#for the chromatic aberration? just in case
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bancaishi · 1 month ago
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the ultimate cool’s the sound of silence
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tortilla-of-courage · 2 months ago
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LINKTOBER Day 3 - Zelda
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pixlokita · 2 months ago
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Unicorn I think
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lolliputbug · 1 year ago
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The angel of death
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raviniaraven · 24 days ago
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"As the being in the Underground with the highest vibe, some lesser Reapers are incapable of perceiving him. The effects of down-tuning occur because the Composer's vibe and the RG's frequency are substantially different." -Secret Report #6
I spent a ridiculous amount of time on this, wanted to make full-vibe Josh kinda hard to look at and my migraine says I suceeded
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hollowsart · 11 months ago
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Comic panel redraw minus text cuz I couldn't think of anything for them to be saying. Dialogue is my weakness.
click/open in new tab to see in full & better quality!
original image:
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lliwless · 1 year ago
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old art of the masked chimes au :3 au/story/designs etc by @he1ian, @boatem and @convex-solos
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bivekits · 6 months ago
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⟐ You are none the wiser to dance with death.⟐
askbox cleared quick post experimental folly icons
150 x 150 & free to use, credit not necessary but appreciated ^_^
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twasforresearch · 8 months ago
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IM A LITTLE LATE but a roxbot for the @413countdown robots prompt
her design isnt mine this is based on @w0rm-3nthus14st s art which you can look at here! GO GIVE EM SOME LOVE!!
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askcapital · 1 year ago
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Capital is unavailable for questions.
(just for a few posts, I promise)
[ @greedentstripes / @luckystravels / @ask-meitra / @ask-the-royal-absol / @ask-the-shiny-pokemons ]
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marketable-puckshie · 19 hours ago
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Good fucking gods, the way the lineless version of this looks like something Solaris would have made if he was any more downbad-
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sskk-manifesto · 15 days ago
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:/
#A good episode. Nice animation. It's suuuuuuch a shame things had to go downhilla right for episode 3 like... That's such an awful timing#And I'm like very evry positive I'm not making stuff up. I will let drawings quality slide since that's a matter of personal taste#But the animation is infinitely more static in ep3.#There's endless shots (that literally span for minutes. I know I've counted) where nothing happens. It's so hhhhhhhhhhhh#(Btw for anyone who forgot / wasn't there at the time: the first 3 season 5 episodes had to be ready earlier for an early screening.#That's why they had to rush to make them and the quality suffered for it in the last episode in particular.)#Sorry for being redoundant but you know how it is. I'm ss/kk-manifesto. I'll be complaining about s5ep3 till the end of Tumblr#Back to the real ep1 in question... It was so nice!!!#I take issues with the amv opening because seriously. Don't release a season if you're not ready to release a season. No one will get mad#But other than that the animation and drawings were very nice. This arc makes me a little emotional.#It's funny how you can see the anime editing staff gradually get really into chromatic aberration lol.#Like it's always been present as far as I can remember–#but it went from season 1 being used very sporadically to s5ep1 being used in every single shot lol.#It's okay tho it's not bothersome the slightest. It gives some kinf of depth to the shot I suppose.#Even funnier that Harukawa has been using it a lot in their last colour illustrations as well ahah.#Last chapter it was very noticeable both in the chapter cover and color page#Mmmmhhhh...#When Atsushi says “I know where Kamui-san is! He's in the middle of an assassination!”; isn't that a kind of plot hole?#I don't think in reality Fukuchi was killing anyone at all at that point.#And even if Ranpo says otherwise‚ looking back we can be fairly certain that Fukuchi never plotted to seriously assassinate the ada#Idk ¯\_(ツ)_/¯#There's some little lines from the manga I was missing this episode. The “I hate dealing with this decay member the most”.#The “Great! Anything you want! Just say ‘I want this case solved’ and I'll step right up and—”.#I know it's really nothing at all / perfectly understandable cuts...#But at the same time they really add to the overall pacing and make the story flow much more enjoyable for me (≧▽≦)#random rambles
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nadianova · 3 months ago
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how i do my visual novel filtered photo backgrouds
ive had some questions about this so i figured i'd put together a quick post on my process and what goes into it.
