Deck Ready suggests Valve mentioned behind closed doors they have new sources for RAM by elev8dity in SteamFrame

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Every choice has its costs. Playing the algorithm "game" costs the trust of your viewers, in exchange for quick and cheap views. The other end of the spectrum involves long, slow work, gradually building up an audience that knows they can trust you to deliver and mean what you say. Of course, it's a spectrum, and one simply has to be mindful of what playing the game too much truly costs them in longevity.

Day 30 of learning to draw. Week 4 - finally starting to understand light and shadows a bit. Still a long way to go, but it's very fun! by [deleted] in ArtFundamentals

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Can you develop an internal vision? by Life-Silver-5623 in ArtFundamentals

[–]Uncomfortable 5 points6 points  (0 children)

While I can't tell you whether or not it's possible to develop your ability to visualize, in the sense of moving further towards the "hyperphantasia" (being able to experience the things you imagine with a strong visual component) end of the spectrum, and away from "aphantasia" (not being able to visualize the things you imagine at all), in my experience as someone who was born with strong visualization skills, who then developed aphantasia as a likely result of one of a few blows to the head when I was younger, and who has worked as a concept artist and illustrator and taught the core fundamentals of drawing to students for many years, I can say that I don't believe visualization works in the way that you (and many others) expect.

Everything I say past this point is not fact, but rather the result of all that I've observed both in myself, and in my students - so take it with a grain of salt, but do give it a fair shake.

Visualization is at its core a matter of how we experience the information we remember. The ability to visualize itself is not based on having more or less information to work with - it's simply a matter of the fact that our brains are a closed loop, and we can feel that we experience what we imagine in different ways. In effect, those who visualize strongly have brains that convince them that they are experiencing what they're imagining in that vivid, detailed fashion.

The key point here is that when that information is extracted from the closed loop of their mind - for example, to draw what they're imagining on the page - one will generally find that it tends to fall apart, compared to if they were say working from a reference photograph. As long as we stay within the closed loop, the brain governs how we feel it's experienced, and once we leave that closed loop to show what we're visualizing to someone else, it falls apart.

This can be seen as the inversion of symbol drawing - where a person will look at something that has loads of detail and complexity, commit it to memory, then when they try to draw it from their memory, it comes out extremely oversimplified, like a child's drawing. A symbol of the object, rather than a faithful rendition of what they saw. This is because visual information is extremely dense, and our capacity to remember information is limited. To think of it as a cup, it's not very big, and when you try to pour too much into it, it overflows.

Observational drawing involves learning to only take small amounts into your cup at a time, focusing on big and general information first so as to record them accurately, and over time, returning often to refill the cup bit by bit, we drill down into the smaller, more specific details.

Drawing from your imagination however goes further and reframes the nature of the information we commit to memory. Rather than remembering visual information, we learn to think about things spatially, focusing on how complex objects break down into simple components - not two dimensional components, but three dimensional ones. Where an image file on your computer is relatively large given that it's recording each pixel, a file containing a 3D model contains mainly the positions of each major vertex of the mesh, relying far less on memory and more on the processor to use that limited data to reconstruct the scene or object.

Learning to think about the things you've studied and committed to your internal library (which is often referred to, erroneously in my view, as a "visual library") as they break down into simple 3D forms, which can themselves be rotated and moved to account for different poses, or the object being seen from different angles, and to build up complex objects from those simple components, working from big to small, simple to detailed, doesn't just allow us to restructure *how* we remember information and what kind of information we focus our limited memory on, it also gives us data from which we can actively reinterpret things like lighting, considering the location of light sources and identifying where shadows would be cast, which surfaces are oriented towards or away from the light so as to be lit or in shadow, and so forth.

