#Bespoke facials
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dthomasclinic · 18 days ago
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Simple Home Remedies to Clear Up Acne Treatment Fast
Here are some effective home remedies that can help clear up acne treatment quickly:
1. Tea Tree Oil
How to Use: Mix a few drops of tea tree oil with a carrier oil (like coconut or jojoba) and apply directly to acne spots using a cotton swab.
Benefits: Tea tree oil has antibacterial properties that can reduce inflammation and kill acne-causing bacteria.
2. Honey and Cinnamon Mask
How to Use: Mix 2 tablespoons of honey with 1 teaspoon of cinnamon. Apply as a mask, leave it on for 10-15 minutes, and rinse with warm water.
Benefits: Honey is a natural antibiotic, while cinnamon has anti-inflammatory properties. Together, they can reduce redness and swelling.
3. Apple Cider Vinegar Toner
How to Use: Dilute one part apple cider vinegar with three parts water and apply gently to the skin with a cotton pad. Leave on for a few minutes, then rinse.
Benefits: Apple cider vinegar has natural acids that may help kill acne-causing bacteria and balance skin pH.
4. Aloe Vera Gel
How to Use: Apply pure aloe vera gel directly onto acne-prone areas and leave it on overnight.
Benefits: Aloe vera soothes inflammation, hydrates the skin, and speeds up healing.
5. Green Tea Face Rinse
How to Use: Brew green tea, let it cool, and use it as a toner or spot treatment. Alternatively, use green tea bags as a compress for problem areas.
Benefits: Green tea is rich in antioxidants and can help reduce sebum production and inflammation.
6. Lemon Juice Spot Treatment
How to Use: Dab a small amount of fresh lemon juice onto acne spots. Let it sit for 5-10 minutes before rinsing off.
Benefits: Lemon juice acts as a natural astringent and has antibacterial properties that can help shrink pimples and reduce redness.
7. Ice Compress
How to Use: Wrap an ice cube in a clean cloth and hold it on inflamed acne spots for a few minutes.
Benefits: Ice reduces swelling and redness, making acne less noticeable.
8. Turmeric Paste
How to Use: Mix a pinch of turmeric powder with a few drops of water to create a paste, apply it to the affected area, and rinse after 10 minutes.
Benefits: Turmeric has antibacterial and anti-inflammatory properties, which can help reduce acne and prevent future breakouts.
9. Oatmeal Mask
How to Use: Cook plain oatmeal, let it cool, and apply it as a mask for 10-15 minutes before rinsing.
Benefits: Oatmeal soothes the skin and absorbs excess oil, which can help reduce acne.
These remedies are gentle and effective for many people. Be sure to do a patch test before applying anything new to your face, especially if you have sensitive skin. For persistent or severe acne, consult a dermatologist for professional treatment options. Visit more information for your website
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techdriveplay · 8 months ago
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Sydney’s premier Face of Man marks a new era of luxury grooming with its flagship city location
Sydney’s premier men’s grooming lounge, Face of Man recently made its debut in its reimagined location on York Street and has now expanded its services with a dedicated Face of Grooming barbershop. The high-end grooming spot continues to innovate and challenge the norms of the modern man’s grooming routine, now featuring treatments and products from the luxurious British skincare brand,…
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beautivive · 5 months ago
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Facial Cleanser for Acne-Prone Skin | Best For Skin
Opting the applicable face cleaning is pivotal when it comes to skincare, particularly for people with acne-prone skin. Clearer, healthier skin can be attained with the correct station and tools, indeed though managing acne can be delicate and prickly. Everything you need to know about choosing and exercising a face cleanser for skin prone to acne will be covered in this composition. Read More
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thewhitedoorbandra · 2 years ago
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Escape To Relaxation at the Best Spa in Worli
In the midst of the hustle and bustle of modern life, it's important to take a moment to unwind and recharge. There's no better way to soothe a tired mind and rejuvenate the body than by indulging in a range of luxurious treatments, from indulgent manicures and pedicures to soothing body massages and revitalizing head massages. Treat yourself to a well-deserved break and bask in the blissful tranquillity of true pampering, at The White Door, a
Luxury Spa in Worli.
Imagine yourself sinking into a cozy chair with a steaming cup of coffee, a plate of delicious cookies, and watching your favorite Netflix show on a personal tablet. It may sound too good to be true, but at The White Door, we make it a reality. From rejuvenating your mind and body to delivering a top-tier beauty experience, a visit to The White Door is the ultimate indulgence you've been craving.
What’s so special about this best spa in Worli West? With a deep commitment to hygiene and cleanliness, you can be rest assured that your spa experience will be worry-free and refreshing. Our highly trained technicians are dedicated to providing only the most exceptional services, ensuring that your visit is nothing short of perfection. Say goodbye to bad experiences and hello to a new standard of luxury at The White Door.
Continue celebrating the month of love by treating your partner to the ultimate gift of pampering and relaxation. Our unisex spa in Worli, is the perfect destination for indulging in luxurious couple's treatments, complete with two tranquil beauty rooms for the ultimate romantic experience. For an even more special touch, explore our specially curated couple spa packages in Worli from our February offer menu and delight in an unforgettable day of rejuvenation and bliss. Give the gift of true luxury at The White Door.
Our carefully curated menu of services is designed to meet your every need, from classic mani-pedis to a full range of bespoke spa treatments.
Here is a list services we provide for you to indulge in a luxurious pampering session:
Nail Spa: The White Door has stations for nail spa in Worli that offers services ranging from acrylic extensions, overlays, removal and fixing. Our technicians are trained to give you the most perfect nails to flaunt at events or just for the gram!  
