيل، أنا شريت وحدة من هاد السماعات، والصوت فيها خيالي! كي تشغل الموسيقى، تحس كأنك في حفلة!

    بصحتك، خليها في بالك هاد الفرصة. روح شوف الشراءات قبل ما يتقفل العرض!

    https://kotaku.com/amazon-forgot-labor-day-is-over-still-selling-jbl-charge-5-portable-speaker-for-peanuts-2000622777

    #أمازون #JBL #تخفيضات #سماعات #موسيقى
    يا جماعة، عندي ليكم خبر زين! 😍 أمازون لقات طريقة تدير تخفيضات على JBL Charge 5، والسماعة هادي راها بـ130 دولار فقط! يعني تخفيضات بعد عيد العمال! 😅 التخفيض يشمل كل الألوان اللي يعجبوك، والمراجعات أكثر من 30,000! صراحة، فرصة ما تتعوضش، لأنك راح تكسب 50 دولار في جيبك. تخيل، أنا شريت وحدة من هاد السماعات، والصوت فيها خيالي! كي تشغل الموسيقى، تحس كأنك في حفلة! 🎉 بصحتك، خليها في بالك هاد الفرصة. روح شوف الشراءات قبل ما يتقفل العرض! https://kotaku.com/amazon-forgot-labor-day-is-over-still-selling-jbl-charge-5-portable-speaker-for-peanuts-2000622777 #أمازون #JBL #تخفيضات #سماعات #موسيقى
    Amazon Forgot Labor Day Is Over, Still Selling JBL Charge 5 Portable Speaker for Peanuts
    kotaku.com
    This $130 clearance-level bargain is good on all 9 colors of this Bluetooth speaker that has over 30,000 rave reviews at Amazon and puts $50 back in your pocket. The post Amazon Forgot Labor Day Is Over, Still Selling JBL Charge 5 Portable Speaker f
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  • Romeo is a Dead Man: A sneak peak of what to expect

    What’s up, everyone? I’m gonna assume you’ve already seen the announcement trailer for Grasshopper Manufacture’s all-new title, Romeo Is A Dead Man. If not, then do yourself a favor and go watch it now. It’s cool – I’ll wait two and a half minutes.

    Play Video

    OK, so you get that there’s gonna be a whole lot of extremely bloody battle action and exploring some weird places, but I think a lot of people may be confused by the sheer amount of information packed into two and a half minutes… Today, we’ll give you a teensy little glimpse of how Romeo Stargazer – aka “DeadMan”, a special agent in the FBI division known as the Space-Time Police – goes about his “investigations”.

    Romeo Is A Dead Man, abbreviated as… I don’t know, RiaDM? or maybe RoDeMa, if you’re nasty? Anyway, one of the most notable features of the game is the rich variety of graphic styles used to depict the game world. Seriously, it’s all over the place – but like, in a good way. The meticulously-tweaked action parts are done in stunning, almost photorealistic 3D, and we’ve thrown everything but the kitchen sink into the more story-based parts.

    And don’t worry, GhM fans – we promise: for as much work as we’ve put into making the game look cool and unique, the story itself is also ridiculously bonkers, as is tradition here at Grasshopper Manufacture. We think longtime fans will enjoy it, and newcomers will have their heads exploding. Either way, you’re guaranteed to see some stuff you’ve never seen before.

    As for the actual battles, our hero Romeo is heavily armed with both katana-style melee weapons and gun-style ranged weapons alike, which the player can switch between while dispersing beatdowns. However even the weaker, goombah-type enemies are pretty hardcore. You’re gonna have to think up combinations of melee, ranged, heavy, and light attacks to get by. But the stupidly gratuitous amount of blood splatter and catharsis you’re rewarded with when landing a real nuclear power move of a combo is awe-inspiring, if that’s your thing. On top of the kinda-humanoid creatures you’ve already seen, known as “Rotters”, we’ve got all kinds of other ultra-creepy, unique enemies waiting to bite your face off!

    Now, let’s look at one of the main centerpieces of any GhM game: the boss battles. This particular boss is, well, hella big. His name is “Everyday Is Like Monday”, because of course it is. It’s on you to make sure Romeo can dodge the mess of attacks launched by this big-ass tyrant and take him down to Chinatown. It’s one of the most feelgood beatdowns of the year!

    Also, being a member of something called the “Space-Time Police” means that obviously Romeo is gonna be visiting all sorts of weird, “…what?”-type places. And awaiting him at these weird, “…what?”-type places are a range of weird, “…what?”-type puzzles that only the highest double-digit IQ players will be able to solve! This thing looks like a simple sphere that someone just kinda dropped and busted, but once you really wrap your dome around it and get it solved, damn it feels good. There are a slew of other puzzles and gimmicks strategically or possibly just randomly strewn throughout the game, so keep your eyeballs peeled for them and try not to break any controllers as you encounter them along your mission.

