#a concept for a potentially 3d item
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PXL'S Anatomy of Screenshots
So you want to take better screenshots? There are multiple factors to consider, and if you don't enjoy tweaking reshade settings for every image, my ultimate method may not be for you. That being said, there are tips and resources in this guide that are applicable to everyone and you can select to explore those that are useful to your specific situation.
Disclaimer: I am not claiming to be an expert, nor am I offering to provide troubleshooting on an individual basis. This is a general guide and if you are unfamiliar with any of the concepts, please use the mighty power of the internet to find tutorials. I promise everything that I have learned over the years has been published and documented a thousand times better than I ever could.
There are five factors to address:
Your computer's inherent capabilities
The game's limitations
The mods you're using
Reshade
Post Processing
Graphics Card Settings & Drivers:
Become familiar with your graphic options. If you don't have a dedicated graphics card (i.e. a desktop or gaming laptop, these features may be unavailable and you should skip.)
I have an AMD Radeon Pro card which is designed for workstation level systems. It's overkill for sims, but useful for 3D rendering and modelling work. I have changed the following settings for DirectX 9 applications:
anti-aliasing - enhance application settings
anisotropic filtering - enabled
anisotropic filtering level - 16x
texture filtering quality - high
surface format optimization - high
Consider overclocking your graphics card to unlock it's full potential. DO NOT pursue this venture unless you are ok with the risk of burning out your card prematurely. I use at present, overclocked Bootcamp Drivers from BootcampDrivers.com obviously, if you're not playing on an intel based mac through Bootcamp, this is irrelevant to you.
None of these settings are useful until you address the default games limitations, which leads nicely into the next factor.
Addressing The Sims 4's Graphic Limitations:
Everyone should be familiar at this point with lighting mods, 4k, textures, disabling ssao, etc. but, I'm still going to spell it out. None of this is new information and has been covered many a time by various players ad nauseum.
remove ugly blue toned lighting in the world by choosing a lighting mod from @softerhaze here
overhaul your graphics.cfg file (i use a custom blend with features specific to me), however @simp4sims has done a ridiculous amount of work in providing a simple to install file that can be found here - read through their tutorials!! they have provided an excellent oversight of exactly what this does and why it matters
improve the indoor lighting for your sims - previously i used @luumia's no blu, no glo - recently i switched to @northernsiberiawinds better in game lighting mod here, though i have tweaked some of the settings to suit my own personal preferences
i don't use the HQ mod, i don't find that it makes enough difference for the amount of effort it requires to convert CAS CC
It should go without saying, but tweaking your graphics config file is absolutely useless if you can't play TS4 at it's maximum in game graphic settings!
The Mods You're Using:
Now that you've put in all this work into getting the game ready to make use of quality mods where do you start? Well, the CC you install matters. Whatever your preference, whether it be maxis-match, alpha or somewhere in between, priority should be given to using items textured in 2k or 4k resolutions, and specific attention should be paid to using wall and flooring textures with bump maps, and or high quality resolutions (this is important later for reshade if you intend to learn about ray tracing).
I will separately post a guide to creators with crispy textures because that is it's own novel.
Reshade:
Phew. Still with me?
There are many many many reshade presets out there, most are alike, but none employ ray tracing, and that is because a) it needs to be manually adjusted for every screenshot, b) they are paid shaders, and c) this requires advanced knowledge of reshade and a decent enough graphics set up that won't overheat - games running native ray tracing recommend a minimum VRAM of 8GB (please note RAM and VRAM are not the same) - i therefore do not recommend pursuing this option if your system does not meet those minimum requirements.
Start here to understand what ray tracing for reshade is. In my opinion, the shaders are well worth the price of $5 for the amount of work that has gone into creating them by the talented Pascal Gilcher. That link is a comprehensive starting point into expanding your knowledge of reshade and it's capabilities.
I have always created my own reshade presets from scratch, and while the core colorization settings I utilize remain largely the same, using ray tracing and re-light means every screenshot needs to be manually adjusted (lights repositioned, bounce and AO factors adjusted, etc) before being captured. @pictureamoebae just published a very timely post discussing the re-light shader and you can read it here.
Post Processing
Reshade does 99.99% of the work that traditionally would be accomplished in a photo editing software like photoshop. Occasionally, I need to adjust exposure manually, add depth of field manually, or color correct. Beyond that I use it to scale images to fit the resolution and file size limits of various platforms. Conceptually this reduces the amount of uncontrolled loss encountered when platforms like tumblr auto compress files that are too large. In reality, tumblr still makes images crappy compared to how they appear in my file folder.
optimize your images for various social media platforms using this guide
fix exposure or colorization issues using a software like photoshop
I hope that this gives you a starting point into expanding your methodologies. My process is continuously evolving and I find this aspect of the game most entertaining. For others who don't enjoy this process, it's probably not worth it!
Thanks for reading ❤ PXL
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Renegade Rose: Return to the Cycle
I got hit with a brilliant idea for a potential Bendy fan game that focuses on characters from the books. Most notably, I'm focusing on the cast of Fade to Black, so if you're still spoiler dodging for that entry, here's your content warning. Disclaimer, I am not a game developer and have no idea how one would feasibly create this, this is all just for fun as a hypothetical. (That said, if any fan devs are interested in this concept, my DMs are open, would love to chat with you.) Now, let's get on with the show!
Let's set the stage:
It's been a few years (maybe 1956 since that's when the VCR was invented?) since Rose and Ollie Sorenson’s daring escape from Joey Drew's twisted cartoon world, the Cycle. Ollie is well on his way to becoming a teenager, and Rose has been trying to move forward with her life. But no matter where she goes, the hallucination of Bendy follows her, and the guilt of losing Evan and Archie still eats at her soul.
By some miraculous chance, Rose ends up with a VHS tape with a recording of the Joey Drew Show on it (maybe she recorded a rerun, or maybe she found it in someone else's junk/the library discards). The special TV has been unplugged for years, and her 3D glasses are snapped in half. But she wonders if maybe, just maybe, there's a way to go back and save them. So she tapes the glasses together and pops in the tape to see if her access point is still there. And sure enough, she's got a way in!
With the help of Ollie and Dot, Rose makes it her mission to rescue Evan and Archie from their inky fates. Will she be successful, or will she find the ink pulling her under?
Gameplay:
I imagine this would work well as a first person action adventure experience that's mission based. (That said, upon consulting friends, I've had the suggestion for a Nancy Drew visual novel styled game, and that feels like it would be fun and maybe more achievable if I tried to make it real.) It has elements in common with BATDR, but the world isn't quite as open. Taking some inspiration from FNAF Security Breach Ruin and FNAF Help Wanted 2, Rose puts on her 3D glasses to dive into the cycle, which is our primary environment for exploration. In the cycle, she travels through a variety of areas to look for Evan and Archie, encountering a cast of quirky characters, some known fan favorites, and some new. On her quest to find them, Rose finds several items to help her solve puzzles and leave notes for her friends/mark her path.
Rose’s central hub is in the living room of her real world house. Here, she can consult Ollie and Dot, look through notes of things she's seen on her adventure, and equip items to take with her into the cycle. That said, some of the horror would come from having something in the real world that shouldn't be there. The farther Rose goes, the more her hallucinated Bendy shows up. Sometimes he's there to tease her, and sometimes he has helpful hints about how to traverse the cycle. (Keep this in mind for later, this will be story relevant.)
While having the VHS tape means Rose can enter the cycle whenever she wants, there is a limitation. She can only stay in the cycle for as long as the tape runs for. This means she has to get in, complete her objective, and get out. Given this game would have some puzzle elements, I would feel bad putting someone in a time constraint to solve them. So rather than taking a Hades or Splatoon 3 Side Order approach, I'd rather let the levels themselves take however long they need to. The time limit wouldn't be imposed until Rose has completed her objective, where it's a mad dash to get back to a designated safety area (like Joey's office) so she can take off the glasses and get out. Think of it kind of like Pizza Tower. It could also lend itself well to some close encounters running away from monsters at the end of a mission. It would be interesting to use the Little Miracle Stations as a potential safe area to pause and exit the cycle mid-mission, given the ad for them that exists in BATIM Chapter 5. (This is the thing I wouldn't know how to translate if this was tackled as a visual novel instead.)
