Loop is a modular furniture system that aims to keep your kid entertained while you're working from home, incorporating a mixed array of play modules and work m
Previously, we showed you all the final version of our new heroine, “Aero”, as she would appear in the game. This time, let’s talk about her 3D modeling process. Taking about
Image 34 of 34 from gallery of Cabin Modules / IR arquitectura. Photograph by IR arquitectura
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The NV01 modular bookcase from Noir Vif can be adapted to fit in any space, piecing together like a giant jigsaw puzzle.
Modular library at 3 60s spans Vittorio Dassi design, of Italian manufacturing completely restored and sanitized. The library is made of teack, consisting of 4 wooden goals & metal with adjustable brass tips, 6 shelves, 1 module with 2 drawers and internal compartment, 1 module with folding door and internal shelf, 4 modules with opening door and shelf Interior, brass hardware, all elements are adjustable. The library is characterized by the designer Vittorio Dassi style. Condition perfect measures: height 235 cm Total lumps 245 cm-40 cm 40 cm. I have official proof of authenticity such as vintage catalogs, designer records, or other literature sources and take full responsibility for any authenticity issues arising from misattribution less
Image 6 of 13 from gallery of Applied: Research Through Fabrication Competition Results and Exhibition. exhibition board 02 / Courtesy of yo_cy
Now that a lot of companies are going back to work at the office, people have to adjust to being with other people in real life again. Some things that were pre
Wooden 2 storey dollhouse made from 2/16" (4mm) Eucalyptus plywood. There are 2 modules, which can be placed upon each other, or side by side. One is longer than the other. Unassembled. Must be glued (preferably with white wood glue). Easy to assemble: Each module has got 9 pieces, plus 2 square struts and a staircase. Pieces are numbered in order of assembling sequence. Suitable surface for painting with watercolors (it is like paper). There are big openings on the back and the side of the house, to allow easy access inside. Dimensions of module 1: 16" high, 24 1/2" long and 16 1/2" deep. Dimensions of module 2: 16" high, 30" long and 16 1/2" deep. Before delivery, every doolhouse passes through quality control: Pieces are thoroughly examined and numbered with a soft pencil. Then the dollhouse is carefully assembled (no glue) making sure that everything fits perfectly, disassembled and finally packaged.
BUILD is a modular set of shelving units that can be compiled and configured to your liking with each piece being lightweight. They can also be a partition.
World Architecture Community News - Modular triangular modules form Precht's Farmhouse that connects architecture with agriculture
Deconstructing the JSRF Artstyle JSRF is known for its "cell-shaded" style, which is achieved through texture, shading, lighting as well as post-process screen effects. I believe JSRF uses a technique called lightwarp-shading to shade the models. The lightwarp shades the 3D model with a gradient of different brightnesses and color tones. Here is a similar example of this shading technique as seen in the game Team Fortress 2. The right side is the lightwarp shading. TF2 pyro lightwarp texture: JSRF lightwarp: This is the JSRF main lightwarp texture, actually the lightwarp in JSRF is stored in (the following) larger texture file which appears to have more images that are likely used to fake reflections and/or specular highlights. To get a better idea of how models are shaded, on the left image I have made the textures of the character Corn almost white, so we can clearly distinguish some parts of the body using a different shading, color and reflectivity. Here is what Corn's textures for the body and face/hat look like: Here is another comparison, shaders only (with a white flat texture) vs shaded + texture: JSRF player models use various materials, to get a better look at the materials in the following picture I have turned the player model into spheres each with a different material. Shadows The game uses multiple ways to render shadows: real time shadows, pre-baked shadow volumes, flat 3D meshes as shadows and decal texture shadows. Its unclear and I can only speculate on if the shadow techniques were chosen for performance optimization purposes and/or was an artistic choice, as for instance the level's shadows volumes are simplified, that might have been deliberate to avoid visually noisy shadows that more realistic shadows would cause and/or also a less performance demanding technique to cast shadows. Let's go through the different types of shadows. Decal casted shadows On average the level of detail for pedestrian models are all around 200 triangles per model. The crowds of people in JSRF use a faked decal shadow that is projected over the floor and stretched/oriented depending on the direction of the sunlight and animation, its just a rectangle (using two triangles) with the shadow texture on it and using opacity to blend it with the surface its projected on. As you can see, the blue texture on the bottom of this picture is what gets projected underneath the pedestrians to fake a shadow, its simple, cheap, elegant and effective. After all there's so many pedestrians in JSRF that using real time shadows would definitely tank the framerate on an original xbox. Real time shadows Real time shadows are mainly used on playable characters, important characters models or animated objects. The player's model file contains a simplified version of the visual model that is used to cast the shadow. There's Yoyo, his shadow is a bit more "blocky" than the visual model, though this is not really noticeable while playing and a nice optimization. Shadow volume meshes For the levels, JSRF uses pre-baked aka pre-calculated shadow volumes. The volumes of the shadows are baked into a 3D model that are overlay-ed over the level's visual models and darkens/tints the areas it covers or any moving object that goes inside it. In the following image you can see the shadow volumes in blue for the garage level, on the top right image I have made the shadow volumes semi transparent so you can get a better idea of how these shadow volumes overlay over the level's visual mesh and darken+tint the areas inside the shadow volume model. Casting real time shadows for the scenery is most likely too taxing performance wise (at least for the original xbox) so instead it seems the developers decided to use shadow volumes which are far less expensive for the game to run. Its unclear if the shadow volumes were auto generated, or made manually, or a mix of both, because the shadow volumes seem to have been simplified since they do not contain all the shadows for every object in the level, it's mainly only buildings and medium sized objects that are in the shadow volumes. Besides the performance/optimization boost by using shadow volumes instead of real time shadows, much of the shadow detail is simplified with this technique and lends itself to a far less noisy and more readable environment than if every tiny shadow was cast for the smaller details. Well, I think that covers the main things and its only a little glimpse into the many things that make this game a piece of art. That's it for now, I am sure more could be said about the game as it is full of details I might have glossed over, if so feel free to let me know and I can edit this post or make a second part.
Transforming furniture and living pod systems help make the most of a small space, but when entire rooms shape-shift in unexpected ways, the results can be astonishing. These compact apartment designs feature walls that slide and unfold, beds that descend from the ceiling, and interiors that can literally be turned upside down to change the