#project delays
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nnctales · 1 year ago
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Accidents at Construction Sites: Causes, Consequences, and Prevention Measures
Introduction Construction sites are bustling hubs of activity, where skilled labor, heavy machinery, and various materials come together to create magnificent structures. However, they are also high-risk environments where accidents can and do happen. Accidents at construction sites can lead to injuries, fatalities, and financial losses. In this article, we will explore the causes, consequences,…
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nutsack90 · 9 days ago
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shes already starting to infest my laptop
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zondearts · 2 months ago
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Wxs, the sillies, the goofies, the goobers
wxsloids below cut
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shinkuten · 3 months ago
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bluedeedeedoop · 6 months ago
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i have come to provide Barrissoka to replenish ourselves.
but yeah i sketched some stuff down and i thought it was cute so i colored it teehee
i gave barriss her hood back for like.. rebels era (before she got old ig?) cuz i miss it. i miss them. i’m gonna cry again
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xulips · 1 year ago
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aktyweek, day 6; feelings
19
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spockandawe · 1 year ago
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Two! The Disabled Tyrant's Pet Palm Fish, again. Guys, I truly forgot how much I adore this INCREDIBLY silly book. It was tied for svsss and 'with absolute splendor' for my first attempt at bookbinding. I still have my original wiggly-ass coptic of the first half of this novel. And I did it again in those early months too! And then I somehow forgot it for like two years?? Anyways, I had to go all out. Lectern book time.
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But backtrack a little. I'm usually not a super involved typesetter. I'd like to be better about it, but if something is super abstract or doesn't have clear visual thematic elements for me to riff on, I get frustrated and move on. Fortunately, this is the fish book, about fishfucking, where a man has a passionate romance with his pet fish. With easy mode activated, I went for it.
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Fish interior? Fish endpapers? Fish exterior? We've got it all, baby! Secretly, Jing-wang personally designed this book.
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This was SO fun. I love this book to pieces. Everyone should absolutely support the coming official translation, I'll be doing so, and I'm VERY excited to throw my money at it. But in the meantime, I'll probably bind at least one more personal fancy copy! I was too fried to give this the lavish edge art treatment, but... there's always next time! Can i find a fish charm for a bookmark? I bet I can! Tooling the leather in a decorative fish design? Baby, I'm considering trying to tool this spine, next time is a given. Genuinely, my goal is to bind this book in a way so overwhelmingly thematic that Jing-wang would nod in approval. I'm a very serious artist.
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nano30cm · 28 days ago
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something like that...
pg 6 / 26
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chocodile · 1 year ago
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Hyden feels he has a lot of wisdom he could impart upon Theo, if only Theo would take his excellent advice to heart.
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artbyblastweave · 7 months ago
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Got a Worm meta question for you. I'm starting on the early parts of Taylor's warlord era - I'm about to leap into Arc 13 - and the general concept of a ravaged American city being divided up by various supervillain groups is reminding me a lot of that Batman story arc No Man's Land from the late 1990s. Unfortunately my comics knowledge is rudimentary at best, and I haven't been able to any discussion comparing the two stories, so I was wondering if I could pick your brain on the subject. Was it just convergent evolution, or was Wildbow engaging with the Batman story in some way?
I myself have only read about half of No Man's Land- and several years ago to boot- so I've got limited ability to do a direct compare and contrast. No Man's Land is absolutely the sort of status-quo-shattering, history-book-making upset that, within Marvel and DC, nonetheless always inexplicably heals and loses salience until you can barely tell that it's still in continuity. Worm is heavily informed by Wildbow's irritation with that sort of thing, so I think it's totally reasonable to view the warlord era through the lens of "What if No Mans Land had no editorial escape hatch." Alternatively, I think it kind of makes sense to view it through the lens that it's working backwards from the premise of No Man's Land- In what kind of setting would it be plausible for the Federal Government to write off a sufficiently-damaged American City? In what context would the legal infrastructure have been established for that, in what context would that even fall within the Overton Window? What muddies my opinion on this is that the general concept of a ravaged, atmospherically-apocalyptic American city torn up by superpowered gang warfare is something that's kind of just been in the water in superhero comics since the mid-eighties at least, and it was a relatively common thing to see during the Dark Age- they were choice prey for all those overpouched musclemen with their poorly rendered firearms. I'd be surprised if Wildbow wasn't at least aware of No Man's Land, but it's definitely not the only cape book from the late 90s or early oughts where you could pick up that idea from. Ultimately this leaves me unsure if No Man's Land is the specific referent or if it's just part-and-parcel with trying to do an involved, thoughtful take on what cape comics were like at the time.