I’m tempted to throw something in here with closing your eyes as a mechanic, given the scene in FTB where Ollie walks back up to the entrance by imagining he’s walking on clouds. Letting Rose have one moment to do something impossible by focusing and using her imagination would be great. It would take a lot out of her, having it as a once-a-mission kind of deal might make sense.
Another mechanic is the tape player. Per the Fade to Black moment of Joey talking to Rose ala the tape player, Rose being able to communicate with Dot or Ollie would be useful. It could work as a hint system, but it also works for plot elements. Using the tapes as a walkie talkie of sorts would also be interesting for having some interference from our antagonist, or for keeping in touch with allies we meet along the way.
Characters:
Rose Sorenson: Our ever optimistic protagonist. Rose looks on the bright side, but more importantly, she’s driven. While other Bendy protagonists have endurance and magical powers to help them along, Rose has her wits and a strong imagination.
Ollie Sorenson: Rose’s little brother who has been through a lot. Ollie is a good kid, he means well, but he’s getting to an age where his whole world is changing. As his sister embarks on this heroic quest, he’s feeling like he’s brave and strong enough to take on the cycle and lend a hand too. This may get him into more trouble than he bargained for.
Dot Lastname: Former writer at Joey Drew Studios, Dot is a curious soul who lost everything. Having never been able to find her friend, Buddy Lewek, she’s harbored so much guilt. Making sure Joey can never hurt anyone again would leave her satisfied, and being able to locate her lost friend would be even better. She agrees to help Rose one more time, in the hope that maybe, just maybe, Buddy is still alive.
Buddy Boris: Since getting dragged down by the hands of the ink demon, Buddy has found himself trapped in the body of Boris the Wolf, struggling to maintain control. Upon encountering studio newcomer Rose, his memories are hazy. But the more she tells him stories of the past, the more he starts to remember. Buddy can’t speak verbally, but he can communicate through drawings and writing on the wall. (Need to have a moment where he hears Dot through the tape recorder and recognizes her, gotta have it be a little heartbreaking).
Evan: A former employee of Joey Drew’s and Gent, Evan is a big grump with big dreams of innovating the world. He’s a foil to Rose’s endless positivity with an air of irritation, but he means well. Except for trying to dismantle and steal the ink machine, that was a bit foolish and morally gray. Evan met his fateful death at the hands of the ink demon in Fade to Black, but as other characters have shown us, those who die in reality can end up reborn in the cycle. Where is Evan, and what has he become? Is there a way to bring him back home?
Archie Carter: A mysterious Englishman who ended up as a lab rat for Gent, Archie is desperate to put an end to their reign of terror. Having gone from being suspiciously not human to a faceless ink creature, Archie sacrificed himself for Rose not once, but twice. He’s already encountered so many horrors in the studio. What kind of state will he be in if Rose finds him again?
The Projectionist: The monster that was once Norman Polk has caused a fair share of problems within the cycle, but perhaps he’s not as monstrous as he seems. After all, he’s only defending what’s rightfully his: a pile of ink hearts. (It could be fun to have him as a monster, then have Evan help repair his speaker so he can communicate with the group, showing he’s more confused than he is hostile.)
There are others I'd like to include of course. There's people like Jacob from DCTL that would make a fun ally, might be indulgent and put my “Abby Lambert is a perfect Alice” theory to good use. Depending on how far along Joey is, maybe there's an early attempt at Audrey somewhere in here. Maybe there's Wilson! There is a very small chance of Wilson, it's not likely, but I'm considering it. Twisted Alice showing up? Definitely considering it given the timeline would be fun to play with.
That's all I've got in my notes so far. Whether this ends up as a real fan game or stays as a concept for a fic/au, it's been really fun to brainstorm, and I want to keep playing with it. I feel like we're onto something here.
#bendy#bendy fade to black#bendy ftb#bendy fan project#bendy ftb spoilers#bendy fade to black spoilers#ftb#rose sorenson#evan ftb#ollie sorenson#dot dctl#projectionist#renegade rose#renegade rose: return to the cycle
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Here’s how Figment can still win | updating the attraction
![Tumblr media](https://64.media.tumblr.com/19fa931f82c0490a7e28dfca6b7dbf5d/8dd47866695286b6-07/s540x810/671dc2c949ab691733461720505114b5e533b865.jpg)
I envy those who got to experience the ride in its original form with dream finder and all, I really do. I remember being a kid In the early 2000s and my grandpa was excited to take us on it as it was his favorite ride, only to find it completely different. However, what you might not expect me to say is that I don’t think the current iteration of journey into imagination is bad! Do I think it lives up to the original? No, but Dr.Channing is decent and the concept is quite cute.
The problem is this iteration is a clear patch job done nearly 20 years ago and they’ve let it sit ever since. This sucks. Especially considering Disney and Epcot clearly realize how much pull Figment has as a character, people adore this purple dragon years after his debut (remember the popcorn bucket?). They’ll slap him on anything and everything for festivals… but his ride? Actual non festival attraction related merch? You get a shirt or two if you’re lucky! When I went recently there was a single shelf reserved for figment related items. A single shelf in a decently sized gift shop that was mainly filled with the same Toy Story summer line they overestimated in popularity. (I’ve never seen anyone buy or have something from this line). The state it’s in is sad, especially considering Disney pulls on figments popularity! He’s getting a meet and greet again so can we finally update the attraction! … I’ve also heard rumor of the rainbow tunnel returning….
My solutions-
As much as I wish it could, I don’t know if we’ll get the dream finder version of the ride back, but here’s my idea on how to update the ride with the storyline we do have. It’s a cute concept but they’re not doing it to the best it can be.
1. Make it longer! To say they shortened journey into imagination is a understatement, I have no idea what they’re using half of the building for. Make it longer- maybe do go into the smell and taste labs. Make some more elaborate scenes- show that chaos figment has brought to the institue! One of the best gags is in the queue and the poor secretary of Dr.Channing answering the phone every few seconds - give me that energy! Give me… imagination running wild! That’s literally the storyline with figment but he feels so… constrained? Lack of space as it’s so short.
2. 2D figment. I beg of you. I know when the ride was redone 3D animation was new and all the rage but… I’m sorry 3D figment is terrifying and super dated. Soft, cuddly and cute 2D figment is timeless. It wouldn’t be that hard to go over the same scenes just with a drawn model instead, this is a quick fix to Rodger rabbit it.
![Tumblr media](https://64.media.tumblr.com/041f9845b672eeb0219c8c2f8a761dac/8dd47866695286b6-c6/s540x810/dedc3569c91e9f7b31f01efcb0ad608ff8a74944.jpg)
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3. More characters. I’m not even asking for animatronics but you need to give us something more. Again, that secretary is just a gag but its such a good show of story we don’t get on the actual attraction. A fun idea you could do is have “Dean Finder” come out and be the only one to be able to calm figment down/understand him? Sort of nod to the OG besides just a door THEN they open Channings mind to imagination as something to be free. This equally lengthens the attraction.
![Tumblr media](https://64.media.tumblr.com/8b627ad140dbed5ed26d4ba969210e99/8dd47866695286b6-ca/s540x810/a348cd1554eccd5bc3adfafaf69fbb379037eff2.jpg)
4. It just makes me sad as they have a really good concept here and ERIC FLIPPING IDLE but don’t utilize such a great comedic actor to the potential I know they could have. Another thing I’d request is the return of a good imageworks that’s not 99% photo opportunities with random characters not seen anywhere else. Additionally if you don’t want to make a lot of merch for the ride that’s fine… make the gift shop smaller, which shouldn’t be a issue if you make the ride longer again.
It’s fascinating to me that Disney consistently lets such a beloved attraction down despite using it for merch and festivals. It’s also fascinating that despite getting a whole makeover the park is leaning into a retro futurism feel and a “Epcot center” vibe (this is a good thing). But again ignores this ride- It’d be costly, sure, what isn’t, but I think it’d be worth giving just a bit of attention.