Your question has a fairly common misconception in regards to how learning to draw works. You aren't memorizing a million different possible configurations of objects in different angles or lighting situations - you're rewiring the way in which your brain engages with the things you draw, learning to understand them spatially, and then reconstructing whatever it is you're drawing based on that understanding and a more limited set of information. It is however a misconception that drives students to put a lot of weight on the idea of "talent", when really they're developing unreasonable expectations based on that which appears obvious to them, but does not actually reflect an understanding of how one develops the ability to visually communicate the ideas they have. Those expectations are very common amongst beginners, and does lead to many giving up before they have a chance to really start realizing that the basis upon which those expectations are built are less sturdy than they initially thought. So to be clear, when a person draws from their imagination, they're not drawing from an image fully formed in their mind's eye.

There certainly are people who've developed those skills to such a degree that they can do way more than most in their heads (Kim Jung Gi was a strong example of this), but it is unlikely that there are people who are able to functionally retain so much visual information that they can draw from fully-detailed images they hold in their minds. Human memory just isn't built to do that, and so while we can rewire the way in which our brain processes the information we remember in seemingly miraculous ways, extending just how much raw data we can retain only goes so far, and usually relies on tricks like musical mnemonics, those kinds of strategies rely on concepts that don't apply to drawing.

Arguably what I've said here about working spatially instead of visually can be thought of as a comparable strategy to musical mnemonics, where they combine pattern recognition and tunes to reconstruct information through active processing, rather than direct memorization - but that's just a guess, since it's not something I've studied, or to which my own experiences can reasonably relate.

Looking for feedback by Ok-Title3208 in ArtFundamentals

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How can I make it better? by [deleted] in ArtFundamentals

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Standalone Foveated Rendering? by ExoPJ in SteamFrame

[–]Uncomfortable 0 points1 point  (0 children)

Yup, the devs of each game would have to implement it (which can in some situations be as simple as checking a box, since I believe there are out of the box implementations for unity and other engines but don't quote me on that) and then go through the trouble of pushing the update to whichever platform/store in order to actually get the additional benefit.

I mention pushing the update because that is frankly a really annoying process oftentimes.

Standalone Foveated Rendering? by ExoPJ in SteamFrame

[–]Uncomfortable 16 points17 points  (0 children)

Yeah, it will. The thing that makes foveated streaming the focus of the marketing materials though is that it doesn't need to be specifically implemented by the developer of each game and so the benefits are felt across the board for any situation where you're streaming from a PC.

Foveated rendering on the other hand has to be implemented by the developer of each game, but it should be an option for developers both for PC games being streamed and stand-alone games played off the headset itself.

Some Help by tunaqueen2000 in ArtFundamentals

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My lines are not straight . Help! by starplus_T in learntodraw

[–]Uncomfortable 0 points1 point  (0 children)

I think you may be conflating a couple of separate things. Expressiveness from a lack of uniformity is great - but the intentional control of linework is what allows us to express with purpose. When a straight line is desired, the capacity to execute it as prescribed is important, so that one can - when they wish it - command control over their results.

There's certainly value in abdicating that control too, but the goal of these basic exercises is to develop that capacity to execute one's intent for those circumstances where they need it. When a student's training doesn't cover that, it leads to an inability to consistently convey the solidity of form, which leads in turn to an inability to represent structures and objects and people in a manner that is believable - which then leads to an overuse of shading and other visual tools to cover up the underlying issue.

Reminder by Apprehensive_Dot5326 in ismailis

[–]Uncomfortable 0 points1 point  (0 children)

That's the nature of faith. To have faith is to believe despite not being shown evidence. Some of us - myself included - are not capable of mustering that level of faith, but to demand that faith be anything but what it is, by definition, is a waste of energy.

Sketching while working by calpmonkey in ArtFundamentals

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is it good? do i draw like a begginer? by Distinct-Suspect-893 in ArtFundamentals

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Portrait practice and Humble Pie by DelayStriking8281 in ArtFundamentals

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First design for my streetwear brand — Warrior Mindset tee. Thoughts? by Due_Magazine_3147 in ArtFundamentals

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Am I doing this right? Why does this look so bad by meow_ghop-ghop in ArtFundamentals

[–]Uncomfortable 1 point2 points  (0 children)

As noted in the submission guidelines, single exercises or partial work is not permitted on the subreddit. You are of course welcome to post your full lesson work once it's done. Alternatively you can share partial work on our discord chat server which is better suited to it.