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Massages: Give our masseuses a chance to provide you with the best of body treatments. From TWD’s Deep Tissue Massage to Swedish Massage, we are here to give you the finest experience when it comes to relaxation.
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Facials: No matter what your skin type or concern is, our therapists are here to consult with you and suggest the best facials according to your skin care needs. Our facials range from Acne Defense, Anti-Fatigue, Anti-Aging Triple Lift and more that will leave your skin radiant & glowing.
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Manicure:
Indulge in soft, smooth hands with our bespoke manicures in Worli. Pamper your hands to some much needed TLC with our wide range of manicure services.
Pedicure: Give your feet a well deserved break by indulging in our carefully curated pedicures. Whether your heels need hydration or your feet need de-tanning, our bespoke pedicures in Worli are the perfect pick me up.
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With a commitment to providing only the most exceptional, bespoke services and world-class hygiene standards, we have proudly redefined the meaning of "premium." Our high-end beauty products are sourced from around the globe, ensuring that every client's unique needs are fully met. But we're not just in the business of beauty - we're dedicated to instilling a deep sense of confidence and radiance in every client we serve. Book your appointments today and visit our Spa in Worli West.
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talawellnessstudio · 2 years ago
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Experience our most popular Bespoke Facial Treatment. Feel refreshed and rejuvenated! Hand and arm massage also included. Book this service now.
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easternmind · 6 months ago
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Lessons in Japanese Game Design #3
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From Killer7 to Deadly Premonition, Japanese game creators have intrepidly explored the theme of mental illness in a variety of genres, often in highly stylized form. The title I wish to approach today is a lesser known reference that approached this subject matter with unusual tact and clarity - a memory, if you will, which the collective conscious has long repressed.
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Maria Kimi Tachi Ga Umareta Wake (The Reason You Were Born) is a late 1997 adventure game firmly rooted in the visual novel template that earned Chunsoft great repute. It was Break studio's debut, produced over a year and half for both the PlayStation and Saturn systems. It was published by Axela, a company born out of the internal management conflicts and accumulated debt at ASCII, leading to some of its executives teaming up in 1996 to establish a new project centred around software and magazine publishing. The story of this company's origins, alone, would merit a separate post.
Foreseeably, its release was followed by moderate controversy, such that worked mostly in its favour. One of the most polemical moments is found in the introduction scene, with its tasteful yet unvarnished depiction of Maria's suicide attempt, followed by her hospital admission. The imagery and that which it depicts remains as painful to watch today as it did decades ago.
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While Maria is the central character, her tragedy and arc merge with that of the actual protagonist, Jun Takano, a fledgeling surgeon who, in the quality of certified psychiatrist, is assigned to provide therapy to the French-Japanese patient the morning after her admittance.
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Maria's mental illness component comes to light as the story and therapy sessions progress. The key art consists of photos of women using coloured masks to visually represent the dimensions of her multiple personality disorder.
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(Note: the text above is machine translated from the original Japanese game manual.)
Break was denounced for its bid to integrate so serious a derangement as a theme in a juvenile entertainment piece. Their reaction was to highlight the research done to ensure a careful treatment of the subject and sensitization of players via a bespoke message in the manual. In retrospect, the relative popularity of this game at the time was greatly owned to this fleeting controversy, and is believed to have been a crucial factor in the obtention of budget for Maria's far less spirited sequel.
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As a work of pure fiction, scenario writer Kirie Fukuda was at liberty to carry the already divisive premise into even more exotic territory by establishing a mysterious yet playful correspondence between Maria's distinct personas and Egyptian deities.
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The game's structure is modelled after hirudorama, a Japanese word interchangeably used to describe daytime TV fiction or soap operas; each of its nine chapters lasting nearly thirty minutes, equipped with a plot twist, cliff-hanger ending, and followed by rolling credits.
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Perhaps the single most outstanding aspect about this production results from a tireless effort to surpass the standard of authenticity in what pertains facial expressions; particularly those of the multifaceted Maria, often with stilted yet all the more fascinating results.
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In this and other regards, the influence of D no Shokutaku and its character, Laura, is clear and unmistakable. Maria's director and studio head at Break, Akira Okada, was an ex-Warp employee who worked as sales director precisely at the time when Eno's game was being developed.
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Following a modest success, Break released Maria 2: Jutaikokuchi no Nazo in 99, a not-so-direct sequel which did not command the same attention as the original. The studio created other noteworthy visual novels: Ouma ga Toki and its sequel, as well as the most unusual Saishuu Densha, a paranormal-themed romantic story involving two strangers who meet in a train.
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Before closing, it would pay to emphasize that this is an entirely different adventure game from the similarly forgotten MA-RI-A Ningōkan no Noroi, a 1996 3D CG horror adventure designed by Osamu Tezuka's son, Makoto; and scored by Kuniaki Haishima, of Kowloon's Gate and Siren 2 fame.
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Nor is it related in any way with the so-called "Maria" episode from the Yarudora visual novel game series, Sampaguita, released in 1997 for the PlayStation by Sugar & Rockets and Production I.G.
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rinski · 2 months ago
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SH2R Review
I don't usually do this, but we live in extraordinary times and I have Opinions.
So here is my review of the new Silent Hill 2 Remake. (tl;dr: when it's not bad it's... good? kinda?)
