“It’s a revolutionary breakthrough that dark matter can reproduce both the relationships between luminosity and galactic speeds and the stellar mass function in galaxies simultaneously, as this new study accomplishes for the first time. By incorporating advanced techniques and more detailed physical models and the interplay between different components, relations that has only been observed, never explained, are finally seen to emerge. If we can throw our cosmic ingredients into a simulation and get out the Universe exactly as we observe it, that’s as big a success for our theories and models as one can ask for.”
On the largest scales, dark matter has been undoubtedly the most successful theory in modern cosmology for explaining a huge variety of observations. From the motions of galaxies in clusters to the separation of mass and light when they collide, from the correlations between galactic positions to the fluctuations in the CMB, from the bending of starlight to the formation of large-scale structure, it’s clear that the Universe needs dark matter. But individual galaxies have always been the most difficult test for dark matter. In particular, there have been empirical correlations – or relationships between two different observables – that have never had an underlying explanation successfully presented. One of the most difficult has been the Tully-Fisher relation, which relates the luminosity to the rotational speed of spiral galaxies. But a new simulation, at long last, has finally cracked that nut by incorporating not only gravitation and dark matter, but the relationship between baryons and dark matter.
I'm trying to remember this program that you could use to model physical appearances of characters. Plugging in height / weight and shifting body fat distribution sorta stuff. Do you (or your followers) have any idea of where this could be? I'm 80% sure it was a website program, not a download. Appreciate it (Also love your blog. Its great)
That DOES sound familiar…I’ve probably even shared it on here at some point. Anyone have a link? (oh, and thank you for the compliment!)
Do you know any good role-playing systems for playing characters with e.g. a missing limb or other disability? In D&D 5e it feels like a choice between "you get disadvantage on A,B,C..." or "You have a magic item/class feature that makes it irrelevant"
That really depends on what you mean by “good”. What in particular are you looking for?
A game that simply models physical disabilities with greater mechanical nuance than “you get -X to rolls for Y and Z”?
A game where the mechanical effects of physical disabilities are contextual rather than concrete because resolution of a particular task isn’t linked to quantitative ratings in particular physical attributes?
A game where the preceding questions don’t really come up because gameplay isn’t focused on feats of death-defying athletics to begin with?
A game where such questions can’t come up because player characters don’t have stats?
Asks sent to my main, answered here! All these deal with different majors at EU.
valaaz said: What
would the Fae do about architecture students? Would architecture studios be one
of those places where time passes differently? End of semester projects
suddenly seem to ignore all laws of physics but the physical models still work
architecture projects. But if you’re desperate enough for inspiration to strike
a deal, it’s fifty-fifty you’ll end up with some Escher shit that would implode
if constructed anywhere except on campus, model or not.
Does Hi-rez model their character’s faces off of real people? I mean like, do they have models who come in, get their face copied and then it’s built into the 3D model? Do they have a stockpile of references the modelers use and just recreate what they see? Did someone call up their sister in law and say “Hey you would make a great Goddess of beauty” And use their face as reference for Aphrodite?
What about movement?
Do they do motion capture?
Does someone swing around a huge prop or act like they’re stretching so the characters can be animated doing the same thing?
Are auditions cast for voice actors, or do they just email someone like “Hey Mike McFarland, can we interrupt your anime work and have you do some voice lines for Osiris?” “Oh yeah Josh Grelle you wanna be a Mayan god who wears leopard print leggings?” Where’d they even FIND gems like Alex Ross? (That man needs more voice acting gigs, he sounds so into it and crazy it’s beautiful)
Are there physical models of the weapons??
Who gets the final say on the concept art?
Who DOES the concept art?
Who gets that person his coffee?
What does Savannah like in her coffee?
Does Tina like coffee?
Who INVENTED coffee??
I NEED TO KNOW THESE THINGS.
Star Wars Ep. 1 & 2 Miniatures | Sequences by Trevor Tuttle
Trevor Tuttle is a visual storyteller with over 15 years of art department and visual effects experience for film and commercials. Combining art direction, production design and VFX expertise, he collaborates with clients to create dynamic moving imagery using cutting-edge visualization tools and proven leadership skills.
