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Author Archive

Workshops

by on Apr.10, 2012, under Workshops

More exciting workshops to learn the latest in hardware and software. See you at the studio for great hands-on sessions.

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Presentations

by on Apr.10, 2012, under Presentations

We will have a list of presentations for the 2012 studio very soon. Check back to see who will be there.

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Digital Artistry

by on Apr.10, 2012, under Digital Artistry

Check back to see the upcoming digital art in the 2012 studio.

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Activities

by on Apr.10, 2012, under Activities

Check back for upcoming studio activities in 2012.

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DOG-Goggles, It’s Over!

by on Aug.11, 2011, under things we did

There is still many things to see and do at the Studio but today is the last day. Check out the Sandbox and play some games during down time, or draw on the Wacom tablet during a photoshop workshop. If that wasn’t enough you can scan your face at ShapeShot for a 3D print out or try your hand at electronic sensors and Arduino.

Sandbox game room

Sandbox gameroom

Wacom tablet

Wacom Cintiq

Hacker Space

Hacker Space to build electronics

ShapeShot

ShapeShot will scan your face as a 3D model

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Escape into 2D Electrified

by on Aug.11, 2011, under things we did

Many visitors to SIGGRAPH take a tech break and work with good’ol paper. Cut, fold, tape and make a robot or zombie with you bare hands. Add lights and a heart button to bring him to life. If photography is more your kind of 2D fun, check out GigaPan and their high res retina images or scan your own eyes.

2D paper station

2D paper station to make your own robot

Studio interactive wallworx

Studio interactive wallworx

Gigapan imaging

Gigapan eye scan images

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Scanning, Printing, Dancing … and its only Tuesday!

by on Aug.10, 2011, under things we did

Come and see the 3D scanner, 3D rapid prototype parts and iCubex motion sensor at the Studio. We produced a number of scans from LIDAR (Light Detection and Ranging) long range 3D laser scanning. Thanks Scott Cedarleaf. More scans and rapid prototyping parts from MakerBot, Zcorp, Dimensions, and 3D systems you can see and make.

3D long range scanning

3D long range scanner.

3D scanners

NextEngine 3D scanners

3D print

lower jaw 3D fused deposition modeling

motion sensor

iCubex and the motion sensor

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Monday Funday at the Studio

by on Aug.09, 2011, under things we did

There are so many workshops and demonstrations at the Studio we can not list them all here. Check out these photos of people making 3D prints, 2D robots, modeling with Blender, and drawing in space with PhaseSpace.

3D Systems

3D Systems - Rapid Prototyping objects you can model and take home.

2D paper robots

2D paper robots, paper folding and fabric electronics you can build and take home.

Digital Artistry

Blender, Python, CryEngine, PhotoShop, Unity, and more for you to try for the first time or learn new tips and tricks.

PhaseSpace virtual painting

PhaseSpace lets you paint in virtual environments.

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Opening Day!

by on Aug.08, 2011, under Studio 2011

The crowds poured in the first day of SIGGRAPH 2011 and the Studio filled quickly. Audiences were treated to a panel discussion with Cory Doctorow as moderator and Hyeong-Seok Ko, Michael Raphael, Peter Weijmarshausen, Dallas Luther, Adam Mayer as panelists. Also, come and see “PeteBot” the robotic version of this years Conference Chair Pete Braccio.

Conference Chair Pete Braccio and "PeteBot"



Studio Panel with Cory Doctorow as moderator



Door Opening Sunday at 12:00

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3D Printing

by on Aug.04, 2011, under things we did

The 3D area represents cutting edge technology from industries that include 3D printing and CAD software.
This years activities include 3D laser scanning of your face or body too parametric modeling using Grasshopper via Rhino3D
and Generative Components by Bently. Attendees will be able to manipulate 3D meshes in ZBrush or Mudbox and print their models on steampunk Studio stand.

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Robots + Rayguns

by on Jul.24, 2011, under things we did

Robots + Rayguns is a low-tech, high-fun hands on activity. Using 2D and 3D design and fabrication techniques we will create 3D robots and rayguns from 2D patterns, integrating small electronic components to create audio and visual effects. The software we are utilizing for the design and pattern creation is Rhino 3D, Pepakura, Repper Pro, and Adobe Illustrator. This hands on DIY project utilities readily available materials and low cost software for a fun break from all the high-cost and high-tech. Come sit down and spend some time in the Studio and walk away with a souvenir!