#disney parks#disney world#walt disney world#Epcot#epcot center#journey into imagination#journey into your imagination#figment#figment the dragon#dreamfinder#Nigel Channing#disney rides#eric idle
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Quick review about Zelda Echoes of Wisdom: First, I really liked how this game went back to the classic Zelda formula with a 2D overworld (with a little of pseudo 3D in it) and dungeons that you had to unlock and then beat. I also liked the indirect combat the game does. Sure, you are getting "swordfighter mode" and can basically be Link if you desire to, but I didn't want to overuse it, and mostly used it to hit bosses that were staggered to speed up the process of beating them up a bit. I had much more fun finding enemy echos to fight for me and find the ones that countered certain enemies. In the Swamp Palace I just tossed those flaming zols everywhere. Fun! The story, while being a really cool concept with the rifts and that eldritch entity backstory, it was too tame for me. I guess they wanted to keep it more suited for children, especially little girls. Which I find a tiny little bit insulting because little girls can brave darker topics as well and don't need so much coddling. Maybe it is just me though. I also liked the various supporting characters, but it is a bit sad they lost relevance the moment their part in the story was over. They could have done more with them, honestly. And the game also suffers from the general Zelda problem since A Link between Worlds. It's too open. You can pretty much choose where to go, but that also means that there is next to no progression block. You normally get all the echoes you need in the area you are and never ever have to backtrack to get another echo. But that also means that this game will be BEAUTIFUL to randomize, because that will actually add the progress block that the base game is missing. Just imagine randomizing all 120+ echoes with the random items that are scattered in the world. When it comes to collectibles, we have stamps and heart pieces and force crystals. Those were nice to collect. However, what I thought was weak was that the dungeons did only have smoothie ingredients in the chests. I really didn't feel like going chest hunting there because I knew there will be something unimportant in the chest, like a bunch of rupees. I think they really missed the potential to hide one heart piece and one force crystal in every dungeon. The graphics were fine. They are nothing special, but they work. The game is colourful and cute. The music is fine. There were some bops (the Hyrule field theme and the final boss theme were fantastic), but most of the time the music was serviceable. Nice to listen to, not intruding, but also nothing that I would listen to outside of the game. I honestly miss the bops from other Zelda games, like Gerudo Valley or Dragon Roost Island. Nintendo is a bit "meeeeh" with the music for its own games lately. Anything else? I had my fun with the game. I didn't 100 % it though. The game was easy enough already and I didn't feel like I needed all heart containers to win. Oh, I forgot! I really disliked Zelda's initial jump height! Once I found an accessory that let her jump higher, I never put it off again. It almost felt neccessary to make the game really fun, to be honest. And the final boss was really cool, loved the idea and the concept. I was surprised to see how many people disliked it. But those seemed to have used swordfighter mode 99 % of the time.
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Rough Idea Generation - Games and Controllers
Having now been given basic information on what I can do in this project, and having undertaken research into possible alternate methods of input action, I already had some thoughts of devices I could try and create. Most of these amounted to household items that could be converted into controllers with some rewiring. I got the main idea from this video:
In it, people play various shooters with a driving rig, calculator, drawing tablet, drum kit, Guitar Hero controller, and even a DDR foot pad. Now, these examples don't particularly go into the depths of accessibility - it's more to show the alternate controllers at work - but it helped me to understand how games can be played and even won without relying on WASD or a twin-stick controller configuration. I generated three controller ideas (plus a variation of the first one) and wrote some basic concepts down in my notebook here.
![Tumblr media](https://64.media.tumblr.com/6827d26a21ac67be9f2fb4e370060faa/6c0cfb9ed622113f-eb/s540x810/6c236a49fc5fd4158412e34c3269606fd668d4d6.jpg)
I will go through these one at a time.
Game Idea 1 - Binary Sidescroller
Controller #1 is an object I have had so long that I have forgotten its original purpose. I think it was supposed to be some sort of Halloween wand.
![Tumblr media](https://64.media.tumblr.com/4224268fadcf12551868fd34c09a7333/6c0cfb9ed622113f-77/s540x810/f28503ed3e71adae07885504ca8a446991b540f8.jpg)
This device has a switch on the side, which essentially gives it two inputs along with 'neutral'. When the switch is moved up, it lights up and spins. When the switch is moved down, it lights up, spins, and makes spooooooky noises.
![Tumblr media](https://64.media.tumblr.com/3edcba82b2dc3135e35a3cb71b8b7eb0/6c0cfb9ed622113f-5b/s540x810/7619ca12bbaaa5a9ef4b7b5b6355f2ed8e1ceda6.jpg)
What I saw here was a possible controller, but also an accessible one: all its possible inputs require a single thumb. My game idea to go along with this was a sidescroller, in which the two settings correlate to you moving along each dimension of the game world: one moves you rightward along the screen, while the other moves you upward like a jetpack. What this results in is a game akin to Jetpack Joyride, but the catch is that you can't move up and right at the same time. This restriction could then make for some interesting environmental puzzles: feathering up and right to do a sort of air-dash, using teleport pads to return to a previous position given that you can't walk leftwards, and other mechanics akin to that. To make sure that the actual basis of the game would be functional, I made a very short demo.
youtube
Obviously they always say you should never even think about prototyping before you've decided on a game idea, but I think this is necessary. Firstly, it's not a waste of time because it took about ten minutes, and secondly, it's for functional reasons. If I'm making a game with an entirely proprietary type of controller, I need to know if my game idea could even work with this sort of binary input system. And it does, somewhat. I played around with the 3D environment and added a disc that rotates the player 90 degrees, to increase the amount of space I can use in the level. Of course, it might be a standard 2d sprites and flipbooks affair. I don't know yet, but the basic mechanics are there.
Game 2 - Skid-Steer Tank
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My second idea consisted of these grip strength trainers. I was thinking about how I could use them as controllers, and while I had a basic idea of the technical work required (two bits of wire at the bottom, when you tighten your grip, the circuit connects, and that registers as an input on the makeymakey), I couldn't think of what sort of game they could be for. It was then during my research on fairground games, I was reminded of those types of skid-steer bumper cars I had been on as a kid.
youtube
There are two levers that control the rotation. Pull the left one down, you turn left, pull the right one down, you go right. Pull them both down, you go forward. I realised that the grip trainers could be used like these levers, and would be far more tactile and immersive than just pressing keys on a keyboard. The main issue with this idea is that it is not too inclusive to people with weak grip strength. If you can't fully close the grip trainer, you can't play the game. This could potentially be fixed with a variable wire length, allowing the amount of force required to be customised before you play. I'm not sure yet. Like the other controller idea, I made a very basic demo to see if my idea would be actually playable.
youtube
The good news is that it does work on a technical level. All I'm pressing in this video is A and D - when you press them both at the same time, it goes forward. The bad news is that I think I'm getting motion sick from playing. I'd probably need to code a slower turn speed, since it doesn't feel like you're in any sort of tank, despite the tank controls. Plus there are some slight issues about a fire button - I could have the gun fire automatically, or maybe fire when you start moving, so you have to pump the grip testers to shoot. Then again, that's a repetitive action, so this whole system needs some retooling.
Game 3 - Twin-Stick Mech
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I got the third idea mostly from Steel Battalion, when I researched it earlier today. The image is of my brother's FarmStick, which he uses to control the arm on a telehandler when he plays Farming Simulator. It got me thinking about a possible setup consisting of two sticks similar to this, each with eight-directional movement - one for movement and one for looking around. Each would have some buttons on top for extra actions; the movement stick would have jump, crouch, sprint etc. while the look stick would have shoot, aim, reload, and other combat-oriented buttons. The purpose of this controller would be for more immersively playing mech games, but instead of being over-complicated and bespoke, this could be used for multiple games. To make it even more accessible (i.e. for those who only have use of one side of their body), it could instead be one stick with lots of buttons, like the original FarmStick, which can then be remapped to suit the player's needs. If you want to play with twin sticks, that can also work - just plug two of them in.
From what I understand, joysticks like this are considered to be more accessible than standard controllers. A stick was included as an accessory for the Xbox Adaptive Controller we saw earlier today (https://www.xbox.com/en-US/accessories/controllers/xbox-adaptive-controller), and I have read various reviews of people who use them. The primary issue with this idea is that I have no clue how to build something like this, and I don't want to buy two FarmSticks just for a college project when I might not even be able to bring them home at the end.
Game 4 - Tram Adventure
youtube
I also had a fourth idea, which I did not write down in the notepad, but I still think it holds some water. I was thinking about other ways I could use the wand as a controller, given that it has only two inputs. Then I realized the obvious: forward and backward. My idea here is to have the player riding a train, akin to the On A Rail chapter from Half Life, but they must avoid overhanging winches and crates as they move across the tunnel. It would essentially play like 3D, first person Frogger, with other possible mechanics like flatbed trains acting like the logs in that game.
