text:
One of the biggest challenges that every parent must eventually face is learning how to look for the best used cars for teens and where to find them. With so many options on the market, it can be quite difficult to single out the most fitting secondhand car for your kid. Lucky for you, we’ve made a list that highlights the best used cars for teens and where to find them!
If you’re interested in purchasing a new car at a used car price, then participating in repo car auctions is your best move.
When folks purchase a car with financing and they default on that loan, the creditor is granted the legal right to repossess the purchased car without notice. Rules on repossession vary from state to state, but the usual causes for repossession is the buyer’s failure to maintain car insurance or the buyer missing loan payments.

lowercased:
one of the biggest challenges that every parent must eventually face is learning how to look for the best used cars for teens and where to find them. with so many options on the market, it can be quite difficult to single out the most fitting secondhand car for your kid. lucky for you, we’ve made a list that highlights the best used cars for teens and where to find them!
if you’re interested in purchasing a new car at a used car price, then participating in repo car auctions is your best move.
when folks purchase a car with financing and they default on that loan, the creditor is granted the legal right to repossess the purchased car without notice. rules on repossession vary from state to state, but the usual causes for repossession is the buyer’s failure to maintain car insurance or the buyer missing loan payments.


text:
Length:4m to 6m per piece, customized length.
1 Q:What is your minimum order quantity?
2 Q:What is your standard time to develop the new dies?
3 Q:What is your lead time for production?

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length:4m to 6m per piece, customized length.
1 q:what is your minimum order quantity?
2 q:what is your standard time to develop the new dies?
3 q:what is your lead time for production?


text:
The Cedars-Sinai Kerlan-Jobe project is a medical office space build-out located at an “off-campus” facility in Fox Hills. This project is one of many Medical Office Building (M.O.B.) build-outs that S3 has successfully built in its 15 years of Healthcare Construction.
This very successful and rapidly growing orthopaedic practice that serves such venerable clients as the Los Angeles Dodgers, Rams, Clippers, Angels, Galaxy, Ducks and the PGA and Amgen Tours, partnered with Cedars-Sinai Medical Center in 2013 to form the Cedars-Sinai Kerlan-Jobe Institute. S3 was selected to construct their new Fox Hills facility that resulted the recent partnership of these two industry leading organizations.
Located in the Fox Hills neighborhood of Culver City, this Class-A, 3,500sf medical buildout was designed by SAA Interior Architects and commissioned by Cedars-Sinai Medical Center. The project entailed a full strip of the existing space, new floorplan, utility upgrades and finishes throughout. The new floorplan consisted of 7 exam rooms, private offices, waiting area, reception area, restrooms and a breakroom.

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the cedars-sinai kerlan-jobe project is a medical office space build-out located at an “off-campus” facility in fox hills. this project is one of many medical office building (m.o.b.) build-outs that s3 has successfully built in its 15 years of healthcare construction.
this very successful and rapidly growing orthopaedic practice that serves such venerable clients as the los angeles dodgers, rams, clippers, angels, galaxy, ducks and the pga and amgen tours, partnered with cedars-sinai medical center in 2013 to form the cedars-sinai kerlan-jobe institute. s3 was selected to construct their new fox hills facility that resulted the recent partnership of these two industry leading organizations.
located in the fox hills neighborhood of culver city, this class-a, 3,500sf medical buildout was designed by saa interior architects and commissioned by cedars-sinai medical center. the project entailed a full strip of the existing space, new floorplan, utility upgrades and finishes throughout. the new floorplan consisted of 7 exam rooms, private offices, waiting area, reception area, restrooms and a breakroom.


text:
At the turn of the century, budding music producer Bob Fielding comes to London to sell music to the masses.
Teaming up with a pair of struggling songwriters and famous music-hall singer Edie Story, Fielding launches a six-penny sheet.
However, debts at the new company soon begin to mount as the copyright pirates muscle in.
"This film is dedicated to those grand old song writers of yesterday whose melodies are the folk songs of today. Their battle against the music pirates who robbed them of their just rewards is the inspiration for this story."