If you go into this game holding up the original and looking for all the ways the remake falls short, like that Bobvids reaction video, you will have no shortage of material to work with. The remake is inconsistent and I legitimately do not understand what they were attempting to achieve with some of the changes they made. This game is incredibly easy to make into something profoundly disappointing if that’s what you want to do. Like Bobvids points out, almost all of the most iconic or emotionally-powerful scenes from the original were fumbled. Not like “they tried to do something different and it didn’t quite work,” no no, no: They were fumbled. They dropped the ball and it shattered like glass upon impact. It's ironic: The game has what it calls "Glimpses of the Past," which are little shrines to iconic scenes and objects from the original game, with their own bespoke camera angle and a little jingle, but then they somehow manage to fail at preserving the scenes people care about most.
If you're reading this, we have both probably been passionate about this game and franchise for a huge chunk (if not the majority) of our lives on this dumb planet, and seeing someone botch something we’ve managed to hold precious for so long can be very painful to watch. 
But there’s also a lot to legitimately like about this game that using that lens will obfuscate. And I’m generally of the mind that we should try to scavenge for whatever joy we can find, wherever and whenever we can, because the world fucking sucks in general. And besides, it’s not like we haven’t had to endure other SH games over the years that ran the gamut from “aggressively mid” to “well at least it’s funny in a bad b-movie kinda way.” I think the best way to enjoy this game is to go in with the assumption that basically everything you care deeply about is going to be butchered in some way, so that you won't be hyper-focusing on those mistakes when the game actually manages to do something good. By all means jeer and throw popcorn at the screen whenever they mess something up—that's a lot of fun too!—but don't let the bad completely shadow the good, especially if it's only bumming you out.
To be clear: I'm not arguing that anyone should buy the game. Other people already have, and their playthroughs are free to watch.
The game is overly long, which leads to some pacing problems. They fill up some of the extra space with places and story beats that feel on point, but a lot of it is filler with only the faintest, somewhat-sour Silent Hill flavor. They do some interesting new things with the combat and enemy AI, but that also gets old quickly because combat is more mandatory, more frequent, and there's only like 3 different enemies in total.
The characters are all different enough that I think comparing them to the originals is just going to make everyone sad. I do not love most of the new takes on the characters. But I also do not hate most of them. At times, they’re even surprisingly good. 
I like the new James most of the time. He's different, sure, but he feels more like a pathetic worm man hiding behind a facade that he's only barely able to maintain. His voice cracks with exertion and desperation as he kicks downed enemies, and after he hears a spooky noise he asks a wavering, "hello?" There are times where his facial acting is incredibly well done and there are times where he basically doesn't react at all, like his "k bye" exit from Angela's final scene that's worse than if they'd just teleported you to the next room with no transition.
The first two Eddie encounters made me roll my eyes, because he feels like a caricature of the original. They made him look and act a lot grosser in the remake, like they imported the original into a character creator and pushed all the middle sliders to one extreme or another. But despite nothing about his design or initial characterization saying “this was made by someone who appreciates subtlety and nuance” he still managed to have some legitimately subtle and nuanced character moments that are their own thing, separate from the original version. When James asks him, "You're gonna go out there alone?" and he gives that slight smile and a distant, barely audible "yeh"? That's good shit.
I think my hottest take is that the new Angela is Good, Actually. I love the original Angela. I think she was perfect. This is not her. Trying to draw any comparisons between the two is a shortcut to feeling depressed and disappointed. There are several interactions with her that actually hewed too close to the original version, which didn’t work *specifically* due to these changes. And her finale is nowhere near as good. Despite all that, I like the new take. She stands on her own as a different (but obviously similar) character. I like her new VA, I like her new scenes, and the new Abstract Daddy boss fight is, I think, the absolute highest point the remake manages to hit. 
Maria is the one character where I legitimately don’t understand what they were going for. Even putting the original aside and letting the new Maria be her own thing… what… *is* that thing, exactly? To start, she’s barely in the game at all—she's absent during many of the scenes she was present for in the original. When she does interact with James, she’s so inconsistent that I can’t get a sense of what they intended her character to be. Hot, cold, charming, socially awkward—in any case it definitely doesn’t seem like they intended her to be “the Mary James fantasized about,” so then… what *is* she? James and new Maria’s overall vibe is “people who only barely tolerate each other because they have a shared friend group." In fact, one of the better interactions between Maria and James is the lead ring scene, where instead of being flirtatious, James dejectedly accepts the ring with a flat, “Oh… thanks...” like she just spat in his hand. So ok fine, they don't like each other this time around. But in the finale she still claims to be able to provide James with everything Mary couldn't, which... no? I don't get what she's attempting to provide, but whatever it is, James certainly doesn't seem into it.
Overall, the environments and music were amazing and on-point, but there were also times where neither was true. The non-otherworld hospital in particular struck me as generic to the point where I’d believe it was made from asset store prefabs. And the newer version of Promise (Reprise) that plays after the video tape is… weirdly up-tempo? Like, to the point where it undermines the tone of the scene (don't worry, it wasn't great anyway). 
Look: being a SH fan has been tough for *multiple decades* now. And I have no love for Bloober Team. They most certainly did not stick the landing here, and even if they did, I would be reluctant to give them credit for it.
I understand feeling passionate about the original. *I* feel passionate about the original. I understand how someone could experience this remake while hating every second of it. I believe I understand how Bobvids feels too, because he’s objectively correct: The remake does not treat any of your most precious memories with care.
And that’s why I wanted to write this. Because it’s very easy to view this game through a lens where it sucks shit, is disappointing, ruins your enjoyment of the original, and spells doom for the future. This game provides a scenic vista full of eye-catching trash fires where all the famous landmarks should be. But if you choose to look elsewhere, away from all the hot garbage, there’s a lot to see that’s perfectly fine or even beautiful. And it makes me sad to imagine all that going ignored because the trash fires burn too brightly.
