#but like. object show designs can be made more complex. some objects are simple while others may not be...
Explore tagged Tumblr posts
Text
it's neat to see how people draw and stylize very simplistic characters, to see what they do with them. how they make them unique, how they differentiate them from each other...
#wheucto#wheucto speaks#it doesn't seem interesting to me to draw simple stick figures... at least_ to me - someone who's not in a fandom (that i would consider) -#- of that kind#like. i'm into some shows with pretty simple designs (like uhhh object shows)#but like. object show designs can be made more complex. some objects are simple while others may not be...#like leafy vs. like... taco or something idk. a same-show example for bfdi does not satisfy me#ok bad examples but theoretically an object show's designs could be way more complex. esp since it's mainly like asset animation#i can't think of any but it's possible. anyways#yeah object shows have pretty simple designs but like. alan becker's animation vs. ???? whatever the whole thing is called idk. is just on#- another level of simplicity#i'm not sure what else might be a similar level of simplicity...?#i tend to stay pretty close to canon designs i think (for media which has official designs) but for something like that i'd probably stray#- somewhat more
4 notes
·
View notes
Text
RW Headcanon: Goodnight, Moon
AHHH YESSSS, now that that Lilypad essay is done I can FINALLY share these—!
Hey, @ghostlycoze! So you remember a few months ago how I made that drawing acting on the Moon beepsnort headcanon, and how in my last reblog I eluded to the possibility of drawing out some of your headcanons again? Well, it looks like that time has come, and this time I've got not just drawings, but lots of additions to another headcanon of yours!
This time, it's from your tags in these three posts, which I also saw a while ago! Yet for some reason I began thinking about it again recently, and as is my nature with ideas I like, I decided to develop it further, and even draw it this time!
Also, just to preface, you'll see I did a bunch of notes beside the actual drawings as well. I'll share the picture and roughly type out the notes (in case my handwriting is a bit hard to read) as well as whatever info I couldn't fit on the page. Some of the text also just says "robots" rather than "iterators" because some of these ideas are stuff I actually imagine applying to robot characters in general! Maybe I'll make a post on that someday...
With all that out of the way though, the actual headcanon is under the cut! Hope you like it!
-.-.-.-.-.-.-.-
What are iterators like when they’re sleepy? Do they even get “sleepy” the way we humans do? This headcanon answers that question with a focus on the iterators’ puppets. Much of this info is also framed in the context of a hypothetical “worm-off-the-string” scenario, since I believe that’s the main situation where sleep and getting tired would actually matter to the iterators.
Firstly, when iterator puppets are low on power, until they find a place to recharge they usually enter a power-saving state where, to conserve what’s left of it, their energy is temporarily redirected away from some of their less-important processes. The side-effect of this, however, is that iterator puppets show symptoms of drowsiness kinda like humans! Whereas humans may yawn, stretch, or rub their eyes when sleepy, iterators will often make sloppier/less precise movements, close their lenses a little, and may even have a harder time thinking, since they sometimes shut off some processors and other cognitive functions until they can recharge. The most common symptom, however, is slurred speech, coming from less power given to their speech-forming software.
Another very-common sign of iterator sleepiness is frequent beeping, often in place of words. This is because, like slurred speech, beeps take much less energy and processing to make than analyzing data, formulating a complex response, then vocalizing it clearly. Beeps are thus far more efficient for conveying simple emotions and reactions than words. Looks to the Moon in particular gets super beepy when she’s tired because she and other early models relied more on beeps for communication — they were made back when things like vivid emotion weren’t as taboo in Ancient society, and iterators were meant to be more friendly and openly interactive with their citizens — so she’s more used to beeping to easily express her emotions.
As a side-note and mini-headcanon (wow, real headcanon-layering action here), while even the newest iterator puppets can beep, the older iterator models, as a result of this design influence, also have a much greater “beep-vocabulary” with a wider range of sounds that shrunk with the generations. Their beeps are thus a lot more expressive as well, with some sounds even being similar in nature to animal noises or regular speech! I imagine the entire range of their beeps would closely resemble shorter versions of the “droidspeak” sounds of the astromechs in Star Wars.
But, back to sleepy iterators.
When it’s hibernation time, iterators enter a “sleep-mode”, where almost all of their systems are shut down and recharging becomes the primary objective. However, compared to how I imagine other robots, iterator puppets have a unique way of recharging. Rather than shutting off completely and absorbing power from an external source, iterator puppets have a few key systems within them that remain on even during sleep-mode. These systems, just like those in their superstructures, are capable of converting nutrients into power directly. They emit a soft, rather comforting whirr while the puppets sleep — the only sound iterators make while sleeping, and comparable in nature to stomach sounds during digestion. Otherwise, though, the only other systems remaining on during sleep-mode are a few basic senses, and a program that decides when to “wake up”. The presence of this program also means, uniquely to iterators again, they can wake up on their own, rather than having to be powered back on by someone else like other robots. Overall, these systems are yet another aspect of iterator designs that make them far more biological than many iterators (*cough* *cough* Pebbles *cough*) would like to admit. And in my imaginings of a “worm-off-the-string” AU, systems like these are one of the main sources of both physical and internal conflict for these characters.
Also, since most of their systems are off during sleep mode, iterators sleep, both figuratively and literally, like statues. Whatever position they fall asleep in is the position they remain in the entire time unless a.) someone moves them or b.) they wake up and move on their own. This also means (unfortunately, if you thought these ideas would be cute) that iterators do not snore, shift around, sleepwalk, sleep-talk, or dream while in sleep mode.
That’s about it for this headcanon as it applies to iterator puppets overall. Now, I’m gonna get into how I imagine Looks to the Moon specifically likes to sleep.
In addition to getting very beepy, Moon also gets very cuddly when sleepy, though some of this comes from her affectionate personality. However, it's also due to a lasting trauma from her collapse. Of course she's learned to tolerate the rain over time, yet after spending so many cycles being rapidly drowned over and over in her can — with endless disorientation and senses so out-of-control from being disconnected from most of her superstructure, no one around to comfort her save for the occasional wandering creature, and the knowledge that her own beloved brother was responsible for this — it’s still left a fair amount of bad memories with her, especially from those cycles most recently after her collapse/revival, and this general unease often resurfaces with the sound of the rain. Therefore, whenever the rain comes, this trauma serves as another, more internal reason Looks to the Moon always wants to fall asleep holding onto/being held by someone, or at the very least while sharing the shelter with someone she loves.
On a more positive note, since I’m now officially a Lilypad shipper, I imagine that No Significant Harassment is Moon’s default choice of cuddling partner! It can be a little hard to get in position — I imagine Moon always likes to be the little spoon despite her being slightly taller than him — but they manage! Moon pretty much always falls asleep first, because, as the oldest model of the group, and having sustained the most damage post-collapse on top of that, she simply doesn’t use power as efficiently as the others do and therefore gets tired much more easily. In some ways, the poor thing even feels a little guilty about it; she’s supposed to be the leader of this group, and yet here she is, tiring out after less travel and growing drowsy before the rain even starts! Luckily, Sig makes an effort to ensure her she’s more-than worth keeping around, because after every awful thing the world has thrown at her kindness, the least she deserves is some quality guilt-free nap time! And sometimes, if they want a little alone-time (or if Pebbles gets too fed-up with their lovey-dovey gestures), it’ll be just the two of them, and perhaps their slugcats, cuddling together in the shelter.
And speaking of slugcats, Moon’s second choice of cuddles is Rivulet! Being very soft, warm, and equally cuddly, she makes another good source of cuddles for Moon. And sometimes, if Hunter’s also around and willing, the two join forces with Sig and Hunter for a big, soft, cuddle-filled slumber party!
Still, though, Sig is definitely no. 1 provider of snuggles for Moon. But he loves her dearly, so for the most part he doesn’t mind! Since she falls asleep first, some of his favorite moments each cycle are from just watching her and holding her close as the rainfall echoes from outside; she always looks so beautiful when she’s relaxed, and having her in his arms makes him feel like he can protect her no matter what. So he never really minds when Moon, slurring her words, tiredly asks for him to hold her while she enters sleep mode.
That is, except when this happens and he’s stuck in that spot for the next several hours…
A few more ideas to this headcanon:
Moon’s third choice of cuddles is Five Pebbles. It’s a bit interesting, because in basically all other scenarios Pebbles insists on sleeping alone in a separate shelter, even though he’s actually rather touch-starved (though it'll be a while before he admits it). Moon is one of the only people he’s actually willing to sleep with, besides occasionally Artificer (in which the feeling is mutual and no one else must be in the room). If I someday decide to ship Pebbles with someone, I imagine he’d also be willing to sleep with them, again, only if no one else is around to see it.
To elaborate on the last point and shift to Five Pebbles’ perspective, the reason why Pebbles always wants to sleep alone is because, as I imagine the worm-off-the-string story so far, Pebbles’ biggest internal conflicts are learning to accept all those “worldly attachments” the Ancients so strongly rejected, and overcoming his god-complex and fear of relying on others. And one of the main ways this manifests is him being so deeply embarrassed to be dealing with these basic survival needs — like yet another one of the savage beasts roaming the world, after having been a vast mechanical god so far above those primitive creatures — that he refuses to let others, even his friends and family, observe him in such a “pitiful” state whenever possible, and resolves to try and overcome it alone.
To further continue this idea, this is why Moon sometimes insists on sleeping with him. Even though he’ll have to overcome these conflicts on his own, it doesn’t mean he has to be alone while he does it. She makes an effort during these and other moments in this scenario to assure him that it’s okay, no one’s gonna judge or punish him for living this way, and she’ll always be there if he ever decides to accept some help. Pebbles always falls asleep with his head buried in her chest and holding onto her very tightly.
The iterators often like to sleep with their slugcats, who in the AU also stick around a lot to help guide them as they figure out the ins-and-outs of organic survival.
Both Moon and Pebbles tend to sleep in a curled position. It's actually very similar to how slugcats generally sleep!