lowercased:
at the turn of the century, budding music producer bob fielding comes to london to sell music to the masses.
teaming up with a pair of struggling songwriters and famous music-hall singer edie story, fielding launches a six-penny sheet.
however, debts at the new company soon begin to mount as the copyright pirates muscle in.
"this film is dedicated to those grand old song writers of yesterday whose melodies are the folk songs of today. their battle against the music pirates who robbed them of their just rewards is the inspiration for this story."


text:
After watching the awesome 1981 film Heavy Metal again and introducing it to my 15yr old son (who thankfully thought it was as cool as I do!), I was inspired to represent the Loc-Nar in a new story. Maya, Redshift, several World Machine terrains, a few greebles from KitBash3D, some textures from Megascans and then I did the unusual thing (for me) of some hardsurface modeling. I blocked out a ship and some helmets/gear in ZBrush then modeled them in Maya… I’m very far from a good modeler of such things, but was fun to use the new(ish) Modeling/UV Toolkits which have really simplified things! I also incorporated a couple of the new VDBs that we’re putting together for a new Gnomon Workshop tutorial/library on using Houdini to create smoke/fog/etc. Coming soon… :) Lastly I experimented a bunch with different tools/plugins for grading… Aurora, Topaz, Magic Bullet and also tried out Optical Flares from Video Copilot. All cool in their own ways… In the end it is mostly Photoshop, lots of AOV (Redshift render pass) tweaking with a mix of Camera RAW and Aurora. Final image is 8k, but unfortunately I can’t share that here… :/ Don’t touch the Loc-Nar… bad things happen.
Just started using MASH in Maya 2017 this week and it is really cool! While it is marketed as being a Motion Graphics tool, it is ultimately an amazingly powerful object instancer/duplicator. This is my first test with it and basically... I don't think I'll be needing to use EITHER particle instancing OR the SPpaint3D script anymore. Which is awesome. i.e. MASH has geo paint built-in which is ultimately way more powerful than SPpaint, while its instancing tools skip the need for writing particle expressions on custom attributes, caching, runups, etc. Another big plus is that instanced objects on a surface, by default, orient themselves to the surface normals, which is why I used grass for my first test. While this was doable with particle instancing, it required a hefty and slow to calculate expression. Anyhow... going to be a big time saver while making the process much more fun!
I've also been building a library of World Machine assets that are ready to import from a Maya shelf, primarily for when I need Mountains/etc in the background. This image was the result of importing one, adding some Megascan materials (which I also have on a shelf ready to go), importing my water plane (on a shelf as well) and... quick island image!
New personal work to test out Redshift with a relatively heavy scene, as well Redshift proxies. As one would expect the interactivity of IPR did slow down, but easily managed by using display layers to hide/show objects. Render time for 4k was about 90 minutes with dual Pascal TitanX cards, although I did crank settings higher than likely necessary since it was for a still. This is still super fast, especially since both 3D fog and DOF are on! I'll note that the DOF is what requires higher sampling, so if I were to do the DOF in post the render time would likely be cut in half... 45min for 4k? Pretty darn cool for a scene like this... I still haven't played with Redshift's AOVs, so this is a straight 32bit EXR render with just a little tweaking in Photoshop with the Camera Raw filter. I also set-up a bunch of Megascan materials that are ready to go for future projects, using several of their rock and leaf materials for this scene. Anyhow... has been a great experience so far switching over to Redshift and GPU rendering!
A couple weeks ago I decided to try out GPU rendering. After doing some research and talking to a few people, I was steered towards Redshift. Several studios have been using it and it seemed worth trying out. Was simply curious. A couple years back I switched from Mental Ray to V-Ray and the idea of converting my library of assets, again, was not super appealing. But, fun to try something new nonetheless. Anyhow, after a weekend with Redshift... holy $@#*! Running on a single 980 card it was insanely fast. IPR became useful for complex scenes including fog and DOF, seemingly about 10x faster than Vray. And easier... less fuss to manage sampling as the speed allows for the use of high rates and Brute force. And a bunch of other things but to sum up. It is cool and I've 100% switched. Just spent a couple weeks converting my library. Also upgraded my machine from a single 980 to dual TitanX cards. Yay for nVidia... and Redshift!
And... I have a YouTube page. Added some misc animations as well as an entire tutorial on the making of Dirge: a lecture from the Gnomon Workshop. Still not much there for now, but hopefully I can record some more casual tutorials and things to put in there if time permits. Ultimately there are some things I'd be happy to share in regards to process that don't really need to be an 'official' Gnomon Workshop title. So we will see... but for now... it's a start!