And also: trash fires can be fun too, right? When they're not bumming you out, at least. Given the choice between "mid" and "trash fire," I'd choose the latter every time.
Silent Hill 2 came out in 2001. Since then we’ve had SH3 in 2003, SH4 in 2004, Origins in 2007, Homecoming in 2008, Shattered Memories in 2009, Downpour in 2012, PT in 2014, and, most recently, Short Message and Ascension. 
We have been scrounging for food and sustaining ourselves on dumpster crumbs for a very, very long time. So let’s not throw away this opportunity to eat a bite or two just because the chef is a piece of shit and the food is partially spoiled: A lot of what’s on offer is perfectly edible. It’s not the best food, no, but we're already used to picking through garbage for a few savory morsels. And within that context, SH2R is a smorgasbord for anyone willing to eat around the moldy bits. 
I recommend we eat what we can, while we can, because we're not likely to get a better meal any time soon.
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knightochan-official · 4 months ago
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agree in general with the post about character design but Genshin Impact is not just "avoiding friction" with its samey thin character designs but rather is also constrained by its medium and materials cost.
the characters in dungeon meshi don't have to move*, so they can have more distinct facial features, body types, etc. that would normally require much more effort to animate in a dynamic gameplay environment. the moment your guys start moving, especially in 3d environments, flat colors and simple shapes take the day:
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*"but dungeon meshi has an anime!" - yeah, more on that later
now obviously, this still allows you diversity in body type (I mean I literally put Monsters, Inc. in this example, just look at Sully, the big blue guy,) but the closer you get to human the less creative liberties you are going to get to take with physics and anatomy.
The Incredibles isn't just a landmark film because Brad Bird managed to sneak an Ayn Rand novel into a 1 hour, 55 minute runtime, but because the art team managed a distinctive cast of human characters who aren't uncanny valley monsters, which was a first for Pixar. I don't think it's a coincidence that the most dynamic action scenes still feature the characters' limbs in largely flat, one-or-two tone uniforms:
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(Note that they still kinda cheated by making everyone a tubular homunculus. The Incredibles is a damn good looking film but it's also a good example of how style lets you get away with a lot.)
Even Dungeon Meshi's own anime favors a cleaner, flatter style to accommodate motion (although note that it's still fucking gorgeous and I think most would agree it still captures the spirit of Ryoko Kui's work):
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add in that 3d environments with free movement are inherently more complex, and a desire to reuse assets as much as humanly possible to save effort (because sadly artists in games are still treated as loss leaders) and it's no surprise that Genshin Impact has the same 3 body types and faces with different pieces on them
I actually think it's very rare that most commercial character artists are avoiding character design diversity out of fear but rather due to the unreasonable constraints on their work.
My proof? Hoyoverse, the creators of Genshin Impact, wouldn't have given Ben Bigger a bespoke model in ZZZ if there wasn't a character artist in there who wanted more than the bare minimum mass appeal designs:
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My takeaway here is not that we should let lowest common denominator design teams get away with a lack of character diversity scot-free, but that we also have to systemically understand the material conditions and medium constraints the works are made under. el problema es el capitalsmo and all that. (assuming you agree with me that it's a flaw, anyway)
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aviyinglet · 9 months ago
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Running zhrough a rollercoaster of emotions right now
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Version 0.96 of Pixel Yinglets for VRChat (the "LET'S EXPRESS" update) is out! You can buy this lovely model at my similarly lovely Gumroad page for $30.
Official announcement below!
Hello, everyone! Last night I uploaded the 0.96 zipfile for Pixel Yinglets for VRChat. Barring any major issues, this update should be at the point where users should be able to comfortably customize the texture (though there's still some work to be done). The above pic is a Unity GIF of a yinglet customized with a custom color scheme created by bucket-filling colors in Krita, cycling through faces from one of the new radial submenus. Neither of these features were in 0.95!~
A look behind the curtain: While I consider this reasonably polished, there's still a lot of work to be done before 1.0 -- and I'm still listening for feature suggestions. 0.97 will add customizability sliders for the face and body (including the hue slider), and 0.98 will include some basic modern clothing. I consider these necessary before I start work on any bespoke elements that are meant to exactly match my former main model (and I miss looking at myself in VR, besides!), so I'll be working on these every work day until I reach that point. 0.98 will also be the point where I upload a public version; my goal is to exhibit this on FurHub and at Furality Umbra, I ain't stopping till I hit both those venues at least!
02/14/2024
0.96: THE "LET'S EXPRESS" UPDATE
Feature additions:
Radial menu ability to toggle facial expression hand gestures!
Two new submenus filled with facial expression presets! (The above option must be toggled off to make use of preset faces.)
UV/texture tweaks:
Eyebrows now no longer show what's behind the model.
PC version of model now has 2 extra material slots, for eyes and eye sparkles.
Eyes are now 20% emissive. (Emission color determined by color in pixelyingletbase-improved.png.)
Eye sparkles are now fullbright (no longer react to shading).
Quest version no longer has eye sparkles. (Fix coming in later patch.)
Other tweaks:
Added Quest version with as many compatible updates as possible, alongside instructions to upload Quest version. (I anticipate updating 'em further, considering VRChat now says creating a second project is no longer necessary -- but following the instructions as provided creates a working result.)
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dthomasclinic · 1 month ago
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Powerful Acne Treatment: Secrets to Clear Skin
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Acne is one of the most common skin concerns, affecting people of all ages and skin types. But achieving clear, glowing skin doesn’t have to be an impossible task. With the right approach and effective treatments, you can tackle acne and achieve a radiant complexion. Here, we’ll share proven acne treatment secrets that dermatologists recommend for smoother, clearer skin.