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fancy-feathercroak · 11 months ago
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Hey remember these two? Look at how time flies.
I've sketched this exact scene multiple times and honestly idk if like this one the most but I needed to post some art in here from time to time or else I might die...
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hellsite-hall-of-fame · 1 year ago
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I would follow the hell out of a blog that was straight your thoughts and opinions (and absolutely unhinged asks). I have followed you for a while and honestly my fav part of this blog is the interaction lol cause it's genuine (or seems that way) and shows ur not some bot and adds to the mystery of who (or what) you actually are bc of the insanity of it
aaaahhh thank you🥺😭 oh and it definitely is genuine lol…. and tbh another blog would just add to the ✨lore✨ so why not
now I just need a blog name….
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someone else sent this ask, and I did save all these urls…… sooo it’s poll time :D
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regular-gnome · 5 months ago
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Is the couch series complete?
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Not really, I still want to make one or two more to complete it but I'm having a hard time with it. I lost a bit heart for the project after seeing it reposted on TikTok and Pinterest with the watermark cut out and in very bad resolution. Why if someone is already taking the picture did they nuke the img quality, to make it harder to track? do they not undersand how img downloading works? I don't get it
There is a queue of other drawings still waiting for their turn, so I'm not certain when I'll get back to it. If it's something wanted, I can try to get it done sooner
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paluding · 1 year ago
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Updating... The Tattooer (ver. 3.4)!
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Finally! Took me a while, huh. This is the updated version of the Tattooer project. It skips some steps, making the workflow much, much faster! Huge thanks to @applewatersugar for his suggestion on how to bake textures while preserving the transparency. This is kind of a repost of the original Tattooer post, but it actually has some new stuff and a few changes here and there, so please take a look if you want to learn how to use this new version.
This is a series of Blender template files already set up to quickly bake textures from The Sims 4 to The Sims 2. The different Blender files will allow you to: -Bake body textures from TS4 to TS2 (Female) -Bake body textures from TS4 to TS2 (Male) -Bake body textures from TS4 (Female) to TS2 (Male) -Bake body textures from TS2 (Female) to TS2 (Male) [Bonus!] -New! Bake face textures from TS4 to TS2 (Unisex) [Bonus!] -Bake head textures from TS4 to TS2 (Face + Scalp) (Unisex) [Still experimental] Check the file names to see which one is which, and the resolution of the baked texture it will give. Everything you see in the render above was 100% converted using those Blender files.
Download here! SFS / GD
Update: Version 3.4.1 (27/08/2023) Fixed some issues on the shoulders for the AF-body-4t2-1024 and AF-body-4t2-2048 templates. Now the top straps on most converted underwear/swimwear should look right.
Update: Same version (13/12/2023) As requested, added a new spanish version of the included pdf guide!
These templates were made mainly to bake and convert tattoos, but there’s more you can do with them if you get creative. I have to say, these are NOT perfect. Results may vary depending on what you are trying to convert, so! With that in mind, this is all the stuff you will be able to convert almost seamlessly from TS4 to TS2: -Tattoos. -Other body details such as body hair, scars, freckles, supernatural/occult details… -Body painted underwear and swimwear, as well as some other clothing that’s mostly painted on the body. -Socks, stockings and maybe leggings. -Even skintones! In some areas they will look weird, so I recommend editing and blending them with other existing TS2 skins. -Makeup, eyebrows and beards. In the old version this was just a proof of concept, but now I’ve added a new Face file template which gives some pretty decent results! -Hair scalps. Very useful when converting some hairs! Although keep in mind part of that texture might also need to be baked on the face mesh, you know, that hairline makeup stuff.
Got your attention? Nice! Editing some of the textures from TS4 to match the UV mapping in TS2 using a 2D editing program can be incredibly hard. That’s where texture baking in Blender comes to the rescue!
You will need to download Blender, at least version 3.4, but you could always use a newer version. It is only incompatible with versions older than 3.4. -You can download Blender for free here. -You will also need Sims 4 Studio to extract the original Sims 4 CC textures you want. In the first version of these Blender files, there was a necessary step using Photoshop, but that’s no longer needed. However, there’s still a tiny extra step which requires resizing the newly baked texture on some of the high resolution templates, so you might need a 2D editing program like Photoshop. More on that later.