this isnt really a tutorial and instead is just a ramble of how i do stuff with a ton of examples and pictures lol
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read more below. this is a long post and you probably want to be looking at these images on your computer instead of your phone
step one is that i find CC0 photos or otherwise easy licenses to use because I'm lazy and don't want to have a list of credits of random photographers caue i used one of their images but also i don't want to use stuff without crediting
because they have a general lincese that just wants you to mention the site i prefer unsplash or pixabay but there's other public domain type photo sites too obviously
so like okay heres a random picture
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i have a photoshop CS5 from 10 years ago. but these can be done with gimp or krita and whatever. theres even photopea that has photoshop in the browser
basic stuff is that i start by cropping my bg into my renpy resolution (i use 1920x1080) this is also the part where sometimes i might rotate a bg. it is a good way to add some chaos vibes to a scene
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i tend to add some mild blur effect since i find that having too sharp photos as backgrounds clashes with the artstyle of my sprites. like just a couple pixels worth of blur tends to do it
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the next part is called fuck around and find out
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i like to play with the values to just get random results. hue/saturation for tinting the picture, messing with the curves to get some really sharp effects, or channel mixer to add more of a color
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this part is just purely vibes based but i personally think reducing the colors of the background is the simplest way to create something that feels coherent. especially if you make backgrounds based on moods. like having a blue tinted bedroom vs a red tinted one really changes the atmosphere
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you can get some pretty intense effects but its always important to remember that its meant to be a background and there's a risk it distracts from the sprites
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in this case im not including the effect for the curves. after the colours look fine the final step i tend to have is apply some sort of effect.
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i really like changing the colour mode to indexed colour since i like crunchy pixels. (had to zoom in to 100% to show the actual effect) downside of indexed is that it doesn't look ideal unless its displayed in the exact resolution it was made in but i like it
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here is the images before indexed mode:
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after indexed mode(i think you have to click the image and open it in full to see the actual effect):
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another thing ive been playing with recently has been grain+chromatic aberration combo. it makes things feel surprisingly lively with just this simple thing so you'll probably see me overusing this effect in the future
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you have to mess with the numbers to get the effect you want but for me these were the parameters I've been using
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ignore the preview missing idk why it does that.
heres the image (the non indexed version) after these krita effects
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one random special mention i have is that playing with layer blend modes is great
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in this example i just copied the same background, mirrored it horizontally and set the layer blend mode to color and it lowered the layer opacity slightly. it just adds some.... idk what to call it visual noise? itj just fucks it up a bit. i used overlapping images and screen modes in some of the hopeless junction images i did for some pretty nice effects
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i dont really know waht the blend modes do i just scroll until something looks good lmao
theres a ton you can do with these. like for example just adding a single air brush dot of a bright color on a separate layer and setting it to some blend mode to add a tint to a background
i used these both in malmaid and in the second one i just brushed on some color on a separate layer to give it a moodier vibe
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i think having variations of the same background is an extremely easy way to add some life to the bgs without having to do new stuff. like here was the hotel lobby when entering, and here is the hotel lobby when they ran away from the place. i added a radial blur with photoshop
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i think theres some beaty in artifacts that come from low resolution images too. sometimes i intentionally use images that have clear compression artifacts cause i think it looks neat. i don't really worry about the details too much as the vibe is the most important thing
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its honestly just a matter of knowing these tools exist and just fidgeting around with combinations to find what you want. it also helps to look at other backgrounds or images in general that you come across and just be curious. how was this done? how could i recreate it? that's the type of experimenting that has led me to these.
idk thats all i have to say. ty for reading and play malmaid on steam like and subscribe for more gay puppies
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glitchinginthegarden · 4 months ago
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NOVICE VP TIPS FROM A NOVICE VP-ER
So, I had a couple people mention wanting to know about my set up for that one netrunner Vaye shot, and I figured why not just throw some stuff together for that?
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I'm still learning a toooooon about shooting VP. There's so much I still don't know, and I'm definitely still a novice here. This is just stuff that's worked for me so far but if it could help someone else getting started in VP, then I want to share.
Putting it all below a cut because this is kinda long and I included screenies, as well as a list of links to mods and stuff I use.
