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#old art done on pc
gree-gon · 2 years
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slight tw in last panel: blood
i miss my sapphics </3
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olessan-lokenosse · 1 year
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My progens are 8 years old! 🥳
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ryonello · 2 years
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rhapsody apexmobile i have feelings for you 💖___💖
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old-inactive-bit · 7 months
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here’s some doodles from the past few days! they are not in order lmao!
im just gonna dump all the ones I like here, some I took the text out of, and I edited these all to try and make them more clear, but yeah!! ill also add context to some of these after putting them in here
also ⚠️ one of these has some blood/kiiind of gore in it but its really not that bad because its a pencil doodle
random varied doodles ✨
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‘je suis so fucking addicted to alcohol’ is a reference to a thing one of my friends sent my friends once & I kinda want to digitize it and run it through picmix to make it sparkly lol
also I am so sorry about how I drew tails I was very tired lmao
me trying to figure out how to draw these characters ✨
(under the cut because this post is getting so long omg)
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I think the last image is pretty funny because it also has the doodle related to amy going through war so my weird sketches figuring out how to draw characters look like they traumatized her lmao
other doodles ✨
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the first image here was because there was a school assembly & I did not care so I started drawing hedgehog yaoi 👍 those were also my first doodles after sonic prime got me back into this lol i accidentally made amy look homophobic the first time i drew her this time im so sorry 😭
me obsessing over teeth for a bit ✨
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i randomly get the urge to draw teeth. dunno why. teeth r just really cool lol
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maliro-t · 1 year
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sorry i don't post art anymore rip but here's a big wip i've been chugging away at since march for my dnd group <3
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emeraldcreeper · 1 year
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God I hate how long house buying takes just want to unpack my shit again without going and I’ll have to pack this back up in 11 months, it’ll be so nice
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jaydove-writes · 3 months
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If you're looking for @princesssparkle42 or @jaydovesworld they're my old names for this blog
Doing one of those note things for motivation (or notivation because notes lol)
25 notes - I do the dishes and clean out the litter box (done, for now... But these are Sisyphean tasks)
50 notes - I clean up around the house (I did a little cleanup, might do more later)
100 notes - I do a little work on my book (it still needs editing before I can publish it and write the sequel, but I'll do some work on that when my PC stops crashing)
250 notes - I start working on book 2 (or work harder on editing book 1 if it still needs it)
500 notes - I participate in artfight (in the first July after it reaches this threshold. I doubt it'll get there by this month.)
1k notes - I start working on a video game in the Starbourne multiverse. A small one, like Undertale is to Deltarune. I'm calling it Saturn Robe which is an anagram for Starbourne, like Undertale is for Deltarune.
2.5k notes - I start working on my dream game, Starbourne. The one that's the reason I started writing in the first place. (If the small game isn't finished I work harder on that)
5k notes - I dedicate my time to taking care of myself/my partner/my family, and working on my dream game.
10k notes - I become a god in the Tumblrverse (this will not happen)
If you want to know more about Starbourne, check out my other blog @phiction-of-grandeur and my community for more details. My askbox is always open if you want to ask me something.
Here's the first book now:
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nornities · 4 months
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How to use DXVK with The Sims 3
Have you seen this post about using DXVK by Criisolate? But felt intimidated by the sheer mass of facts and information?
@desiree-uk and I compiled a guide and the configuration file to make your life easier. It focuses on players not using the EA App, but it might work for those just the same. It’s definitely worth a try.
Adding this to your game installation will result in a better RAM usage. So your game is less likely to give you Error 12 or crash due to RAM issues. It does NOT give a huge performance boost, but more stability and allows for higher graphics settings in game.
The full guide behind the cut. Let me know if you also would like it as PDF.
Happy simming!
Disclaimer and Credits
Desiree and I are no tech experts and just wrote down how we did this. Our ability to help if you run into trouble is limited. So use at your own risk and back up your files!