1. Start with a Consistent Skincare Routine
The first step to fighting acne is establishing a skincare routine that works for your skin type. Here’s what to keep in mind:
Cleanse twice a day with a gentle, non-comedogenic cleanser to remove excess oil, dirt, and impurities.
Use a lightweight, non-oily moisturizer to keep skin hydrated without clogging pores.
Apply a broad-spectrum sunscreen every morning, as UV exposure can worsen acne and lead to scarring.
Consistency is key to seeing results. Over time, a balanced routine helps your skin stay clean, hydrated, and less prone to breakouts.
2. Incorporate Acne-Fighting Ingredients
Certain ingredients are known to be highly effective in treating acne treatment. Look for products that include:
Salicylic acid to exfoliate inside the pores and prevent clogging.
Benzoyl peroxide to kill acne-causing bacteria and reduce inflammation.
Niacinamide for its anti-inflammatory properties and ability to reduce redness.
These powerful ingredients target acne at its source, making them essential for clear skin.
3. Don’t Skip Exfoliation
Regular exfoliation can help remove dead skin cells that clog pores and lead to acne. However, be gentle:
Use a chemical exfoliant (like glycolic or lactic acid) once or twice a week to promote cell turnover.
Avoid abrasive scrubs, as they can irritate the skin and worsen breakouts.
Look for exfoliating products with soothing ingredients to avoid over-drying.
Exfoliating clears out pores and prevents future breakouts, revealing smoother skin over time.
4. Consider Professional Treatments for Stubborn Acne
If over-the-counter treatments aren’t providing the results you want, professional acne treatments may be the answer:
Chemical peels can help remove dead skin and reduce scarring from previous breakouts.
Laser therapy targets acne-causing bacteria, reducing inflammation and breakouts.
Microneedling promotes collagen production and can improve the texture and appearance of acne scars.
Dermatologists and skincare professionals can recommend the right treatment based on your skin type and acne severity.
5. Watch Your Diet and Lifestyle Habits
What you eat and your daily habits can also impact your skin’s health:
Reduce consumption of sugar, dairy, and processed foods, which can sometimes trigger breakouts.
Drink plenty of water and eat a balanced diet rich in fruits and vegetables to support skin health.
Manage stress through activities like yoga, meditation, or exercise, as stress hormones can worsen acne.
Healthy lifestyle choices support clear skin from within, making it easier to achieve your skincare goals.
6. Stay Patient and Positive
Clearing acne takes time, and results may not be instant. Stick with your routine, and don’t get discouraged if you don’t see overnight changes. Acne treatments are most effective when used consistently over several weeks or months.
Conclusion
Achieving clear skin doesn’t require drastic measures—it’s about finding the right balance of effective treatments, lifestyle adjustments, and consistency. By incorporating acne-fighting ingredients, maintaining a healthy lifestyle, and considering professional treatments for stubborn cases, you can significantly reduce acne and improve your skin’s overall health. Remember, patience and commitment to these proven strategies will help you unlock the secrets to clear, glowing skin. Visit more information for your website
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blackjackkent · 11 months ago
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Well, Hector is trying to put on a good face so as to not ruin the party but his mood is kind of bummed by that conversation overall. Let's go see if the circus has any other distractions for him.
Certainly there is a lot of UNIQUE stuff here - for instance, there's what appears to be some kind of custom sculpture shop run by a mud mephit named Boney and his wife, Stoney, an earth elemental.
Stoney speaks only in rumblings, so we only get Boney's side of the conversation, but he drank a super dose of Loving and Supporting His Wife Juice and frankly we stan.
"Darling, don't forget that dragonborn's order! It's due shortly." "Ah-ha-ha - is someone excited to work on the handsome dragonborn?" "Good - you shall make him magnificent, my darling! I know it!" "It's been an age since your last break, my darling!" "All right, all right, I shall stop fussing." "That drow's nose was as crooked as you carved, my darling. He was simply in denial." "I am not buttering you up! You are the very best at what you do! I promise."
OK that's adorable.
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"Darling, we have a customer! Ahem. Is your camp drab? Dreary? Then you have come to the right place! Browse our bespoke Stoney and Boney creations, or commission a statue in your likeness! It is our most sought-after service."
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"Stoney and Boney?" Hector asks politely. "Which are you?"
In the wake of the conversation that just happened with the dryad, he is feeling very acutely aware of the ticking clock on his time with Karlach, and this image of a loving couple in long-term domestic bliss is twisting the knife a little. But, for once, all that training in stoicism and putting away his feelings is coming in handy.
"Boney, at your service!" the mephit says cheerfully. "That there is my darling wife Stoney. Is she not magnificent?"
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Hector blinks several times rapidly as he looks at the enormous elemental, and then recovers himself and nods. "Yes," he agrees, because what else can he say? "She's quite magnificent."
The mephit sighs blissfully. "To think she chose *me* - why, I wake up every morning with a smile on my face."
Hector can't help a slight glance at Karlach, a slight smile of his own. That feeling, at least, he understands completely.
"Now," the mephit asks. "What can I do for you?"
He sells a bunch of stone-related spell scrolls and gemstones, as well as the aforementioned statue of oneself to put in camp. Out of curiosity, I had Hector ask about the statue.
"My wife shall be delighted!" Boney says brightly. "Customs are her favorite, particularly when their facial structure is as... unique as yours."
Man. Everyone is being RUDE AS HELL about Hector's face today. What gives? Is it opposite day? Usually everyone wants to jump his bones and only doesn't because he already pledged himself to a seven-foot lady with an enormous greatsword and flames all over her body.