Pebbles is quite the workaholic in general, but it also means he has a hard time falling asleep — not because he doesn’t get sleepy, but rather that he often denies it or its significance in an attempt to get more done that cycle (and because, again, he’s “too advanced” for animalistic things like sleeping). The group often has to literally drag him to bed to get him to sleep, and Sig often teases him when his lenses start drooping and his syllables begin to stretch.
In extreme cases, where almost all of their power has been exhausted, iterators won't just slur their words anymore, but their speech will often lose coherency overall, like a spoken case of very drunk typing .
When sleepy, Moon not only slurs her words, but has a tendency to say rather strange and very silly things. It’s another side-effect of less power being used to actually think through her words. There have been many instances where the whole group erupted in laughter after Moon made a really out-of-left-field comment!
Oh, and here's one last quick doodle based off one of the ones above:
-.-.-.-.-.-.-.-.-
Aaaand that's all for another headcanon! Even though it took me a whole week to do the drawings, it was SO fun getting to develop this idea, especially since sleepy Moonie is such a cute concept! I am so glad that you shared that little idea, Ghost!!
And speaking of which, if you've made it all the way down here, Ghost, may I invite you to add any more ideas to all this, if you want? I'd especially love hearing ideas for the other iterators' sleeping habits (how fast they get tired, what position they like to sleep in, who they usually sleep with, how they wind down before bed, etc.)! I mainly focused on Moon and a bit of Pebbles at the end, since I'm still trying to get a read on Sig and Suns's personalities (especially Suns), so it'd be fun to even further expand on this idea in that regard! Of course, you don't have to, but it's a proposition!
But regardless, I hope you and anyone else who made it to the bottom enjoyed my contributions to the idea! And be sure to keep the adorable headcanon ideas coming!!
-.-.-.-.-.-.-.-.-
Bonus: Here are the full sketchbook pages, in case anyone was interested in seeing the completed layout! I think I'm gonna be making more of these kinds of drawing/explanation combo artworks!3
#art#artwork#artists on tumblr#drawing#drawings#sketch#sketches#pencil#traditional#traditional art#fanart#rain world#rw headcanons#shipping#rw shipping#iterator#rw iterator#looks to the moon#LttM#rw lttm#no significant harassment#NSH#rw nsh#five pebbles#FP#rw fp#rivulet#rw rivulet#quetzalli draws#quetzalli headcanons
103 notes
·
View notes
Text
Imagine getting the talent of the guy you absolutely despise. Yeah, that's right, Yoruko is the Ultimate Wizard in this Swap Talent AU.
Yoruko's was fun to tackle as I don't think she'd be super flashy or anything as a wizard but she'd still look very pretty as one. She may have been a hostess but she only dressed up like that cause she required to look appealing while working. But making it clear that she was a wizard was a bit...I don't wanna say "difficult" but I definitely had to consider how she would dress herself up as a wizard as I didn't just want to put her in a witch hat and dress and then call it a day. She's not like Mikado, who simply put on a fancy hat, cape, magical mask and gloves over his regular clothes and called it a day. (And even then, he wasn't even a real wizard.) So I decided to just go off of vibes when approaching this design: I gave her a sleeveless sweater, a long skirt with a split (I might change that split design though the next time I draw this Swap Talent AU), boots with dark socks, made her bow MUCH bigger, a single glove with a bracelet that has a gem hanging off of it (most likely to help her control her magic), a shawl and some glasses to both reference her real self's sprite design and to put emphasize on her smart looks when it comes to magic. I also changed her ponytail to a big side braid as it symbolizes wisdom and I tend to think of braids as a sort of wizard-y kind of hairstyle. Fun fact: I used heart shapes to make her hair. ^^ The butterfly tattoo on her arm is kind of a brand or a symbol to what kind of magic she specializes in, which in her case, I'm thinking is probably transformation magic, a kind of magic that's exactly what it says on the tin: she can transform any object or person into another thing, although there's probably limitations. Like, for example, she can't turn a living being into an inanimate object and the more complex the object/living being is, the less time that thing will remained transformed. (Basically, if she changed Nikei - clothes and all - into a frog for annoying her, he'll only remain as a frog for a couple of hours at most and will wear off with time.) She can also make simple changes like turning her black hair to pink. Hey, why use hair dye when you can literally just use MAGIC to change her hair itself? That being said, that's probably the only physical change in her appearance that she made. I don't think Yoruko is the kind of person to make any DRASTIC changes, just small, simple ones. Especially since she tends to copy people she looks up to a lot. Anyways, I changed her color palette from gold and blue to gold and lilac since purple is associated with power and since an Ultimate Wizard would be pretty powerful in raw talent and, well, power, I thought it would suit Yoruko a bit more although I made the colors far softer and gentler than Mikado's darker and murkier cape and hat. Yoruko isn't perfect but she tends to have her heart in the right place most of the time, unlike Mikado, who is...Mikado. And so, Yoruko is done and wow she is a pretty wizard.
Next up is Syobai!
Okay, coming up with background story beats for Yoruko and how she came into her talent is...interesting, to say the least. Like, for starters, the talent wasn't even real in the first place. It was just AIkado fucking around in the Neo World Program thanks to his administration access and to be as powerful as he can be in contrast to his "fellow students." A show of power without revealing where they really are. To be honest, I don't see Yoruko being given any kind of administrative access from Mikado if the main story were to remain the same, just with swapped talents, unless he had made her into an AI/program and frankly, I'm not interested in approaching this background like she IS a program. So I'm just gonna ignore the fact that magic isn't actually real in the DRA/SDRA2 version of the Danganronpa timeline and say that it does, in fact, exist. And hey, if ghosts can be canon in Despair Girls, why can't magic? (This also probably means that the age twist wouldn't work cause they're not in the Neo World Program and it'd be impossible to de-age them like they were in the original story, at least in this version of events. But since magic is real...well, regardless of Mikado's swapped talent, he'd probably delve into Necromancy just to see if he can bring back Utsuro thanks to Yoruko's talent confirming that magic does indeed exist. Oops.)
Anyways, for Yoruko's background, she would have never became a hostess if she had never met her Senpai, who saved her from a group of bullies that were going too far and nearly could've killed her. I think in this version of events, the reason for her Senpai, Amane, to intervene was twofold: 1.) because it was the right thing to do and she couldn't stand watching the same thing that happened to her happen to someone else, and 2.) because she noticed there was magic building up around Yoruko and realized that there was going to be an outburst that could easily injure, or worse, kill these bullies and intervened to keep it from escalating. She knew that if that were to happen, Yoruko would forever be haunted by this event and she couldn't stand by and watch her younger classmate become fearful of her own power. So she helps Yoruko and befriends her, trying to subtly train her in her magic without revealing that she has it and to keep it concealed. The bracelet Yoruko has is to help her keep control over her magic without it bursting and creating havoc whenever she loses her temper or when survivor instincts kick in in a way that would hurt others when she didn't mean to. She thinks that, for Yoruko, ignorance would be bliss. At least, at the start. But eventually, Yoruko hears rumors about Amane being a "witch" or doing "creepy rituals at night" and she's like, "Pfft, yeah, right. Like magic ever existed...right?" She didn't think it was true, but when the thought of the rumors covering up something more insidious that Amane couldn't get out of, she caves into her suspicions and follows her one day after school to prove to herself that it's nothing like that. And it wasn't! But she does end up witnessing a magical ritual where Amane easily repaired a valuable object that seemed irreparable with how many pieces it had been turned into or how she helps a plant regain it's vigor and color. So, the rumors were a lot more truer than everyone thought it was and she kinda freaks out. Which was enough for her to get caught by her Senpai and she begs for mercy. But her Senpai is quick to reassure her that she's not going to hurt her and admits the truth: she's an actual wizard and probably one of the last ones left...at least until she met Yoruko. It's then that she also revealed that one of the reasons why she approached Yoruko was because of her magic and how it was this close to hurting someone, which she had a feeling that her younger classmate would regret. Yoruko would try to deny it at first but when her Senpai takes the bracelet off, her magic starts to sizzle out from her due to all her anxiety and ends up cracking a mirror. Hit with the reality that she was the same as Amane, she questions why no one had noticed and Amane just...tells her to sit down.
You see, if wizards/witches and magic really do exist in Danganronpa, you'd have to question why this wouldn't be common knowledge in this universe, especially with a world based off of real life and the real history we've been through. Some people's solution to this is to make a secret society, but that actually crops up OTHER issues like how some humans would react to actual real world events like, you know, war and such, and how many of them would probably try to use their magic to stop it or make it worse, and how difficult that would be to keep that a secret when such events happen. But honestly, I think there's a much simpler solution in this case: wizards are just...a dying breed in the modern world, for lack of a better word I could think of. If they were common place back then, then most of them had been hunted down and killed due to their power in magic scaring society. That's Amane's assumption, at least. According to her, even she doesn't know enough about magic and it's own history. Just that if no one believes that magic actually exists, that it's just a fictional part of storytelling or folklores, then the real history of magic had nearly all but disappeared from existence. Even Hope's Peak never had an Ultimate Wizard before since it's existence. There just isn't enough people to even be considered a group, and to Amane...she considers herself to be one of the few wizards left in this world. Assuming there are more of them out there.
Yoruko questions how the hell she even came to realize her own power, and Amane simply says that she was just lucky that her own parents had magic as well and were far more equipped to handle her magic when it became obvious that she had it. When Yoruko questions how the hell her own family never noticed, Amane simply asks if they had magic, and if they did, she should think back on the times when strange things were happening around her while growing up, if she ever got blamed for something that seemed out of her control, and how they handled it. If they had magic, would those signs have gone under their radar? After a pause of Yoruko thinking back on her childhood, on the times when she managed to jump higher than should've been possible when playing tag, on the times when a kid blamed her for getting hurt when they tripped on a root that wasn't there before and thought she had pushed them, on the time when she tried to blow out a candle when her group of friends brought her a birthday cake but somehow the flames grew bigger instead and accidentally set the table on fire, and how everyone started to avoid her for being "accident-prone" and becoming more and more pessimistic in her life in response, she realized, no, they didn't have magic. Yoruko's parents, and perhaps even her sister, were normal people that simply tried to comfort and support her when things went wrong, never realizing the power their daughter/sister had in her all along. Yoruko asks how that's even possible, and Amane simply shrugs, admitting that even though she and her parents had magic, her younger siblings did not. She may have theorized that wizards had been hunted down and killed, and for all she knew, she may be right since witch hunts WERE a thing, but it could also possibly be because magic was a gene and humans just...stopped needing a use for it over time and wasn't being passed down by the majority anymore. It doesn't mean it can't crop again, like what happened with her and her parents and even Yoruko, but that also meant that the majority of people born with magic are more likely to end up with a family that may not understand what's going on with them, let alone figure it out. Like what happened with Yoruko since, according to her, neither of her parents nor her sister seemed to have magic like her. Again, Amane didn't know enough about magic's history and even her parents knew jack shit, gravitating towards each other because of their shared issues and only then realizing that what they were dealing with was magic. All their learning was pretty much trial and error, which they passed down to her.