We both are on Windows 10 and start the game via TS3W.exe, not the EA App. So your experience may differ.
This guide is based on our own experiments and of course criisolate’s post on tumblr:  https://www.tumblr.com/criisolate/749374223346286592/ill-explain-what-i-did-below-before-making-any
This guide is brought to you by Desiree-UK and Norn.
Compatibility
Note: This will conflict with other programs that “inject” functionality into your game so they may stop working. Notably
Reshade
GShade
Nvidia Experience/Nvidia Inspector/Nvidia Shaders
RivaTuner Statistics Server
It does work seamlessly with LazyDuchess’ Smooth Patch.
LazyDuchess’ Launcher: unknown
Alder Lake patch: does conflict. One user got it working by starting the game by launching TS3.exe (also with admin rights) instead of TS3W.exe. This seemed to create the cache file for DXVK. After that, the game could be started from TS3W.exe again. That might not work for everyone though.
A word on FPS and V-Sync
With such an old game it’s crucial to cap framerate (FPS). This is done in the DXVK.conf file. Same with V-Sync.
You need
a text editor (easiest to use is Windows Notepad)
to download DXVK, version 2.3.1 from here: https://github.com/doitsujin/DXVK/releases/tag/v2.3.1 Extract the archive, you are going to need the file d3d9.dll from the x32 folder
the configuration file DXVK.conf from here: https://github.com/doitsujin/DXVK/blob/master/DXVK.conf. Optional: download the edited version with the required changes here.
administrator rights on your PC
to know your game’s installation path (bin folder) and where to find the user folder
a tiny bit of patience :)
First Step: Backup
Backup your original Bin folder in your Sims 3 installation path! The DXVK file may overwrite some files! The path should be something like this (for retail): \Program Files (x86)\Electronic Arts\The Sims 3\Game\Bin (This is the folder where also GraphicsRule.sgr and the TS3W.exe and TS3.exe are located.)
Backup your options.ini in your game’s user folder! Making the game use the DXVK file will count as a change in GPU driver, so the options.ini will reset once you start your game after installation. The path should be something like this: \Documents\Electronic Arts\The Sims 3 (This is the folder where your Mods folder is located).
Preparations
Make sure you run the game as administrator. You can check that by right-clicking on the icon that starts your game. Go to Properties > Advanced and check the box “Run as administrator”. Note: This will result in a prompt each time you start your game, if you want to allow this application to make modifications to your system. Click “Yes” and the game will load.
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2. Make sure you have the DEP settings from Windows applied to your game.
Open the Windows Control Panel.
Click System and Security > System > Advanced System Settings.
On the Advanced tab, next to the Performance heading, click Settings.
Click the Data Execution Prevention tab.
Select 'Turn on DEP for all programs and services except these”:
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Click the Add button, a window to the file explorer opens. Navigate to your Sims 3 installation folder (the bin folder once again) and add TS3W.exe and TS3.exe.
Click OK. Then you can close all those dialog windows again.
Setting up the DXVK.conf file
Open the file with a text editor and delete everything in it. Then add these values:
d3d9.textureMemory = 1
d3d9.presentInterval = 1
d3d9.maxFrameRate = 60
d3d9.presentInterval enables V-Sync,d3d9.maxFrameRate sets the FrameRate. You can edit those values, but never change the first line (d3d9.textureMemory)!
The original DXVK.conf contains many more options in case you would like to add more settings.
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A. no Reshade/GShade
Setting up DXVK
Copy the two files d3d9.dll and DXVK.conf into the Bin folder in your Sims 3 installation path. This is the folder where also GraphicsRule.sgr and the TS3W.exe and TS3.exe are located. If you are prompted to overwrite files, please choose yes (you DID backup your folder, right?)
And that’s basically all that is required to install.
Start your game now and let it run for a short while. Click around, open Buy mode or CAS, move the camera.
Now quit without saving. Once the game is closed fully, open your bin folder again and double check if a file “TS3W.DXVK-cache” was generated. If so – congrats! All done!