Of course, none of this is set in stone; they're just preliminary ideas. I may end up doing a board game instead.
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BotW and TotK, Revisited
So it's Tears of the Kingdom's anniversary already.
I ended up replaying the game a few months ago. I'm not sure if I've ever played a game so rife with good ideas and great potential that failed so hard to take advantage of any of it.
This will be long, please stay with me.
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Before we talk about TotK, we need to talk about it's predecessor: Breath of the Wild.
I played this game when it came out, and for what it's worth I thought it was decently fun. However it lacks a lot of the design that made previous games work. Before you ask, no I'm not nostalgia blind. I played the entire Zelda series for the first time in 2016, and I played BotW just a year later. If anything, I'm just as nostalgic for old Zelda as I am for BotW itself. This is just an honest critique of the game's design.
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BotW is a game that felt like a rough draft of what a modernized 3D Zelda game could be. The idea of making the world larger, more open, and more inspired by the 2D games is a brilliant one. The execution however felt less like 2D Zelda and more like every other open world game.
What BotW mainly suffered from was bloat. The world was too large and less rewarding. Your main reward for exploring a Zelda game are new items and heart pieces. When you relegate all of those to copy/paste shrines, you're removing the main incentive to actually engage with the world.
In old Zelda, you had no idea what you could find! Any random chest could have a heart piece or even a brand new item. Any sidequest could give you an awesome reward. That's what made it so much fun and so compelling to do everything you can! Old Zelda also loved to show you something you wanted, without telling you how to get it. Often you'd have to come back WAY later. It makes you remember that location, and when you can grab it it's so satisfying. Metroidvanias are like entirely built on this principle.
However, BotW's map is simply too large to be constantly engaging like this. The devs can't ensure you'll find the upgrades, important NPCs, and discoveries without just telling you. In old Zelda, the devs can naturally guide you to all of that with level design. To remedy this, BotW tries to give you items and upgrades constantly, but they do so in a way to make sure that it makes no difference if you missed them. That's how we get things like interchangeable swords that break instead a permanent sword upgrades (I'll get back to that).
It doesn't help that BotW pushed it's nonlinearity too hard. It wanted to make everything in the game accessible immediately as well as completely skippable, which ruins most sense of player progress as well as obliterating any form of a difficulty curve. BotW never has that "Oh, I can get that now!" moment. You know, I actually don't mind the weapon system in concept. I love resource management in games. The problem is that enemies are optional, and killing them is rarely ever worth the swords you broke. Other games with resource management don't allow to just effortlessly ignore every enemy. The worst part of BotW's over-nonlinearity is the dungeons. Dungeons have always been the heart of this series, even in the original game. In BotW, they were simplified down to "do these 5 points in any order" and it's just really boring and underwhelming.
On top of all of this, I haven't mentioned the stamina system, which quite literally just exists to waste your fucking time. By stripping out so much of Zelda's game design in favor of interchangeable everything, it just all adds up to a game that's very repetitive, often boring, and not as satisfying to play as the older titles. If BotW had a map half the size, it could let Nintendo actually pack it to the brim with something interesting and engaging to find in every step you take. Combine that with a return of the old item/heart piece system and a bit of linearity, and it could be great. The happy medium between old and new Zelda is basically just giving the game a more Metroidvania-esc game design logic, as I alluded to earlier. It's a simple fix, but I think it would make everyone happy.
However, TotK took a different route....
Finally, the topic of the today's post. I played Tears of the Kingdom right around launch, and again for what's worth I thought it too was decently fun. However while I could be a little forgiving of BotW for its various missteps, this game doubled down on all of BotW's worst issues.
Instead of removing bloat, TotK TRIPLED it. We have a mostly empty and boring sky and a mostly boring and empty depths. What's left is the shamelessly reused map from BotW. So now everything in the game is either something you've already seen or something you don't care about. This choice is baffling, to be frank. Of all Zelda games, BotW especially is all about exploring the map.
Like, it literally didn't have anything else!!! Why would I want to explore this map again?!!! I've seen it already!!! There wasn't that much there the first time!!!
cough cough
Getting back ahold of myself....
TotK's main excuse to explore the map is the introduction of caves (which somehow weren't in BotW). Caves certainly add a ton of life to the world design, but we still run into a problem of them too getting very stale by the end. On top of that, they removed any challenge in the physical effort of exploring the world. While the stamina system in BotW mostly sucks, it's main strength is that you can't just climb to the top of every mountain. You gotta look around and be a bit more clever. In TotK, towers alone shoot you up a million feet, so you can just glide everywhere. It's faster, I guess, but what's the point of having world map if it's smarter to just fly over it? It's like they knew that exploring again would be boring so they just let you skip over it.
Well exploration is mostly a bust, but what else changed?
Well to start out positive, I adore the weapon fusing system. I already enjoy resource management, so adding whole fusing layer on top of it is super fun. However, I still rarely have a reason to actually fight. By far the most fun part of TotK were the Proving Ground shrines. When I walk into one of these shrines, it's like the game comes to life with so much fun and energy. It's like I'm teleported to a world where the combat clicks and is insanely fun and in-depth. It's funny, because all those shrines did was limit my weapons, limit my healing, make enemies more punishing, and forced me to actually beat them.
WHY WASN'T THE WHOLE GAME DESIGNED LIKE THIS?!?!?!?!?!?!?!?!
Well we know why. By making the enemies unrelenting, the weapons and healing limited, and forcing you to fight, the game is limiting what you're capable of. Working around and with limitations are the core of what makes, not just video games, ALL games fun. However, the modern Zelda games are so allergic to the idea of limitations in general that they're sabotaging their own carefully designed combat system at pretty much all times. The only way to enjoy it is for the player to decide to place the limit themself, which is a lot to ask of us.
Outside the upgraded combat system, the main difference between BotW and TotK is a new move called Ultrahand, which strangely a reference to an old Nintendo toy. Ultrahand "functions" by letting you grab any physics object, twist it around, and then stick it to other physics objects. If you're thinking "that just sounds like the fucking Psychics Gun from Garry's Mod", then correct! The only difference is that the Physgun actually works properly. For what it's worth, it's pretty impressive technology, however that doesn't mean much when it's not actually fun to play. Moving an object around with Ultrahand feels extremely stiff and awkward. As for the glueing aspect, it's even worse. With the controls alone it's hard to make anything, but what's worse is that you can't detach one item at a time. If you glue one thing on wrong, shaking it loose will probably make it all fall apart. As you might imagine from a system where any two things can be glued in any way, it's all extremely fucking janky.
When the game's systems for Ultrahand are properly flowing and working properly, it can be pretty fun, but for every "pretty fun" Ultrahand moment, there's a thousand annoying moments.
In a way, Ultrahand is basically just an upgraded and reskinned Magnesis, a move from BotW. Magnesis also barely worked, but it wasn't used nearly as much. Ultrahand meanwhile is literally the entire game. I'm not exaggerating. Pretty much every puzzle and a majority of side missions are about Ultrahand. Ultrahand is this game's gimmick. You know, like how Ocarina of Time's gimmick was time periods, Majora's Mask's was a time loop, Wind Waker's was the ocean, Twilight Princess was the wolf, Skyward Sword's was motion controls, and Breath of the Wild's was extreme nonlinearity. Tears of the Kingdom's gimmick is Ultrahand, and wow holy shit is it the worst 3D Zelda gimmick so far.
Honestly what sucks is that Ultrahand could've been a lot better. On occasion, they do have some really fun puzzles with it. However, because these modern Zelda games don't have difficulty curves, the Ultrahand puzzles won't get more challenging over time. The majority are just too easy, and I'm spending more time thinking about how awful the controls are at doing what I want.
As for the dungeons, well don't get your hopes up. They're identical to BotW, except now with Ultrahand gimmicks! Well, that's not totally true. They do have two big changes. Firstly, every dungeon has a long linear segment leading up to it. These sections are genuinely great, and they feel more like Zelda dungeons than the actual dungeons. However they are just short preludes to the lackluster main event. As for the other change, this game reintroduces companions.