Activity Leader: Ryan Buyssens and Coutney Starrett

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Paper Sculpture

by on Jul.21, 2011, under things we did

Artist, Matthew Shlian, will show attendees how turn their own 3D models into 3D paper sculptures using Pepakura and Metasequia. Print out your 3D model pattern on high quality paper from Red River and learn to pleat, fold, and cut your pattern into a paper sculpture that you can take home.

Activity Leader Matthew Shlian and Claire Weigand

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Studio Talks for Sunday, Aug 7

by on Jun.29, 2011, under things we did

Scan – Model – Print: A Roundtable Chat

Sunday, 7 August 12:00 pm – 1:45 pm | The Studio/West Building, Ballroom A

The Studio kicks off SIGGRAPH 2011 with a roundtable chat: a group of technologists, programmers, and creative entrepreneurs discussing the past, present, and future of digital technologies. Panelists include: Hyeong-Seok Ko, SIGGRAPH Asia 2010 Conference Chair and founder/creator of the Digital Clothing software suite; Michael Raphael, founder and President of Direct Dimensions, creator of rapid solutions to 3D scanning; and Peter Weijmarshausen, CEO of Shapeways, the revolutionary company that has changed the 3D printing game worldwide.

Hyeong-Seok Ko
Seoul National University

Michael Raphael
Direct Dimensions, Inc.

Peter Weijmarshausen
Shape Ways

Dallas Luther
Maker Faire Vancouver

Adam Mayer
MakerBot Industries

SandCanvas: New Possibilities in Sand Animation

Sunday, 7 August 2:00 pm – 2:30 pm | The Studio/West Building, Ballroom A

Inspired by the history, popularity, and aesthetics of sand animation(also known as sand art), this new multitouch digital artistic medium simplifies creation of sand animations and enables entirely new expressions.

Rubaiat Kazi
National University of Singapore

Kien-Chuan Chua
National University of Singapore

Shengdong Zhao
National University of Singapore

Richard Davis
Singapore Management University

Low Kok-Lim
National University of Singapore

A Unified Dynamics Pipeline for Hair, Cloth, and Flesh in “Rango”

Sunday, 7 August 3:00 pm – 3:30 pm | The Studio/West Building, Ballroom A

This dynamics pipeline integrates all forms of deformable simulation, consolidates the artist’s toolset, and opens the door to high-quality and convincing dynamics.

Stephen Bowline
Industrial Light & Magic

SolidState Drives in Developer and Artist

Sunday, 7 August 3:45 pm – 4:15 pm | The Studio/West Building, Ballroom A

By optimizing games to exploit the capabilities of the latest platform technology and tools, game developers can create games featuring innovations that give players greater immersion. Spend your engineering time making the content more realistic and immersive instead of working around storage delays. With this idea in mind, Intel partnered with Iron Galaxy and Digital Extremes to deliver a proof of concept showing the content quality that can be achieved by exploiting the performance of Intel SSDs and second-generation Intel Core Family processors.

Ryan Tabrah
Intel Corporation

Standards in 3D Modeling: Case Study and Applications From Stock 3D

Sunday, 7 August 4:30 pm – 5:00 pm | The Studio/West Building, Ballroom A

TurboSquid and Falling Pixel use a case study from the stock 3D industry as a lens to discuss the challenges presented by a lack of standards in 3D modeling as a whole.

Michele Bousquet
TurboSquid

Jonathan Lloyd
TurboSquid

“Paul” – Creating a Compelling Character Performance

Sunday, 7 August 5:00 pm – 5:30 pm | The Studio/West Building, Ballroom A

“Paul” offered a unique opportunity to create a compelling character performance. Animators were given access to performance reference and a library of capture. They also had access to portable USB flip cameras and an Xsens MVN suit, and they were expected to shoot and capture their own performance reference.