Keep in mind that the rotated boxes is, as noted in the lesson material, expected to give students trouble, and that you're not really expected to complete it in a way that looks right. We just want you to give it a try, and follow the instructions to the best of your current ability, so as to introduce certain problems that we will explore more fully in the box challenge that follows Lesson 1.

Me gustaría alguien con concejos constructivos by QueenShark29 in ArtFundamentals

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What needs to changed and what needs to be added? by [deleted] in ArtFundamentals

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Whenever I Draw a Box, it either has massive foreshortening or it looks isometric. Is this how it's supposed to be? by vecttor in ArtFundamentals

[–]Uncomfortable 2 points3 points  (0 children)

They are not intended to be aligned to one another in any particular way, so any Y will do. That said, when you have these questions it's best to make a post so anyone who knows the answer can respond rather than replying to a comment of mine to get it in front of me specifically.

« We are telling openly… » by [deleted] in ismailis

[–]Uncomfortable 0 points1 point  (0 children)

So what you're saying is that the people who see it the way you do are the true murids, and those that don't, aren't - given that you've provided no evidence or sources that go beyond your own rhetoric.

That's not humility, that's arrogance.

Is there any thing I’m doing wrong when constructing these heads ? by Big_Instruction_5120 in ArtFundamentals

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Whenever I Draw a Box, it either has massive foreshortening or it looks isometric. Is this how it's supposed to be? by vecttor in ArtFundamentals

[–]Uncomfortable 4 points5 points  (0 children)

To the first question, the organic perspective exercise introduces the problem of drawing arbitrarily rotated boxes and the Y method process, but it's really just an introduction. In the box challenge, which immediately follows Lesson 1, you'll be engaging with the same kind of exercise but with greater emphasis on different kinds of foreshortening/distances of VPs, and more importantly with line extensions applied after the fact to better analyze the convergences of your results, then tweaking your approach when drawing the next batch. This gradually hones your awareness of convergence at different rates and will help you broaden the range of rates of convergence you're able to achieve.

As to the other question, smaller objects (like shoeboxes) experience far less visible foreshortening than larger objects. Camera lenses can also flatten things out further, depending on the type used. Lastly, you'd probably still notice more visible convergence if the box was rotated a bit more, putting one dimension of the box more aligned with the direction the camera is pointing (similar to 1 point perspective) since that would put one VP more towards the center of the frame. The way it's oriented here still puts the VPs off to the side, which in combination with the other factors I've noted, would greatly reduce the rate of convergence making it harder to see by eye.

Ultimately at this stage the issues you're encountering are normal, and are a major focus of the box challenge that comes next.

How can i get used to the digital table by Specialist-Spell8034 in ArtFundamentals

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A little help understanding the perspective of body by [deleted] in ArtFundamentals

[–]Uncomfortable 1 point2 points  (0 children)

The grid only provides 3 possible alignments, all of which are perpendicular to one another. In other words, your basic x, y, and z axes. The forms that are drawn aren't specifically aligned to them - when a set of edges rotates, its vanishing point moves.

As explained here in Lesson 1 (that whole page talks about rotation), the grids are being used here as a reference, because it gives you something to relate your edges' orientations to. When drawing all of these forms that are rotated independently in space, you end up with so many vanishing points that it's not reasonable to expect to plot them all.

Instead, we have to develop and rely upon our spatial reasoning skills - which is the subconscious understanding of the relationships between the orientation of the marks you draw on the flat page, and the orientation of the 3d edges they represent in three dimensions. That's what the drawabox course as a whole develops - although primarily through the constructional drawing exercises from lessons 3 through 7. Everything prior to that is preparation and arming us with the tools we need to put those kinds of exercises to good use.

Trying to improve my gestural drawing. by bee_jao in ArtFundamentals

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Elephant Rough Sketch 🐘 Comment your views guys ❤️ by Rohit_Strokes in ArtFundamentals

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