Companions are classic aspect of Zelda that BotW sorely missed. They're usually small and out of the way. They exist for three important reasons: For one, player guidance. They'll occasionally chime in with hints on where to go and what to do. For two, they add worldbuilding. You can freely talk to them and sometimes you can learn some interesting details from them. For three, they give Link a voice. Link is barely a character, so having another character follow him around and speak for him in cutscenes is a great way to remedy that. Of course, they could just... let Link talk but HEY HEY let's not get too crazy.
Unfortunately TotK once again dropped the ball on this. This game has four companions that you unlock over the story, and they're not small. They're full human sized NPCs that constantly follow you around and get in your way. Now honestly, I could forgive that. I love Final Fantasy VII Remake, and those games have that issue. I don't really care that my party members get in my way in those games, because they're great characters and they're constantly chiming in with fun dialogue. However TotK somehow didn't think to do that. Your "party" never chimes in at any point. Neither in gameplay OR cutscenes. What a huge missed opportunity! They're just lifeless robots that follow you around.
You might be thinking, "I thought the whole point of Zelda companions was that they'd talk. If they don't talk in TotK, what do they do?" and that's a good question hypothetical-person-I-made-up. For one, they fight in combat with you. That sounds fun, but you can't control them at all. They're completely AI. For two, each one has a special move you can use by walking up to them and pressing A. This means they essentially act like a dungeon item. That's a huge improvement for the quality of the dungeons. But remember, they get in the way constantly. Combine that with the strange controls, and you will be constantly setting off your partners without wanting to. Did nobody playtest this???
Giving Link party members is a fucking amazing idea, but they botched the execution of this so hard that most people just turn the party members off. What a waste of an idea. I hope they revisit this concept. I'll be really sad if they don't.
So all in all, Tears of the Kingdom is a really upsetting video game to me. It didn't do the one thing I was hoping, and that was "make a version of Breath of the Wild that took more advantage of it's concept".
On top of that, it kept piling on new great ideas that they also fucked up. Like adding caves, sky islands, and depths to an open world Zelda. Yes! Great idea! However, they were really fucking boring and repetitive. They gave the game an amazing combat system, and then punished you for using it. They gave the game a complicated physics puzzle gimmick, but it was really fucking janky and overused. The added fun build ups to dungeons, but still skimped out on making the actual dungeon part. They gave Link party members, but they're boring and get in your way.
When I look at Tears of the Kingdom, all I can see is the insane amount of missed potential this game had. They could've done so much. They TRIED to do so much. But they didn't do any well at any of them! I can't help but think this all just comes down to a case of some extreme overambition. They tried to do so many things, on top of having an insanely large open world. BotW's map was way too big. TotK's map is insanely oversized. That's why my number one prayer for the next Zelda is that they SCALE THIS SHIT DOWN!!
Overall, Tears of the Kingdom isn't a bad game. When it works, it works very well. However it works so occasionally that I really wish Nintendo stops doing this new modern formula. It seems like Nintendo just doesn't know how to improve upon BotW. With TotK, they just figured "Well if we take BotW and just shove more shit into it, it'd be good right?". Well, it's not good. It's fucking mid.
As for what I want Nintendo to do instead? Well I hope that the next Zelda is just something that's radically new. You might not have expected me to say that, huh? Well honestly, I don't really care if old Zelda ever returns. If it ever did, I'd be happy for sure, but it's not like those old games are perfect either. The reason we're even in this mess is because Skyward Sword was so hated that Nintendo backpedalled so hard in the opposite direction that they fell off a cliff.
At this point, all I want is a new Zelda game that I can love again, and these modern ones just aren't it.
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The Potential of High-Tech Rapid Prototyping
High-tech Rapid Prototyping has become a game-changer in the rapidly changing fields of innovation and technology, altering the way things are planned, developed, and introduced to the market. This dynamic process, which promotes creativity, shortens time-to-market, and ultimately drives unmatched innovation, has emerged as a key component for companies looking to maintain their leadership positions in their respective fields.
The Innovation-Promoting Technologies
The 3D Printing Process
3D printing is a key component of the fast prototyping revolution because it allows digital models to be layered into actual items. This technology has made it easier to produce intricate, personalized prototypes and greatly reduced design cycles.
Machining using computer numerical control (CNC)
Prototypes made of different materials may be accurately cut, shaped, and assembled with the help of computer-controlled gear thanks to CNC machining from CNC Machining Manufacturer. This adaptable technique works especially well for creating prototypes with intricate geometries and great accuracy.
Using Injection Molding
Rapid prototyping is greatly aided by injection molding, a process that is frequently employed in mass manufacturing. The appearance, feel, and functioning of the final product are accurately represented by injection-molded prototypes.
Benefits of Rapid High-Tech Prototyping
Quicker Iterations in Design
Design revisions may be completed quickly and affordably using rapid prototyping. Instead of weeks or months, designers may test several iterations of a product, improve functionality, and fix bugs in a matter of days.
Economy of Cost
High-tech fast prototyping decreases the upfront expenses associated with traditional manufacturing methods by eliminating the need for expensive equipment and molds. This makes it possible for companies to test concepts more affordably before committing to large-scale manufacturing.
Improved Cooperation
Improved cross-functional team communication is facilitated by prototyping. A prototype may be physically interacted with by stakeholders, who can offer insightful input and encourage cooperation between end users, engineers, and designers.
Sensitivity to the Market
Being able to react swiftly to customer input and industry developments is critical in businesses that move quickly. Businesses may maintain their agility, adjust to shifting customer needs, and obtain a competitive advantage in the market by using high-tech fast prototyping and Precision CNC Machining.
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#High-tech Rapid Prototyping#Precision CNC Machining#Precision CNC Machining Manufacturer#CNC Machining Manufacturer Company#Precision CNC Machining Manufacturer Company
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Exploring the Art of Architectural Interior Model Making: A Comprehensive Guide
Architectural interior model making is a fascinating blend of artistry, craftsmanship, and technical precision. It allows architects and designers to visualize their concepts in three dimensions, aiding in the communication of ideas to clients, stakeholders, and even for personal design exploration. In this blog, we'll delve into the full process of creating architectural interior models, from concept to completion.
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**1. Conceptualization and Design
Every successful architectural interior model starts with a well-defined concept and design. This phase involves sketching, brainstorming, and creating preliminary drawings or 3D digital models. The goal is to capture the essence of the interior space, considering aspects like layout, materials, lighting, and overall ambiance. Once the concept is established, it’s time to move to the next step.
2. Material Selection
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3. Scale and Measurements
Decide on the scale of your model — common scales are 1:50, 1:100, or 1:200, depending on the size of the project. Accurate measurements are essential, as they ensure the model accurately represents the real-world dimensions of the interior space.
4. Model Construction
a. Base Creation: Start by creating the base of the model. This is typically a solid piece of material that provides stability to the model and represents the floor.
b. Walls and Structural Elements: Cut, shape, and assemble the walls, columns, and other structural elements according to your design. Precision is key here to ensure that everything fits together seamlessly.
c. Furniture and Fixtures: Craft furniture pieces and fixtures to scale. This might involve using small pieces of wood, foam, or even repurposing miniature items.
d. Flooring and Finishes: Apply appropriate finishes to walls and floors. You can use printed textures, paint, or even real materials like fabric or wood veneer.
e. Lighting: For added realism, incorporate miniature LED lights to mimic the lighting scheme of the interior. This step requires careful planning to hide wiring and achieve a natural lighting effect.
5. Detailing and Realism
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6. Painting and Texturing
Use paints and textures to add depth and realism to your model. Weathering effects, shading, and color gradients can be applied to mimic the actual materials present in the interior space.
7. Presentation and Communication
The purpose of an architectural interior model is to convey your design vision effectively. Place your model in a context that showcases its features and perspective. Clear acrylic display cases or carefully staged photography can enhance the presentation.
8. Iteration and Feedback
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Conclusion
Architectural interior model making is a captivating journey that requires a combination of artistic flair, technical skill, and meticulous attention to detail. From initial sketches to the final presentation, each step in the process contributes to the creation of a tangible representation of a designer’s vision. This time-honored practice continues to play a pivotal role in the world of architecture and design, bridging the gap between ideas and reality. Whether for professional purposes or personal exploration, the art of architectural interior model making is a testament to the power of hands-on creativity in the digital age.