Trevor specializes in direction, camera layout, previsualization, physical models and digital mock-ups. Out of college, he was hired as a practical modelmaker in the modelshop at Industrial Light & Magic, soon transitioning to digital artistry and the opportunity to work with such directors as George Lucas, Robert Zemeckis, and Sam Raimi. In addition to his work as previs supervisor for Disney’s Oz: The Great & Powerful, Trevor’s notable projects include contributions as senior layout artist on Alice in Wonderland, project lead on Indiana Jones 4 and a concept set modeler and layout lead on Beowulf. Trevor’s mastery of both traditional and digital filmmaking techniques lends a unique perspective in this day and age, one that he successfully applies to help create compelling and visually dynamic stories.
you seem to know alot about miku and since you've cosplayed her.... does miku have squares on both sides of her collar or just on her left? a lot of references just mix up the 2....
Well, the thing about Miku’s default design is that…like any character art, it’s prone to human error and thus accidental inconsistencies happen fairly frequently. However, it’s also important to note that her design is also built to be open to interpretation (in the interest of artistic liberty for more creativity), so it changes slightly here and there intentionally depending on different illustrators and art styles.
Her official illustrations (V2 by KEI, V3/V4x by iXima) helped somewhat, but are limited in that they are 2D illustrations and the artists have only a few main visuals they have drawn for her official design.
but it’s difficult to tell with V3 and V2 because they’re drawn at an angle, where the other collar lapel is obscured (not to mention the design of the patch is completely different between the three variations in the first place) :
Luckily, a workaround is to find 3D models of her. These can be digital (MMD models, Project Diva in-game models) or physical (figmas, figures, nendoroids).
For my cosplay, I used her Project Diva X model as my main reference.
I wanted to match my cosplay as closely to her “official” or “professional” appearances as possible (as in the Project Diva video games and the Miku Expo / Magical Mirai concerts).
By using a 3D model, I have more, better perspectives on her clothing’s true colors, textures, and details (like the collar patch).
While MikuMikuDance (MMD) is free software and can be used to view 3D models from all angles, it’s important to note that there are many many MANY different Hatsune Miku models by many many MANY different modelers, and hardly any of them are 100% true and accurate to their original illustrations (with exceptions like Digitrevx’s Hatsune Miku V4x model), and no two models are the same. So treat these “sources” like any other fan-depiction you’d find in fanart anywhere such as pixiv or devantart.
If you have a Project Diva game, you can use the Photo Studio to get good views of the 3D models and their textures and details by zooming and panning. It’s how I got these reference images here. If you don’t own a Project Diva game, you can go to YouTube and watch some of the PVs (they are made by SEGA, rather than their original producers/illustrators– this way it is consistent, which is good in this situation). Watch on 1080p (if available lol), pause, and screenshot.
Here are some screenshots that “confirm” that she has only 1 collar patch:
But hey, what’s a good argument without mentioning the opposing point. Here are some “official” instances where she definitely has 2 collar patches:
So, the conclusion is…………while 1 collar patch is the commonly-accepted choice, in the end it’s really up to your interpretation.
That leap to full-size is vital. “There’s something about having that scale on a physical model,” says VandenBrink. “We do scale models, and make them as realistic as possible, but when we scan and blow it up full size, it looks cartoony.” There’s a flip side as well, he says. “When you work on a computer, you have a tendency to zoom in, and you get too concerned with the details. You end up spending hours working on the radius of curve, when it’s just going to get lost in the stamping.”
One thing that’s often overlooked about clay models is that they aren’t simply output; clay can be an input medium, as well. The perfect fender curve or B-pillar transition may take shape with a few flicks of the wrist in clay, while trying to get that same level of artistry through computer and stylus might take hours. And once it’s in clay, a whole car can be scanned into a CAD program in an hour and a half. You won’t do that with a stylus, or a mouse, or a fancy 3D headset.