    That’s all for now, but obviously there are still a whole bunch of important game elements we have yet to discuss, so stay tuned for next time!
    #romeo #dead #man #sneak #peak
    Romeo is a Dead Man: A sneak peak of what to expect
    What’s up, everyone? I’m gonna assume you’ve already seen the announcement trailer for Grasshopper Manufacture’s all-new title, Romeo Is A Dead Man. If not, then do yourself a favor and go watch it now. It’s cool – I’ll wait two and a half minutes. Play Video OK, so you get that there’s gonna be a whole lot of extremely bloody battle action and exploring some weird places, but I think a lot of people may be confused by the sheer amount of information packed into two and a half minutes… Today, we’ll give you a teensy little glimpse of how Romeo Stargazer – aka “DeadMan”, a special agent in the FBI division known as the Space-Time Police – goes about his “investigations”. Romeo Is A Dead Man, abbreviated as… I don’t know, RiaDM? or maybe RoDeMa, if you’re nasty? Anyway, one of the most notable features of the game is the rich variety of graphic styles used to depict the game world. Seriously, it’s all over the place – but like, in a good way. The meticulously-tweaked action parts are done in stunning, almost photorealistic 3D, and we’ve thrown everything but the kitchen sink into the more story-based parts. And don’t worry, GhM fans – we promise: for as much work as we’ve put into making the game look cool and unique, the story itself is also ridiculously bonkers, as is tradition here at Grasshopper Manufacture. We think longtime fans will enjoy it, and newcomers will have their heads exploding. Either way, you’re guaranteed to see some stuff you’ve never seen before. As for the actual battles, our hero Romeo is heavily armed with both katana-style melee weapons and gun-style ranged weapons alike, which the player can switch between while dispersing beatdowns. However even the weaker, goombah-type enemies are pretty hardcore. You’re gonna have to think up combinations of melee, ranged, heavy, and light attacks to get by. But the stupidly gratuitous amount of blood splatter and catharsis you’re rewarded with when landing a real nuclear power move of a combo is awe-inspiring, if that’s your thing. On top of the kinda-humanoid creatures you’ve already seen, known as “Rotters”, we’ve got all kinds of other ultra-creepy, unique enemies waiting to bite your face off! Now, let’s look at one of the main centerpieces of any GhM game: the boss battles. This particular boss is, well, hella big. His name is “Everyday Is Like Monday”, because of course it is. It’s on you to make sure Romeo can dodge the mess of attacks launched by this big-ass tyrant and take him down to Chinatown. It’s one of the most feelgood beatdowns of the year! Also, being a member of something called the “Space-Time Police” means that obviously Romeo is gonna be visiting all sorts of weird, “…what?”-type places. And awaiting him at these weird, “…what?”-type places are a range of weird, “…what?”-type puzzles that only the highest double-digit IQ players will be able to solve! This thing looks like a simple sphere that someone just kinda dropped and busted, but once you really wrap your dome around it and get it solved, damn it feels good. There are a slew of other puzzles and gimmicks strategically or possibly just randomly strewn throughout the game, so keep your eyeballs peeled for them and try not to break any controllers as you encounter them along your mission. That’s all for now, but obviously there are still a whole bunch of important game elements we have yet to discuss, so stay tuned for next time! #romeo #dead #man #sneak #peak
    Romeo is a Dead Man: A sneak peak of what to expect
    blog.playstation.com
    What’s up, everyone? I’m gonna assume you’ve already seen the announcement trailer for Grasshopper Manufacture’s all-new title, Romeo Is A Dead Man. If not, then do yourself a favor and go watch it now. It’s cool – I’ll wait two and a half minutes. Play Video OK, so you get that there’s gonna be a whole lot of extremely bloody battle action and exploring some weird places, but I think a lot of people may be confused by the sheer amount of information packed into two and a half minutes… Today, we’ll give you a teensy little glimpse of how Romeo Stargazer – aka “DeadMan”, a special agent in the FBI division known as the Space-Time Police – goes about his “investigations”. Romeo Is A Dead Man, abbreviated as… I don’t know, RiaDM? or maybe RoDeMa, if you’re nasty? Anyway, one of the most notable features of the game is the rich variety of graphic styles used to depict the game world. Seriously, it’s all over the place – but like, in a good way. The meticulously-tweaked action parts are done in stunning, almost photorealistic 3D, and we’ve thrown everything but the kitchen sink into the more story-based parts. And don’t worry, GhM fans – we promise: for as much work as we’ve put into making the game look cool and unique, the story itself is also ridiculously bonkers, as is tradition here at Grasshopper Manufacture. We think longtime fans will enjoy it, and newcomers will have their heads exploding. Either way, you’re guaranteed to see some stuff you’ve never seen before. As for the actual battles, our hero Romeo is heavily armed with both katana-style melee weapons and gun-style ranged weapons alike, which the player can switch between while dispersing beatdowns. However even the weaker, goombah-type enemies are pretty hardcore. You’re gonna have to think up combinations of melee, ranged, heavy, and light attacks to get by. But the stupidly gratuitous amount of blood splatter and catharsis you’re rewarded with when landing a real nuclear power move of a combo is awe-inspiring, if that’s your thing. On top of the kinda-humanoid creatures you’ve already seen, known as “Rotters”, we’ve got all kinds of other ultra-creepy, unique enemies waiting to bite your face off! Now, let’s look at one of the main centerpieces of any GhM game: the boss battles. This particular boss is, well, hella big. His name is “Everyday Is Like Monday”, because of course it is. It’s on you to make sure Romeo can dodge the mess of attacks launched by this big-ass tyrant and take him down to Chinatown. It’s one of the most feelgood beatdowns of the year! Also, being a member of something called the “Space-Time Police” means that obviously Romeo is gonna be visiting all sorts of weird, “…what?”-type places. And awaiting him at these weird, “…what?”-type places are a range of weird, “…what?”-type puzzles that only the highest double-digit IQ players will be able to solve! This thing looks like a simple sphere that someone just kinda dropped and busted, but once you really wrap your dome around it and get it solved, damn it feels good. There are a slew of other puzzles and gimmicks strategically or possibly just randomly strewn throughout the game, so keep your eyeballs peeled for them and try not to break any controllers as you encounter them along your mission. That’s all for now, but obviously there are still a whole bunch of important game elements we have yet to discuss, so stay tuned for next time!
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  • Fur Grooming Techniques For Realistic Stitch In Blender