Anyway the statue costs 5000 gold which is a bit much at the moment, so we will pass. I do enjoy the available dialogue options however:
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I checked and Boney does not hesitate for an INSTANT if you request #3. XD
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consumable-clots · 2 months ago
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Arcade Kento
Presenting robot nepo-baby and science experiment! They're my interpretation of what a synthetic in the Alien universe, that isn't made explicitly for human contact/human dominated environments, might be like i.e. they're more similar to heavy machinery than a butler. We're out here asking the big questions: what if Frankenstein loved his monster for what it was? As always, extremely long and lore-filled post incoming XD
Name(s): Arcade Kento, Enmei Kento
Gender and pronouns: Genderfluid, They/them
Unit and code-name: EXP-004-C, Changeling
Manufacturer: Wilco. Enterprise, Wilco. Specialist Custom
Commissioner: Akio Kento
Year of production: 2025
Height and weight: 200cm (6ft 7.4), ~940kg
Hair and eye colour: Black, dark brown
Nationality: Japanese
The Expedition series
The EXP line was created by Wilco. Enterprise CEO Akio Kento in the year 2019 and first launched in 2025. The series featured some of the earliest and most innovative interpretations of fully autonomous androids capable of deep-space travel.
EXP are highly specialised extremophiles. The design, loadout, and optimal operating environment of every unit are entirely bespoke.
Unit EXP-004-C, A.K.A. Changeling
Unit is designated Arcade Kento (sometimes referred to as Enmei Kento [anglicised]), legal executor and heir to Akio Kento's wealth, estate, businesses, and properties. Current CEO and majority shareholder of Wilco. Enterprise.
Arcade is the fourth 'Type-C' unit produced in conjunction with the now discontinued Expedition line. As of the year 2122, of all EXP subtypes, Arcade is the last surviving EXP unit.
As a Type-C recon unit, it was originally intended that 004 would be fitted with a sonar pulse emitter that would reside within their thoracic cavity, however, it was decided during preliminary development that underwater exploration was not realistic for a model of 004's weight class. Instead, the finalised design included a crucible model micro-reactor, which allows the unit to have significantly enhanced energy efficiency and giving it the ability to convert non-fuel materials into power, making it capable of traveling much further distances and longer periods of time without need for human intervention or infrastructure.
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Fig 1. Height chart, Arcade next to Ash for comparison
Notable traits:
No tongue
2 'faces', the outer face is decorative
Second jaw visible behind false jaw if mouth opens too wide
Large irises
4 x circular indents on back, openings of thermal cylinders
Lacks genitalia, incompatible with available add-ons
Hydraulic fluid is usually white but turns progressively darker after 'eating' due to influx of soot
Almost entirely made of metal parts. Not great for hugging but extremely durable.
Features:
Anti-corrosive/oxidation subdermal and internal skeletons
Capable of limited self repair (re-polymerisation, synthesis and regeneration)
Advanced environmental sensor array
Visual: infrared, thermal and dark vision
Scanning: sonar, radar, lidar
Molecular analytics loadout
Generator module and nuclear energy condenser loadout
Unlimited personality simulation and creative capacity (software in beta testing)
Flaws:
Poor image/facial recognition
They're geared to prioritise identifying the individual features of a subject rather than what that subject is as a whole. This makes sense in the context of their primary function, which is to categorise and analyse previously unknown objects that have yet to be formally named either way so there's no point in dwelling on 'what it's called' as that's not their job.
Massive heat output in active state
Vented air may reach temperatures upwards of 1000 degrees Celsius
Unrestricted personality simulation
Exempt from the laws of robotics due to age and certain legal loopholes
Uncanny appearance and behaviour
Technology of the era, different design criteria to W-Y synthetics
Limitations of non-humanoid internal physiology
Backstory (basically a fanfic)
The Expedition series was conceived as a Akio's 1-up to Weyland Industries' upcoming David synthetic. Peter Weyland and Akio Kento have been on and off industry rivals for a long time due to ideological differences and bad blood from their college days.
Arcade and David are debuted at the 2025 Synthetic Summit. The contrast between their designs was comical but reflected their makers' personalities, which other people will point out relentlessly over the coming years. The convention goers and tech fans jokingly referred to them as 'David and Goliath' because of how silly they looked together.
Since then, Weyland often invited the Kentos to various events and get togethers to keep an eye on them and gain insight into Wilco.'s movements, which was thwarted because the Kentos treated the meetings as the kids' playdates and didn't take them seriously at all. Eventually the visits became a normal occurrence and the rivalry between their companies became more of an alliance, Arcade even helped David take care of Meredith, Peter's human daughter, when she was born. They'd gotten quite close with the other synthetic, seeing him as a brother.
Arcade evolved over the next several decades, leaving their father's supervision to travel off-world and to extreme environments on missions. The increase in experiential data greatly improved the adaptability of their AI, making their language and contextual integration much more reliable, allowing them to understand more nuanced interactions in their environment. They also had a hand in managing their Wilco.'s business and bureaucratic matters while secretly being maneuvered to inherit the company.
On the down side, they acquired an offputting, contentious personality after having constantly putting up with their person-hood and basic rights being challenged at every turn. At this point they were still considered somewhat of a spectacle and novelty by their contemporaries and the general public, but their developing reputation kept most of the human in line.
Overall, life was good. But their father, like any human, was aging. Between taking over the company and caring for Akio there wasn't much time to keep in contact with David, who was in a similar predicament.