At Maadhu Creatives, we believe in the power of presentation. Our models are elegantly showcased, allowing clients and stakeholders to witness the design’s potential. Through iteration and feedback, we fine-tune every aspect, ensuring that the model serves as a bridge between imagination and reality.
#interior model making#architectural interior model making#architectural model#miniature scale model#architecture
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Writing Initiative #3
Make a list of items you’d like to discuss with the group, possibly including:
Which deliverable (3D, 4D, Reflective Piece) you are focussed on for next week’s presentation concepts to date
Materials and potential media labs to visit and connect with
Failures and successes
Given your topic, which of the four assignments you fear/anticipate the most difficult
In next week's presentation, I'll focus on shaping my 3D ideas. Currently, I'm considering focusing on the topic of abusiveness. My initial idea was to create a yellowing botanical sculpture that would graphically represent the invisible pain caused by verbal abuse. I think the connection between verbal abuse and my chosen theme "Zephyr" (something that's always been there) is that both are invisible and have been around for a long time.
Inspired by the IKEA experiment Bully A Plant and the Weapon of Choice project, I wanted to create plants in poor condition, with insulting text on their leaves. The text will show in yellowing spots, like diseased leaves. I tried my idea in photoshop, and I think the concept works, but the printout lacks legibility.
At this stage, I haven’t started thinking about what direction I can take in 4D format, so this one could be the most difficult assignment.
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WRITING INITIATIVE #3
Make a list of items you’d like to discuss with the group, possibly including:
Which deliverable (3D, 4D, Reflective Piece) you are focused on for next week’s presentation concepts to date
After the reading week, because I have discussed my 3D many times already because it used to be my 2D assignment so I think getting some insight for my 4D idea would be good.
Materials and potential media labs to visit and connect with
Originally for my 2D assignment that I was going to use acrylic paint for my portrait. Now those items will be used for the 3D assignment. Also if possible, I could also use some modeling clay to add depth but that’s a maybe.
For new idea 2D, I now I'm going to do photography and maybe a mix of illustration.
Failures and successes
One thing that was the failure for me in the beginning was taking my world too literally. I really focused on the actual meaning of the word and tried looking for sets of 8 in environments around me like the grocery store for example.
Another failure would have to be starting my 2D process again which set me back and caused a lot of stress for me.
Given your topic, which of the four assignments you fear/anticipate the most difficult
I think at the moment, 4D seems the most difficult cause if I want to create a space that people can walk through then I don't know how I'm going to do that.
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Writing Initiative 3
Make a list of items you’d like to discuss with the group, possibly including:
* Which deliverable (3D, 4D, Reflective Piece) you are focussed on for next week’s presentation concepts to date
I will be zoning in on my 2D motherboard next week. This is literally the motherboard of my project because it has the technical aspects and components of my chosen word, and it is the genesis of the project that paved the way for the rest of my ideas. It is very essential in a physical, practical, literal, and figurative way.
* Materials and potential media labs to visit and connect with
Foam board and print shop using wide format laser. Thankfully, I explored the wide format printing last year or else this process would have been a successful headache and I would’ve had to churn up alternative solutions.
* Failures and successes
I got extremely, heavily, excruciatingly sick! Very stupid of me. I’m never going out for dinner again. I wish I had acted sooner and gotten this component done before I got sick. My body also couldn’t be patient with me and wait until reading week to get sick. Rude. Clearly my brain and body both have different plans and did not cooperate or inform me of this lack of cohesion.
I also hate how the foam board looks from the side after it has been cut and in the usual, perfectionist, side of my craft, I would take measures to cover it but for now I do not think it is worth the hassle. This might change but I do not think it will unless it causes me to lose sleep.
Successes included working through the pain even though I was sick. Fortunately I stayed on track and did not let illness stop me.
* Given your topic, which of the four assignments you fear/anticipate the most difficult
None of them are causing me fear. I love this project so damn much that the only thing that causes me fear is when I am not working on it because I have other stupid and useless classes or when I have to sleep (in order to survive). I like this project because it requires a concentrated and generally uninterrupted process where we use tunnel vision to focus on one area THAT WE ACTUALLY LIKE and we get to make whatever masterpiece(s) we want.
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writing initiative #3
Make a list of items you’d like to discuss with the group, possibly including:
Which deliverable (3D, 4D, Reflective Piece) you are focussed on for next week’s presentation concepts to date
Materials and potential media labs to visit and connect with
Failures and successes
Given your topic, which of the four assignments you fear/anticipate the most difficult
My List:
Getting feedback on my close-to-finalized idea for 3D + some insight about my reflection, which I have no ideas for yet.
Out of the 4 assignments, I am finding the conceptualization most difficult for the 4D and Reflective piece
I have a material idea of which media I'll work with for 4D but no clue about conceptualization
I wish to work with transparency + acetate + overlaying in my 3D
Binding methods most related to my concept (coil or rings?)
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The Benefits of Using 3D Rendering for Jewelry
The jewellery industry is evolving at an amazing pace in today’s digital age. One of the major development has been the amalgamation of 3D jewellery rendering services which has completely transformed the way designers and businesses display their offerings. This revolutionary technology can bring a lot of benefits that should be a go-to tool for jeweller who want to grow digitally and improve online presence, production and sales.
How Does 3D Jewellery Rendering Work?
It is the process of using high-end computer software to reproduce a visual representation of a still image associated with jewellery designs which is called jewellery rendering services. But with these visualizations jewellers can showcase their designs without needing to make prototypes. Using jewellery rendering software, designers are able to demonstrate intricate details, realistic textures, and accurate lighting effects, giving potential customers a lifelike representation of their desired jewellery items.
Reasons Why You Should Utilize 3D Jewellery Rendering Services
Enhanced Visual Appeal
High-quality jewelry rendering provides a detail and realism that standard photography is unable to deliver. By using the top jewellery rendering software designers can control lighting, materials, and reflections and create beautiful images as bright as the jewellery piece by capturing every detail in full glory.
Cost and Time Efficiency
Building physical prototypes can also be costly and time-consuming. 3D jewellery rendering services can provide an opportunity for the companies to present many variations of their designs without spending too much money on materials or investing in a time-consuming manufacturing process. It allows jewellers to save time and money as well as enhancing workflow efficiency.
Customisation and Flexibility
Designers can easily alter colours, gems, and mounts according to customer satisfaction with 3D jewellery rendering service India. For shoppers, this level of customisation improves their shopping experience, enabling them to visualise their bespoke piece of jewellery before purchasing.
A Milestone in E-commerce
With its expansion of online shopping, it is vital to have great imagery to entice consumers. Jewellery rendering services offer captivating images that help businesses attract customers through online marketplaces, resulting in increased engagement and sales. Even customers are boosted up with their buying decisions through photo-realistic renders which increase sales.
Better Marketing and Branding
Jewellers can leverage the 3D jewellery rendering services to generate appealing marketing materials, such as promotional videos, social media content and ads. Such imagery builds brand identity and a strong online presence that cultivates customer trust and loyalty.
Reduction of Errors in Manufacturing
Using accurate jewellery rendering enables designers to identify and correct design issues before the manufacturing stage. Your target becomes more concrete, lowering the chances of making an expensive miscalculation, and guaranteeing the final solution retains the attributes of your initial concept.
How to Choose the Right Jewellery Rendering Software?
Investing in the best jewellery rendering software will give you the best results. The software provides the right tool to create high-impact visuals, allowing designers to play with a variety of styles, textures, and lighting effects. To deliver quality renders as per client satisfaction, jewellery rendering service India, there are many jewellers that use the best in the industry software.
Conclusion
For your business, integrating 3D Jewellery Rendering Services can remarkably elevate product showcasing, cut costs and ensuring client satisfaction. Jewellery rendering services are a good investment for jewellery designers, retailers, and manufacturers, and will stay ahead in the competitive market. Use realm of the art jewellery rendering software to deliver amazing visuals among buyers to boost sales that respectively facilitate long term business success.
Source Link: https://penzu.com/p/d05f97a52fd5c7ee
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The Best Furniture Design Course for Beginners: A Guide to Starting Your Journey
Have you ever thought about turning simple chairs or tables into something more appealing? As a person with strong creative abilities, I think a career in furniture design would be ideal. Furniture design is a fascinating area of design because it is also an art, a science, and a craft that enables you to create high-quality, unique,e and inventive pieces of furniture as per the demand of the market.