Things to note
Heads up, the game options will reset! So it will give you a “vanilla” start screen and options.
Don’t worry if the game seems to be frozen during loading. It may take a few minutes longer to load but it will load eventually.
The TS3W.DXVK-cache file is the actual cache DXVK is using. So don’t delete this! Just ignore it and leave it alone. When someone tells to clear cache files – this is not one of them!
Update Options.ini
Go to your user folder and open the options.ini file with a text editor like Notepad.
Find the line “lastdevice = “. It will have several values, separated by semicolons. Copy the last one, after the last semicolon, the digits only. Close the file.
Now go to your backup version of the Options.ini file, open it and find that line “lastdevice” again. Replace the last value with the one you just copied. Make sure to only replace those digits!
Save and close the file.
Copy this version of the file into your user folder, replacing the one that is there.
Things to note:
If your GPU driver is updated, you might have to do these steps again as it might reset your device ID again. Though it seems that the DXVK ID overrides the GPU ID, so it might not happen.
How do I know it’s working?
Open the task manager and look at RAM usage. Remember the game can only use 4 GB of RAM at maximum and starts crashing when usage goes up to somewhere between 3.2 – 3.8 GB (it’s a bit different for everybody).
So if you see values like 2.1456 for RAM usage in a large world and an ongoing save, it’s working. Generally the lower the value, the better for stability.
Also, DXVK will have generated its cache file called TS3W.DXVK-cache in the bin folder. The file size will grow with time as DXVK is adding stuff to it, e.g. from different worlds or savegames. Initially it might be something like 46 KB or 58 KB, so it’s really small.
Optional: changing MemCacheBudgetValue
MemCacheBudgetValue determines the size of the game's VRAM Cache. You can edit those values but the difference might not be noticeable in game. It also depends on your computer’s hardware how much you can allow here.
The two lines of seti MemCacheBudgetValue correspond to the high RAM level and low RAM level situations. Therefore, theoretically, the first line MemCacheBudgetValue should be set to a larger value, while the second line should be set to a value less than or equal to the first line.
The original values represent 200MB (209715200) and 160MB (167772160) respectively. They are calculated as 200x1024x1024=209175200 and 160x1024x1024=167772160.
Back up your GraphicsRules.sgr file! If you make a mistake here, your game won’t work anymore.
Go to your bin folder and open your GraphicsRules.sgr with a text editor.
Search and find two lines that set the variables for MemCacheBudgetValue.
Modify these two values to larger numbers. Make sure the value in the first line is higher or equals the value in the second line. Examples for values: 1073741824, which means 1GB 2147483648 which means 2 GB. -1 (minus 1) means no limit (but is highly experimental, use at own risk)
Save and close the file. It might prompt you to save the file to a different place and not allow you to save in the Bin folder. Just save it someplace else in this case and copy/paste it to the Bin folder afterwards. If asked to overwrite the existing file, click yes.
Now start your game and see if it makes a difference in smoothness or texture loading. Make sure to check RAM and VRAM usage to see how it works.
You might need to change the values back and forth to find the “sweet spot” for your game. Mine seems to work best with setting the first value to 2147483648 and the second to 1073741824.
Uninstallation
Delete these files from your bin folder (installation path):
d3d9.dll
DXVK.conf
TS3W.DXVK-cache
And if you have it, also TS3W_d3d9.log
if you changed the values in your GraphicsRule.sgr file, too, don’t forget to change them back or to replace the file with your backed up version.
OR
delete the bin folder and add it from your backup again.
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B. with Reshade/GShade
Follow the steps from part A. no Reshade/Gshade to set up DXVK.
If you are already using Reshade (RS) or GShade (GS), you will be prompted to overwrite files, so choose YES. RS and GS may stop working, so you will need to reinstall them.
Whatever version you are using, the interface shows similar options of which API you can choose from (these screenshots are from the latest versions of RS and GS).