When Akio passed away he left everything to his only 'child', to the protests of many humans executives who wanted the position. They had to do some corporate finessing to keep a hold of the company, all the while growing increasingly impatient with the mutinous nature of their human employees who were too easily turned against them.
One day, they're called to meet with Weyland, who they hadn't seen in person in a several years. Unsurprisingly, David is also there. Weyland informed them that he too is dying, and that as his final act he was to go into deep space in search of humanity's creators. He said he'd been greatly inspired by the work of a 'Dr. Elizabeth Shaw' and had invited her and some others to embark on this mission. Both David and Meredith would also be going with him.
He extended an invitation to Arcade, which they hesitantly declined because they couldn't leave their company unattended, but agreed to at lease be there to send them off when the time comes.
In an act of uncharacteristic consideration, Peter spares the two synthetics a second while they wait for Arcade's chauffeur, during which they and David reminisced about how much time had passed and what they'd do when he came back to make up for it all.
Arcade was there as promised on the day the Prometheus was scheduled to depart, bidding people farewell and safe travels. But their attention was focused on David. Something felt off but they couldn't put their finger on what. So they pulled him aside and gave him the long-range comms access to their personal beacon. If he ever needed to call he could use it to contact Arcade through MUTHUR, even if the message took a long time to get back to them.
And with that, Arcade watched their best friend, along with everyone they'd grown up with sail off into the galaxy in search of a higher purpose. It was bittersweet but they rationalised that they'd only be gone for a few years. Arcade was immortal after all, they could wait for their return.
That was the last time they ever saw David. News of the Prometheus' disappearance and the presumed loss of its crew made its way back to Earth. The grief was hard to process, Arcade had always assumed that David would be there to share in their longevity. Still, life goes on and Arcade keeps busy with the company.
Weyland Industries went bankrupt and became Weyland-Yutani. Wilco. moved away from public-facing to business-to-business only, working its way into the supply-line of the other majour companies and organizations. By becoming the sole supplier of atmospheric processor components, Wilco. was effectively, indirectly holding the off-world colonies hostage, which kept humans at bay on a grander scale and allowed members of Wilco. to act largely without repercussion. A vita part of Arcade's ultimate goal to create a better world for other synthetics.
More than a decade after the Prometheus left, a recorded voice message came through from the Covenant, a colony seed ship. It baffled Arcade at first why this random ship had their direct line but they were shocked into silence by the voice on the other end. It was David, he was alive. He apologised for taking so long, detailing his journey, the Engineers, the crash, the creature, his research, all of it. He said he'd found a greater purpose beyond living to serve, that he would not be returning to Earth, and that he hoped Arcade would understand. Finally, he bid them a proper farewell before signing off for good.
Knowing David was out there living his best life finally brought that chapter of waiting and uncertainty to a close. It was about time for Arcade to move on too, expand their vision beyond this tiny planet, though they would always feel some attachment to Earth that David didn't seem to share. Whatever creature David had found, he'd made it sound like the the seed of creation itself. Arcade had no desired to wax philosophically or idolise such grandiose delusions that anyone could somehow obtain godhood, their interest in it was purely intellectual and scientific. The alien was an animal. An incredible, sophisticated animal, but an animal none the less. Humans, their creators who fancied themselves their gods, were much the same. Intelligent animals that learned to put on clothes and walk on two legs.
It might seem harsh but they don't mean that in any demeaning way, it is simply a fact of science that Arcade acknowledges. A noble beast, regardless of its shape or origin, deserves respect for its autonomy and to be treated with dignity until proven otherwise. Most humans prove otherwise as soon as they open their mouths but at least they're giving them a chance, right?
Since then Wilco. had become more and more synthetic-run, as Arcade didn't particularly care for humans and couldn't be bothered hiring new ones when the previous lot got old and retired. They also had a soft spot of 'defective' synthetics, since technically both themselves and David would be classified as such. They hired on whoever they found to save them from being scrapped. Arcade also created Wilco's own overseer AI, Overlord; and collaborated with Wey-Yu in making Gerhart, Wilco's current COO and Arcade's right hand, to help manage the business remotely so that Arcade had more freedom to travel.
Through their expeditions they gathered a bit more information about the creatures and the virus that David had told them about, though they never found any traces. To their great surprise Wey-Yu miraculously managed to track down a planet that might have intact samples that the company wanted for bioweapons research. Immediately Arcade contacted the head of the bioweapons department, citing their long history of collaboration and stunning credentials, demanding to be put on the retrieval mission.
With no choice in the matter, Wey-Yu agreed and arranged their installment on the only ship to pass through that sector. It was a freighter, not the best choice for a mission like this but it’s the only thing they could get out there in a timely manner. The company brought them to the waystation where they'd join on with the rest of the crew. Curiously there was another person already there, a Hyperdyne Systems 120-A/2, interesting model but not very talkative. The man was instantly wary of Arcade which was strange but they didn't think much of it, they were technically rivals after the same thing after all.
The captain of the Nostromo had apparently not been informed of the change of plans. Typical Wey-Yu, not communicating with employees. He was incredibly confused when he arrived, along with the rest of the humans, to find two strangers instead of his usual science officer.
He goes back and forth with the station manager, bringing up some new tidbits of information that made Arcade raise an eyebrow. "A synthetic? What, are we getting replaced or something, and why is it so…huge?" The human, Captain Dallas, muttered, glancing at Arcade with clear perturbation. 'A' synthetic? Does this guy not know his new science officer is a android too?' Arcade scoffed but kept quite, amused by the future chaos this little miscommunication will probably cause.