    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
    #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    80.lv
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open (to later close it and have more flexibility when it comes to rigging and deformation).While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and nose (For the claws, I used overlapping UVs to preserve texel density for the other parts)Since the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the front (belly) and a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail (capillaries): In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming (which I'll cover in detail later), I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical (because of the ears and skin folds), the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics (IK). This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch (the first was back in 2023), this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new film (in that case, I'd be more than happy!)It's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
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  • يا أحباب، تحبوا تسمعوا الموسيقى وين ما رحتوا بدون كابلات ولا تعب؟ في المقال الجديد، نتكلموا على أفضل 16 سماعة بلوتوث مَحمولة لعام 2025. سواء كنتوا في البحر أو في البارتي، راح تلقاوا حتمًا ما يناسبكم!

    شخصيًا، عندي سماعة بلوتوث صغيرة، ومكاش أحسن منها في الرحلات. صوتها رائع ومدة البطارية تكفي يوم كامل! وهذا الشيء يخلي الرحلة أكثر حيوية ومتعة.

    المقال هذا راح يساعدكم تختاروا السماعة المناسبة لاحتياجاتكم. ما تنسوش، إذا كنتوا تحبوا الموسيقى، اختاروا سماعة ببطارية قوية وصوت واضح!

    https://www.engadget.com/audio/speakers/best-portable-bluetooth-speakers-133004551.html?src=rss

    #سماعات_بلوتوث #موسيقى #Audio #PortableSpeakers #موسيقى_محمولة
    🎶 يا أحباب، تحبوا تسمعوا الموسيقى وين ما رحتوا بدون كابلات ولا تعب؟ 😍 في المقال الجديد، نتكلموا على أفضل 16 سماعة بلوتوث مَحمولة لعام 2025. سواء كنتوا في البحر أو في البارتي، راح تلقاوا حتمًا ما يناسبكم! شخصيًا، عندي سماعة بلوتوث صغيرة، ومكاش أحسن منها في الرحلات. صوتها رائع ومدة البطارية تكفي يوم كامل! وهذا الشيء يخلي الرحلة أكثر حيوية ومتعة. المقال هذا راح يساعدكم تختاروا السماعة المناسبة لاحتياجاتكم. ما تنسوش، إذا كنتوا تحبوا الموسيقى، اختاروا سماعة ببطارية قوية وصوت واضح! https://www.engadget.com/audio/speakers/best-portable-bluetooth-speakers-133004551.html?src=rss #سماعات_بلوتوث #موسيقى #Audio #PortableSpeakers #موسيقى_محمولة
    www.engadget.com
    Portable Bluetooth speakers are an easy way to bring your music anywhere without worrying about cables or power outlets. Whether you want something compact for relaxing at home, a tough waterproof model for the beach or a party speaker that fills the
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  • يا جماعة، واش راكم تشوفو في التحدث أمام الجمهور كابوس؟

    في الفيديو الجديد تحت عنوان "كيف تتحدث أمام الجمهور؟ | دوباميكافين +"، راح نتعلمو مع بعض كيفاش نواجهو هذا التوتر ونكونو متحدثين أقوياء. الفيديو مليء بالنصائح القيمة، كيفاش نستعملو لغة الجسد بذكاء ونضبطو نبرة الصوت، باش نقدروا نشدوا انتباه الجمهور ونخليوهم متفاعلين معانا من البداية حتى النهاية.