But more on that later – let’s first discuss the best furniture design courses for beginners (and professionals too, like lawyers, aged 18 years and above, etc.) as well as which particular skills do furniture design courses enable you to build and how furniture design colleges like UID (Unitedworld Institute Of Design) can assist you in commencing your new career as a furniture designer.
What is Furniture Design?
Furniture designing is an art, which involves the planning, designing, and production of furniture that is functional, aesthetically satisfying, and environmentally friendly. It includes originality and design and technologies to produce furniture for the home, office, as well as industry. A common practice amongst furniture designers is to combine different materials such as wood, metal, glass, and contemporary composites to produce newly designed and sound furniture items.
The industry has seen changes, factors such as green initiatives, intelligent furniture applications, and integration of technology have been important. A course on furniture design will let you learn how to appreciate art and at the same time design a useful product that can be marketed.
Why Choose a Furniture Design Course?
Motivating yourself and starting your journey with a furniture design course prepares you with the skills, tools, and techniques necessary to thrive in this industry. Here are a few reasons why choosing the right course neglects the need for concern:
Master Important Skills: Courses cover almost all forms starting from a sketch to design concepts, and developing prototypes while selecting different materials.
Practical Learning: Obtaining practical exposure through projects, workshops, and live designing activities.
Promotional placements: learning AutoCAD, SketchUp, Rhino, and 3D modeling tools to help you create the designs that are imagined.
Business Knowledge: It is beneficial in many ways, as some courses arrange mentors from top business leaders so that you have an idea about how things happen practically and realistically in the industry.
Assessment: Establish a collection of interesting and useful creative designs, as this is essential for obtaining employment or freelance work.
Diverse Easy Learning: Be it a complete study at furniture design colleges or choosing among the best online furniture design courses, you can go as per your convenience and requirements.
Choosing the right course is the key to unlocking your potential as a designer and standing out in the competitive world of furniture design.
Top Furniture Design Courses for Beginners
Unitedworld Institute of Design (UID)
UID is one of the best furniture design colleges, offering a variety of courses focusing on beginners. As part of furniture design education, Unitedworld Institute of Design (UID) students aim to integrate imagination, skills, and business knowledge into every aspect of their specialization.
What You’ll Learn:
The curriculum of UID includes fundamentals of furniture design, materials and processes of furniture design, ergonomic design, advanced 3D modeling, and furniture design manufacturing aspects sustainability. Students are trained to undertake the design of residential, commercial, and industrial furniture with modern tools and technologies.
Why UID Stands Out:
An industry-experienced faculty.
All-round design & model-making facilities
Scheduled classes for practical assignments for portfolio development.
Design education with placement components in leading agencies and studios.
UID seems like an ideal option for students who are looking for a comprehensive structure to begin working in the field of furniture design.
Skills You’ll Learn in a Furniture Design Course
A good furniture design course helps you acquire critical skills that are essential for success in the field:
Design Fundamentals: Learn the basics of balance, proportion, and aesthetics.
Material Knowledge: To design durable, sustainable furniture, understand materials like wood, glass, metal, and composites.
3D Modeling and CAD Software: From AutoCAD, Rhino, to SketchUp, learn software tools for precise design and prototyping.
Ergonomics: Create comfortable, functional, user-friendly furniture.
Prototyping: So you can test the designs before going to production.
Sustainability: Discover eco-friendly practices and how to use sustainable materials.
These skills are essential for creating designs that are practical, innovative, and market-ready.
Career Opportunities in Furniture Design
After completing a furniture design course, you’ll have access to exciting career opportunities in various industries:
Furniture Designer: Work with design studios, furniture companies, or start your own business.
Product Designer: Develop unique and functional furniture solutions for mass production.
Interior Furniture Specialist: Collaborate with interior designers to create custom furniture for homes and offices.
CAD Technician: Use CAD tools to create technical designs and prototypes.
Sustainable Design Expert: Focus on creating eco-friendly, innovative furniture pieces.
The demand for furniture designers is growing globally, making it a promising career path for creative individuals.
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Why UID is the Best Choice for Beginners
UID (Unitedworld Institute of Design) stands out as one of the top furniture design colleges for beginners. Here’s why:
Comprehensive Curriculum: Covers design theory, materials, technology, and sustainability.
Experienced Faculty: Learn from leading industry professionals and designers.
State-of-the-Art Facilities: Access modern design labs, workshops, and cutting-edge tools.
Real-World Exposure: Practical assignments, internships, and live projects prepare you for the industry.
Strong Industry Connections: UID provides placement support and networking opportunities with top design firms.
If you’re serious about starting a career in furniture design, UID offers the perfect platform to nurture your creativity and build a strong foundation.
Starting your journey in furniture design can be incredibly rewarding with the right guidance, tools, and opportunities. Whether you choose an on-campus program at a leading furniture design college like UID or explore the best online furniture design courses, you’ll gain the knowledge and skills to turn your passion into a successful career.
With the growing demand for innovative, sustainable, and functional furniture, now is the perfect time to begin your journey. Invest in a furniture design course, develop your creative skills, and take the first step toward becoming a professional furniture designer.
Read More:- The Best Furniture Design Course for Beginners: A Guide to Starting Your Journey.
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Your Leading Custom Dinnerware Manufacturer for Unique Dining Solutions
In a world where dining experiences have become an extension of personal and brand identity, the significance of a custom dinnerware manufacturer cannot be overstated. As restaurants, caterers, and event planners seek to create unique atmospheres, the role of custom dinnerware becomes pivotal. From fine dining establishments that curate bespoke dishes to casual venues aiming to imbue charm and personality, the choice of dinnerware can greatly influence the presentation, perception, and aesthetics of dining.
The concept of custom dinnerware is rooted in both functionality and artistry, providing clients with the ability to design pieces that reflect their ethos. Whether it’s through color, design, shape, or size, these tailored products allow businesses to elevate their offerings to a premium level. In the coming sections, we will explore the nuances of the custom dinnerware manufacturing process, delve into its historical context, discuss its benefits, potential challenges, and the emerging trends shaping its future.
As the dining industry adapts and evolves, understanding the value of custom dinnerware provides a competitive edge. Implementing distinctive dinnerware not only gives establishments a unique branding opportunity but also enhances customer experience. Join us as we uncover the multifaceted world of custom dinnerware manufacturing and discover how it can serve not only as an aesthetic choice but also as a strategic advantage.
History and Evolution of Custom Dinnerware Manufacturing
The journey of dinnerware can be traced back thousands of years, notably to ancient civilizations where ceramics were first molded and used to serve food. Historical artifacts suggest that the Egyptians and the Chinese were among the earliest to craft ceramic plates and utensils, progressively advancing their techniques and materials. Fast-forward to the 18th century, the Industrial Revolution marked significant advancements in mass production and glazing techniques, paving the way for brands to produce dinnerware on a larger scale.
As dining transitioned from mere sustenance to ornate experiences, the need for customization gradually emerged. The late 19th and early 20th centuries saw a surge of interest in bespoke items, where tables were adorned with elegant china that matched the host’s decor or occasion. This era laid the groundwork for today’s custom dinnerware manufacturers who reflect contemporary artistry and personal touch in their designs.
By the 21st century, as people sought more personalized goods over mass-market options, the custom dinnerware industry flourished. Today, advanced technology, such as digital printing and 3D modeling, has made it possible to unleash creativity in ways previously unimagined. Manufacturers can now engage their clients to create unique pieces that resonate with their brand identity—transforming the way we think about dining experiences.
Benefits and Applications of Custom Dinnerware Manufacturing
Engaging with a custom dinnerware manufacturer can yield numerous advantages, particularly in enhancing brand identity and customer experience. One of the foremost benefits is the ability to tailor product designs to match specific themes or branding. For instance, a beachside restaurant could design dinnerware featuring oceanic motifs, instantly transporting diners to a coastal vibe.
Brand Recognition: Custom dinnerware acts as a marketing tool, reminding customers of their experience long after they leave.
Quality Assurance: Partnering with reputable manufacturers ensures durability and quality that enhances the dining experience.
Customer Engagement: Unique dinnerware can spark conversations among guests, enhancing their overall dining experience.
Flexibility in Design: Businesses can choose from varied materials, finishes, and personalizations that align with their specific needs and tastes.