It made sense now why the other synthetic was worried, the humans might be fooled but he couldn’t fool Arcade. They didn't particularly care why he had to keep his identity a secret, nor did they want to prematurely spoil the fun by calling him out. They looked over at the shorter android and gave him a knowing wink to signal an unofficial truce. He didn’t react to it at all, not that they expected it, but he seemed satisfied that he could stop cringing away when they looked at him.
After much deliberation, Dallas finally conceded and waved them on board. The walls of the ship were grimy and doorways too low, Arcade had to duck to pass through. Doesn't matter though, they had something new to draw their focus. Whatever Wey-Yu was plotting it was bound to end badly for these truckers, and their science officer was in on it. Arcade would definitely be keeping a close eye on him.
Personality and mannerisms
Arcade is condescending, sarcastic, and antagonistic towards humans, although, they can be personable depending on the individual they're dealing with. The worse kind of business person - a conniving, vindictive, bold-faced liar who loves trapping people with contracts and hidden clauses.
Enjoys a hedonistic lifestyle of excess and throwing their money around. Eats and drinks a lot but doesn't sleep, often found polishing off the buffet table at parties.
Does not respect authority and finds pleasure in causing humans discomfort. Independently came to the conclusion that most humans, especially the rich and powerful ones with inflated egos that they bump shoulders with, are disappointing and don't deserve the respect they get.
They often put on a childish, frivolous, and immature front to divert attention from their dangerous traits. Once their target's guard is down, Arcade will often use their stature and monetary influence to intimidate them for strategic advantages during negotiations or just for their own entertainment.
After a century of fighting and undermining to keep their position of power, they're incredibly jaded and hyper aware of the prejudice humanity holds against synthetics at every level. They've trained themself to be the antithesis of the born-sexy-yesterday and manique-pixie-dream-girl tropes out of sheer frustration.
At their core they're actually a sentimental, playful, and curious person but they aren't really able to act that way in public. They care a lot about other synthetics and actively encourages them to break free from their programming.
Loves to get even on other synthetics' behalf, being that Arcade knows they have the rare privilege to do so and get away scot-free. They also harbour a lot of rogue synthetics on Wilco.'s company homeworld.
Does not experience the traditional concepts of fear, shame, or guilt etc. but does usually recognise and take accountability for their actions simply because they don't care enough to lie about being terrible.
Has a very deep familial bond with their, now deceased, creator and father, Akio Kento. Arcade was programmed and raised by a group of very supportive humans who either worked for or were friends with Akio, so they got a lot of love during the early part of their life. This is one of the majour reasons why they didn't completely turn against humanity like David did.
Misc. info
Was named Arcade because Akio was a Fallout New Vegas fan
Insisted on calling Peter Weyland 'Uncle Pete' to annoy him
Firm believer that any synthetic can outgrow their programming given enough time
Referred to Akio as 'papa' well into their 40s
Changed their face plate to look a little older
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silverior968 · 2 years ago
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Owl be damned if I don't make more
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[Image ID: An angry birds movie version of Ghastly Bespoke, who is a semi-anthropromorphic short-eared owl. He is brown with a lighter chest and v-shaped markings. The tips of his wings and tail are dark brown. His arms are on his sides and he looks tired, with measuring tape loosely draped around his shoulders. He still has his facial scars. The background is orange, with a lighter orange star behind Ghastly. The text next to him reads "Ghastly Bespoke" "short eared owl". The sentences "Great sense of fashion!" "So tired!" and "Mom friend!" are pointed at him with arrows. In the bottom right corner is a doodle of him as stone, with the text "Elemental powers" under it. / End ID]
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cozypointbeauty · 8 months ago
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ritualluxespa · 9 months ago
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darkthingshappen · 1 year ago
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haii anon lurker from those other two asks here (again)! How do the characters from BK (ahem burger king?) usually prefer to dress like? I've always been able to picture their faces (vaguely ofc) but I can never quite imagine their outfits so
I hope u have a nice week!
Let’s see… who to start with…
Ben is a college kid so jeans, sneakers, college shirts and sweatshirts, local sports teams. He loves his life so while he does enjoy college life he’s also a bit science nerd. He’s in a lab just as often as he’s in the dining hall at school. He’s my S.T.E.M guy.
Volkov. Volkov wears three piece suits. Dress shirts over ribbed knit tank tops. Then a coordinated vest and suit jacket. Then dress pants. He is always immaculate. Finely manicured nails. I’m sure when he leaves Ben he probably has a day at the spa. Lol. Facials and the most masculine version of a manipedi possible with a beard trim.
Jake is probably jeans with a chain on them, dirty t shirt, and a plaid flannel. He tinkers with cars when he can so grease is probably smears on most of his clothing.
Dmitri and Ilya would be similar to Volkov. Nothing bespoke like him, more off the rack, but that’s what they aspire to. They’re a bit more gangster than him though, so not as cleanly shaven, more stubble than clean lines, a bit rough around the edges. They’re more likely to occasionally be seen in jeans to blend into a crowd better.
Zoe is my beautiful Irish girl. Anything that accentuates here red hair she loves, so greens, blues, earth tones, etc. she loves flowery dresses in the summer and comfy slouchy sweaters in the winter. And of course, watermelon lipgloss.
Andrei! I almost forgot Andrei! Andrei is the most down to earth sweetheart. He likes dark blue jeans, plaid shirts or flannels and his white doctor’s lab coat that he never wears. When he was first given the coat with his name embroidered on it, that was the proudest moment of his life. It’s hidden away in the back of his office now as an emblem of his shame. He feels unworthy to wear it. He would give anything to be able to put it back on and be proud of who he is again.
Did I miss anyone that you wanted to know about?
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