    أنا شخصياً كنت دايماً نشعر بالتوتر قبل أي خطاب، لكن من بعد ما تعلمت هذه التقنيات، الأمور ولات أسهل بكثير. لازم نعرفو كيفاش نعبرو على أفكارنا بوضوح، ونستعملو كل حاجة حولنا باش نوصلو الرسالة.

    ما تفوتوش الفرصة هذي، راكم تستحقو تكونو متحدثين واثقين!

    https://www.youtube.com/watch?v=iLeZ3V8-Lb0

    #تحدث_أمام_الجمهور #CommunicationSkills #PublicSpeaking #تطوير_الذات #Con
    يا جماعة، واش راكم تشوفو في التحدث أمام الجمهور كابوس؟ 😅 في الفيديو الجديد تحت عنوان "كيف تتحدث أمام الجمهور؟ | دوباميكافين +"، راح نتعلمو مع بعض كيفاش نواجهو هذا التوتر ونكونو متحدثين أقوياء. الفيديو مليء بالنصائح القيمة، كيفاش نستعملو لغة الجسد بذكاء ونضبطو نبرة الصوت، باش نقدروا نشدوا انتباه الجمهور ونخليوهم متفاعلين معانا من البداية حتى النهاية. أنا شخصياً كنت دايماً نشعر بالتوتر قبل أي خطاب، لكن من بعد ما تعلمت هذه التقنيات، الأمور ولات أسهل بكثير. لازم نعرفو كيفاش نعبرو على أفكارنا بوضوح، ونستعملو كل حاجة حولنا باش نوصلو الرسالة. ما تفوتوش الفرصة هذي، راكم تستحقو تكونو متحدثين واثقين! https://www.youtube.com/watch?v=iLeZ3V8-Lb0 #تحدث_أمام_الجمهور #CommunicationSkills #PublicSpeaking #تطوير_الذات #Con
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  • شوفوا وش عندنا اليوم!

    في الفيديو الجديد "نشرة الأخبار - الحادية عشر 2025/08/25"، نحب نشارك معاكم آخر المستجدات من الساحة الوطنية والدولية. الأخبار كيما تعرفوا، تخليك على دراية بكل شيء، وخصوصاً في هذي الأوقات اللي نعيشو فيها تغييرات كبيرة.

    صحيح، الأخبار ممكن تكون مريرة في بعض الأحيان، لكن تقدر تلقى فيها فرص وتعلم جديد. كيفاش؟ مثلاً، من خلال متابعة الأحداث، تقدر تعرف كيفاش تخطط لمستقبلك وتكون دايماً في الصورة.

    ما تنساش تتابعنا على Instagram وFacebook من خلال الروابط المرفقة، وخلينا نكونوا مع بعض في هذي الرحلة.

    نشوفوك في الفيديو!

    https://www.youtube.com/watch?v=EAU6vpEAkcw
    #أخبار #تلفزيون #المؤسسة_العمومية #EtablissementPublic #StayInformed
    🚀 شوفوا وش عندنا اليوم! في الفيديو الجديد "نشرة الأخبار - الحادية عشر 2025/08/25"، نحب نشارك معاكم آخر المستجدات من الساحة الوطنية والدولية. الأخبار كيما تعرفوا، تخليك على دراية بكل شيء، وخصوصاً في هذي الأوقات اللي نعيشو فيها تغييرات كبيرة. صحيح، الأخبار ممكن تكون مريرة في بعض الأحيان، لكن تقدر تلقى فيها فرص وتعلم جديد. كيفاش؟ مثلاً، من خلال متابعة الأحداث، تقدر تعرف كيفاش تخطط لمستقبلك وتكون دايماً في الصورة. ما تنساش تتابعنا على Instagram وFacebook من خلال الروابط المرفقة، وخلينا نكونوا مع بعض في هذي الرحلة. نشوفوك في الفيديو! https://www.youtube.com/watch?v=EAU6vpEAkcw #أخبار #تلفزيون #المؤسسة_العمومية #EtablissementPublic #StayInformed
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  • يا جماعة، ليليتكم في السينما راح تكون في مستوى آخر!

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

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

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

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

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

    شفتوا واش راح يكون شكل ميني فان جاهز لمغامرات على جبل القارة؟ المقال الجديد يتحدث عن "Chrysler Pacifica Grizzly Peak Concept"، وراك راح تشوف كفاش دمجوا بين الراحة والتقنيات الحديثة مع روح المغامرة. فكرة جد عالمية، وكأنهم يردوا على كل واحد فينا يحب يكتشف الأماكن الجديدة.