Aisling O’Brien
Double Negative

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Studio Talks for Monday, Aug 8

by on Jun.28, 2011, under things we did

New and Used Cars

Monday, 8 August 9:00 am – 9:30 am | The Studio/West Building, Ballroom A

This talk presents three shading innovations developed for the film “Cars 2″: a layering method that is efficient and flexible, a procedural metal-flake illumination model that approximates the complex properties of modern car paint, and a new model for rendering reflection-aligned concentric micro-scratches.

Junyi Ling
Pixar Animation Studios

The Spirit of “Rango”: Dissection of Character Animation and Rigging

Monday, 8 August 9:30 am – 10:30 am | The Studio/West Building, Ballroom A

“Rango” presented many challenges: the number of characters and their realism, complexity, and unique stylized look had probably never been achieved before in an animated feature. This talk provides a broad overview of the workflow and tools that were used for rigging and animating the characters.

Julien Cohen Bengio
Industrial Light & Magic

Kevin Martel
Industrial Light & Magic

Brian Paik
Industrial Light & Magic

Digital Clothing: A New Paradighm for Fashion

Monday, 8 August 10:30 am – 11:00 am | The Studio/West Building, Ballroom A

The study of physically based reproduction of clothing has made striking improvements over the past decade. Digitally simulated versions of clothes, generated with a single personal computer, now look more real than most people would expect for computer-generated animations. In the past, clothing simulation remained in the realm of movie and game production. Now, thanks to additional fashion-specific developments, the technology is on the verge of leading a revolutionary change in the fashion industry.

This talk summarizes the current state of the art of digital clothing technology: a collection of modeling, animation, and rendering systems targeted to fashion and animation production. The Studio features hands-on-experience classes associated with this presentation: the short class Creation of Your Own Digital Fashion Show (two sessions) and the long class Advanced Creation of Your Own Digital Fashion Show (one session).

Kathi Martin

Hyeong-Seok Ko
Seoul National University

What’s New in Rhinoceros 5.0?

Monday, 8 August 11:00 am – 12:00 pm | The Studio/West Building, Ballroom A

An overview of the new functionality and improvements in the Rhinoceros 5.0 update.

Mary Fugier
McNeel

Creating Cool Games Without a Programmer

Monday, 8 August 12:00 pm – 1:00 pm | The Studio/West Building, Ballroom A

This session shows how artists without any programming knowledge can create fun and entertaining games with Unity. Using simple scripts and a modular approach, the session gives artists and programmers a good overview of the main Unity workflow.

Roald Høyer-Hansen
Unity Technologies

MakerBot

Monday, 8 August 2:00 pm – 2:30 pm | The Studio/West Building, Ballroom A

There is no machine more steam-punk than the MakerBot Industries Thing-O-Matic 3D printer. Between five and 10 machines are available for autonomous printing on demand in The Studio.

Bre Pettis
MakerBot Industries

Embroidery Modeling and Rendering in Real Time

Monday, 8 August 3:00 pm – 3:30 pm | The Studio/West Building, Ballroom A

Techniques for automatically producing embroidery layouts from line drawings and rendering those layouts in real time on potentially deformable 3D objects with hardware acceleration.

Xinling Chen
University of Waterloo

Rapid Solutions to 3D Scanning

Monday, 8 August 3:45 pm – 4:15 pm | The Studio/West Building, Ballroom A

Michael Raphael
Direct Dimensions, Inc.

Per-Face Texture Mapping for Real-Time Rendering

Monday, 8 August 4:30 pm – 5:00 pm | The Studio/West Building, Ballroom A

This technique renders texture-seam-free meshes without unwrapping the model into UV space at interactive frame rates.

John McDonald
NVIDIA Corporation

Brent Burley
Walt Disney Animation Studios

Blending of Transforms With Non-Uniform Parent Scale

Monday, 8 August 5:00 pm – 5:30 pm | The Studio/West Building, Ballroom A

Imageworks’ parent constraint spXformInterp optimally blends multiple transformations while correctly handling the shear induced when rotation is followed by non-uniform scale, and it can do so in an arbitrary space. This is particularly important with forward/inverse kinematics and motion capture, where several redundant skeletons and multiple constraints would otherwise be needed.