Yoruko...has no idea how to feel about all of this. On the one hand, learning that she has magic is almost...freeing, in a way. An explanation for the many things that just shouldn't have happened in normal circumstances but did. But on the other hand, she had a power that could hurt others. Kill others. That kind of power would be terrifying for Yoruko. What if she messed up? What if someone got hurt because of her? But Amane, ever kind and patient, calms her down, saying that she doesn't have to go through this alone. Not anymore. Not as long as she's around, and she offers to teach her to control her magic and even give it a use. If that's what she wants, at least. Amane reminds her that as long as she wears that bracelet she gave her, her magic would never get out of control, even when she uses it as an outlet to better direct what kind of magic she's using and such. She can easily return to her normal life if that's what she desires most and apologizes for leaving her in ignorance. But Yoruko, knowing that Amane may be the only one that can understand these magic-related issues in a way no one else would and wanting to stay by her side, accepts. After that, Yoruko spends months, perhaps even years, learning from Amane and even teaching her new things as well since she's still learning more about magic herself. Learning together, working together, and helping each other when the other is down helped Yoruko become just as skilled of a wizard like Amane, perhaps even better.
But one day, Yoruko would ask Amane why she has new things to repair almost every day. She would laugh awkwardly, admitting that she kind of turned her magic into an independent job by repairing people's most valued objects in exchange for cash. When Yoruko asks why she has to do that, for the first time, Amane grows quiet...and admits that her parents actually passed away in a car accident a few years back. She's not sure if they had no relatives or if they somehow became a black sheep to their relatives due to their magic, but no one took her or her siblings in so it was either being stuck in a system that may separate them all or try to take matters into her own hands. Clearly, she chose the latter as she's able to take care of both herself and her siblings through her magic, and even gained a reputation of sorts. A reputation that she really hopes doesn't take the notice of Hope's Peak cause as much as she wished there were more people like her, she knows better than to let the world know that such powerful magic exists. She doesn't want to think of the consequences that could entail from it. Yoruko agrees but is also surprised as she had never realized that Amane is dealing with a lot more on her plate than she admits. She simply says that she didn't want to burden Yoruko at the time since her teachings were much more important and she had managed this far, it's just...well, it's become a bit harder to find commissions lately and she's worried she may not be able to pay the bills in time. Yoruko rebuts, though, saying that she may be her mentor but she's also her...friend, and it wouldn't be fair if she just vented all her feelings to her but never allowed her to do the same. She even asks if she could help, which surprises Amane for moment but then...she agrees. She even says it would be a good opportunity to teach Yoruko how to repair objects from scratch as it's a pretty handy spell to know for daily life, although it's much more complicated for something that's to have a more permanent effect than Yoruko's usual transformation spells.
Looking back on it now, Yoruko wished her Senpai had turned her down. If only to avoid what happened next.
Amane had asked her to set up the chalk circle and candles while she double checks the book. Yoruko wasn't sure what she had messed up back then, especially under Amane's watch. Did the candles not have the correct properties? Did she make such a small, tiny mistake in the chalk circle when messing up just a smidge could change it into a different spell entirely? Or did she overdo it with her magic as she followed her Senpai's instructions in staring at the original photo of the object and visualizing what it should look like as she imbued the object with the spell?
Regardless of what the mistake was, magic was the embodiment of chaos, not logic, and only bends to it's own rules. And Yoruko, despite doing her best, messed up and turned the object into dust.
Shocked by what had just happened, Yoruko tries to apologize and even says that maybe they could still try to fix it but Amane just stared at the remains of the object in silence before saying that this can't be fixed. All the pieces had been destroyed and now it's impossible to fix it at all. She tried before, but couldn't, and had to bring the bad news to her customer, getting hit with a refund soon afterwards. Yoruko apologizes again, quieter, but this only gets Amane to snap at her, blaming her for losing the paycheck she could've used to help her and siblings from this one commission. In hindsight, she probably shouldn't have allowed Yoruko to work on a commission the first time trying out this spell as it's only natural for her to mess up on her first try, but she was too angry and distraught to realize her own misjudgment in this situation and Yoruko is too hurt and upset to try and defend herself. She just constantly apologizes as she leaves, hoping that by removing herself from the situation, it would allow Amane some space to calm down.
By the time Yoruko worked up the courage to talk to her again, though, she couldn't find Amane at school and finds out through her teacher that she had to pull out for the time being. Horrified by the implications, Yoruko runs back to the hideout, only to find the mess had been cleaned up with a stack of books left on the desk and a letter on top of it. When she opens it up, it was an apology from Amane snapping at her, saying that she shouldn't have done that and some of the blame was hers as well for making the wrong call in judgment. Still, due to her current circumstances, she could no longer stay in school and had to go searching for a second job, bringing her siblings along with her as she admits to moving away. The letter tries to reassure Yoruko that this was probably going to happen anyway due to the lack of commissions, but she's not internalizing that, instead blaming herself for forcing her Senpai into a position where she had no choice but to move away. When she gets to the bottom of the letter, her Senpai reveals that while she can no longer teach Yoruko due to both her own circumstances making it hard to meet up anymore and Yoruko simply being better than her at magic at this point, at least according to her, she left her all the books and research both she and her parents had done over the years in her care. She expresses the hope that she'd still continue to study and research magic so that maybe, one day, when they meet up again, they can understand their shared magical history together. Yoruko, still racked with guilt, chooses to do just that, taking responsibility for her actions by continuing her studies in magic.
And then, perhaps a few months or even a year later, Hope's Peak comes knocking at her door via a letter proclaiming that they know her secret and wish to bring her into the school to study her talent as the Ultimate Wizard. And if she doesn't, they'll out her to a government agency and have her be taken away. Worst of all, Hope's Peak is still tied to the government themselves, even when they lacked funding, so it's basically a "damned if you do, damned if you don't" situation. So Yoruko decides her only option was to "willingly" join Hope's Peak Academy's newest class so she can have more freedom, and perhaps, more control over what they learn about magic. If she has to be forced out of hiding and reveal that magic exists, she'd doing it her way in the hopes that she can at least try to give guidelines on how it should be treated and worked with.
Too bad she ends up in a killing game, but hey. It was an effort, at least. And to keep her from being too overpowered in the killing game, Mikado probably set up some kind of magic-negation objects that keeps her from blowing him up on sight. After all, she does still have her bracelet that both negates her own magic and helps her control it, and doesn't actually require magic to create. Some gems simply have magic-negating properties. And HE learned this from HER during their time at Hope's Peak, even if she doesn't realize it due to the collective amnesia plot point. Oof.
#SDRA2#Yoruko Kabuya#Super Danganronpa Another 2#SDRA2 Spoilers#sprite edit#Star's Art#my God I literally just made an entire essay on Wizard Yoruko#My brain has more capacity for pretty women I guess
26 notes
·
View notes
Text
!! ART COMMISSION !!
What is art commission? You pay me to make me draw things you want to see, as simple as that, but this is my commission so heed that there are rules/limitations of my own!
If you're seeing this post via reblog, please check the post date and look for the original post, not the reblogs, because commission status and the terms might've been changed/updated by the time you're reading it. I might reblog this myself whenever I open the commission.
Current commission status: CLOSED(taking a break)
SLOTS: [ ] [ ]
Detailed wall of texts guide goes down here, if you're going to apply please read them first so you're aware of what you can expect from me. ↓
I'll ONLY DRAW
Humanoid non-humans
It means anything that somehow shares silhouette of human(e.g. overall disposition of head and limbs), is obviously a person, but is not a human in an apparent way. Be it a goblin, imp, kobold, demon, furry people, inkling, android, whatevs. Go look what I've been drawing to these days, I bet you know what I'm talking about. You can bring them from your original character pool, or from a cartoon, or some games, etc.
Note that what I'm taking now is NOT 'design things from scratch' commission. I require clear references.
Along with those above, I'm capable of drawing some basic elemental visual effects like flames([1][2]), waters([1]), lightnings([1][2][3]), dust clouds([1][2][3]) and earth cracks([1][2]). Just tell me if you particularly want to include those in your commission piece.
I WON'T/CAN'T DRAW
Crossover - I won't put your OCs and other existing media characters together in a same piece. It also applies for different characters from different media.
Webtoon~Comics format
Most sky-scraping tall robotics - Transformers, GUNDAM or in that line of genre.
Background/Landscape details
Excessively complex objects
Realistic modern firearms
Sexual theme, either explicit or subtle
Nudity? - That depends like, Pokémons such as Tinkaton are humanoid and technically naked but look not so naked. Otherwise, unlikely.
Fetishes of all kind
Characters with astronomically huge tits - No offense, I just have no idea how to handle them properly.
Bloody gore element - Though mild body horrors are feasible in some degree. See my OC [Hess] for example. It's neither cuts nor bloodshed.
Independent original characters that belong to somebody other than you - Don't ask for third person's OC, unless you two are friends and there is approval. I'll double-check.
Whatever that makes me feel uncomfortable - Due to strict copyright? Personal preference? It might be anything that I didn't list here. If I don't feeling it, that's it.
THE PROCESS
Contact [email protected], then:
Let me know that you're asking for a commission.