Please note: 
Each time you install and uninstall DXVK, switching the game between Vulkan and d3d9, is essentially changing the graphics card ID again, which results in the settings in your options.ini file being repeatedly reset.
ReShade interface
Choose – Vulcan
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Click next and choose your preferred shaders.
Hopefully this install method works and it won't install its own d3d9.dll file.
If it doesn't work, then choose DirectX9 in RS, but you must make sure to replace the d3d9.dll file with DXVK's d3d9.dll (the one from its 32bit folder, checking its size is 3.86mb.)
GShade interface
Choose –           
Executable Architecture: 32bit
Graphics API: DXVK
Hooking: Normal Mode
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GShade is very problematic, it won't work straight out of the box and the overlay doesn't show up, which defeats the purpose of using it if you can't add or edit the shaders you want to use.
Check the game's bin folder, making sure the d3d9.dll is still there and its size is 3.86mb - that is DXVK's dll file.
If installing using the DXVK method doesn't work, you can choose the DirectX method, but there is no guarantee it works either.
The game will not run with these files in the folder:
d3d10core.dll
d3d11.dll
dxgi.dll
If you delete them, the game will start but you can't access GShade! It might be better to use ReShade.
Some Vulcan and DirectX information, if you’re interested:
Vulcan is for rather high end graphic cards but is backward compatible with some older cards. Try this method with ReShade or GShade first.
DirectX is more stable and works best with older cards and systems. Try this method if Vulcan doesn't work with ReShade/GShade in your game – remember to replace the d3d9.dll with DXVK's d3d9.dll.
For more information on the difference between Vulcan and DirectX, see this article:
https://www.howtogeek.com/884042/vulkan-vs-DirectX-12/
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tofupixel · 2 months
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I recently started learning to use rpg maker (vx ace!) and as a result have become increasingly interested in pixel art. I hadn't really done pixel work since my teens - I do more digital painting and vector art - so while I'm a little familiar and can do passable editing, there's a lot I don't know.
One thing that's kind of perplexing for me is understanding the differences in style between two creators of pixel art. I studied art history and I'm used to the differences being things like brush stroke length or degree of realism... I feel like I'm lacking in lexicon in this new frontier lol
What nuances of an artist do you think are most important to style in pixel art?
This kind of stuff is not really officially studied (yet) so it's all a bit of opinion from me.
Usually in pixel art the biggest differences in styles are which limitations the artists choose to impose on themselves; colour count, resolution, palette... Or more stylistic choices like hue shifting, anti-aliasing style or no, dithering or no, etc.
I personally think there are a huge variety of styles in pixel art, as it's literally just a medium, and I hope you'll agree by the end 8)
Also (imo) there is some seperation between the styles of art for art's sake, and art for videogames, where things have to be clear and readable to be actually playable.
🎮 Old school games:
Sometimes referred to as something like '8-bit' or '16-bit' (relating to the NES era / SNES era consoles), these artstyles usually follow the rules and limitations of the hardware at the time.
This all falls under retro art, most popular styles include: NES, SNES, GB, GBC, C64
Notable artists: Nickwoz, Sandy Gordon, Franken, Cisco
📚 Old school art:
There were also events called Demoscene (still are), where developers would go to a big convention and share their demos. A lot of pixel art competitions were held here, where artists would draw live.
Generally they used to favour a high realism/semirealism style, with lots of texture/dithering, fairly high resolution (if the hardware allowed for it), and adjacent pixels mostly being different from one another.
There are even older styles than this but they are fairly niche and I'm not that well educated. If interested look into some of the old PCs/consoles.
⭐ Modern pixel art:
Usually using more colours and higher resolution, larger clusters of pixels instead of individual ones. Strong use of art fundamentals.
Artists to look at: Adam Ferguson (yes it is pixel art), Snake, Slym, 6VCR, Yes I do Pixels, Gijotto, SovanJedi, JoeCreates, Franek, @8pxl
the rest below are "modern" pixel artists too but I think they have other things in their style that are a bit different!