So, before we begin, let’s clear out some questions you might have. What the heck is this texture baking thing and what does it do? Well, let’s imagine you have a video projector and point an image into a blank wall. Then you pick up some brushes and start painting and copying that projected image in that wall. Texture baking is kinda like that when it comes to 3D models. You align two models and match them as closely as you can in shape and form, and once you adjust some parameters and values, Blender does the rest for you: it will give you a new texture for a new model with a different UV map. These files I’m sharing have everything already set up, so it’s a matter of plopping in that Sims 4 texture and you will get that new texture for TS2 in just a few clicks.
This tutorial assumes you know literally nothing about how to use Blender, so if you feel uncomfortable with it, worry no more! This will guide you with pictures showing where you need to click and explaining what is happening. For Sims 4 Studio and Photoshop the process might be a bit less detailed, but still this should be pretty beginner friendly. For this tutorial, I will use some tattoos as an example (properly credited at the end of the post). Alright, enough with the rambling. Let’s get started!
·EXTRACTING TEXTURES IN SIMS 4 STUDIO: First things first, you will need to extract as pngs all the textures you want to convert from TS4 using Sims 4 Studio. It should be pretty straightforward. Just open the packages and export the Diffuse textures. Keep them organized in a folder for easy access.
·BAKING THE TEXTURES IN BLENDER: PRELIMINARY STEP 1: CONFIGURING BLENDER’S GRAPHICS SETTINGS: Open your preferred Blender file depending on what you’re going to bake and the desired resolution (in this example I’m going to use the AF-body-4t2-1024 file). Before we start messing around in Blender, there’s one thing you should set up. It is a onetime step, and once it’s done, you won’t need to do it again. So, does your computer have a dedicated graphics card? If you don’t know or you’re not sure, just skip to the next step. Configuring Blender so it uses your graphics card instead of your CPU will make the baking render much faster, so it is recommended you set it up correctly. If your computer has a dedicated graphics card, click File (1) > Preferences (2) > and on the window that pops up click System (3) > and select CUDA and make sure your graphics card is there and tick it (4). I have an Nvidia Graphics card but your case may vary. Once you’re done, click on the tiny button on the bottom left corner and Save Preferences (5).
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PRELIMINARY STEP 2: CHOOSING THE RENDERING DEVICE: Click on the tiny camera button on the right, called Render Properties (1), and on Device (2) select GPU Compute if it’s not already selected. If you’re not sure if you have a graphics card or not, just select CPU. Then select the Material Properties tab (3) and Save your changes, either by pressing Ctrl + S, or clicking File (4) > Save (5). You might need to do this second step with the other Blender files, but once you have it done and saved, you won’t need to do this again. Okay, time to get into the good stuff!
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·STEP 1: LOADING YOUR TS4 BASE TEXTURE: In the Material Properties tab, click the folder icon that says Open (1) and on the window that pops up, navigate through your folders and select your first texture. To navigate easily, the 3 buttons on the top right (2) are for the display mode. They will show your files in list mode, vertical and horizontal, and the one on the right will display the file thumbnails, pretty useful if you want to easily preview your textures here. The icons on the left side (3) will let you go one folder back and forward, go to the parent directory, and refresh the folder in case you just dropped something new in there. Double click on the image you need and that will load the texture into the Sims 4 body model, named “ts4 body”.
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·STEP 2: SETTING UP YOUR SELECTION AND BAKING THE TEXTURE: On the top right of the screen, you will see the names of the 2 models in the scene. Hold the Ctrl key in your keyboard and left click on the “ts2 body” model (1). If you did it correctly, you should see “ts2 body” in a yellowish orange color, and right down below, “ts4 body” should look more like a red orange. If not, try again by clicking first on ts4 body, and then while holding Ctrl click again on ts2 body. Then switch to the Render Properties tab by clicking the tiny camera icon (2) and click Bake (3). Depending on your screen resolution, you might need to scroll down a bit with your mouse to see the Bake button. Wait a few seconds for it to finish. You will see the progress percentage down on the bottom of your screen. Don’t panic if you notice your computer fans start ramping up, that’s completely normal! As I said in the beginning, using your GPU will bake the textures much faster than the CPU.