Tell me whether it's about drawing your OC(Original Character. I need you to show me proper reference images. Either via email attachment or via image hosting sites.) or characters from existing media(you know, cartoons and games)
If I don't accept, I'll inform you that I'm not interested.
Otherwise, I'll respond and ask you "how do you want it to be". This is about direction of the piece, which refers to how the character will be presented, like the pose, action, facial expression and more. If you show me the exact references (like pictures searched up on Google) that's better. If you're only gonna suggest me a character and want to leave the rest up to me, you can tell me so. I can still reject your commission at this stage If I'm not really into your direction.
If I fully accept I'll send you a transaction link where you can pay directly from your PayPal balance. While you're at it please put a comment regarding your email under the sum section so I can identify your payment. As soon as I check the payment I'll start drawing, and send you the finished piece via email when it's done.
If there are obvious and critical errors I made like missing tail, flipped hand or such, I will fix them of course, but don't expect too much about further adjustment on demand. Even though the final version turns out not so satisfying to you, I can't really help about it. After verifying the delivery the transaction completes.
+ If you're about to upload the final piece which is larger than 850x850 to website like twitter please tell me that so I will send you an indexed color mode version along with the original. Indexed image loses some color palettes but prevent twitter's horrible png resizing.
PRICING
Baseline is $80 per piece.
Includes 1 character, full color and shading by default.
Different characters in a single piece adds up $40 each, up to 2 more extra characters.
If an extra character is extremely simple or small compare to others I might just consider them as an appendage rather than an extra character. e.g. Big the Cat and Froggy (Sonic the Hedgehog series), Harmony/Annie and their clownfish (Splatoon series)
I prioritize drawing full-body. It can be thigh-up or even waist-up depending on your demand (or at my discretion if you didn't give me any direction) but this does not affect the price.
You can ask for multiple same characters in a single piece, but in that case it most likely be one simpler full-body and several waist-ups. This does not affect the price.
Background is flat white by default. I can fill them with different flat colors or put simple figures or put gradients, or make it transparent as you ask. Pitch black background + outline around the character is also doable(check some of the deltarune fan arts I did). This does not affect the price.
Adding some elemental visual effects does not affect the price.
ESTIMATED ARRIVAL TIME AND REFUNDS
I doubt the discussing part alone can be somewhat dragged on due to the time zone/schedule difference, but I also believe the whole thing can be done under two weeks, or more depending on the conditions and real life issues.
Basically 'no refund' once I receive your payment and start drawing the piece, however, I'd willingly refund you if I can't finish the piece in time due to my own personal reason.
REGARDING THE USAGE OF FINAL PRODUCT:
Commercial use of my commissioned artworks is prohibited.
Do not relate my drawings with cryptocurrency activities.
Final products may be used as a sample in my future commission introduction page.
It's okay to post them online, use them as a header, banner, profile or such for your blogs/social media page, as long as it's non-profit use.
I can post them on my own blog/social media if I'd like to.
BEFORE YOU APPLY:
You need PayPal account for the trade. I'm not accepting any other method as of now. Also please pay with USD if possible!
Please take a gander at fanart, original stuff and other's oc on my blog so you get what my art style is like and how I reinterpret existing characters. Applying for my commission also means that you're agreeing to the visual changes I make in the process.
My drawings are .png files and NOT resize-friendly due to use of binary pen! And the final size of a piece will barely exceed 1000x1000 so keep that in mind if you use super wide screen or if you're about to do something with my finished works.
제가 한국 계좌 쓰는 한국 사람인 관계로 한국인이시면 페이팔을 통한 거래가 불가능합니다
If you got further questions that's not answered here(other than bargaining the price), feel free to ask them via my email. [email protected]
127 notes
·
View notes
Text
A flowchart showing the approximate flow of goods within the Affini's gift-based economy. Red indicates heavy industries, while blue indicates light industries.
Permeation Gardens are large artificial forests (including interdependent fungi and insects) that leach desired minerals out of the landscape with minimal disruption to the geography. Wide, deep root structures search for mineral veins and slowly separate trace amounts from rocks and soil.
Constructor Plants are genetically-modified flora that take in and process industrial materials such as metals or chemicals. An Affini operator is usually grafted into the Constructor when it is in operation, guiding the complex metabolic processes required in modern heavy industry, though some simple tasks can be performed autonomically. Most constructor plants produce yield in the form of sap or fruit, but some also shed bark or vitrify directly into structural components.
Matter Trainers are a nanofabrication technology used by the Affini to manufacture cheap, disposable items like medical supplies and hygine products. They are sealed cabinets of differing sizes in which swarms of nano-scale assembler robots assemble objects at the molecular scale, drawing raw feedstock from communal stores. Almost all Affini homes and public spaces have at least one Trainer, usually tucked away somewhere unobtrusive yet accessible. Larger (more than 1m in any dimension) trainers are usually kept in public workshops. The biggest trainers are the size of space stations, and usually have their own crew and propulsion.
When it comes to non-disposable items such as clothes, personal electronics, furniture, etc. most Affini consumers prefer goods handmade by craftswomen, rather than matter trainers. Objects can be tailored to an individual's needs and tastes, rather than suffering the one-size-fits-all approach common to most trainer designs. Whether the object is made from scratch or manufactured with the help of a trainer depends on the item being produced and the craftswoman making it. For every Affini blacksmith making artisinal walking sticks from raw ore, there is another woman hand-painting canes from a trainer in bright floral patterns.
7 notes
·
View notes
Text
How Does PPF Car Protection Work?
Car paint is one of the most important aspects of a vehicle’s appearance. Whether you're driving a brand-new luxury sedan or a trusted daily commuter, you want your car's paint to stay as pristine as possible. However, environmental factors such as dust, dirt, rocks, road salt, bird droppings, and UV rays can take a serious toll on a vehicle's exterior, leading to chipped paint, scratches, oxidation, and fading.
Fortunately, PPF car protection (Paint Protection Film) offers a long-term solution to preserve the look and integrity of your car's paintwork. In this article, we'll explore how car film paint protection works, the benefits it offers, and why paint protection film Abu Dhabi is a popular choice for car owners in the region.
What is PPF Car Protection?
Paint Protection Film (PPF), also known as car protection film, is a transparent, self-healing, and durable protective layer applied to a vehicle's painted surfaces. PPF is made from a high-quality, flexible material that acts as a barrier against various types of damage that commonly affect car paint.
The primary function of PPF is to protect the paint from physical damage, such as chips and scratches, as well as environmental contaminants, UV rays, and even some minor abrasions. This makes it an ideal solution for those who want to maintain the aesthetic quality and longevity of their vehicle.
While PPF was initially developed for the aerospace industry to protect military helicopter blades from debris, it has since become widely popular in the automotive industry. As more car owners look for ways to protect their investments, PPF car protection has gained traction for its remarkable durability and ease of maintenance.
How Does PPF Car Protection Work?
The way paint protection film works is both simple and sophisticated. When applied correctly, the film bonds to the surface of your car's paint, forming an invisible barrier that protects against a wide range of threats. Here’s how it works:
1. The Composition of PPF
Car protection film are typically made from a clear urethane-based material. This substance is highly flexible, allowing the film to conform seamlessly to the contours of the vehicle. The flexibility of PPF is essential, as it allows the film to stretch without breaking, which is particularly useful when applied to complex, curved surfaces like bumpers or fenders.
PPF is also designed to be self-healing. This means that when the film is scratched, minor abrasions or scuffs can "heal" themselves over time, especially when exposed to heat. For example, exposure to sunlight or hot water can cause the film to restore its smooth surface, making it less likely that the film will show visible damage.
2. Protecting Against Physical Damage
One of the key functions of PPF car protection is to shield the car’s paint from physical damage caused by road debris. This includes rock chips, bug splatter, tree sap, and other objects that might fly up while driving. These types of damage can leave permanent marks or scratches on the car's paint, diminishing its appearance and potentially lowering its resale value. PPF helps prevent this by absorbing impacts from small debris, preventing the paint underneath from chipping or scratching.
The thickness and resilience of the material are what allow it to withstand these impacts. In fact, high-quality car protection films can absorb and dissipate the energy of small rock chips and debris without transferring that force to the vehicle's paint. This layer acts like an invisible shield, offering protection without altering the overall appearance of the car.
3. UV Protection and Fading Prevention
UV radiation from the sun is one of the most damaging elements to a car’s paint. Over time, prolonged exposure to the sun's rays can cause the paint to fade, leading to a dull, worn-out appearance. This is particularly problematic in regions with hot climates, such as Abu Dhabi, where the sun can be intense year-round.
Paint protection film in Abu Dhabi is an excellent choice for car owners who want to combat this issue. PPF car protection blocks harmful UV rays from reaching the paint, significantly reducing the chances of oxidation and fading. The film acts as a filter, allowing the vehicle's paint to maintain its vibrancy for longer periods, even under extreme sunlight.
4. Scratch Resistance and Self-Healing Technology
Another impressive feature of car film paint protection is its self-healing capabilities. While PPF may not be invincible, it is highly resistant to minor scratches, swirl marks, and abrasions. When the film is scratched or scuffed, the material responds to heat—either from the sun or hot water—and heals itself, smoothing out the surface. This means that light scratches that might otherwise require costly repairs can often disappear on their own.
This self-healing technology ensures that your vehicle maintains a flawless appearance even if it experiences regular exposure to minor physical damage. The paint protection film effectively reduces the need for costly touch-ups or re-painting.
5. Hydrophobic Properties and Easier Maintenance
Another benefit of PPF car protection is its hydrophobic (water-repelling) properties. The film creates a smooth surface that makes it harder for water, dirt, and contaminants to stick to the paint. This means that your car stays cleaner for longer, and washing it becomes easier.
In addition, the film's hydrophobic nature helps prevent water spots from forming on the surface, which can be a common issue with exposed paint. This is particularly helpful in regions like Abu Dhabi, where dust and sand are prevalent and can easily settle on the car’s surface.
Moreover, car protection film can prevent the buildup of contaminants like bird droppings, tree sap, and bug residue, which can be tough to remove from car paint. With PPF, you don’t have to worry about these substances causing long-term damage to your paint.