lowercased:
after watching the awesome 1981 film heavy metal again and introducing it to my 15yr old son (who thankfully thought it was as cool as i do!), i was inspired to represent the loc-nar in a new story. maya, redshift, several world machine terrains, a few greebles from kitbash3d, some textures from megascans and then i did the unusual thing (for me) of some hardsurface modeling. i blocked out a ship and some helmets/gear in zbrush then modeled them in maya… i’m very far from a good modeler of such things, but was fun to use the new(ish) modeling/uv toolkits which have really simplified things! i also incorporated a couple of the new vdbs that we’re putting together for a new gnomon workshop tutorial/library on using houdini to create smoke/fog/etc. coming soon… :) lastly i experimented a bunch with different tools/plugins for grading… aurora, topaz, magic bullet and also tried out optical flares from video copilot. all cool in their own ways… in the end it is mostly photoshop, lots of aov (redshift render pass) tweaking with a mix of camera raw and aurora. final image is 8k, but unfortunately i can’t share that here… :/ don’t touch the loc-nar… bad things happen.
just started using mash in maya 2017 this week and it is really cool! while it is marketed as being a motion graphics tool, it is ultimately an amazingly powerful object instancer/duplicator. this is my first test with it and basically... i don't think i'll be needing to use either particle instancing or the sppaint3d script anymore. which is awesome. i.e. mash has geo paint built-in which is ultimately way more powerful than sppaint, while its instancing tools skip the need for writing particle expressions on custom attributes, caching, runups, etc. another big plus is that instanced objects on a surface, by default, orient themselves to the surface normals, which is why i used grass for my first test. while this was doable with particle instancing, it required a hefty and slow to calculate expression. anyhow... going to be a big time saver while making the process much more fun!
i've also been building a library of world machine assets that are ready to import from a maya shelf, primarily for when i need mountains/etc in the background. this image was the result of importing one, adding some megascan materials (which i also have on a shelf ready to go), importing my water plane (on a shelf as well) and... quick island image!
new personal work to test out redshift with a relatively heavy scene, as well redshift proxies. as one would expect the interactivity of ipr did slow down, but easily managed by using display layers to hide/show objects. render time for 4k was about 90 minutes with dual pascal titanx cards, although i did crank settings higher than likely necessary since it was for a still. this is still super fast, especially since both 3d fog and dof are on! i'll note that the dof is what requires higher sampling, so if i were to do the dof in post the render time would likely be cut in half... 45min for 4k? pretty darn cool for a scene like this... i still haven't played with redshift's aovs, so this is a straight 32bit exr render with just a little tweaking in photoshop with the camera raw filter. i also set-up a bunch of megascan materials that are ready to go for future projects, using several of their rock and leaf materials for this scene. anyhow... has been a great experience so far switching over to redshift and gpu rendering!
a couple weeks ago i decided to try out gpu rendering. after doing some research and talking to a few people, i was steered towards redshift. several studios have been using it and it seemed worth trying out. was simply curious. a couple years back i switched from mental ray to v-ray and the idea of converting my library of assets, again, was not super appealing. but, fun to try something new nonetheless. anyhow, after a weekend with redshift... holy $@#*! running on a single 980 card it was insanely fast. ipr became useful for complex scenes including fog and dof, seemingly about 10x faster than vray. and easier... less fuss to manage sampling as the speed allows for the use of high rates and brute force. and a bunch of other things but to sum up. it is cool and i've 100% switched. just spent a couple weeks converting my library. also upgraded my machine from a single 980 to dual titanx cards. yay for nvidia... and redshift!
and... i have a youtube page. added some misc animations as well as an entire tutorial on the making of dirge: a lecture from the gnomon workshop. still not much there for now, but hopefully i can record some more casual tutorials and things to put in there if time permits. ultimately there are some things i'd be happy to share in regards to process that don't really need to be an 'official' gnomon workshop title. so we will see... but for now... it's a start!


