Метаверсище и ИИще
Это не новости, это персональный экспертный взгляд на то, как развивается индустрия ИИ, графики, метаверса, крипты, нейротехнологий и в каком направлении катится все это безобразие. Для связи: @SergTsyp
Ko'proq ko'rsatish📈 Telegram kanali Метаверсище и ИИще analitikasi
Метаверсище и ИИще (@cgevent) Rus til segmentidagi kanali faol ishtirokchi. Hozirda hamjamiyat 52 191 obunachidan iborat bo'lib, Sanʼat & Dizayn toifasida 368-o'rinni va Rossiya mintaqasida 11 706-o'rinni egallagan.
📊 Auditoriya ko‘rsatkichlari va dinamika
невідомо sanasidan buyon loyiha tez o‘sib, 52 191 obunachiga ega bo‘ldi.
15 Sentabr, 2026 dagi oxirgi ma’lumotlarga ko‘ra kanal barqaror faollikka ega. Oxirgi 30 kunda obunachilar soni 708 ga, so‘nggi 24 soatda esa 65 ga o‘zgardi va umumiy qamrov yuqori darajada qolmoqda.
- Tasdiqlash holati: Tasdiqlanmagan
- Jalb etish (ER): Auditoriya o‘rtacha 16.24% darajada jalb etiladi. Nashrdan keyingi dastlabki 24 soatda kontent odatda umumiy obunachilar sonining 11.20% ini tashkil etuvchi reaksiyalarni to‘playdi.
- Post qamrovi: Har bir post o‘rtacha 8 461 marta ko‘riladi; birinchi sutkada odatda 5 836 ta ko‘rish yig‘iladi.
- Reaksiyalar va o‘zaro ta’sir: Auditoriya faol: har bir postga o‘rtacha 102 ta reaksiya keladi.
- Tematik yo‘nalishlar: Kontent claude, seedance, контекст, нейропрожарка, редактирование kabi asosiy mavzularga jamlangan.
📝 Tavsif va kontent siyosati
Muallif resursni shaxsiy fikrni ifoda etish maydoni sifatida ta’riflaydi:
“Это не новости, это персональный экспертный взгляд на то, как развивается индустрия ИИ, графики, метаверса, крипты, нейротехнологий и в каком направлении катится все это безобразие.
Для связи: @SergTsyp”
Yuqori yangilanish chastotasi (oxirgi ma’lumot 16 Sentabr, 2026 da olingan) sababli kanal doimo dolzarb va katta qamrovli bo‘lib qoladi. Analitika auditoriya kontent bilan faol hamkorlik qilishini, uni Sanʼat & Dizayn toifasidagi muhim ta’sir nuqtasiga aylantirishini ko‘rsatadi.
In Blender MCP, perform UV unwrapping on the selected "headless model including clothes and limbs," and re-bake the existing textures to 4K. The goal is to preserve the original appearance, create UVs that make the structure readable like clothing patterns, and make it easy to redraw later. Just like a human artist, proceed in the order of observation → seam design → unwrap by parts → distortion correction → placement → bake. 1. Preserve the original data Before starting work, save as a new file to keep the old UVs, images, and materials, and create a new UV called "UV_Final." Do not change the shape, topology, vertex order, weights, shape keys, or rig. 2. Observe the model and design seams Check each direction with original texture display and wireframe display to understand the clothing parts composition and actual seams. For clothes, follow the pattern composition of body, sleeves, collar, etc., and cut open using side lines or inner sleeve areas. For skin and limbs, place seams in less noticeable positions like insides or sides, and design so that even between fingers can be opened without strain. Do not mistake wrinkles or prints for seams, and avoid creating unnecessary fragmented islands. 3. Unwrap by parts and correct distortions Do not process the whole at once; unwrap by parts. Use a text-included checker referencing UV_Final and Stretch display to check for stretching, compression, twisting, flipping, and overlapping. Add or remove seams depending on the cause of issues, adjust with Pin or Relax, and recheck. Do not just repeat the same auto-unwrap; keep the improved parts. Do not use Smart UV Project's overall auto-subdivision as the final product. 4. Adjust fabric grain, density, and layout For clothes, align the basic vertical direction to the UV's V direction based on each part's fabric grain. Do not forcibly deform curved patterns into rectangles. Even out texel density relative to real size, and adjust orientation so left-right correspondence is clear. Then, pack into the 0–1 area while maintaining orientation and relative scale. Overlapping left-right or arbitrary rotation is prohibited. Use 4K bake margins of 16px, 32px+ between islands, and 16px+ on image edges as initial standards. 5. 4K bake from old UV to new UV Explicitly fix the original texture reference to the old UV, use UV_Final as the bake target, and transfer to a new 4096×4096 image. For each material, activate the bake target image node, do a test bake, then the main bake. For base color, use only Diffuse's Color, or Emit, and do not bake in new lighting, shadows, or AO. Preserve the shading drawn on the original image. Transfer existing maps like transparency as needed, and for tangent normals, re-bake based on new UV standards, not just color transfer. 6. Confirm completion with new-old comparison Apply the new UV and baked image, and compare the whole body and details under the same display conditions as the original. Check pattern positions, colors, transparency, and seam continuity, and fix UV collapses, overlaps, unwrapping omissions, bake black spots, misses, or bleeding. Judge completion based on inspection results, not "how many times unwrapped." Save the completed .blend, 4K images, UV layout, and confirmation images of seams, checker, and final appearance, and briefly report main correction contents. Do not end with just the plan explanation; complete the work while confirming actual images.А для кобылы - это генерация в HI3D - оттуда вылезает месиво в плане текстурных координат(слева вверху), но Астра его растаскивает. Поглядите тут для других примеров. @cgevent
Com.blackmagic Design.davinciresolve integration и выполнение команд. То есть это не обычный Computer Use.
Ибо.
8 сентября Blackmagic выпустила DaVinci Resolve 21.1, и это действительно официальный релиз с интеграцией AI-агентов. Blackmagic прямо пишет, что Resolve Studio теперь может работать с Claude, Claude Code и ChatGPT Codex, которым разрешено анализировать проекты, организовывать медиа, менять настройки, делать highlight edits и запускать рендер по обычным текстовым командам.
Ключевая новинка - native MCP server в DaVinci Resolve Studio 21.1. MCP здесь является прослойкой:
GPT/Claude -> MCP -> API DaVinci Resolve -> реальный проект
С титрами прикольно.
агент сам дошёл до этой функции и запустил её как часть многошагового процесса. На скриншоте он сообщает, что Resolve создал 15 японских subtitle segments.
Сам speech-to-text выполняет Resolve, кстати.
@cgevent