6. Enhanced Aesthetic Appeal
While the primary purpose of paint protection film is to safeguard the vehicle’s paint, it also enhances the vehicle’s appearance. The film is transparent, so it won’t alter the color or finish of your car. In fact, many users find that PPF enhances the depth and gloss of their paint, giving the car a sleek, shiny, and well-maintained look.
This is especially noticeable when the car is new, as the film helps keep the paint in pristine condition, preserving its original vibrancy. In areas like Abu Dhabi, where the harsh sun can accelerate fading, PPF ensures that your car’s paint stays looking fresh for a longer period.
7. Longevity and Durability
One of the biggest advantages of PPF car protection is its longevity. When professionally installed, the film can last anywhere from five to ten years, depending on the quality of the material and how well it’s maintained. High-end PPF products are designed to resist yellowing and fading, ensuring that the protective layer remains effective over time.
Additionally, paint protection film is resistant to peeling, cracking, or bubbling, which ensures that it continues to protect your car’s paint throughout its lifespan.
Why Choose PPF Car Protection in Abu Dhabi?
In cities like Abu Dhabi, where the environment is characterized by extreme temperatures, high UV exposure, and sandy conditions, paint protection film in Abu Dhabi is a smart investment for vehicle owners. The desert climate can be unforgiving on a car's paint, with high temperatures causing oxidation, sandstorms leading to scratches, and sunlight fading the paint.
By applying car protection film, you can shield your vehicle from these harsh conditions. Not only does it protect against physical damage from road debris and sand particles, but it also helps maintain the aesthetic appeal of the car by preventing UV damage and oxidation.
Moreover, in a city like Abu Dhabi, where luxury cars and high-end vehicles are a common sight, maintaining the vehicle's resale value is important. A well-preserved car with a flawless paint job can command a higher resale price, making PPF an excellent choice for those who want to preserve their car's value.
Conclusion
PPF car protection offers a highly effective, long-lasting solution for safeguarding your vehicle’s paint. Whether you’re concerned about road debris, UV rays, scratches, or water stains, car film paint protection provides a transparent, self-healing layer that shields your car’s paint from these threats, all while enhancing its appearance.
For those living in hot, dry regions like Abu Dhabi, the benefits of paint protection film are even more pronounced. With extreme weather conditions, sandy roads, and intense sunlight, car protection film helps maintain the integrity of your car’s paint and reduces the need for costly repairs or re-painting.
If you're looking to protect your car's finish and extend its lifespan, investing in PPF is a wise choice. Whether you’re applying it to a new car or protecting your current vehicle, paint protection film in Abu Dhabi offers excellent value and performance, keeping your car looking brand new for years to come.
#Car Care Abu Dhabi#Home Window Tinting Abu Dhabi#Home Window Tinting#Paint Protection Film Al Ain#Paint Protection Film Abu Dhabi#Car Film Paint Protection#PPF Car Protection#Car Protection Film#Ceramic Coating Abu Dhabi#Nano Ceramic Tint Abu Dhabi#Ceramic Coating Services Al Ain#Car Ceramic Coating#Nano Ceramic Coating
0 notes
Text
CLOCKS!!
Big clocks
This is from when the group went to Moyses Hall. This was the room where I started comparing everything. The clocks on the left side, from top left going down and left, are made in: 1700, 1720, 1790, 1765, 1810, 1790, 1680, and 1690. I noted various differences between all of them and some similarities. The 1600s had much simpler heads, only being a simple box with pillars, though these could be different shapes as seen on the last one, but going forward they started having more curves and layers, like they were wearing crowns, though it does look like the size started to reduce in some clocks as the 19th century was begining. The 1700s clocks also lost the glass circle within the case that showed the weight, as well as some of the more elaborated decoration added to the front in favour of having more wood grain being exposed and coloured with varnish on what i would refer to as the neck, though there were some exceptions. Then we move to the face of the clock, and the 1600s have some large brass decoration, which the 1700s continued and improved apon, by being smaller and more intricate as techniques improved. Once the 1800s star approaching you can see a shift in style coming as the 1790 and 1810 clocks have a very simple sliver face with simple numerals.
In summary I would say that the 1600 clocks showed that they were focused on the artwork more than the body of the clock, and that the 1700s showed the improvements that had been made in their ability to create objects, followed by the 1800s focus on modesty and simplicity.
Pocket clocks
I believe the two things shown here are pocket watch casings though I cannot be 100 percent certain due to the lack of descriptions that were there. I did however particularly like how they look. The left one looks like it was made out of some kind of gemstone as a base, which makes it look like it flows but the images added to it look very simple in shape, but the volume of things makes it feel detailed. Looking closely at them it looks like they were inlaid with a silver metal but it also looks like it was very carefully scratched into the surface. I feel it is a good reminder that something does not need to be overly complex for it to be good.
This contrasts massively with the silver casing. I do not know why it is attached to a frame but the outside has been made out of a metal that has been designed to have elaborate images and patterns on it. It reminds me very much of objects and themes associated with the ocean. All of the arcs make me think of the waves of the oceans moving and, by what I assume is the dial to adjust the clock, there is the patterns of a shell on the edge of the seam. It feels like time has been put into its creation, though unfortunatly I did not get a picture of it from the front.
Box clocks
These feel like they would have been used at sea. I think this is because of how simple they are and how big they are without being immovable. They both seem very well protected in their boxes and feel like they would have been used by two different professions. The left feels more like someone who plans things before a voyage occurs, and the other feels like it is used while moving and needs to be carefully protected by a navigator. This makes me feel as if another direction I could have gone in with the tin is filling then with a few of these clocks in a smaller iteration, like they have been shrunk with magic for transit.
Further research
I also saw this. This is something that I need to research to see how it works as it may prove useful during the project
0 notes
Text
TERM PROJECT NO.2 | BASTARD
Topics of interest
Teen Magazine | In style, bright, advertisements
Film Title Sequence | Serious, emotional, thematic
Record Album Cover | Impression, story, tone
CHOSEN TOPIC -> RECORD ALBUM COVER
I decided to pick a record album cover, as ever since the M&M assignment from last semester, I wanted to have another attempt at an album cover design, but this time I chose a different medium, and in this case, I used Photoshop. I am always so intrigued by the art of album covers, and I appreciate the amount of effort the musician and designer put into the art of an album cover to ensure that the album is well represented to audiences.
Creative Concept
One of my favourite artists of all time is L.A. Tyler, the Creator, and even though his artwork for the last five albums has been outstanding in terms of quality and visuals, his cover designs for his first two albums (Bastard and Goblin) are less than superb. So, I decided to take on the role of recreating Tyler's first album's cover. My main challenge was sticking to a monochrome colour palette with a hint of red to take a nod to the original album cover, which is included above. My secondary constraint was ensuring that I eluded to the story within Bastard without making the design look outlandish and keeping in mind how album cover designs can influence the sales of records.
Description
Bastard is a mixtape by American rapper and producer Tyler, the Creator. Released in 2009, it serves as Tyler's debut solo project and showcases his unique style, blending elements of hip-hop, alternative rap, and dark, introspective lyrics. The mixtape gained attention for its raw and experimental sound, setting the stage for Tyler's future success with Odd Future (Tyler's friend group made up of other rappers, graphic designers, and skateboarders) and his solo career. Tyler, the Creator produced the entire "Bastard" mixtape himself at the young age of 19, demonstrating not only his skills as a rapper but also his talent as a producer. This DIY approach to his music production has been a consistent aspect of Tyler's artistic identity throughout his career.
Bastard is well known for its grunge-like production with tones of darkness in its lyrics and production so I really wanted to capture those characteristics in my redesign. When it comes to my roughs for graphic design I tend to find it quite difficult to really articulate my final vision as my process is changed quite a ton from when I plan my roughs to when I export the final JPG whereas when it comes to illustration I need complex roughs to lay a firm foundation or else I struggle to even begin. This could just because of the amount of experience I have between design and illustration but its a hurdle I must overcome. However, thankfully I will say I am quite skilled in photoshop so tackling this project was a nice refresher after the winter break and I was able to learn some new techniques that enhance my work such as colour overlay and dealing with adjustment layers. Layering multiple images resulted in the texture in the final result and effects such as grain, and roughen to portray the scuffed-like condition of the album. The album heavily contains themes of religion so it felt right to include an image of heaven while Tyler on the left wearing a ski mask with a upside-down cross is there to show a contrast of the rebellious influence Tyler has on the record. I wanted to keep type simple yet unique so I went with a sans serif typeface for the body text and a more decorative yet striking typeface for the title and I adjusted the kerning to increase readability. The graphics on the bottom are all made by me and even though I could've just grabbed them on google I figured I might as well have more pen tool practise. Overall I'm beyond pleased with how this turned out and I plan on recreating other album designs from Tyler, the Creator and I believe I was able to reach my objective in this week's illo.
KEYWORDS
Unsettling
Disturbing
Tone Deaf
ROUGH -> PROCREATE
ROUGH -> FINAL
0 notes
Text
Pilotwings 64
JP release: 23rd June 1996
NA release: 29th September 1996
PAL release: 1st March 1997
Developer: Nintendo, Paradigm
Publisher: Nintendo
N64 Magazine Score: 89%
Part of what made me want to play through all the Nintendo 64 games was growing up with Future Publishing’s N64 magazine. I only had a small number of games myself, but read about so many more. Pilotwings is one I remember getting mentioned a lot in the magazine throughout the years, and it always sounded fascinating. The image of a cannon and Mount Rushmore (with Mario’s face) was one I distinctly remember seeing a lot.
Pilotwings is an arcade-style flight sim game, although still requires a lot of skill to perfect, especially landings. There are three main vehicles, each of which have a series of challenges to complete, which then unlock additional modes.
The glider is first up and is definitely the weakest of the three main types. I can appreciate how it must have felt brand new, using a standard controller to control a game like this instead of a flight stick, not to mention the 3D worlds, which have lots of nice little details.