Daniel Weston
Sony Pictures Imageworks

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Studio Talks for Tuesday, Aug. 9

by on Jun.28, 2011, under things we did

Prop Building for VFX

Tuesday, 9 August 9:00 am – 9:30 am | The Studio/West Building, Ballroom A

Learn how custom effects and props are built, how they can assist VFX, the processes that go into modern prop building (from laser cutting to CNC and 3D printing), how to use props to provide supplemental lighting and reference, and how to combine these disciplines to create new effects.

Dallas Luther
Maker Faire Vancouver

GigaPan Time Machine: Explorable, Gigapixel-Scale Time-Lapse Imagery Authoring Multiresolution, Gigapixel-Scale Video Exploration

Tuesday, 9 August 9:30 am – 10:30 am | The Studio/West Building, Ballroom A

This talk presents a system for capturing and stitching gigapixel-scale time-lapse imagery, and for exploring the resulting gigapixel-scale video in four dimensions: 2D translation, zoom, and time. Topics include algorithms for synthesis of gigapixel-scale video, server and client architectures that allow scalable real-time exploration via the web, gigapixel-scale time-lapse videos, and a breadth of applications.

Randy Sargent
Carnegie Mellon University

Chris Bartley
Carnegie Mellon University

Paul Dille
Carnegie Mellon University

Special Effects With Depth

Tuesday, 9 August 10:30 am – 11:30 am | The Studio/West Building, Ballroom A

This session presents various graphics techniques using depth and normals buffers. The methods range from improving standard techniques such as particle effects to creating entirely new ones (for example, approximate volumetric effects), and advanced image post-processing. In many cases, the buffers used are natural products of the rendering pipeline and offer a way to infer a surprising volume of information about the scene, allowing for very rich and fast graphics effects. The session is designed for artists and programmers. It discusses the possibilities of the post-processing effects and their technical side.

Kuba Ciliox
Ole Ciliox
Unity Technologies

Ornate Screens

Tuesday, 9 August 11:30 am – 12:00 pm | The Studio/West Building, Ballroom A

Ornament has been abolished by the avant-garde, and ornamentation has been replaced by material aesthetic. This talk argues that ornament is not a parergon, an unnecessary accessory, but that the parergon, the ornament, actually becomes the ergon, the main element.

Judith Reitz
Akademie für Internationale Bildung and Texas A&M University

Revolution Evolution: Forging Industrial-Academic Collaboration

Tuesday, 9 August 12:00 pm – 1:00 pm | The Studio/West Building, Ballroom A

This talk aims to emphasize the collaborative opportunities available to educators as a result of communication technology. A successful collaboration between Texas A&M and DreamWorks Animation serves as a case-study.

Ann McNamara
Texas A&M University

David Walvoord
DreamWorks Animation

Marilyn Friedman
DreamWorks Animation

Jose Guinea Montalvo
Texas A&M University

How To Capture Your Dream

Tuesday, 9 August 1:15 pm – 1:45 pm | The Studio/West Building, Ballroom A

Ping Fu, Founder and CEO of Geomagic Inc, will talk about her journey from a computer science student, to a computer graphics pioneer, and ultimately an entrepreneur dedicated to advancing and applying 3D technology for the benefit of humanity. This talk will weave technology, applications, and social impact as a fabric to illustrate the importance of visual computing and its contribution to our everyday life today and the future.

Ping Fu
Geomagic Inc

UV Layout

Tuesday, 9 August 1:15 pm – 1:45 pm | The Studio/West Building, Ballroom A

An overview of UVLayout, a stand-alone application for creation and editing of UV coordinates for 3D polymeshes and subdivision surfaces. UVLayout’s unique approach allows texture artists to produce high-quality, low-distortion UVs in significantly less time than traditional methods.

Phil Dench

StereoFX: Survey of the Main Stereo Filmmaking Techniques

Tuesday, 9 August 2:00 pm – 2:30 pm | The Studio/West Building, Ballroom A

A concrete survey of the stereo filmmaking techniques based on three recent movies.

Damien Fagnou
The Moving Picture Company

3D Color Printing Using ZCorp Rapid Prototyping

Tuesday, 9 August 3:00 pm – 3:30 pm | The Studio/West Building, Ballroom A

John Penn
JWP Design LLC

Let There Be Hair

Tuesday, 9 August 3:45 pm – 4:15 pm | The Studio/West Building, Ballroom A

The trademark look of Rapunzel in Disney’s “Tangled” presented unique challenges in grooming, rendering, and pipeline management. This talk discusses the original hair road map, changes required during production, and how the XGen system was used for grooming, rendering, and managing the hair data.