📸I should preface that framing and composition are the best tools for taking VP, just like real world photography. Looking at movies, fashion shoots, etc for inspo/pointers is an invaluable asset. You can take amazing shots using vanilla tools alone. Also, I've seen other folks mention it in tips/tutorials, tightening your field-of-view/FOV is key.
Lighting is the second thing. Lighting techniques vary depending on what you want to achieve. In this case, I wanted nice two-toned rim lighting with a brighter (white) edge to make the character stand out from the background. For me, I'm pulling from the same pool of knowledge I use to render light in art. In general, if you're using two-tone light, images tend to benefit from contrasting/complimentary tones. Warm/cool, etc. I went with turquoise and purple here to compliment V's suit and hair and make the warm notes pop.
I'm not gonna throw down a ton of screenshots (still, there's quite a few), and recreating this was impossible, but I this is basically how I set up the lights:
Using CharLi, spawn a favela, lower intensity + range (so I'm not staring at the sun), disable object meshes.
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2. Fiddle with radius and rotation until it's ballpark where I want it, then tweak the color.
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3. Duplicate this light, set it back to white, fiddle with position again to get white rim light.
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4. Spawn a new favela and do the same process for the other side with my secondary color (pictured before I turned meshes off).
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5. Lather, rinse, repeat for a secondary white rim light (I don't have that light selected in the menu here, but you can see it's active). Sometimes it's helpful to fiddle with the lights' X/Y/Z positions and scale lower in the menu as well.
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6. I spawned another light for a little bit of wash lighting here because why not?
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7. And then I fine tune light positions, frame my shot, and snip snap. I'm not going into ReShade or hotsampling because I'm still learning the ins and outs of those and that's a lot of personal preference stuff too.
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IN-GAME STUFF:
📍Location: Regina's
🔓AMM and Photo Mode Unlocker
💡CharLi lighting - this shot used 4 or 5 "favela" lights in varying colors
��ReShade filters
🛠️IGCS/Otis camera tools (only for slight pose tweaking on this one, I did not use the injectable camera)
👌Tight FOV (idk if that counts as an "effect" but it's a big asset)
I did not hotsample that shot but I wish I had ( ˘︹˘ )
POST-PROCESSING:
🖌️Clip Studio Paint, it's what I've got
🎚️Levels tweaking (full RGB, not by singular color)
📚Overlay copy + Add (glow) copy @ about 30%/15% respectively
⚙️Effect rendering on Overlay and Add layers (chromatic aberration, noise)
MODS:
Netrunner Suit
Netrunner Port
Tac Gear
Cyberdeck
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roguesscribbles · 5 months ago
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Hello! Sorry I've been so AWOL, I got hit with a bad case of the ol' art block. Now that it seems to have cleared up a bit, it's time to sort out some Art Fight references!
My persona has been in need of an update for awhile. Her general design is the same, but I've changed my hair and added my glasses!
Info under the cut!
- Bisexual, Cis woman, she/her
- 5ft 3
- She’s a glitch demon, and is usually drawn with some kind of glitching effect either on her or in the background, such as chromatic aberration or missing/shifted chunks.
- She can enter electronics, usually computers, and can exist in the real world and inside technology. She likes to climb out of computer monitors to be dramatic, but she can just teleport out if she wanted.
- She can fly, and will use that to lounge around or just hover. She can also teleport, where she will glitch out and then in of existence. She can usually control the glitching, using it for dramatic effect, but may do it involuntary when surprised or in a high emotional state.
- Evil and edgy looking, but neither evil or very edgy. I am just a big fan of the aesthetic!
- While some pieces depict her as looking cocky or devious, she isn’t as that doesn’t reflect me as a person. It just looks cool! She can also be depicted as being a dork or being goofy, especially as both a nerd and a lover of puns, as that’s more like me.
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animehouse-moe · 11 months ago
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'Tis Time For Torture, Princess Episode 1: You Need To Be Watching This
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Do you like food? Do you like shenanigans and humor? What about great animation and direction? I'm sure most would say "that sounds like Delicious In Dungeon", and you wouldn't be that wrong. However, and this is a potentially really hot take, I think that the first episode of 'Tis Time For Torture, Princess is considerably better than Delicious In Dungeon's, and I'll explain why.