🎨 Painterly:
Some artists choose to emulate the natural brushstrokes digitally, and keep their clusters large and loose. Usually don't focus on the minute details as much.
@makrustic, @hexh-pixel, Umbohr, Gawrone
🟦 Dithering
These artists all use dithering / texture in ways that make their styles totally unique.
Deceiver, Night, Reo,
💥 Experimental
These artists are always trying new things and honing in on their unique style.
AJ, hby, @ilta222, Alphons
I could really go on for ever, there are so many different styles, cute pixel art, horror pixel art, 1bit (2 colours only), and then adding animation takes it even further, but I think you get the idea
If you want to learn more, the Masters of Pixel Art books have works /interviews from pixel artists of different eras, including demoscene and contemporary.
😊👍
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felassan · 3 months
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PC Gamer interview with Mark Meer: 'I'm afraid you'll be forced to encounter me as Niftu Cal and Blasto and any vorcha you run into'
Mark Meer is a fan of Jennifer Hale too.
Excerpts:
""I occasionally get told by people, 'Oh, I've never played female Commander Shepard. I only play you.' And I'm like, why are you denying yourself the excellent performance of Jennifer Hale?" Meer says. "That's the thing about Mass Effect, it has so much replayability. I certainly don't mind though, if people are like, 'No, I just play Jennifer as Commander Shepard,' because I'm afraid you'll be forced to encounter me as Niftu Cal and Blasto and any vorcha you run into and various other things in the game." Before he was cast as Shepard, Meer was hired by BioWare to come up with soundsets for the alien species, which he describes as the audio equivalent of concept art. "Laying down what a typical krogan would sound like, a typical turian, that sort of thing." He not only ended up playing a bunch of different alien characters, he's the one responsible for ideas like the asthmatic inhalations of the volus—those heavy-breathing, wombly little guys in gas masks.  "Not rocket science," he says. "Obviously they're wearing some kind of breathing apparatus so I threw in that wheeze sort of sound. There are some alien races that I ended up playing all of, for example, the vorcha. I think I'm almost all of the hanar and have played a number of volus, I think I've done at least a few elcor and batarians certainly. So yes, I'm sprinkled throughout the games in a variety of roles." One of the most memorable of these is Niftu Cal, the drugged-up little guy who gets so high he thinks he's become a biotic god. "That was a lot of fun," Meer says, "and perhaps lesser well known but equally important, the pizza volus. And speaking of hanar I got to play Blasto, who is in some ways one of my favorite characters—no offense to Commander Shepard. But Blasto was a lot of fun, especially because it started as an audio in-joke." Blasto is a parody of action movie heroes like Dirty Harry and James Bond who you first hear about in ads as you're exploring Mass Effect 2. "Jennifer Hale played an elcor in that," Meer says. "She's playing the sister of Blasto's partner Bubin, who Blasto winds up having an affair with. Embedded as an audio easter egg is both commander Shepards having an affair—as a hanar and an elcor." Even before Jennifer Hale was cast, he was an admirer of her work as Bastila Shan in Knights of the Old Republic, and in various cartoons. "I'm a big comic fan," he says, "so I was a big fan of Justice League Unlimited and the old Batman animated series. I'd loved her work as Zatanna and she was the go-to Giganta and Killer Frost for the Justice League stuff.""
[source]
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plethoraworldatlas · 6 months
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In reading Marcia's review of her experience with Shadowdark, I contemplated on how I run my own OSE games. This is also fresh on my mind because I am running Miranda Elkins' fantastic Nightwick. Its all about distilling things down to the interesting choice and eliminating the non-interesting one.
Basic Equipment: I am thinking about charging my players a flat rate for all basic dungeoneering equipment that is rolled into weekly expenses-- so 7sp a week for expenses plus ~3-5sp for pick of equipment
Not interesting:  Cost of equipment, especially down to coppers
Interesting: Scarcity (what if there is no 50' rope this week?) and how many slots PC dedicates to basic equipment
Light: Due to torch cost and number per slot, it is easy to carry a lot of torches.