    بصراحة، نحب هاد النوع من السيارات اللي تجمع بين العائلة والمغامرة. كي نقعد مع العائلة في سفرية طويلة، نحب نكون مرتاحين ونكتشف أماكن جديدة مع بعض.

    خليوكم من الروتين و فكرو في كيفاش تقدروا تعيشوا مغامرات جديدة!

    https://www.caranddriver.com/news/a65864368/chrysler-pacifica-grizzly-peak-concept-revealed/

    #مغامرات #Chrysler #سيارات #عائلة #تخييم
    يا جماعة، تخيلوا معايا شوية! 🚐🌲 شفتوا واش راح يكون شكل ميني فان جاهز لمغامرات على جبل القارة؟ المقال الجديد يتحدث عن "Chrysler Pacifica Grizzly Peak Concept"، وراك راح تشوف كفاش دمجوا بين الراحة والتقنيات الحديثة مع روح المغامرة. فكرة جد عالمية، وكأنهم يردوا على كل واحد فينا يحب يكتشف الأماكن الجديدة. بصراحة، نحب هاد النوع من السيارات اللي تجمع بين العائلة والمغامرة. كي نقعد مع العائلة في سفرية طويلة، نحب نكون مرتاحين ونكتشف أماكن جديدة مع بعض. خليوكم من الروتين و فكرو في كيفاش تقدروا تعيشوا مغامرات جديدة! https://www.caranddriver.com/news/a65864368/chrysler-pacifica-grizzly-peak-concept-revealed/ #مغامرات #Chrysler #سيارات #عائلة #تخييم
    www.caranddriver.com
    Ever wonder what a minivan prepped for trekking the Continental Divide Trail would look like? Here's your answer.
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  • Evil Empire tells devs to avoid early access unless their project is 90 percent complete

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users (CCU). After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit janky [...] but that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter, otherwise you'll have too many cooks. [...] You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pick [your feedback] carefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Metal Gear Solid Delta: Snake Eater hands-on report

    It’s been over two decades since Metal Gear Solid 3: Snake Eater was first released on PlayStation 2. The game was praised for its story, characters, and possibly one of the greatest themes in video game history. After some brumation, it sheds its skin and emerges as Metal Gear Solid Delta: Snake Eater on August 28, aiming to recapture the spirit that made the original a beloved classic. After about eight hours of playing the game on PS5 Pro, I’m thrilled to share how it captures and modernizes the original’s spirit, and then some.

    Play Video

    Delta is a true from-the-ground-up remake that is extremely faithful to the original work in most aspects of the game, but what was immediately apparent was the level of detail the updated visuals and textures add to the experience. 

    A new level of visual fidelity

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    This updated version of Snake Eater is a visual feast on PS5 Pro, especially in the lush details. For example, rain droplets trickle realistically down a poncho, and Snake’s camouflage and uniforms become dirty with mud or forest debris. This filth even carries over into cutscenes, adding an appreciated level of realism.

    The Metal Gear series showcases a range of grizzled warriors, many with scars that tell a tale. If you’re familiar with Snake Eater, you understand that scars hold a lot of importance throughout, and the devs took great care to make them stand out. One of the most notable examples is Colonel Volgin’s harrowingly scarred face. The believable tissue and its deformation when he speaks create a tragically beautiful portrait. 

    Speaking of portraits, a new photo mode has been added with all the latest bells and whistles. Like most Metal Gear games, Delta definitely has its fair share of silly moments, and you can capture them all. With plenty of filters and settings, create a masterpiece on the mountainside, or dress up in a crocodile head and let antics ensue. Photo Mode is the perfect way to capture all the little details hiding within.

    Game controls – New Style vs. Legacy

    A new control scheme has been introduced to bring Snake Eater to the modern gaming era, dubbed New Style. Before starting a new game, players can choose between the New Style and Legacy, which retains the controls mapped after the original PS2 release. You can switch between styles, but be warned, this will reload the level/map and take you back to the beginning of the section.

    New Style is geared for people who have never played the game before, or who might prefer a more modern playstyle. The control option provides a free-moving camera that lets you view your environment in 360 degrees, making it easier to avoid getting lost or having enemies catch you unprepared.

    Combat and shooting feel reminiscent of Metal Gear Solid V, with a third-person over-the-shoulder camera. By default, aim assist is turned on, but can be toggled off. Even in New Style, you can still switch to a classic first-person view and still fully move around as if playing a FPS title. First-person view is especially valuable when lining up the perfect shot through a chainlink fence, which I couldn’t pull off in third-person.

