#design auto
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diagnozabam · 8 days ago
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Liberty Walk dezvăluie kit-ul widebody pentru Lamborghini Miura, care va fi prezentat la Salonul Auto de la Tokyo 2025
Tunerul japonez Liberty Walk a prezentat oficial noul său kit widebody pentru Lamborghini Miura, o creație care va atrage toate privirile la Salonul Auto de la Tokyo 2025, programat pentru luna ianuarie. Acest kit extrem, denumit LB-Silhouette Works GT Lamborghini Miura, reprezintă o reinterpretare modernă a unui supercar legendar, care a revoluționat industria auto în anii ’60. Lamborghini…
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designmiss · 7 years ago
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Evoluzione del design automobilistico https://www.design-miss.com/evoluzione-del-design-automobilistico/ Nel corso di decenni tali modelli hanno portato via via all’evoluzione del #designautomobilistico inteso in tutta la sua complessità che, come già detto, va oltre il solo aspetto estetico.
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vegaduke · 5 days ago
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1964 Cadillac Eldorado Biarritz Convertible
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libertynstyle · 6 months ago
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lemongogo · 6 months ago
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dungeon lord marcille ft. timelapse
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the-hydroxian-artblog · 11 months ago
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Classic Sonic Eats A Ghost Pepper (and Other Things)
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thisisrealy2kok · 9 months ago
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1998 Lapa Rapan
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miamaimania · 8 months ago
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Surrealism at its finest, the 1980 Citroen Pyramid concept car: a marriage of industrial design and architecture.
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carsthatnevermadeitetc · 2 months ago
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Dodge Fire Granada Concept, 1954. One of the first cars to have a fibreglass body installed on a stock chassis, the Granada was powered by 241ci Red Ram Hemi V8. It was built for the Dodge Division of the Chrysler Corporation by Creative Industries of Detroit and first shown at the Los Angeles Auto Show. The car was restored and appeared 64 years after its original debut at the 2018 Amelia Island Concours d’Elegance
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oldfuturisticrebel · 1 year ago
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frogshunnedshadows · 2 months ago
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Cars!
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Shiny cars! (Buick Riviera?)
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A Nash Metropolitan, with a radio-telephone!
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Pretty sweet 1958 Chevy Impala. So shiny!
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And a 1974 Bricklin!
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red-mage28 · 2 months ago
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Pictured: a guy with autism, probably ADHD, and self worth issues who uses humor and repression to cope (and his super cool autistic gf who has her own set of wacky issues). A people pleaser, hates when people don’t like him. Can’t be mad if he pretends to like doing everything. A little naive. Wears his emotions on his sleeve. Will likely spend the next hour or so overanalyzing how someone responded to him saying hello
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Fanon perception: femboy. Bottom. Can’t do anything for himself cause his girl boss gf does everything while he cheers her on. Loves doing anything. Yes, anything. Never swears cause he’s too much of an innocent uwu baby man. Too stupid to realize people may not like him and just thinks everyone is so kind to him and likes him.
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vegaduke · 2 months ago
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1959 Chevrolet Impala
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libertynstyle · 7 days ago
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teethbomb · 4 months ago
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“It’s not that difficult to get your head around, you’ll never meet another me.”
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wirewitchviolet · 2 months ago
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I miss games conveying a sense of Bigness
As you know if you watch my twitch streams, I play a lot of games, and games from a lot of eras, and there's a whole bunch of industry trends you pick up on from certain time periods. The one I really feel like talking about was a definite thing from oh... 1998 through... 2010 or thereabouts? Basically the aughts, give or take a couple years. Or if you prefer, the first two Playstations' run and a bit of the third. It was a period where games in general were really committed to feeling Big.
It feels a little weird to say that when major releases are priding themselves on stuff like measuring how much disk space they need in terrabytes and maps that sprawl out everywhere, but that's not what I'm talking about here. Games trying to feel Big is more of an attitude thing, and ironically enough I'd say it fell out of fashion almost immediately when Open Worlds became the new big thing. We hit a point where people actually made the maps for their games super big (even if most of that space was just kinda vast stretches of unremarkable rocks) so there's no more need to fake it, right? But faking it was kinda great.
I was thinking about this a lot playing the Resident Evil 2 remake, and comparing it to the original PSX game. See the original Resident Evil was set in a spooky mansion out in the middle of nowhere, but RE2 was the Bigger Better Sequel. So now we have a zombie outbreak happening in a whole major city, not just this single mansion. And how do we accomplish that? Do we actually model hundreds of buildings and have a big meandering adventure through all of them, or even a good swath? No not at all. Let's compare the actual maps side by side...
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[There WAS a full map of RE2 here it was causing the post button to bug out. Look it up on your own?]
It's a little bigger. There's maybe a dozen more total rooms? But mostly, it's a smoke and mirrors thing. We've still got one big primary location, an animal-filled hike to a side location and back, and an underground science facility, but it feels like we've increased the scope to an entire city. The first playable moments have us out on the streets of the city, objectively in a few quick hallways, but presented as streets packed with dozens of crashed cars, raging fires everywhere, dead bodies littering the streets, and what again feels like innumerable zombies feasting in scattered packs. Once inside, arms of several zombies outside will reach in clawing at you, or later in the game finally breaching through. The remake completely loses that feeling. It feels like there's maybe a dozen zombies out on the streets.
Not to focus on just the one game though. How about GTA3? Remember how even when you're just on the first island, it feels like you're exploring this vast sprawling city?
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Here's a more elevated angle from about the same point. I'm looking at this with noclip.website by the way, it's a really cool little toy.
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The actual map is LAUGHABLY small. But it FEELS huge. They were really careful to avoid straight roads, and place a couple big vision blocking buildings, even if they're basically just a cube or two so that when you're actually on the ground, it always feels like there's so much more around you. Have another side by side, and a rough estimate of what's visible on the ground in the bird's eye.
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RPGs around this time were also having a lot of fun playing with scale comparisons. FF7 is the obvious go-to. The world map is on par with any other in the series, but Big Cities are presented as such, making it very clear that you're just seeing parts of a single district in Midgar, really just the main street in Junon. Dragon Quest 8 had this very bold idea to keep the same visual scale on the world map as in the streets of the towns, with forests made of actual individual trees.
And I'm not even getting into the biggest elephants in the room. Are you old enough to remember how mind-bogglingly sprawling Hyrule Field felt? Maybe a bad example when sequels have kept that focus on selling their worlds as staggeringly Big. Shenmue? Objectively, looking at this map, there's not much there, but damn if I don't feel like this was a real town I lived in for a while 20 years ago. It's the way the detailing gets finer and finer the closer you get to Ryo's bedroom, where you can open every drawer, turn on every light, turn that orange in your hand, you know? I believe that bus you take to the docks has to stop in several other neighborhoods like this one.
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And of course, then there's the one other series, maybe worth mentioning, perhaps.
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Years later I'm still just speechless.
Again though, I don't actually WANT games with worlds as big as some of these feel. There just isn't the time and the money and the ability for a creative team not to burn out to fully realize that in a handcrafted caring way. I want some kind of inverted Plato's Cave, where it feels like there's a vast breathing world out there, but I'm really in a small cozy space watching masters of the craft put on a shadow puppet show.
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