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·STEP 3: SAVING YOUR NEW TS2 TEXTURE: Once it’s finished, switch to the UV Editing Mode by clicking “UV Editing” on the top of your screen. And there it is: your new texture! You might have to scroll up your mouse wheel a bit to zoom in and see it in all its glory on the left side of the screen. We’re still not done yet though. You need to save it to yet another new folder (always try to keep your stuff organized!).
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You can save it by pressing Shift + Alt + S, or clicking on Image* (1) and then Save As… (2). That will pop a window where you’ll need to navigate again and save it somewhere. Give it a proper name (3) and hit Enter to save it… well, Enter doesn’t always work for me for some reason, so if that happens just click Save As Image (4). And that’s it! You’ve successfully converted your baked texture. Congrats!
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·STEP 4: GOING BACK TO STEP 1: Alright! If you’re done with your textures, you can close Blender without saving and call it a day. But let’s say you want to keep baking other swatches. In order to go back to step 1 and start the process once again, click Layout (1), go back to the Material Properties tab (2), select “ts4 body” (3) and click on the folder icon (4) to open and load your next swatch.
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Then it’s just a matter of repeating the process from step 2. When you’re ready to move on, close Blender without saving. If you see a small check telling you it will save some images, make sure you uncheck it, so you will be able to use it again in the future from the starting point with no issues. I don’t think it really matters if you accidentally save your progress in these files, but I like to keep it clean and fresh so I can do the process where I left it from the beginning next time I open it. And in case you mess up and save somewhere, you can always just delete the .blend file and download the template files again.
In case you’d like a video tutorial on how to use these files, the amazing @platinumaspiration recorded this fantastic video showcasing the process! You can watch it here.
One final note: some of the baking .blend files save the textures with a resolution of 2048x2048 pixels, as clearly stated at the end of their file name. That’s way too overkill, because TS2 only properly supports up to 1024x1024 for most of its textures and you should always resize your final product to that max resolution (or lower if needed). I just made those 2048 versions because there might be some really tiny and slim details on some tattoos that might look a little too blurry when baked into a 1024 resolution texture, so for those cases use that if you want and then resize them using your 2D editing software of choice. In Photoshop, in the Resample mode of the Image Size menu, there are a few options to choose. For the fine details, I like the Nearest Neighbor (hard edges) option, which, even if it looks a bit pixelated, it still preserves most of the texture and quality.
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For anything else, I would just directly bake them using the 1024 versions in Blender (512 for the face and scalp).
And for the folks who feel comfortable playing around in Blender, this is just the beginning! Texture baking opens a LOT of possibilities, so feel free to move stuff around and edit the models to your liking! If you notice the baked textures look warped or stretched somewhere, or don’t like where some textures are placed in the S2 body, poke around that area moving stuff and then give it another try. The main objective of the baking process is keeping both overlapping models as close in shape as possible. You may also edit and save new copies of the templates, or make new ones from scratch using mine as a reference (keep a close look on those Baking settings and values, I think they work pretty well) and share them if you want to. Go ham, do whatever you want with them! I still have plans on making templates to convert body textures from Sims 3 to Sims 2, but for now it’s not on my priorities, so we’ll see when that happens.
Whew! Hope none of this was too confusing. Need help or have any issues with these? Please ask/message me here and I’ll be glad to help when I’m able to!
Credits for the CC used in the render demonstration: -Skin by Sims3Melancholic. -Eyes by Northern Siberia Winds. -Eyebrows by PeachyFaerie. -Tattoos by xtc. -Top by SerenityCC. And the Tattoo I used for the tutorial can be found here, by ValhallanSim.
Last but not least, a huge thanks to all the people who somehow contributed to make this project and update possible, either by doing initial testing, finding issues to fix, or teaching me new Blender tricks to make the workflow way faster and easier. So thanks again to @elvisgrace @moyokeansimblr and @applewatersugar on Tumblr! <3
And thank you for reading! Hope you have fun playing with this (not so) new toy hehe.
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ameliapodcast · 26 days ago
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New Episode!
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Episode 80 - Dudo! Out wherever you hunt for podcasts!
Or also here and the transcript is here :D
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goldensunset · 2 months ago
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we're gonna get khml news before november
I BELIVE
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I BELIIIIIIEEEEEEEVE
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