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#iterator interior
kanderwund · 23 days
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Memory Conflux
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sometimesanequine · 3 months
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6.27.2024
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copepods · 10 months
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its a pity rain world is so niche because can you imagine the fucking lego sets
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thesnivy123 · 1 month
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this, too, is yuri
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decepti-thots · 1 year
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the most promising thing i took away from transformers #1 was probably having all these immediate Opinions on it, more than any specific opinion in itself. it was a comic where it was like. here is something it's doing with its structure and how it introduces its characters! here is something where it has a strong idea for how to engage with and transform a pre-existing franchise concept! this is something where i have opinions on its deliberate and very clear artistic decisions! it feels like a comic being made with a lot of intelligent craftmanship, which just matters so much more to me at least at the start when you're setting things up than like, idk, character opinions or "will they include [x] lore???" or anything, you know. i want to open a comic and be like okay, this is how the person/people making this approach comic making. so that's my big endorsement for this one: immediately got that from it.
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allisonperryart · 8 months
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Welcome to the multiverse of stairwells in Carol's apartment complex! Well, not really, but one of our goals after I was promoted to art director was revisiting and polishing up some stuff from earlier episodes - especially episode 1, since it would be viewers' first impression of our world. One of these things was this stairwell Carol walks through to exit her apartment. The original background (not pictured) looked great and was completely serviceable, but we really wanted to push the world-building and disconnect between Carol and this communal space where people seemed to perpetually be partying. My job was to help figure out how we could SHOW that thorough colour - not just tell it, and as you can see, there was a LOT of discussion and potential solutions. Personally, I think part of an art director's job is being a liaison between their team of artists and everyone else: translating other stakeholders' words/abstract ideas into concrete, visual direction. Sometimes all this means is handing off a brief to an artist, but other times it requires more: actively listening to stakeholders, creating multiple (sometimes many!) solutions that meet their goals/vision, helping guide them to the solution they feel best meets that goal (not just telling them), and then whatever direction results from that dialogue can be handed off to the artist(s). Anyways, thanks for looking, and watch Carol and the End of the World on Netflix! Showrunner: Dan Guterman
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sleeplesscubes · 9 months
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Drawings creatures smallest to biggest: day 1
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Bugs! More specifically Moths.
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dremieblur · 2 months
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I should probably buy a standing desk and a walking pad so I can pace and think about my variety of projects while also working (-> watching youtube videos and listening to music) on the variety of media related to said thoughts
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chiropteracupola · 1 year
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you don't have to be a ghost, here amongst the living...
[you guessed it, collaboration with @dxppercxdxver again]
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hugespace · 1 year
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lmao honestly, i get it:
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kanderwund · 1 month
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Find slugcat? (this one is not too hard I think)
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doodlepede · 1 month
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hey Rain World fans. I'm gonna show you a lore interpretation that I personally have never seen anyone talk about except myself. If you know me as Sliverist, then you know what's up.
Everyone knows the first five Karma glyphs represent the so-called Five Natural Urges. Violence, reproduction, trade and social connection, eating, and self preservation. People generally believe the next Karma glyphs before the tenth are meaningless, but this is WRONG. Understanding this revelation requires seeing the big picture, which I will guide you through.
Rain World really likes to blur the line between organic and inorganic, with the most obvious example being the Iterators themselves, these biomechanical superstructures whose function in large part is outsourced to their "microbe strata" (Purple SL pearl), but it goes even further, into the very world design.
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Five Pebbles' internal structure resembles a brain with its many sections all divided into specific regions with specific purposes. His chamber makes the resemblance even more obvious, where you can clearly see the brainstem.
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Within Five Pebbles' dark interior swim swarms of colorful neurons which turn white in broad daylight, each one a carrier of information. Often, they are brushed along by cilia lining the computer halls.
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The Void Sea writhes with a swarm of beings enormous beyong reckoning which closely resemble real neurons. The void worm that takes interest in the slugcat uses a dendrite to make a tether to drag the slugcat to its final destination.
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As the slugcat swims and swims, it is joined by countless many just like it, and together they swim toward the light, referred to in the code as "TheEgg" (VoidSeaScene.cs)
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This is the table of Karma, showing every level above Five. Doesn't it look rather like..
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dividing cells being crossed out?
In Rain World, birth and life, cognition and enlightenment, death and ascension are all inextricably connected concepts. You might even say they're connected in a cycle. The imagery and themes are rich and complete, integrated fully into the world. This is even without mentioning the voidspawn which also resemble sperm, swimming to the same place. This is why Ascension is the best ending :artiyoy:
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felixandresims · 5 months
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Hello again :),
It is finally finished, and I am so happy to receive all your replies to my WIP Post.
As I had shown you before, for this month, I was working on a Bedroom Set and created a walk-in wardrobe, too. This collection consists of 36 items.
