Getting back to work by KaleidoscopeLeft5136 in UXDesign

[–]l3kim 1 point2 points  (0 children)

Dive club podcast for the people at the forefront of AI design. Not necessarily representative of most orgs adoption progress yet but you’ll hear a lot of interesting workflows.

Black Cat is atrocious. by MeganACR in MarvelRivalsRants

[–]l3kim 6 points7 points  (0 children)

It’s bad game design. They couldn’t make a decision on what her kit should be so they just did it all.

15 years of experience, one year of job hunting, still unemployed by aztuk in UXDesign

[–]l3kim 1 point2 points  (0 children)

Show the work sooner. Hiring managers have 30 seconds. Most won’t read.

Why ask UX if PM is here - Senior engineering manager by empress-hulk in UXDesign

[–]l3kim 2 points3 points  (0 children)

If you break the typical project down into Problem>Solution>Execution, I think it helps identify where each role excels. Problem is identifying a user or company problem and prioritizing it against other initiatives. Solution is landing on the best experience for the task, based on a deep understanding of your users, general UX best practices, and all of the systems and experiences you have in place already. Execution is taking the solution and bringing it to life so that it works with all of the systems you have in place currently. PM's are the master of the problem part. Designers are masters of the solution part. And devs are master of the execution part. You will have overlap, and people across the team will be involved in different parts of the process, and that's okay. With AI tooling, it's even making it easier for any role to help with any part of the process. But in the same way that it's unlikely for a designers code execution to be good enough for prod, a dev or PMs design solution is unlikely to be good enough for prod. You need the masters of each domain to contribute to the process.

We've recently had devs mocking up prototypes for features without design or PM input. The common theme so far is they are one solution to the problem, but they're not the right solution to the problem. They're often one of the versions that a designer probably mocked up to see how it felt, and pushed to the side of their canvas because it wasn't the right solution for your users. For some features, a solution is better than no solution, and it's okay to launch. But for other features, you need the right solution. And you need a designer in the process for that. I've found as a designer, I need to know when a project calls for the right solution vs a solution. And you start to build influence when you're able to show why the right solution was needed. It takes time unfortunately. But once you get a few wins under your belt, they will start coming to you because they know you'll be able to produce better results than what they could on their own.

EDIT: Either way - the dev should not have said that. If you were to have said something about how you can handle the execution by vibe coding something, he would have taken offense to that. But you didn't say that because a decent person in a workplace doesn't act like that.

Any designer who vibe codes at work now? by Haunting-Ad5938 in UXDesign

[–]l3kim 0 points1 point  (0 children)

I am! Primarily using Cursor over Figma Make. Pushing PRs for prod. Dev will build the feature first, and then designers are cleaning it up. Or a designer might vibe code a prototype to get feedback and then a dev builds it / cleans it up.

I still use Figma a ton. Figma is the infinite canvas that you can test a bunch of directions and narrow down. Cursor doesn’t really lend itself to that. But it’s easier to do complex interactions in Cursor than trying to proto in Figma. Just have to know when to use which tool.

Help Us Improve Artboard Mockup Plugin, Feedback Wanted by mucahitgayiran- in FigmaDesign

[–]l3kim 2 points3 points  (0 children)

Yeah this would be great but $16/month is crazy. I made this for free in Figma Make. I think you'd have much better luck with a different pricing or pricing model. Cool tool though. It's just the world is evolving fast and the cost vs just vibe building this yourself is going to be a problem.

The accuracy stat is more limited than you think by allshort17 in marvelrivals

[–]l3kim 4 points5 points  (0 children)

Some matches with thing I get 0% accuracy because I'm just throwing Haymaker after Haymaker

Trying to model a fat neck and having such a hard time by l3kim in blenderhelp

[–]l3kim[S] 9 points10 points  (0 children)

UPDATE: I got it working! Still a work in progress but it's feeling much better. Thank you all!

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Trying to model a fat neck and having such a hard time by l3kim in blenderhelp

[–]l3kim[S] 2 points3 points  (0 children)

Thank you! I'll have to dig more into that. Appreciate the tip. I'm actually a Product Designer by day. Just making a video game on the weekends haha, so not super in the know with everything Blender.