The challenges start out simple, and get more complex and difficult. There’s a nice variety such as quickly going through a string of rings, finding more widespread rings and finding certain objects to take photos of. You’re scored based on your speed and accuracy, and it all hangs on your landing, which is difficult but does feel like you’re in control.
The Rocket Belt (aka a jet pack) is immensely fun to fly. You have a strong thrust and a weaker thrust and will need to get across the map quickly, burst balloons, fly through a cave and land on platforms. Trying to avoid hitting the ground is difficult, even though the game tries to help by having a bar show up when you’re close to the ground.
I think the weakest aspect of Pilotwings was the camera, which was a challenge in early 3D games. This one is a bit strange as it pans the camera away from you rather than around your character, and reverts back when you stop pressing the c-button. Despite this, the jet pack is just extremely enjoyable.
The gyrocopyer is the third main one, and is equipped with rockets to blast targets with. This is much faster than the previous vehicles, so tend to use the whole islands, which are all really nicely designed with lots of little things to look at. I especially love “Little States”, a mini mainland USA with lots of details representing a few important locations. It would be lovely to see updated versions of these islands.
With the gyrocopter, you’ll have some ring challenges that feel like intense races and you get to battle a giant mech as it terrorises a city. The gyrocopter is a lot of fun, and is probably the easiest to land, although being accurate for a best score is still difficult.
As you complete the challenges, you’ll unlock bonus games. The first of which is a complete blast: human cannonball. You get three attempts at each target, with your best score out of the three being counted. This means that you have a few attempts to adjust your aim and power to account for the wind speed.
While it stars off simple, like the rest of Pilotwings, it gets really difficult, with some targets you can only see on the radar as they’re behind a mountain or below the cannon. It doesn’t stop the mode being enjoyable, though.
The second extra mode is skydiving. It starts with a rather wonky formation challenge above the clouds, but feels amazing when you get past and get full control of skydiving on the island. I wasn’t very good at the actual scoring, but the skydiving itself is really fun.
The last one I couldn’t get the hang of. They’re a kind of bouncing boot, but the controls just feel strange and I kept bouncing in directions I didn’t want to go and just fell over a lot.
My favourite mode of the game is locked behind getting a silver medal on all of these challenges, although you can temporarily try it out by finding hidden stars in the jetpack mode.
The Birdman mode is a free flight mode. You don’t have to worry about fuel and staying in the air is easy. There’s no challenges to complete, it’s all about enjoying the sights. It’s just nice and relaxing. The main mistake is how many people playing the game may never actually get to try it due to the game’s difficulty and needing so much to unlock it (I have to admit, I ended up using cheats).
Pilotwings 64 is a very interesting game and I really think it deserves another go. It did get a game on 3DS, but that just used Wuhu Island from Wii Sports Resort, which already had a plane more. I’d love a sequel that brought us the islands from this game in more detail, some new ones, plus all these modes and some new stuff. I’d also love just being able to choose free flight for any of the vehicles – having the challenges dotted across the maps would also be a great touch. A new Pilotwings could be a ton of fun.
It may not look exciting, but – damn it – it plays like a dream.
- Tim Weaver, N64 Magazine #1
Remake or Remaster?
A remake that’s also a sequel would be perfect for Pilotwings. Have the islands and activities from this with lots of new stuff.
Official Ways to get the game
There is no way to buy a new copy of Pilotwings 64, the only official way to play is to rent it via the Nintendo Switch Online + Expansion Pak.
Re-releases
2022: Nintendo Switch Online (subscription only)
0 notes
Text
Is CodeIgniter A Good Choice For Your Web Development Projects?
The MVC-based PHP web framework Codeigniter web development services has been around for a while and has made a name for itself as one of the most well-liked web frameworks out there. Oracle purchased EllisLab, the company that created this framework, in 2010.
All of the popular web servers, such as Apache, Nginx, and IIS (Windows), are supported by Codeigniter. This framework is used by more than a million websites globally, which makes it a great option for rapidly and effectively creating new projects. When compared to other PHP frameworks, this one's easy-to-use syntax, object-oriented design, and convenience of usage have made it the framework of choice for web developers.
Easy to detect and hand errors
A popular PHP framework for online applications, Codeigniter web development services is well-liked by developers for its approachable error management and detection. Making mistakes or running across bugs in your code is a regular occurrence when working on web development projects. In this sense, Codeigniter's popularity stems from its ability to locate these problems within your codebase with ease.
This implies that you won't have to waste a lot of time and energy trying to figure out where the issue is coming from when something goes wrong. Rather, the best Codeigniter development company gives developers fast access to accurate and specific error location information, enabling them to identify and fix problems with their websites or applications. Because of its intuitive error-handling feature, which greatly expedites the debugging process, Codeigniter is a desirable option for web developers looking for procedure, which makes Codeigniter a desirable option for web developers looking for a simple and effective method to handle and fix mistakes in their projects.
MVC Structure
The MVC structure of Codeigniter web development services is one of its main features. Writing clear, straightforward code is made simple by this format. Additionally, it enables developers to keep specific portions of their code private from end users. Developers have complete control over how their apps function thanks to the model-view-controller architecture.
The Model-View-Controller architecture of the code produced by the best Codeigniter development company is well-designed and promotes reuse and other best practices in programming. The view layer shows data to the user, whereas the model layer handles data access, validation, querying, caching, etc. Models and views are interfaced via the controller. It processes, interprets, and routes requests from the browser or other interfaces to the relevant location.
Validation of Data and Forms
PHP's Codeigniter framework has tools for form and data validation. Developers can design forms with Codeigniter web development services and validate them as users enter data. This saves a tonne of time, enabling developers to concentrate more on the innovative elements of their products. The fact that Codeigniter has user-friendly HTML5 validation helpers is another significant benefit of utilising it for form validation.
Best Codeigniter development company automatically checks the form fields for mistakes upon submission by the user and shows any errors in an error message at the top of the page. If required, the developer can also provide unique field names and messages. A broad number of built-in rules, covering all common cases, such as requiring some fields or setting minimum lengths on other fields, ensures that only pertinent information is entered from the form. Creating complex forms is now easier than ever thanks to the option to have distinct validation criteria for each field!
An easy-to-use interface
The reason Codeigniter web development services are well-liked is due to its intuitive user interface. This PHP framework is easy to use and comprehend, which makes it a great option for novices or anyone looking to create websites rapidly. People without technical knowledge or programming experience can easily navigate the Codeigniter development services interface thanks to its user-friendly design. Its learning curve is likewise extremely minimal.
Additionally, the best Codeigniter development company can be installed on any web hosting plan, even inexpensive, user-friendly shared hosting plans, so setting up your first website with it doesn't take long. Working with Codeigniter doesn't require any advanced programming experience or familiarity with complex frameworks like Ruby on Rails.
Conclusion
One reason for CodeIgniter's widespread use is its ease of use and functionality. The framework is robust enough for seasoned developers, yet still simple enough for newbies. It can be a challenging task if you're new to web development. Codeigniter web development services can assist you in overcoming some of the challenges you have as a developer, such as not knowing how to set up your environment or begin developing a website. For developers of any skill level and time commitment, this framework is simple to use. Because they always learn new things using Codeigniter that they were previously unaware of, developers adore working with it! It's fantastic because they're not only picking up new knowledge every day, but they're also improving their abilities, which makes them an even better developer than before. If you want to start Codeigniter web development services for your business then do contact IBR Infotech which will help you boost your business. It is the best and known best Codeigniter development company in the market.
#codeigniter web development company#codeigniter web development#codeigniter web development services
0 notes
Text
Well, this is a pretty tricky one. Neither of these rooms are particularly conventional. And they're somewhat similar to Saint's COMMS, in the sense that it's everything around them that makes them work so well, and not really the design decisions that the devs made when creating them. But with that being said, the design decisions in these two were pretty damn good.
Let's start with L01, a room that's relatively simple, while also being chaos incarnate.
Of course, the sounds and visuals of this place go hard. And it hits so well specifically because of how well the game builds up to it.
Yet despite that… nobody is really expecting the sheer intensity of this place, on their very first visit.
I'm pointing that out partially because it's a bit of a curious case how LttM's "Random Gods Area", didn't quite earn the same level of adoration, many people even complaining that the Reflections of the Moon was playing too loudly… even though it was literally just as loud as in Five Pebbles.
And I think that really goes to show just how much the novelty, and the build-up factors mattered in this instance, and how great it is that Downpour actually aimed to do a ton of new things, rather just being being 'Rain World, but… again'. (Which is actually way more important than anyone would think at first. After all, when all the audience sees is a rehash of something they've seen before, it suddenly becomes really difficult to get them to care about your art. Mainstream media in the last couple years has proven this wonderfully)
As for the actual design of this place - it's large, strangely beautiful, and thankfully, has more than enough poles and red cable-thingies to ensure that you won't be floating around aimlessly for an infinity.
Though the top half is sort of lacking, when it comes to having things you can grab onto. And the place can be a lil annoying if you show up here just to collect some Neurons (especially if you're Hunter or Artificer, and you need to fill up 6 pips… I hope you'll have fun collecting 24 of those things!).
But for the most part, it does get its job done, and it a huge blessing that both room connection pipes have a pole that leads directly to them.
As for its competitor, we have SPIRE, a room with a type of design I've never seen before, even though it fits perfectly into many different areas. (Particularly Sky Islands. Like, if you removed my memories about DP rooms, and just showed me the layout, but without any colors or objects or lanterns, I would straight up assume that this would be an addition to SI)
However, it does work well enough for upper Sunken Pier, an area with a whole bunch of botomless pits.
And there absolutely is a lot to like about this place. For one, you have the uniqueness of the layout, and the idea of a shelter within a small cube high up in the sky (good luck sleeping here if you have acrophobia xd). But there's also the nice ambiance, and background visuals, and the Gooieducks that will ensure you'll have enough pips to sleep (and if you do, then you won't have to worry about food in the next cycle).
My issue with this one is that it's a little too basic for its own good. I think that one pipe was a bad addition, that made the room feel a lot less interesting and memorable. It would have been a lot more effective if it was actually required to utilize those poles on the side, but as it stands, it's really not the craziest room out there.