Furthermore, custom dinnerware extends its applicability beyond just restaurants and cafes. It’s gaining traction in weddings, corporate events, and even home dining. As individuals opt for personalized experiences, the demand for tailor-made dinnerware for gatherings continues to rise. For example, couples planning a wedding might desire matching plates that reflect their love story—further amplifying the atmosphere of their special day.
How Custom Dinnerware Manufacturing Works
The custom dinnerware manufacturing process involves several key components and methodologies to bring creative ideas to life. Understanding these elements provides insight into how manufacturers can effectively create unique pieces.
1. Design Consultation: The journey begins with a design consultation, where clients outline their vision, brand identity, or specific requirements. This collaborative process can lead to initial sketches or mood boards that capture desired styles and functionalities.
2. Material Selection: Choosing the right materials is crucial in balancing aesthetics and practicality. Options may include porcelain, stoneware, bone china, or even biodegradable materials for eco-conscious brands.
3. Prototyping: Before mass production, many manufacturers create prototypes. This phase allows clients to physically evaluate the design, size, and feel of the dinnerware. Adjustments are often made based on feedback.
4. Production Techniques: Advanced technologies, such as ceramic printing and glazing, are employed to ensure high-quality finishes. This step may utilize techniques like screen printing, digital printing, or decals that are then baked to ensure longevity.
5. Quality Assurance: Every custom piece undergoes stringent quality checks to ensure they meet industry standards and the clients’ expectations before being shipped.
This multifaceted approach ensures that the finished product not only embodies the initial vision but also maintains the durability and functionality required for everyday use in busy dining settings.
Challenges and Misconceptions About Custom Dinnerware Manufacturing
While the benefits of engaging with a custom dinnerware manufacturer are compelling, it is important to acknowledge potential challenges and misconceptions that may dissuade businesses from pursuing this avenue.
1. Cost Considerations: One significant concern often revolves around the perceived high costs associated with custom dinnerware. Customization may lead to higher prices than standard dinnerware; however, investing in bespoke products often pays off through enhanced customer satisfaction and brand loyalty.
2. Timeframe for Production: Custom manufacturing typically requires more time than purchasing off-the-shelf items. The design, production, and approval process can extend lead times. However, with careful planning, businesses can mitigate these delays.
3. Quality Concerns: There is often skepticism about the quality of custom products, especially when ordered from lesser-known manufacturers. It’s essential for businesses to conduct due diligence and select reputable manufacturers known for their craftsmanship.
4. Misconceptions About Flexibility: Some believe that customization equates to limited design options but, on the contrary, many manufacturers offer extensive choices in materials, sizes, and finishes, allowing clients to bring their vision to life.
By identifying these challenges and misconceptions, businesses can engage more effectively with manufacturers and ultimately benefit from bespoke dinnerware that enhances their branding and customer experience.
Future Trends in Custom Dinnerware Manufacturing
The landscape of custom dinnerware manufacturing is continuously evolving, influenced by technology, consumer preferences, and sustainability considerations. Exploring these emerging trends can provide key insights for businesses looking to adapt and thrive.
1. Sustainability: As environmental concerns grow, consumers increasingly favor eco-friendly products. Many manufacturers are expected to adopt sustainable practices by using recycled materials or implementing waste-reducing production methods.
2. Personalization: Advances in printing technology are enabling even greater levels of customization. From family portraits to brand logos, the possibilities are virtually endless, thus encouraging brands to explore creative storytelling through their dinnerware.
3. Augmented Reality (AR): Some manufacturers are beginning to leverage AR to provide clients with virtual previews of their designs, allowing them to visualize how dinnerware will look in different settings before finalizing orders.
4. Interactive Dining Experiences: As dining becomes increasingly experiential, there is potential for custom dinnerware that interacts with the dining experience, such as plates that change color with temperature or integrate digital components.
By recognizing and embracing these trends, businesses can capitalize on new opportunities, allowing them to stand out in a competitive market while aligning their offerings with contemporary consumer values.
Conclusion: Emphasizing the Importance of Custom Dinnerware Manufacturing and Next Steps
The intricate world of custom dinnerware manufacturing holds immense potential for restaurants, catering businesses, and event planners seeking to define their brand identity and enhance customer experience. This article has traversed the history, benefits, working processes, challenges, and future trends surrounding custom dinnerware.
As businesses consider engaging with a custom dinnerware manufacturer, it is advisable to thoroughly evaluate their needs, select reputable manufacturers, and visualize how bespoke dinnerware can reflect their unique brand ethos. With advancements in technology and growing consumer emphasis on personalization and sustainability, the time to invest in custom dinnerware is now more pertinent than ever.
To stay ahead of the curve, businesses should proactively adapt to these trends and harness the creative power of custom dinnerware to elevate their dining experiences. By doing so, they can not only enhance the aesthetic value of their offerings but also make lasting impressions on their patrons, cultivating loyalty and enhancing their reputation in the industry.
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Expert Interior Designer in Trivandrum – Emerald Interiors
When searching for an interior designer in Trivandrum, Emerald Interiors stands out as one of the leading choices in the region. With years of experience in creating stunning designs, we specialize in transforming residential and commercial spaces into functional, aesthetically pleasing environments. Whether you need a modern makeover for your home or an inspiring new design for your office, we provide customized solutions that bring your vision to life.
Why Choose Emerald Interiors as Your Interior Designer in Trivandrum?
At Emerald Interiors, we understand that the perfect interior design should reflect your personality and needs. Our team of professional interior designers in Trivandrum works closely with each client to ensure that the final result aligns with their vision while maximizing the potential of the space.
Here’s why we are the ideal choice for your next interior design project:
Personalized Design Approach: We believe every space is unique, and so is every client. We take time to understand your preferences, requirements, and lifestyle to create a personalized design that enhances your environment.
Innovative and Creative Solutions: Our team stays up-to-date with the latest design trends and styles, allowing us to bring fresh, creative ideas to each project. Whether you're looking for modern minimalism or traditional elegance, we provide designs that meet your needs and exceed your expectations.
High-Quality Materials: We work with only the highest quality materials to ensure that every element of your design is durable and long-lasting. From flooring to furniture, we select materials that combine beauty and functionality.
Expert Project Management: From concept to completion, Emerald Interiors ensures that your design project runs smoothly. Our interior designers manage every detail, including furniture selection, color schemes, lighting, and spatial planning, so you don’t have to worry about a thing.
Our Interior Design Services
We offer a range of interior design services to suit both residential and commercial spaces. Our areas of expertise include:
Residential Interior Design: Whether you are renovating a single room or undertaking a complete home makeover, we offer interior design solutions that suit your style and needs. Our goal is to make your home not just a place to live, but a space that feels like you.
Commercial Interior Design: We understand the importance of a well-designed commercial space. Whether it's an office, retail store, or restaurant, our interior designers in Trivandrum create designs that are not only functional but also help to enhance the customer experience and improve employee productivity.
Space Planning and Layout: Effective space planning is essential for making the most out of any area. Our experts provide smart and functional layouts that maximize your space’s potential, ensuring your home or office is both stylish and practical.
Furniture and Decor Selection: We assist you in selecting the perfect furniture and decor elements that complement the overall design of your space. Our team ensures that every item enhances the design and fits your budget.
Our Process
At Emerald Interiors, we follow a systematic approach to design that ensures every detail is accounted for:
Initial Consultation: We begin by understanding your design goals, preferences, and budget. This allows us to create a design concept that reflects your unique style.
Design Development: Our interior designers develop the design concept with 3D renderings, color schemes, furniture placement, and material selections. We present the plan to you for feedback and approval.
Execution and Implementation: Once the design is finalized, we manage the entire execution, including sourcing materials, overseeing contractors, and ensuring that everything is completed on time and to the highest standard.
Final Touches and Hand-over: After the design is implemented, we ensure all final details are in place, and your space is ready to shine. We aim to leave you with a space that feels welcoming, comfortable, and visually stunning.
Contact Emerald Interiors for Your Next Interior Design Project
If you’re looking for a professional interior designer in Trivandrum, Emerald Interiors is here to help. Our team is dedicated to creating spaces that inspire and elevate your everyday life. Visit our website at Emerald Interiors to learn more about our services, view our portfolio, and start your design journey with us today.
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