Thomas V. Thompson II
Walt Disney Animation Studios

Sean Jenkins
Walt Disney Animation Studios

Chuck Tappan
Walt Disney Animation Studios

Tokyo Race Lighting For “Cars 2″

Tuesday, 9 August 4:30 pm – 5:00 pm | The Studio/West Building, Ballroom A

Tokyo at night is one of the world’s most beautiful locations. The architecture combined with a massive quantity of illuminated signs creates a visual complexity rarely seen elsewhere. The challenge was to recreate the emotional impact and excitement of downtown Tokyo but maintain the visual style of “Cars 2″.

Mitchell Kopelman

Pixar Animation Studios Animated Lines

Tuesday, 9 August 5:00 pm – 5:30 pm | The Studio/West Building, Ballroom A

Animated Lines is an illusion of animated sequence that explores the processes and methods of illustrative and abstract forms of traditional hand-drawn animation techniques in a 3D digital process using Maya.

Sujan Shrestha
Towson University

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Studio Talks for Wednesday, Aug. 10

by on Jun.28, 2011, under things we did

Developing a Fab Lab for 3D Data Capture, Modeling, and Prototyping

Wednesday, 10 August 9:00 am – 9:30 am | The Studio/West Building, Ballroom A

Carlo Sammarco
Arizona State University

Dan Collins
Arizona State University

Don Vance
Arizona State University

The Explorable Microscopy Project: Enabling New Science and Exploration Through Gigapixel Imaging at the Microscopic Level

Wednesday, 10 August 9:30 am – 10:30 am | The Studio/West Building, Ballroom A

What if you could explore the intricate detail of small subjects (such as a butterfly or embryo) much like an explorable map? Learn how new tools developed through the Explorable Microscopy collaborative project can help you do just that. This talk shows how these new tools can be used in your own work and examples of how the technology is enabling new science and research across a wide range of disciplines. In particular, it presents a range of low-cost motion-control devices, camera and lens options, open-source software, and online viewing applications that you can use in your work.

Gene Cooper
Four Chambers Studio, LLC

Rich Gibson

Randy Sargent
Carnegie Mellon University

Quill: Birds of a Feather Tool

Wednesday, 10 August 10:30 am – 11:30 am | The Studio/West Building, Ballroom A

“Legend of the Guardians: The Owls of Ga’Hoole” features over 60 distinctive, art-directed, hyper-realistic feathered characters. Animal Logic developed a procedural feathering pipeline, Quill, that allows a procedural representation of feathers with automatic deintersection, animation, character effects, and dynamics, all rendered with extensive level-of-detail support.

Daniel Heckenberg
Animal Logic

ZBrush: Newest Features from Concept to Final Render

Wednesday, 10 August 10:30 am – 11:15 am | The Studio/West Building, Ballroom A

Thomas Roussel

DIYLILCNC

Wednesday, 10 August 11:30 am – 12:00 pm | The Studio/West Building, Ballroom A

The DIYLILCNC is an inexpensive, 3-axis, tabletop mill that can be built by an individual with basic shop skills and tool access. The open-source plans are free to download from diylilcnc.org, where makers can collaborate with a global community of DIY CAD/CAM enthusiasts.

Taylor Hokanson
Oakland University

The Newest Features of ZBrush

Wednesday, 10 August 11:00 pm – 12:00 pm | The Studio/West Building, Ballroom A

Thomas Roussel from Pixologic presents the latest features of ZBrush explaining how to go from concept to final render.

Thomas Roussel
Pixologic Inc.

Rhinoceros 5.0: Rendering and Texture-Mapping Improvements

Wednesday, 10 August 12:00 pm – 1:00 pm | The Studio/West Building, Ballroom A

Pascal Golay
McNeel

Map Design + Social and Environmental Issues: Graphic Design Education at its Best

Wednesday, 10 August 1:15 pm – 1:45 pm | The Studio/West Building, Ballroom A

Foster engagement in social and environmental issues through a graphic design assignment focused on the creation of visually interesting folded, printed maps and instruction about aspects of sustainable print production and design techniques and processes.