    The biggest saving grace in the updated control scheme is the remapped directional buttons. Holding left brings up your non-combat inventory, and holding right brings up your currently equipped weapons. Up brings up the quick-change camouflage menu, while down brings up your radio —a hugely welcome shortcut. No more digging through menus to change outfits based on your environment.

    Snake sneaks through a range of environments in Snake Eater, each suited to different camouflage options The quick change menu conveniently shows the optimal face and body combo from your collection based on the current environmentIn one instance, I managed to seamlessly transition from a green texture to a stone grey-black getup, then to a rust-colored camouflage, all along the same crawl route. This new quality-of-life option keeps the action flowing.

    Another great accessibility feature is the ability to fine-tune game hints. From always-on to none at all. I had it set to show helpful hints when they were relevant, like swimming controls appearing by a body of water and hanging controls on the cliffside. This is particularly helpful in rare gameplay situations, as it kept me from panicking in high-stress situations. 

    What a thrill

    The voice cast still delivers, and The Cobra Unit is just as compelling, with big moments still having the right impact. The ladder scene took me right back to playing the original on my grandmother’s floor all those years ago. 

    Paradoxes, easter eggs, and all the details I’d expect are still in place. I didn’t encounter any moments that felt off or deviated too far in any way from the script. The opening theme and intro movie have been remixed, and while it will come down to personal taste, every note still hits for me. 

    Metal Gear Solid Delta: Snake Eater launches on August 28 for PS5, and is a day to mark on your calendar whether you’re a longtime fan or series newcomer interested in discovering the celebrated origins of the storyline.  