Not interesting: Carrying enough light to last 12-24 turns- easily done
Interesting: When torches extinguish-- like in the middle of a fight or when the goblins you are negotiating with get mad; how many hands in the party are occupied by torches
This is why I prefer to use the overloaded encounter die to simulate inopportune moments when a torch is snuffed out- gust of wind, dripping slime, bucket of sand thrown by a sneaky goblin. And with regards to hands, holding a torch potentially lowers AC, removes a weapon, or makes spell casting delayed (need both hands). One saving grace: torches are an improvised weapon that do 1d4 dmg and are on fire.
Stuck Doors: I now commonly interpret the 2-in-6 chance as a basic surprise roll. If they players fail it, they make a loud noise and alert anything on the other side of the door, but open it next round.
Not interesting: Rolling a d6 over and over again to see if PCs finally break down a door
Interesting: Seeing if PC get surprise on whatever is on the otherside; if additional equipment is brought to deal with doors
I usually like the idea that a crowbar allows and additional 1d6 rolled per individual with one.
Rations: This is similar to the situation with light, its easy to carry enough food/water for 2-4 hours which is more likely the time frame of a dungeon delve-- not a camping trip.
Not interesting: Tracking both food and water separately for nominal circumstances
Interesting: How many PCs carry rations; will rations be used for other things (like distracting monsters) or saved to avoid fatigue
For me the nature of rations are both food and water abstracted. So if a player want to use food as a distraction, mark off 1 rations. If a player wants to douse a small fire, use 2 rations as you frantically empty out a water skin and try to put out the fire consuming the spell book.
Secret Doors & Traps:  Two dungeon features that are opposite sides of the same coin. Really I think Chris McDowall has written some of the best bits on this that boil down to "traps are puzzles" and not really "gotcha".
Not interesting: Situations where the PCs have to pick the exact right spot and roll a 1-2 in 6
Interesting: Adding in environmental clues or other sources of information that allows discovery by players investigating the fictional environment
Now, I will keep both rolls as a back-up for either PCs not having a good idea and/or a back-up for perhaps me being unable to convey the fictional environment properly in the moment.
Weapons: I've yet to find a really good way to do weapons simply outside of 1d6 damage for all types. I don't mind BX's variable weapon damage. And I do like some old rulesets sorta "first strike" if your weapon is larger than an opponents other wise smaller, lighter weapons strike first in subsequent arounds.
So here is what I have got so far: Using a weapon two-handed is a +1 to damage, using an off-hand weapon is +1 to-hit, and a shield is of course +1 AC. I do like that fighters with bows can shoot twice if they did not move and the "cleave" ability.
Not interesting: Weapon factors that are so extensive they require a separate rules discussion, trigger player obsession, and/or orient the whole of gameplay to combat
Interesting: What PCs chose to do with their hands: more armor, more weapons, or more light
So that is it for now, if you'd like to see more of my house rules here is my post on the Serpent Song Hymnal. I hope to have a sorta player version created sometime soon but I'm still trying to dial-in what my go-to "french vanilla" D&D is like.
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ping-ski · 2 months
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for the folks who've been asking ab my setup/brushes/programs etc!! pingu color guide is slowly on it's way for anyone waiting on that, idk when it'll be done
✿ Equipment/Setup? ✿ PC/Laptop: Lenovo Ideapad 3 Tablet: Huion Kamvas Pro 16 (got this one in 2021 during a holiday sale + my old tablet was on its last leg and wouldn't work some days cause i literally drew so much there were huge holes etched into the plastic) Previously, I used a Huion Inspiroy H950P or drew on my phone :)
✿ Program/Software? ✿ Paid: Clip Studio Paint Pro/EX (Currently using!) Free: Ibis Paint X, Krita, Firealpaca, Medibang (I've used all of these over the years since 2015, which I think they're fantastic for what they are + they get the job done!)
i think i covered everything asked ab this stuff, but if you have any other questions feel free to ask cause i'm happy to answer!
friendly reminder as a broke ass artist and ex-NEET: you do NOT need anything crazy fancy to make art so get crafty with what you have!! or atleast slowly save/work up to your goals 'kay? and have fun!