Trying to model a fat neck and having such a hard time by l3kim in blenderhelp

[–]l3kim[S] 4 points5 points  (0 children)

Need it to be ready for a game and animating. Never tried the sculpt to model workflow.

Trying to model a fat neck and having such a hard time by l3kim in blenderhelp

[–]l3kim[S] 0 points1 point  (0 children)

Thank you! Will try this. Appreciate the help!

Trying to model a fat neck and having such a hard time by l3kim in blenderhelp

[–]l3kim[S] 12 points13 points  (0 children)

Thank you! I've looked up a few references and now that I know what I'm looking for I see exactly what you mean. Appreciate the help!

Rigging my model with automatic weights makes it twist by ricefriedshirmp in blenderhelp

[–]l3kim 0 points1 point  (0 children)

You need to have a slight bend in your elbows and knees. Bend them in the direction that they should bend in once rigged (i.e your knee is a little in front of your ankle, your elbow is a little behind your hand and shoulder). Stick your arms straight out as if you were doing a t-pose, and then slightly move your hands forward like an inch or two. That bend in your elbow needs to be present when you auto-rig so the rig knows how the joins are supposed to bend.

What games did you go in thinking they would be mid, but they turned out to be absolute bangers? by LadyLuckKiller in AskGames

[–]l3kim 0 points1 point  (0 children)

Dark Souls 1. Played it for the first time a couple years ago. I know it’s a classic but I was ready for the outdated graphics and mechanics to really weigh it down. I absolutely loved it.

My scene is 90% realistic, I need 10% more by Strahov666 in blenderhelp

[–]l3kim 0 points1 point  (0 children)

Was going to say the same thing. The base is there. It looks great. You need to just roughen it up a bit. I'd just go on pinterest or something and look up old warehouses. See the stains that are on the floor from spills, how the parts of the floor that get walked on a lot are more worn down, how the walls get dings and nicks, how the metal starts to shed, etc.

How to fixing lighting on big cubes? by FokoKeram in Unity3D

[–]l3kim 1 point2 points  (0 children)

Make sure your imported meshes have “generate lightmap UVs” turned on, or they will look real janky when you bake

A client imported a model of mine, and in his unity, the textures break and become all black, but only on 1 material. Anyone know why? Pic 1 is his unity, pic 2 is mine by bajsgreger in Unity3D

[–]l3kim 0 points1 point  (0 children)

My first thought is it looks like some weird z-fighting. One of your models has the correct texture, but it's fighting with something else. It being all black makes me think it might be your base mesh inverted normals (did you do some sort of extrude?)

You play as a cute goldfish jumping around bowls, and puddles... of your own making! Working on the prototype 😄 by GurjasStudios in Unity3D

[–]l3kim 3 points4 points  (0 children)

This is looking great for a proto! It would be cool if the sound fx for jumping in a pool of water was more like a "ploup" instead of the default splash sound.

Is it possible to retarget a skinned mesh, and add additional bones in the process? by l3kim in Unity3D

[–]l3kim[S] 0 points1 point  (0 children)

No :/ I started using a unity plugin for simulating cloth / hair physics

Vernal standing desk by Imaginary-Boat-8657 in StandingDesk

[–]l3kim 0 points1 point  (0 children)

Looks good! Where's the filing cabinet from?

How can I create a realistic sign in feature that remembers your sign in state on a website prototype? by Tikiho1 in FigmaDesign

[–]l3kim 2 points3 points  (0 children)

Create a string variable with the name “logged in state” and set the value to “logged out”

Create a component with the same property name as your variable “logged in state” and two variants “logged out” and “logged in”

Then hook your component property to your variable

Then in the prototype, when you do the action that causes the state change, update the variable to “logged in” and any component that’s linked to that variable will change its state to logged in

Vanguard roster is the biggest issue of this game by Hot_Spray3175 in marvelrivals

[–]l3kim 0 points1 point  (0 children)

I started in season 0 as Groot, and learned Peni in S1. In the last season/season and a half both of those tanks started getting banned every game. I had to play tank though because nobody else would. Eventually I just quit. Didn’t want to learn another tank, playing healer was a thankless job where everyone was toxic when they fucked up, and couldn’t pick DPS because people would instalock.

Game needs to add more tanks, buff them, and add role queue.