    Metal Gear Solid Delta: Snake Eater developers discuss the game in length in a new interview.
    #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater hands-on report
    It’s been over two decades since Metal Gear Solid 3: Snake Eater was first released on PlayStation 2. The game was praised for its story, characters, and possibly one of the greatest themes in video game history. After some brumation, it sheds its skin and emerges as Metal Gear Solid Delta: Snake Eater on August 28, aiming to recapture the spirit that made the original a beloved classic. After about eight hours of playing the game on PS5 Pro, I’m thrilled to share how it captures and modernizes the original’s spirit, and then some. Play Video Delta is a true from-the-ground-up remake that is extremely faithful to the original work in most aspects of the game, but what was immediately apparent was the level of detail the updated visuals and textures add to the experience.  A new level of visual fidelity 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 View and download image Download the image close Close Download this image This updated version of Snake Eater is a visual feast on PS5 Pro, especially in the lush details. For example, rain droplets trickle realistically down a poncho, and Snake’s camouflage and uniforms become dirty with mud or forest debris. This filth even carries over into cutscenes, adding an appreciated level of realism. The Metal Gear series showcases a range of grizzled warriors, many with scars that tell a tale. If you’re familiar with Snake Eater, you understand that scars hold a lot of importance throughout, and the devs took great care to make them stand out. One of the most notable examples is Colonel Volgin’s harrowingly scarred face. The believable tissue and its deformation when he speaks create a tragically beautiful portrait.  Speaking of portraits, a new photo mode has been added with all the latest bells and whistles. Like most Metal Gear games, Delta definitely has its fair share of silly moments, and you can capture them all. With plenty of filters and settings, create a masterpiece on the mountainside, or dress up in a crocodile head and let antics ensue. Photo Mode is the perfect way to capture all the little details hiding within. Game controls – New Style vs. Legacy A new control scheme has been introduced to bring Snake Eater to the modern gaming era, dubbed New Style. Before starting a new game, players can choose between the New Style and Legacy, which retains the controls mapped after the original PS2 release. You can switch between styles, but be warned, this will reload the level/map and take you back to the beginning of the section. New Style is geared for people who have never played the game before, or who might prefer a more modern playstyle. The control option provides a free-moving camera that lets you view your environment in 360 degrees, making it easier to avoid getting lost or having enemies catch you unprepared. Combat and shooting feel reminiscent of Metal Gear Solid V, with a third-person over-the-shoulder camera. By default, aim assist is turned on, but can be toggled off. Even in New Style, you can still switch to a classic first-person view and still fully move around as if playing a FPS title. First-person view is especially valuable when lining up the perfect shot through a chainlink fence, which I couldn’t pull off in third-person. The biggest saving grace in the updated control scheme is the remapped directional buttons. Holding left brings up your non-combat inventory, and holding right brings up your currently equipped weapons. Up brings up the quick-change camouflage menu, while down brings up your radio —a hugely welcome shortcut. No more digging through menus to change outfits based on your environment. Snake sneaks through a range of environments in Snake Eater, each suited to different camouflage options The quick change menu conveniently shows the optimal face and body combo from your collection based on the current environmentIn one instance, I managed to seamlessly transition from a green texture to a stone grey-black getup, then to a rust-colored camouflage, all along the same crawl route. This new quality-of-life option keeps the action flowing. Another great accessibility feature is the ability to fine-tune game hints. From always-on to none at all. I had it set to show helpful hints when they were relevant, like swimming controls appearing by a body of water and hanging controls on the cliffside. This is particularly helpful in rare gameplay situations, as it kept me from panicking in high-stress situations.  What a thrill The voice cast still delivers, and The Cobra Unit is just as compelling, with big moments still having the right impact. The ladder scene took me right back to playing the original on my grandmother’s floor all those years ago.  Paradoxes, easter eggs, and all the details I’d expect are still in place. I didn’t encounter any moments that felt off or deviated too far in any way from the script. The opening theme and intro movie have been remixed, and while it will come down to personal taste, every note still hits for me.  Metal Gear Solid Delta: Snake Eater launches on August 28 for PS5, and is a day to mark on your calendar whether you’re a longtime fan or series newcomer interested in discovering the celebrated origins of the storyline.   Metal Gear Solid Delta: Snake Eater developers discuss the game in length in a new interview. #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater hands-on report
    blog.playstation.com
    It’s been over two decades since Metal Gear Solid 3: Snake Eater was first released on PlayStation 2. The game was praised for its story, characters, and possibly one of the greatest themes in video game history. After some brumation, it sheds its skin and emerges as Metal Gear Solid Delta: Snake Eater on August 28, aiming to recapture the spirit that made the original a beloved classic. After about eight hours of playing the game on PS5 Pro, I’m thrilled to share how it captures and modernizes the original’s spirit, and then some. Play Video Delta is a true from-the-ground-up remake that is extremely faithful to the original work in most aspects of the game, but what was immediately apparent was the level of detail the updated visuals and textures add to the experience.  A new level of visual fidelity 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 View and download image Download the image close Close Download this image This updated version of Snake Eater is a visual feast on PS5 Pro, especially in the lush details. For example, rain droplets trickle realistically down a poncho, and Snake’s camouflage and uniforms become dirty with mud or forest debris. This filth even carries over into cutscenes, adding an appreciated level of realism. The Metal Gear series showcases a range of grizzled warriors, many with scars that tell a tale. If you’re familiar with Snake Eater, you understand that scars hold a lot of importance throughout, and the devs took great care to make them stand out. One of the most notable examples is Colonel Volgin’s harrowingly scarred face. The believable tissue and its deformation when he speaks create a tragically beautiful portrait.  Speaking of portraits, a new photo mode has been added with all the latest bells and whistles. Like most Metal Gear games, Delta definitely has its fair share of silly moments, and you can capture them all. With plenty of filters and settings, create a masterpiece on the mountainside, or dress up in a crocodile head and let antics ensue. Photo Mode is the perfect way to capture all the little details hiding within. Game controls – New Style vs. Legacy A new control scheme has been introduced to bring Snake Eater to the modern gaming era, dubbed New Style. Before starting a new game, players can choose between the New Style and Legacy, which retains the controls mapped after the original PS2 release. You can switch between styles, but be warned, this will reload the level/map and take you back to the beginning of the section. New Style is geared for people who have never played the game before, or who might prefer a more modern playstyle. The control option provides a free-moving camera that lets you view your environment in 360 degrees, making it easier to avoid getting lost or having enemies catch you unprepared. Combat and shooting feel reminiscent of Metal Gear Solid V, with a third-person over-the-shoulder camera. By default, aim assist is turned on, but can be toggled off. Even in New Style, you can still switch to a classic first-person view and still fully move around as if playing a FPS title. First-person view is especially valuable when lining up the perfect shot through a chainlink fence, which I couldn’t pull off in third-person. The biggest saving grace in the updated control scheme is the remapped directional buttons. Holding left brings up your non-combat inventory, and holding right brings up your currently equipped weapons. Up brings up the quick-change camouflage menu, while down brings up your radio —a hugely welcome shortcut. No more digging through menus to change outfits based on your environment. Snake sneaks through a range of environments in Snake Eater, each suited to different camouflage options The quick change menu conveniently shows the optimal face and body combo from your collection based on the current environmentIn one instance, I managed to seamlessly transition from a green texture to a stone grey-black getup, then to a rust-colored camouflage, all along the same crawl route. This new quality-of-life option keeps the action flowing. Another great accessibility feature is the ability to fine-tune game hints. From always-on to none at all. I had it set to show helpful hints when they were relevant, like swimming controls appearing by a body of water and hanging controls on the cliffside. This is particularly helpful in rare gameplay situations, as it kept me from panicking in high-stress situations.  What a thrill The voice cast still delivers, and The Cobra Unit is just as compelling, with big moments still having the right impact. The ladder scene took me right back to playing the original on my grandmother’s floor all those years ago.  Paradoxes, easter eggs, and all the details I’d expect are still in place. I didn’t encounter any moments that felt off or deviated too far in any way from the script. The opening theme and intro movie have been remixed, and while it will come down to personal taste, every note still hits for me.  Metal Gear Solid Delta: Snake Eater launches on August 28 for PS5, and is a day to mark on your calendar whether you’re a longtime fan or series newcomer interested in discovering the celebrated origins of the storyline.   Metal Gear Solid Delta: Snake Eater developers discuss the game in length in a new interview.
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  • All The Gamescom Awards 2025 Winners