Jessica Ring
Towson University

T-Splines 3 for Rhino: What’s New

Wednesday, 10 August 2:00 pm – 2:30 pm | The Studio/West Building, Ballroom A

Explore Rhino commands that use T-Splines

Matt Sederberg

Rhinoceros 5.0: A Look at the UDT Commands

Wednesday, 10 August 2:45 pm – 3:30 pm | The Studio/West Building, Ballroom A

Explore Rhino commands that use its Uniform Deformation Technology to morph and bend 3D geometry.

Mary Fugier
McNeel

Bridging Synthetic and Organic Materiality: Graded Transitions in Material Connections

Wednesday, 10 August 3:45 pm – 4:15 pm | The Studio/West Building, Ballroom A

Material connections are everywhere: from architectural environments to machines and electronics. These connections manifest as seams, joints, and corners, usually with visually apparent orthogonal lines. Graded material transition is an alternative material-connection method that challenges the dominance of pronounced orthogonal seams in today’s built environment.

Hironori Yoshida
Carnegie Mellon University

The Visual Style of “Legend of the Guardians: The Owls of Ga’Hoole”

Wednesday, 10 August 4:30 pm – 5:00 pm | The Studio/West Building, Ballroom A

“Legend of the Guardians: the Owls of Ga’Hoole‚” evokes an epic nocturnal owl world, eschewing a cartoon aesthetic in favor of a dark, operatic style. The visuals were created on the assumption that the emotional drama of the story was more important than maintaining a sense of realism or naturalism.

Craig Welsh
Animal Logic

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Studio Talks for Thursday, Aug 11

by on Jun.28, 2011, under things we did

Photochromic Sculpture: Volumetric Color-Forming Pixels

Thursday, 11 August 9:00 am – 9:30 am | The Studio/West Building, Ballroom A

Photochromic sculpture, which consists of a presentation part composed of laminated transparent plates coated with photochromic material granules and a control part for projecting UV light patterns that color volumetric pixels, can generate a dynamically changeable three-dimensional sculpture.

Tomoko Hashida
The University of Tokyo

Yasuaki Kakehi
Keio University

Takeshi Naemura
The University of Tokyo

Rhinoceros 5.0 Workflow Improvements

Thursday, 11 August 9:30 am – 10:30 am | The Studio/West Building, Ballroom A

See how Rhino 5 will improve your modeling techniques and process.

Pascal Golay
McNeel

Lighting Worlds in Unity

Thursday, 11 August 10:30 am – 12:00 pm | The Studio/West Building, Ballroom A

This in-depth session shows how artists can make the most of Unity’s real-time lights, built-in Beast lightmapping, and light probes. Part two of the talk discusses custom lighting models using Unity’s surface shaders and alternative applications of light probes. The session is designed for artists and programmers, and requires basic understanding of lighting concepts in games.

Robert Cupisz
Unity Technologies

Keyshot

Thursday, 11 August 12:00 am – 1:00 pm | The Studio/West Building, Ballroom A

New talk just added! Learn about Keyshot 3D rendering engine.

Tom Teger
Keyshot

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Bringing ZBrush to Life: Advanced Visualization Techniques

by on Jun.28, 2011, under things we did

Sunday, 7 August 2:00 pm – 3:30 pm
This in-depth look at a sculpture created in ZBrush reviews sculpting techniques, methods used to create the character and scene, the steps needed to take this 3D scene and composite it properly as a 2D render in Photoshop, and how to bring the sculpture to life by printing it in 3D.

Andrew F. Smith
University of Michigan

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Phase One Digital Tools

by on Jun.28, 2011, under things we did

Sunday, 7 August 3:45 pm – 5:00 pm
Lee Peterson
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3D Motion Graphics With Photoshop and After Effects

by on Jun.28, 2011, under things we did

Monday, 8 August 9:00 am – 10:30 am
In this exploration of a 3D motion-graphics production pipeline between Photoshop and After Effects, attendees learn basic file translation and organization techniques, camera and rig setup, and animation techniques.

Brian Phillips
The Basement Design + Motion

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