So I think the choice here is obvious. While L01 isn't a particularly complex or interesting or even well designed room in theory, there are many things about it that make it stick with you incredibly well - way better than SPIRE could ever hope to. It is not my personal favorite room, but I still adore it quite a lot, for its stunning and really well detailed visuals, and for what it managed to accomplish as a whole.
Pick Your Favorite Rain World Room, Day 296 R5
There is a hidden slugcat in one of the rooms (they can be in any color). If u can see it comment or reblog with where they are and if u are first, u get a cookie!
Credit for game screenshots goes to: Rain World Interactive Map, Rain World Wiki and me
Congratulations for day 295 winners!
46 notes
·
View notes
Text
Artist Commentary for Phase Five!
We're halfway done with the Gender Buddies project! Below are some notes on each Buddy released for this phase.
Transfeminine and Transmasculine: These two have designs split down two paths - an emphasis on antlers and hooves for the masculine version of Transgender, and an emphasis on fluff and feathers for the feminine version. They’re the Transgender Buddy separated into two new designs. All three of them have features based on rabbits, deer, and birds, some features being more apparent depending on which Buddy it is. This entire set of designs was my absolute favorite to work with and I’m definitely looking forward to making more.
Demiboy and Demigirl: More counterparts, this time based on moths and birds. They're only vaguely moth-like ("demi"-moths) and based on a pollinator and a flower. If I didn't make them moth-like, I wanted to try to make them vaguely mammalian instead. They do have some mammalian characteristics, such as having hair and four limbs with dewclaws on them - this ties in with the demi- aspect of being demiboy/demigirl.
Gender Hoarder: This one was almost a tiny dragon with a hoard of coins, but it felt too obvious to go that route. Instead, I made it a sticky creature that objects can stick to, which can be another way to portray collecting genders. I wanted it to have the Water element since it’s a gooey blob and it only made sense to draw seashells stuck to its body to tie in with that element.
Gxrl: A counterpart to another culturally-inspired design. I made this one a Chinese lantern with the word “Light” written on its body. The nighttime theme ties in with the “darkness” of agender colors and the pink was a good representation of the red that Chinese lanterns have. Instead of the typical gold, I used silver. I think it turned out quite nicely and the glowing orbs around it are a nice touch. I wish I had incorporated black a bit more, but the design limited what colors I used. I think some black beads on the tassel would have helped give it more detail.
Bxy: The other culturally-inspired Buddy, based on a yakhchāl which is an ancient ice house. It’s being carried by a Russian tortoise because I liked the idea of a hardy, slow-moving animal carrying a large object. The clay ice house worked really well to be like a shell for the tortoise. I can never get the feet right when I’m drawing tortoises but I’m trying! The Shadow element actually reflects the dark and cold features these ice houses have and while Ice would have been a very easy and obvious element to give this Buddy, I like the opportunity to expand what the Shadow element can be.
Gendervoid: This Buddy was originally just a simple bat that enjoyed dark caves, which played into the “voidness” of the gender it represents. But I wanted the design to have a few extra elements because even an identity like gendervoid can be multifaceted and complex. I added features that actually make it look like a little wyvern. So it isn’t a bat, but a draconic lookalike. Dragons are super cool and I’ll never hesitate to have at least something dragon-like in each phase of this project.
Libragender: This is based on a kirin! I knew I wanted it to be something mythical and I almost made it a nine-tailed fox but I was so fixated on making it an Earth element since I don’t have a lot of those planned for this project, so I felt that something more horse-like would work better. It has two forms based on two different flags. It sort of shows the “balance” aspect of the Libra sign, having the choice out of two. I always want the more rare Buddies to have interesting gimmicks and two color variants was chosen for this one.
Dulcigender: “Dulce” is a word for “sweet” in many languages in one way or another, so I just had to go with something candy-themed. The wrapped candy on the back looks like a big bow (something “girly” and frilly” and the body is konpeito, a Japanese candy. I think konpeito looks like stars so I gave this design the honor of being the first Lunar Buddy. It has other candy-like features to make it fun, and I added the tiny candy corn critters after I was done with the whole thing just to give it a little more charm.
Orientationgender: This one was made on-the-fly (no pun intended) because I drastically changed the design last minute. It originally was some kind of cosmic teddy bear with stars in its eyes, I guess to relate to attraction, but I couldn’t make it look interesting enough. Instead, I decided it would be a bird of paradise with a mix of features, and a rainbow tail to incorporate all the colors of the flag without it looking like a mess. The ends of the two longest feathers have hearts on them to represent attraction but I didn’t want to go too heavy on the heart motif, since arospec identities can be an orientationgender.
Cosmonautic: I had a giant flying space whale design in mind for a long time and was waiting to find a good place to use it, and Cosmonautic was perfect! I added the dome on its back late in the development phase and thought an enclosed alien environment would help this Buddy stand out in a very unique way. The ghostly fish are just something fun to make it feel like this whale is actually swimming, but through the void of space. If you look closely, there’s a person in the dome, and that tells you just how enormous this creature is. It’s one of my favorite designs.
0 notes
Text
Newtons laws of motion: explained in a fun manner
Hey there, fellow science enthusiasts and curious minds! Today, we embark on an exhilarating journey to unravel the captivating world of Newton’s Laws of Motion. Buckle up, because we’re about to have a blast while learning some fundamental principles that govern how objects move. Get ready to dive into the thrilling realm of physics, where even the simplest actions can reveal mind-blowing secrets. Let’s rev up our engines and embark on this rollercoaster ride of knowledge!
Law #1: The Law of Inertia — “The Reluctant Couch Potato”: Picture yourself on a cozy couch, engrossed in your favorite TV show. Suddenly, someone shouts, “Catch!” and hurls a softball at you. What happens next? You instinctively flinch, as if the ball came out of nowhere. This reaction is none other than Newton’s First Law of Motion, a.k.a. the Law of Inertia.
In simple terms, Newton’s First Law states that an object at rest will remain at rest, and an object in motion will continue moving at a constant speed and direction unless acted upon by an external force. You, my friend, were comfortably resting on the couch until that unexpected force (the ball) made you jump into action.
Law #2: The Acceleration Tango — “A Dance of Forces”: Imagine strapping on your dancing shoes and stepping onto a dance floor. Newton’s Second Law of Motion, the Acceleration Tango, guides your every move.
This law is all about the relationship between force, mass, and acceleration. It states that the acceleration of an object is directly proportional to the force applied to it and inversely proportional to its mass. In simpler terms: the more force you exert on something, the more it accelerates (speeds up), and the heavier an object, the more force it takes to accelerate it.
Think of it as two dancers locked in an embrace — the force and acceleration twirl around together, creating an elegant, synchronized dance routine. The stronger the force, the more impressive the moves!
Law #3: The Action-Reaction Party — “Boogie Woogie Physics”: Now, let’s crank up the music and hit the dance floor for Newton’s Third Law of Motion, the Action-Reaction Party!
This law states that for every action, there is an equal and opposite reaction. It’s like dancing with a partner who mirrors your moves precisely. When you push against a wall, the wall pushes back at you with an equal force. When a rocket expels gas out of its engines, the force of the expelled gas propels the rocket forward. It’s a physics party where the guest list always includes two — the action and its reaction.
So, whether you’re on the dance floor or in the realm of physics, remember that there’s an equal and opposite reaction ready to groove along for every action you take.
Give your concept a power push:
https://www.instagram.com/reel/Ctg_FkboueW/?utm_source=ig_web_copy_link&igshid=MzRlODBiNWFlZA==
Congratulations! You’ve just taken a whirlwind tour through Newton’s Laws of Motion, where we’ve transformed complex scientific principles into an entertaining adventure. But what if you still have doubts or questions along the way? That’s where DoubtConnect comes to the rescue! DoubtConnect is an innovative platform designed to connect students with experienced tutors and subject matter experts, providing personalized assistance when needed.
With DoubtConnect, you can get real-time answers to your questions, clarify concepts that seem perplexing, and gain a deeper understanding of your studies. Say goodbye to lingering doubts and hello to a confident and comprehensive learning experience. So, don’t let doubts hold you back — connect with DoubtConnect today and unlock your true learning potential!
Remember, the world of knowledge is at your fingertips, and with the right study techniques and support, you can achieve academic excellence and beyond. Embrace these techniques, leverage DoubtConnect’s expertise, and embark on a remarkable journey of intellectual growth. Happy studying and may your pursuit of knowledge be both enlightening and fulfilling!
Next time you’re relaxing on the couch, hitting the dance floor, or simply observing the world around you, take a moment to appreciate the laws that govern the movements we often take for granted. Physics isn’t just about numbers and formulas; it’s a dance of forces and a playground for our imagination.
So, keep exploring, keep questioning, and keep having fun with the wondrous world of Newton’s Laws of Motion! Remember, the universe is your dance floor, so go out there and boogie your way to knowledge!
The Importance of Setting Academic Goals and How to Achieve Them
Understanding Pythagoras Theorem: Unlocking the Mysteries of Triangles
A guide to balancing school life and extracurricular activities
Do 12th Marks Really Matter in Life? Unlocking the Truth & Debunking the Myth
YT:
Newton’s Laws of Motion — YouTube
Newton’s 3 (three) Laws of Motion — YouTube
0 notes
Text
The 3D Logo Design for Ways to Handle Brands
3D Logo Design
Developing a strong brand image in the marketplace is one of any company's top priorities. It is also well known that a company's logo contributes to brand identification. The market is competitive now, though. And businesses must take advantage of whatever openings they may find. One such helpful technique for creating a distinctive company image is the use of a 3D Logo Design for your brand. Yes! It is best to attract the optimal focus of the viewer and brand appeal. A 3D logo improves the item while also dispensing with the current company-specific conventional graphic designs. Today's post will discuss some crucial elements of how.