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kyred · 2 months
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Realized I haven't posted these lads yet! So ahem, let me introduce them 1 by 1...
First up, Captain Picket, the head of the guard of sun jewel city! He has a history with one of our groups PCs, Strom. They used to both be pirates and comically enough, he used to be a beanpole back then. That's uh. Changed drastically since.
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Grik!!! The BEST FUCKING CHARACTER MY BELOVED ahem yeah hot Gnoll, 12/10 no notes, used to also be a pirate with the others mentioned but then he uh. Got blackmailed by the prince to join us or face jail time for his mercenary work with the main antagonists of the campaign so uh.. But he's cool with us now!!!
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PLIZKEN!!!!!!!!!!!!!! Angry old man, adoptive father of an NPC and one of the 3 best mortal artificers, beaten only by his adoptive son and the head of a conglomerate so.
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Grizz, a simple business man who takes his work everywhere with him. That bag on his back? That giant bag the same size as his 8ft tall self? Yeah that unfolds into a small stall for him to sell things from. He's a filler session NPC I made and he actually has a fun backstory I hope to explore more in a full proper campaign.
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Shriek(Azed Disguise). The bird but now disguised while in a foreign country cause the royals of Osyne killed the King of Aldaria, and said that we attempted a murder upon him. So with the 2 nations on the brink of war, any actions done by our group would likely cause war to fully break out so, DISGUISES EVERYONE!!!
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But yeah. That's some art from DnD I haven't posted elsewhere yet with some blurbage.
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artzytrash · 1 month
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Just woke up and need to get out all my thoughts on the Backyard Sports trailer before I go to work
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First of all. THAT'S MY BOY!!! MY SON!! I popped off so hard when I saw him. I LOVE that they aren't trying to "modernise" the game by any means (cus that worked so well for them last time /s) and are retaining the early 2000s feel that makes the OG games so beloved
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KENNY!! MY OTHER SON!! I love that they used his hair and eyes from the atari design. Probably the best thing they could have done with him.
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KIESHA!!! She's so silly. This might be nitpicky but I'm a lil unsure about them making her hair more pointy than round if that makes sense. But it's not a huge deal she still looks great!
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The inclusion of the old character sprites was really cute, good way of showing some characters that didn't appear physically. (Ernie was also in that one promo image but still) (I wish Sally could have appeared in the trailer as herself but I'll take this)
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Favourite screenshots from the trailer. They're stanced tf up. The silly goobers.
Look I'm not saying this is my doing by any means, but it's pretty coincidental that, like immediately after I join the fandom, it gets a revival. And since I've joined I've been imaging what it would be like if they made another game in the series. Has Apollo given me the gift of the prophecy? /j
I'm very excited for this omg. I got hyperfixated on the series from watching one of my favourite streamers (Therm) play it and never actually played the games myself (I can't emulate the old ones currently cus I don't have a working PC), so I'm excited to be able to play them. I am actually looking at getting a PC very soon so maybe I'll actually play a bit of Baseball 97' or 2001 before then.
Also the music from the trailer is gonna be stuck in my head all day now I know it.
Last thing, I WILL be making art to celebrate the occasion, but I'm gonna be pretty busy this week with work, so it might take me a few days. I can probably find some doodles to post in the meantime, and I'm still working on a ton of aged up AU designs so expect more of them soon.
OK I'm done yapping now BYE
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sykloni · 3 months
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Are you going to continue updating the Sky Picrew with Days Of Nature done and Days Of Color coming soon?
