🚨 AI companies are trying to use their vast, ill-gotten wealth to buy a change to the law in Australia.
They say they will invest in data centers *if* the Australian government hands them the work of Australian creatives. This is a grotesque abuse of power.
'Funds to compensate artists' offered in exchange are a frankly offensive proposition. They would force artists to hand over their life's work for well below what it is worth.
Artists' work is not the government's to give away to the biggest companies in the world.
https://t.co/63siqGkhuZ
Today is the day !
"Digitaline" starts its crowdfunding campaign.
https://t.co/N156VhLX4H
Published by @rom_est_2012 , it is a massive compilation of my works, with dozens of new illustrations.
If you love sci-fi in general, mechas, or cyberpunk it might suit your tastes.
Custom Remesh with Gaussian, Mean and Curvature filters to tweak the remesh output. The poles on the convex corners look so much better. Default Remesh makes those areas pointy and caved in.
"Consent is not a nuisance, and it is worth protecting."
SAG-AFTRA President @SeanAstin testified before a House Judiciary Subcommittee today in support of the NO FAKES Act, continuing the fight to protect every person's right to control their own voice and likeness.
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Eventually, even digital data will no longer be owned by individuals on their own initiative. Whenever there is a major change or accident in the world, in a country, in a government, in an idea, in a trend, access to it may suddenly be cut off.
Let’s discuss the business of games.
I’m always advocating for more creative control to devs. And I put a lot of blame for how things are in the executive sphere.
So I’m going to go into depth about why.
Some of you may or may not know I own a studio. I stepped down as CEO in January. I have a few ventures, so I try to focus more on being a creative these days.
I am constantly bombarded with emails and letters about selling my company. Since the three year mark. Legal firms scour HMRC for profitable studios and then contact the owners about their “exit strategy.”
This always confused me as.. I never had an exit strategy. As a creative I built my studio for one purpose: build a great team that’s run the way I think studios should be.
If I sold, some of the team would leave. I would be completely gone. The culture would immediately change.
What is left? The brand? The IP? Yeah how many great IPs have been run into the ground by someone who acquired them.
Here’s the thing. Great games are made by great teams. People who have a working cadence and habits. Not just a collection of great individuals. Anyone can throw that together with money. But it takes more than that, it’s culture, a shared vision, and that takes time to build.
Big companies like Embracer and Microsoft acquire studios for their IP. They see the value in the IP alone. Then they close studios and give the IP to someone else.
But a great IP in the hands of a bad team will just be a bad game.
A great team with no IP can create one.
You can’t transplant DNA.
I always say the biggest problem with companies is they treat devs as disposable. They treat them as their role. They fire people when they don’t need them then hire someone else later.
But this is like taking a brick out of the middle of a wall and then later placing a new one on top. Eventually you have a big hole and it will collapse. I’ve been that brick and I refuse to run a studio that way.
The games industry is exhausting. I love making games, I love working with creatives, I just love games.
What I don’t love is devs being blamed for everything wrong in gaming when the reality is that poor decisions happen 3 layers above the average dev by people who don’t even play games.
I’m not saying devs know everything, but management in the industry is clearly failing everyone.
Looped AI agents submitting code nonstop to Godot are almost DDOSing the Foundation's ability to review code submissions, causing a Distributed Denial of Service like attack, hence the solution is to just stop accepting AI slop code submissions.
Can't blame them.
@TheMG3D Given the current situation with scraping, it seems like grouping artists' works together under these threads might make it easier and come with free classifiers e.g. "Artists, share your yellow art!". But it may not matter if they were posted elsewhere first.
@gleb_alexandrov 10. I think there is a great need for more resources to make people better artists and designers. We have quite a lot of technical tutorials, so I think teaching these topics to give artists a more intuitive understanding is currently more valuable.
"Imagine how you might feel if a fifth of your salary could be withheld without any justification or based on a single surprise factor"
By coming together in a union, we can get the fair treatment we deserve: https://t.co/Xm08SjCMBI
Open letter to Andy Burnham: Ditch Labour’s disastrous stance on AI.
This is important - if you’re in the UK and you care about creatives, I encourage you to sign it.
https://t.co/ke5GuvxtiY
AI Bros - "It's not stealing, anyone who says it's stealing just doesn't know what they're talking about."
Meanwhile
Google - "Pretty please can you change the laws for us so we can get away with stealing."
🚨 Google continues to lobby the UK government to hand the work of the country's creatives to big tech companies for free.
And it does so by misrepresenting US copyright law, suggesting companies can simply train AI models in the US (where in fact, far from AI training simply being legal, there are 100+ lawsuits currently going through the courts).
The UK government should continue to resist this brazen demand for a handout of artists' work to the most powerful companies in the world.
https://t.co/YYHCq18V1l
@CAgovernor@AnthropicAI@claudeai So you’re ok with killing the Californian creative sector now? Because that’s what happens when you normalize and elevate companies that require the wholesale theft of creative works for their models to even function at capacity.
This will tank ALL of your political ambitions.
In Blender, even if you use a low voxel size value on the remesh modifier and then use the Smooth Corrective mod on top, you still get this weird jaggy look on the edges. But if on top of that you add the Smooth Normals modifier from @SpaghetMeN0t Normal Magic, the result gets so much better. It blurs out the kinks on the normals and the result is so much better.