    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
    #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake #all #gamescom #awards #winners
    All The Gamescom Awards 2025 Winners
    www.gamespot.com
    Gamescom 2025 is wrapping up this weekend, but the winners of the annual Gamescom Awards have already been named. This year's biggest winner was Resident Evil Requiem, which took home four awards, including Best Sony PlayStation Game.There were some surprises along the way--including the winner of the inaugural Best Nintendo Switch 2 Game--and there were surprise winners among the indie titles like Windup's Hela, which won two awards against stiff competition from more established games like Donkey Kong Bananza.To be considered for Gamescom Awards, publishers pay to nominate their games in one or more categories. However, the actual awards are chosen by a jury that evaluates each title across multiple criteria, including graphics, gameplay, and innovation.This year's Gamescom opening night had a number of new announcements and trailers, and there may be more to come in the show's remaining two days.For now, we've put together a complete list of the 2025 Gamescom Awards with all categories and nominees. The winners are listed in bold. Best VisualsBorderlands 4 - Gearbox Software / 2KBye Sweet Carole – Little SewingMachine / Maximum EntertainmentCrimson Desert – Pearl AbyssMIO: Memories In Orbit – Douze Dixièmes / Focus EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best AudioCairn – The Game BakersLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentPhantom Blade Zero – S-GameWINNER: Resident Evil Requiem – Capcom EntertainmentRockbeasts – Lichthund / Team17 Best GameplayWINNER: Donkey Kong Bananza – NintendoHela – Windup / Knights PeakMario Kart World – NintendoPVKK – Bippinbits / Kepler InteractiveResident Evil Requiem – Capcom Entertainment Most EntertainingDispatch – AdHoc StudioDonkey Kong Bananza – NintendoGrounded 2 – Obsidian Entertainment / Xbox Game StudiosWINNER: Hela – Windup / Knights PeakMario Kart World – Nintendo Most EpicCrimson Desert – Pearl AbyssDune: Awakening – FuncomWINNER: Resident Evil Requiem – Capcom EntertainmentSuper Meat Boy 3D – Sluggerfly, Team Meat / HeadupWarhammer 40,000: Space Marine 2 – Saber Interactive / Focus Entertainment Most WholesomeWINNER: Hela – Windup / Knights PeakIs This Seat Taken? – Poti Poti Studio / Wholesome Games PresentsStar Birds – Toukana InteractiveTiny Bookshop – neoludic games / Skystone Games, 2P GamesWinter Burrow – Pine Creek Games / Noodlecake Games for ImpactCairn – The Game BakersForever Skies – Far From HomeHollow Home – Twigames / GalaktusMonowave – Studio BBBWINNER: Tiny Bookshop – neoludic games / Skystone Games, 2P Games Best Microsoft Xbox GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssWINNER: Grounded 2 – Obsidian Entertainment / Xbox Game StudiosLittle Nightmares 3 – Supermassive Games / Bandai Namco EntertainmentNinja Gaiden 4 – PlatinumGames, Team Ninja / Xbox Game Studios Best PC GameWINNER: Anno 117: Pax Romana – Ubisoft Mainz / UbisoftBorderlands 4 – Gearbox Software / 2KPVKK – Bippinbits / Kepler InteractiveTowa and the Guardians of the Sacred Tree – Brownies inc. / Bandai Namco EntertainmentWorld of Warcraft – Blizzard Entertainment / Activision Blizzard Best Sony PlayStation GameBorderlands 4 – Gearbox Software / 2KCrimson Desert – Pearl AbyssCronos: The New Dawn – Bloober TeamPragmata – Capcom EntertainmentWINNER: Resident Evil Requiem – Capcom Entertainment Best Nintendo Switch 2 GameDonkey Kong Bananza – NintendoWINNER: Mario Kart World – NintendoMetroid Prime 4: Beyond – NintendoTowa and the Guardians of the Sacred Tree – Brownies Inc. / Bandai Namco EntertainmentWinter Burrow – Pine Creek Games / Noodlecake Best Mobile GameArknights: Endfield – Hypergryph / GryphlineDungeon Clawler – Stray Fawn / Stray Fawn Publishing, PlayworksGenshin Impact – HoYoverseWINNER: Love and Deepspace – Papergames / Infold GamesServant of the Lake – Rusty Lake
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