Yeah, I will. I'm not planning to abandon it or anything :)
I actually left a short note in the description of the Picrew in case someone was wondering where/why I disappeared!
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The SD card, that holds basically all of my digital art including all the files for the picrew, decided to stop working on my tablet sometime ago. I don't actually know yet if the issue is in the SD card or in my tablet. The card opens just fine on PC, so it might be my (quite old) android tablet. If the issue is not my tablet I could just buy a new SD card and move everything to there, but first I should figure out which one is the problem. I just haven't had energy to deal with it... 😅
If the issue is my tablet, then well idk... 🫠 I'm sure I'm gonna figure out something.
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anilyan · 3 months
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It's not even his birthday in my timezone yet, but HAPPY BIRTHDAY, beloved! I have not finished anything specific for today, but I have many WIPs (2D, 3D and a longfic):
Writings
First, here is my long fic, Nameless. I will actually turn this into a trilogy, and while the first volume is a canon-compliant Old Mondstdt fic (almost finished, 1 more month give or take), the second volume will be from Venti's POV as he rewinds time multiple times to try to prevent the bard's death. As for volume 3, well, you'll see :>
I sadly couldn't participate in Venti's week here on tumblr, but well, I'm already juggling bigger projects xD
2D arts
Posted on tumblr and twt, my Venti in a cage art. I made a colored version (not as polished as I wanted but still), and a lineart version too:
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I also have this Xiaoven wip (I'm a multishipper). It's really far from done yet. I'm kinda happy with the lighting and expressions so far.
This art uses Hamelin's Xiao design, that I created in 3D for a mod (model and textures by me, and the weights were by mimo4e)
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I found this AI art and really wanted to fix it. I expected it to be a quick paintover, but kept finding more things I wanted to change, and trying to match the rendering style to the original, so I spent at least 7 hours on my version.
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3D models
I stopped making my models public (although old ones can still be downloaded from my gamebanana page, or from mimo4e page since we used to collaborate a lot), BUT, if you are a civilized person who credits mods that you showcase, feel free to request access in my SFW Mods discord server. The xiao mod above and these Venti mods, save the Nameless Bard, are only shared in my server.
Here is everything you need to know about mods in 2024. PC only, free, and no one has ever been banned for using fanskins since mods are not cheats, but that post explains a lot more and teaches you how to use them (it's simple).
Archon skins (5 of them!)
» Update on Murren's Archon mod: On this mod specifically. I contributed to the original version still on GB, but I wanted to give it more shadows, a more magical hair with special highlights, and updated skirt and wings. The wings are made of the feather he uses in his canon outfit, since many fans headcanon he had wanted to give that feather taken from his wings to the bard.
My current WIP is on the left, current gb version on the right
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» Moon butterfly: Inspired by that AI paintover I did and shard above, some elements are kitbashed from both honkai games.
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» Corrupted Venti: I will make my own design, you can see the sketch there. It's inspired by all of the other arts, sources are: 1 2 3 4
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» Boss design: I will adapt this design by gierosajie_art
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» The statue design. This one doesn't need explanations.
Regional skins
» Fontaine Venti: It's a kitbash, with parts from Project Sekai and parts from Herta from HSR
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» Liyue Venti: Sculpted and textured by me, adapting an old 2D design I also made, with some changes due to modding complications. It's the least developed WIP for now
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Others
» Wisp-inspired Venti over Paimon: It's inspired by this lovely art, and the artist loved the model ^^
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» Nameless Bard: Public here, and I updated it recently (might even update again in the future).
In my server (with restricted access), I have also created Amos and the Red-haired warrior (both kitbashes with minimal modeling from scratch on my part), and I will create Gunnhildr and Decarabian next. Full credits for everything, like the sources of parts and helpers, are/will be in the post of each of the models. You can see my Amos and Bard render here (there are 2 versions).
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Okay, I think I didn't forget anything xD Hope you liked my contributions to our lovely bard and angel ^^
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