text:
These five great relics of our past nearly come to life in 3D chocolate form!
Pieces range in size from 1-3/4" x 1-3/4" x 1/4" to 2-3/4" x 3/4" x 1/4"
10 cavities per dinosaur mold, each 3D chocolate mold makes five dinosaurs per pour.
All the molds I ordered arrived in great condition, well packed, no broken or cracked molds, no scratches on interiors! Everything is exactly as pictured and I am very pleased with my order and compiling another! Thank you!

lowercased:
these five great relics of our past nearly come to life in 3d chocolate form!
pieces range in size from 1-3/4" x 1-3/4" x 1/4" to 2-3/4" x 3/4" x 1/4"
10 cavities per dinosaur mold, each 3d chocolate mold makes five dinosaurs per pour.
all the molds i ordered arrived in great condition, well packed, no broken or cracked molds, no scratches on interiors! everything is exactly as pictured and i am very pleased with my order and compiling another! thank you!


text:
December 2003 issue of the IC² Institute newsletter. Topics in this issue include: the IC² Institute Poland Project; the creation of the Kozmetsky Global Collaboratory (KGC) in conjunction with Stanford University; and research news from the Digital Media Collaboratory (DMC).
November 2002 issue of the IC² Institute newsletter.

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december 2003 issue of the ic² institute newsletter. topics in this issue include: the ic² institute poland project; the creation of the kozmetsky global collaboratory (kgc) in conjunction with stanford university; and research news from the digital media collaboratory (dmc).
november 2002 issue of the ic² institute newsletter.


text: Hullo. I’m Creston, one of three design editors, the worst 1. I like to smell permanent markers, especially the blue ones. I love competing in competitions AKA desi8gn offs. If u c me anywhere, I might go by CRUSTY. Plz hit me up for running and vlogging tips. #veganlyfe also hit up my UTUBe channel @crustcrust. I’m as white as all-purpose flour. I alos think I’m For Sure the best runner in SLPXC. 4x captain baby! I also ask my teachers inappropriate questions regularly.

lowercased: hullo. i’m creston, one of three design editors, the worst 1. i like to smell permanent markers, especially the blue ones. i love competing in competitions aka desi8gn offs. if u c me anywhere, i might go by crusty. plz hit me up for running and vlogging tips. #veganlyfe also hit up my utube channel @crustcrust. i’m as white as all-purpose flour. i alos think i’m for sure the best runner in slpxc. 4x captain baby! i also ask my teachers inappropriate questions regularly.


text:
Beautiful, quiet end unit in Sea Oats Community. Only a few steps away from the heated pool and pristine beach. Enjoy cooking any meal in your fully equipped kitchen featuring granite countertops, tile backsplash, and stainless-steel appliances. When staying in, take advantage of the upgraded Internet speeds, and savor the unforgettable views of the sunset while sipping wine from your double balconies. Park in your designated covered space, access the elevators, and revel in your piece of paradise.
Please contact me with information regarding SEA OATS 331.

lowercased:
beautiful, quiet end unit in sea oats community. only a few steps away from the heated pool and pristine beach. enjoy cooking any meal in your fully equipped kitchen featuring granite countertops, tile backsplash, and stainless-steel appliances. when staying in, take advantage of the upgraded internet speeds, and savor the unforgettable views of the sunset while sipping wine from your double balconies. park in your designated covered space, access the elevators, and revel in your piece of paradise.
please contact me with information regarding sea oats 331.