I based The whole Soho Set around a loft apartment, and I was thinking of a bedroom that could be built into an open space. Of course, I wanted to create modern items, but there are slight retro and Art Deco hints, mainly through patterns and backdrops. I thought it was time to make new bedding; I got a bit bored of the Berlin and Fayun ones :D. you can combine it with a separate bed base and a headboard with plug details. For the 'Livin Rum', I created a wooden Eames chair; for this collection, I made the metal frame version and added a bedside table in a similar style.
As mentioned, I added a modular walk-in wardrobe with four shelves. I added 16 different garments, three luxury handbags inspired by Louis Vuitton, Bottega Veneta, and Hermès. There are lots of customizing options. You can either place those items into the open space and cover them with mirror walls or against a wall.
This Set is on Early Access and will be released at the beginning of July. and you can find it here
A small gimmick: I bought a Cardboard VR Goggle because I created 3D images of my travels and tried the same stereoscopic technique with my sims interiors, and it worked; the sims look so so cute in actual 3D :D, in case you have VR glasses I wanted to share my Promo images in 3D too if you concentrate on the pictures you can also see them in 3D without goggles :)
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This is the second to last iteration, and I will work on a Living collection for the coming month.
I hope you like the new items. Again, thank you so much for everything!!!
Lots of Love,
Felix xxx
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subzerocatayst · 1 month
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i think people aren't talking more about the iterator interior (not the can) aesthetic, it's insane and absurdly lovecraftian in a very interesting way, it's genuinely so good. i wish more games had fucking MASSIVE robots you can climb inside and hear incomprehensible sounds of communication and see blinking lights with random metal components strewn about, and architecture so hostile and irregular yet just navigable enough that you question if you were meant to even be here in the first place, or even if it was meant for some interloper like you to traverse.
iterator cool :3
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Ford GT40
The Ford GT40 is one of the most iconic cars in automotive history, renowned for its dominance in endurance racing during the 1960s. Here's the full story:
Origins:
In the early 1960s, Henry Ford II, known as "Hank the Deuce," was determined to beat Ferrari at the 24 Hours of Le Mans, the world's oldest active sports car race. Enzo Ferrari had rebuffed Ford's attempt to buy the Italian company, which led to Ford's determination to defeat Ferrari on the racetrack.
Development:
Ford tasked its newly acquired subsidiary, Ford Advanced Vehicles, with developing a car capable of winning Le Mans. The project was named GT (for Grand Touring) with the intention of building 100 road cars to homologate it for racing. Carroll Shelby, who had been involved in motorsports and had success with the Shelby Cobra, was brought in to manage the racing program.
GT40 Mark I:
The first iteration of the GT40, known as the Mark I, debuted in 1964. It was powered by a 4.7-liter V8 engine and showed promise but faced reliability issues.
GT40 Mark II:
Ford made significant improvements with the Mark II, featuring a 7.0-liter V8 engine, and refined aerodynamics. In 1966, Ford achieved its goal when the GT40 Mark II, driven by Bruce McLaren and Chris Amon, won the 24 Hours of Le Mans, marking the first time an American car had won the prestigious race outright.
GT40 Mark III:
In 1967, Ford introduced the GT40 Mark III, a road-going version of the race car. It featured a more luxurious interior and was intended for homologation purposes.
Continued Success:
The GT40 went on to win the 24 Hours of Le Mans three more times consecutively from 1966 to 1969, solidifying its place in motorsport history. Notably, the 1967 race saw an all-American victory with the GT40 Mk IV driven by Dan Gurney and A.J. Foyt.
Legacy:
The Ford GT40's dominance in endurance racing and its rivalry with Ferrari became legendary. It remains an icon of American automotive engineering and a symbol of Ford's determination to compete at the highest level of motorsport.
Modern Resurrection:
In the 2000s, Ford resurrected the GT nameplate with the Ford GT, a modern supercar inspired by the original GT40. The new Ford GT debuted in 2004 and again in 2017, paying homage to its predecessor while showcasing cutting-edge technology and performance.
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violent138 · 14 days
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I love imagining the Watchtower as an insane houseflipping group effort. Hal grabbed the rawest iteration of it by getting a defunct Lantern base and then Bruce became the World's Greatest Interior Designer and made multiple building plans and schematics that the Flash speed edited based on suggestions from all the alien and mystical metal experts they were subtly consulting. Clark got veto power on most of the decisions, and strongly advocated for integrating alien tech. He helped put it all together along with Diana, Arthur and J'onn (who was ridiculously helpful during repairs because he could phase into any problems Clark or Hal found and fix them). Diana shuttled Bruce, Arthur and Barry to the tower with her jet while the zeta tubes got built with Wayne Enterprises embezzlement money. Arthur contributed ethically-sourced rare metals from under the sea (which decreased Bruce's financial crimes a little). Clark and Bruce volunteered their respective bases for Hal, J'onn, and Barry to test out the occasionally volatile extraterrestrial tech they were integrating in (which Bruce was highly paranoid about). Diana designed all the training facilities, forced Bruce to inject some life into the designs, and had a lot of fun when things blew up. Which was often. There were also frequent arguments but the Watchtower became too important for any of them to abandon it, or the League they were building together.
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