Let's lay some groundwork though. The staff on this series is surprisingly fresh. The lead director, Youko Kanamori, is a first timer in the position. Similarly, Hasegawa Mami is also brand new to being the director of photography for an entire series. There's also staff like Narumi Konno who are somewhat fresh in terms of their experience with color design. Then there's the 4 character designers and 2 cuisine designers, plus the rest of what you'd expect.
There's a lot of new talent on this series, and they're hungry to prove themselves. I really really love seeing new staff members, especially women (because of the nature of the industry), get a shot at big roles like this. And I mean, they're proving why they should be here.
Narumi's color design is very striking and full, always finding the right balance for each scene.
You'll get traditionally colored (yet still satisfying) scenes like this, but then you'll get a wonderfully novel approach to coloring in a dank and dark prison.
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I love the coloring on the floor, it reminds of what oil spills end up looking like, and that idea of it being "dirty" and the ground and walls being covered in that layer of grime adds a lot of fun color to the episode.
Narumi just has a lot of range, though their second ever series being The Vampire Dies In No Time certainly helps with that. However, it's a pretty clear difference in color design between the two. Where The Vampire Dies In No Time leans heavily into its fantasy and simplicity, 'Tis Time For Torture, Princess makes a case for a more believable fantasy style- idealized, even. It's far less noisy of a color palette, but it has such intense range. I really really love it.
I also really really love Hasegawa's composition. The vast majority of the time you don't really notice it there, but when the humor or situation calls for it, Hasegawa breaks out some incredible composition work which wonderfully highlight the characters involved.
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Also, they choose a slightly different style for the color shifts in their images. You can't really tell in the above so here's some better examples.
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Rather than the more typical Magenta-Green shift you tend to see, Hasegawa opted for the less common/likely Blue-Red shift for their chromatic aberration. Of course, you can still pick out some greens and magentas in the more glaring aberrations, but it just shows Hasegawa's attention to detail, which I really love.
I mean, they're pulling out composition work that looks like it came from a high budget Gacha Game trailer.
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And the praise doesn't stop there, just look at the food. Makes complete sense why they'd have cuisine designers on board, this food looks irresistibly delicious.
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And then there's the incredible character acting.
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I think it's arguably the most interesting aspect of the episode, truthfully. Largely because there's a total of 4 character designers (two main and two sub) in charge of the designs, and there was a total of 8 animation directors on the episode (1 chief, 7 regular, 1 food). Of course, 3 of those animation directors comprise half of the character and cuisine designers.
And that's interesting for two reasons. It's likely that the designers are rotating episodes. That is, 3 on episode one and then the other 3 on the next episode. And secondly, 7 animation directors is a surprising amount considering how "inconsistent" the Princess' model is (just look at all the different images in this one post). However, I strongly believe that it's 100% intentional. The designs look too good to be the product of simple off model issues, and their appearances too well timed with the events of the episode.
So we arrive at the conclusion that the animation direction and designers for this show are pulling some seriously cool stuff.
Finally, we can do storyboards. Gosh, it took long enough haha. I'll make it quick, Kanamori really prefers the super close ups to mask facial expressions and leave a lot of interpretation up to the viewer, and that sort of close up work pairs effortlessly with the obsessive focus on food.
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But that's hardly the half of it. Kanamori also loves strong perspective in her layouts, and she makes that very evident when playing into the humor or intensity of a moment.
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That of course also means that she imparts a fair amount of first person perspective to the episode as well. It's really amazing, Kanamori, much like many of the other high level staff members, is perfectly aware at how fluid Torture Princess is, and she expresses that wonderfully with all the different ideas employed with her boards.
And just one last little piece. The big troll/monster fight at the start? It absolutely lives and breaths Kanamori's experience in storyboarding for Ousama Ranking. You feel their incredible awareness of scale and size and it creates the feeling of a monster of unbelievable size that the Kingdom is forced to fight against.
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Anyways, this is all to say that 'Tis Time For Torture, Princess has an all around incredible first episode that promises viewers that the series desperately wants to be one of the best of the season. And I wholeheartedly believe that.
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