Appealing and Captivating
The first and most vital benefit of utilizing a unique 3D logo design for your business is its appeal. The 3D logo made by Logo Design Com Co will entice customers and prolong their connection with the brand. A 3D design can also be quite effective, given that the typical human reaction time is 7-8 seconds. Make sure the logo is the appropriate size and color and conveys a distinct statement to keep customers engaged. Potential customers would be interested in such logos. Keep in mind how light affects your icon because it can enhance its appeal, mainly when used on a digital site. Also, keep in mind that 3D emblems are successful at holding users' eyes for longer periods, and you can use this to raise your earnings.
Boost the Company's Future
Our ideas and how we perceive images greatly influence what we see. Hence, it is no surprise that if your brand logo is visually appealing in 3D, people may notice it even when they didn't intend to. Naturally, any business wants probable customers to remember their brand for the right reasons. You can greatly advance this objective with a skillfully created bespoke 3D Logo Design. The 3D logo should be created in a way that will provide your company with a high Top-Of-Mind-Recall value. The 3D logo ought to be designed to symbolize the products or offerings you supply to consumers. Advertising agencies advise getting a sophisticated and potent 3D logo right away if you would like your business to flourish steadily.
Be Apart from the Crowd
The struggle for increasingly more niche buyers becomes more complex than ever when several businesses focus on the same product. As a result, you'll need to be creative with your logo design if you're looking for a means to improve a particular sort of company. Otherwise, given the fierce competition, it will be challenging to convince people to acknowledge your offerings. How about creating a 3D Logo Design? With the help of the wonderful tools used by professionals, you can quickly transform simple forms into 3D acrylic and observe the difference. You may navigate to a specific department and find the appropriate logo design thanks to the way that Logo Design Com Co has organized everything. Have you looked at Logo Design's 3D portion? Therefore act quickly because this is your chance to prove to your intended audience, users, and fans that your services will be just as imaginative and original as your logo layout selections. Show that you are dedicated to the market and the best option to use!
Make a Call to the Experts Right Now
Numerous logo design options are accessible to you if you want to bring a clear image to your business, but a 3D Logo Design stands out with unique qualities that no other layout has! You may convey your original target what you believe by creating a three-dimensional frame out of your ideas and points of view. Professionals in Logo Design Com Co produce these designs with quality construction performance, making sure you get a precise 3D model that lives by your standards. Improve your organization by using the appropriate logo design, and learn more about your options by visiting our website.
Reference
#3dlogodesign#initiallogodesign#bestlogodesignideas#realestatelogomaker#monogramdesignonline#customlogodesignservices#custombusinesslogodesign#graphicdesignservicesinUSA
0 notes
Text
[ad_1] Artificial intelligence (AI) is no longer a thing of the future. It’s something that’s happening right now, and it’s changing the landscape of motion graphics. With the help of AI, motion graphics are becoming more realistic, lifelike, and complex. In this blog post, we will explore the role of artificial intelligence in motion graphics. We will see how AI is being used to create better animations and how it is changing the way we think about motion graphics. What is Artificial Intelligence? The term “artificial intelligence” covers various technologies and activities. At its core, AI is about creating computers that can reason and learn for themselves. This can be used to develop systems that automatically improve over time without human intervention. In recent years, AI has made impressive breakthroughs like image recognition and natural language processing. As a result, it’s now being used more and more in motion graphics. For example, AI can automatically generate visuals from text descriptions (known as “text-to-image synthesis”). This can be used to create storyboards or style frames for animations. AI can also be used to animate characters or objects realistically by learning from real-world examples (known as “motion capture”). AI can also create entire animations from scratch, using algorithms that mimic how humans design animations. For example, Disney Research has developed an AI system to generate new character designs based on user input (such as preferred colors and shapes). This is known as “procedural animation.” Overall, AI provides new ways for motion graphic designers to create better visuals faster and more efficiently. In the future, AI will likely play an even more prominent role in motion graphics – so it’s worth keeping an eye on! What is Motion Graphics? In the simplest terms, motion graphics are digital animations used to create various graphic designs. The term is usually used for animations and effects created using computer software, such as Adobe After Effects. Still, it can also encompass traditional hand-drawn animation and stop-motion animation. Motion graphics can be used for various purposes, from creating simple title sequences for TV shows or movies to more complex visual effects and interactive applications. They can be used to create product demos, explainer videos, infographics, corporate presentations, and much more. Motion graphics are often seen as a tool for adding visual interest or appeal to a piece of content. However, they can also be used to communicate information or ideas effectively. When used well, motion graphics can help make complex concepts easier to understand or add an emotional impact to a message. While motion graphics have been around for many years, the role of artificial intelligence (AI) is increasingly becoming important in creating these visuals. AI-powered software can automatically generate realistic 3D images and video footage, which can be a huge time-saver for busy animators and graphic designers. In addition, AI can be used to create animated characters that are lifelike and believable. This type of technology is still in its early stages, but it has great potential for revolutionizing the motion graphics industry. Role of AI in Motion Graphics Artificial intelligence has taken the motion graphics world by storm in the last few years. From autonomous editing to automatic color correction, AI is quickly changing how motion graphic artists work. While some may see this as a threat to jobs, others see it as an opportunity to focus on creative endeavors rather than technical ones. We will explore the role of artificial intelligence in motion graphics and how it is changing the industry’s landscape. How can Artificial Intelligence be used in Motion Graphics? Artificial intelligence can be used in motion graphics in several ways. One way is to use AI to create motion graphics that are more realistic and lifelike.
For example, you can use AI to create animations of people or animals that move and behave realistically. Another way you can use AI in motion graphics is to create graphics that react to user input. For example, you could create a graphic that changes color or shape when the user moves their mouse over it. You could also use AI to generate new motion graphic designs based on input from the user. Benefits of using Artificial Intelligence in Motion Graphics Artificial intelligence has several benefits when it comes to motion graphics. For one, AI can help to speed up the design process by automating repetitive tasks. This can free designers to focus on more creative aspects of their work. Additionally, AI can help to create more realistic and lifelike animations by learning from real-world motions. Finally, AI can also generate new ideas and concepts for motion graphics, leading to more innovative and original designs. Conclusion Artificial intelligence is playing an increasingly important role in motion graphics. By automating repetitive tasks and providing access to vast data, AI is helping motion graphic designers work smarter and faster. As AI technology continues to evolve, we can expect it to have an even more significant impact on the field of motion graphics, making it more accessible and efficient than ever before. [ad_2] onpassive.com
0 notes
Text
[ad_1] Artificial intelligence (AI) is no longer a thing of the future. It’s something that’s happening right now, and it’s changing the landscape of motion graphics. With the help of AI, motion graphics are becoming more realistic, lifelike, and complex. In this blog post, we will explore the role of artificial intelligence in motion graphics. We will see how AI is being used to create better animations and how it is changing the way we think about motion graphics. What is Artificial Intelligence? The term “artificial intelligence” covers various technologies and activities. At its core, AI is about creating computers that can reason and learn for themselves. This can be used to develop systems that automatically improve over time without human intervention. In recent years, AI has made impressive breakthroughs like image recognition and natural language processing. As a result, it’s now being used more and more in motion graphics. For example, AI can automatically generate visuals from text descriptions (known as “text-to-image synthesis”). This can be used to create storyboards or style frames for animations. AI can also be used to animate characters or objects realistically by learning from real-world examples (known as “motion capture”). AI can also create entire animations from scratch, using algorithms that mimic how humans design animations. For example, Disney Research has developed an AI system to generate new character designs based on user input (such as preferred colors and shapes). This is known as “procedural animation.” Overall, AI provides new ways for motion graphic designers to create better visuals faster and more efficiently. In the future, AI will likely play an even more prominent role in motion graphics – so it’s worth keeping an eye on! What is Motion Graphics? In the simplest terms, motion graphics are digital animations used to create various graphic designs. The term is usually used for animations and effects created using computer software, such as Adobe After Effects. Still, it can also encompass traditional hand-drawn animation and stop-motion animation. Motion graphics can be used for various purposes, from creating simple title sequences for TV shows or movies to more complex visual effects and interactive applications. They can be used to create product demos, explainer videos, infographics, corporate presentations, and much more. Motion graphics are often seen as a tool for adding visual interest or appeal to a piece of content. However, they can also be used to communicate information or ideas effectively. When used well, motion graphics can help make complex concepts easier to understand or add an emotional impact to a message. While motion graphics have been around for many years, the role of artificial intelligence (AI) is increasingly becoming important in creating these visuals. AI-powered software can automatically generate realistic 3D images and video footage, which can be a huge time-saver for busy animators and graphic designers. In addition, AI can be used to create animated characters that are lifelike and believable. This type of technology is still in its early stages, but it has great potential for revolutionizing the motion graphics industry. Role of AI in Motion Graphics Artificial intelligence has taken the motion graphics world by storm in the last few years. From autonomous editing to automatic color correction, AI is quickly changing how motion graphic artists work. While some may see this as a threat to jobs, others see it as an opportunity to focus on creative endeavors rather than technical ones. We will explore the role of artificial intelligence in motion graphics and how it is changing the industry’s landscape. How can Artificial Intelligence be used in Motion Graphics? Artificial intelligence can be used in motion graphics in several ways. One way is to use AI to create motion graphics that are more realistic and lifelike.
For example, you can use AI to create animations of people or animals that move and behave realistically. Another way you can use AI in motion graphics is to create graphics that react to user input. For example, you could create a graphic that changes color or shape when the user moves their mouse over it. You could also use AI to generate new motion graphic designs based on input from the user. Benefits of using Artificial Intelligence in Motion Graphics Artificial intelligence has several benefits when it comes to motion graphics. For one, AI can help to speed up the design process by automating repetitive tasks. This can free designers to focus on more creative aspects of their work. Additionally, AI can help to create more realistic and lifelike animations by learning from real-world motions. Finally, AI can also generate new ideas and concepts for motion graphics, leading to more innovative and original designs. Conclusion Artificial intelligence is playing an increasingly important role in motion graphics. By automating repetitive tasks and providing access to vast data, AI is helping motion graphic designers work smarter and faster. As AI technology continues to evolve, we can expect it to have an even more significant impact on the field of motion graphics, making it more accessible and efficient than ever before. [ad_2] onpassive.com
0 notes