#there's a lot of mods for it but they're all like character models
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doedipus · 10 months ago
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my affection for bomb rush cyberfunk will be without qualifiers once someone figures out how to import sonic adventure 2 stages into it
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cripplecharacters · 21 days ago
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I was wondering: I noticed that in art I almost always see limb stumps that are, for the lack of a better word, thick and with a rounded end. But observing amputees around me, what I noticed is that their stumps are more tapered, they also are often uneven instead of perfectly round, and the rest of the limb is often thinner as a result of less muscle mass.
Is this coincidental, or do you think stumps are represented in a way that is assumed to be more aesthetically pleasing to abled folk? How common is the "perfect round muscular stump" thing, if at all??
Hi!
As an artist that seeks out art of disabled characters, it's 100% trying to make the character look "less disabled and more pretty". It's usually not a conscious decision, most people just have pretty=good and disabled=ugly ingrained into them and don't think about it ever. Positive depictions of disabled people will do everything to portray them as conventionally attractive as possible, and there is no disability that is exempt from this.
This applies to everything. Most art showing disabled people will try to keep the disability to the absolute minimum - it's not coincidence that positive disabled characters have to be white, thin, young, if they use a prosthetic it has to be really cool and/or unrealistic, if they use a wheelchair it has to be a manual that has to be really cool and/or unrealistic, and they have to look as abled as possible; an abled model who just happened to be holding a cane is preferable since gait disorders are ugly. Good luck trying to find a drawing of a character using an ostomy bag, with congenital skeletal conditions, with severe spasticity, in one of these big powerchairs, I won't mention facial differences and how non-existent realistic representation of them is. Hell, it can be hard to find art of blind characters who aren't wearing blindfolds and eyepatches (since disabled body part ugly), let alone using an aid like a cane or a brailler (since that's Disability, and not just a quirky character trait).
With stumps, it's the same thing. Most often you don't see them, since they are Clearly Disabled. Usually they're behind a cool prosthetic that's called something else that sounds less disabled. If they aren't, they're probably bandaged, since they are Surely Scary. If they aren't that, they will be perfectly round, scarless (or with that big "starburst" type scar for some reason), symmetrical to other limb, and essentially look like you just erased the rest of a model's leg or arm.
Again, I don't think this is done on purpose, I think artists just don't think enough about how they choose to portray minorities. No one is researching anything, everything is a game of telephone from how someone else draws it, who cares that that person didn't bother to check anything either.
[Disclaimer that we don't have amputee mods]
How common is the "perfect round muscular stump" thing?
Not very common, but someone with a disarticulation (much more rare than through-bone) will have their muscles still attached to something and thus may not have the kind of tissue atrophy like someone with an above the knee amputation will. Even weightlifters with an above/below amputation will have some degree of atrophy (you can look at guys like Max Okun, etc.) so it's not like you can just "exercise it out".
A residual limb can be fairly round, but it mostly depends on where it actually is. A lot of people will have excess skin from skin flaps + tissue atrophy which gives it a different shape, BE amputees can have the actual bone shapes visible on the stump, etc. And of course there is scar tissue (unless it's congenital) which can affect how the limb looks like beyond just the sew line being visible; it can leave the stump with an indent around it, etc.
But all of that is of course Disability and Different, so it gets omitted in art. It'd be cool if this wasn't the case, but what can you do.
mod Sasza
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transformerskinkfest · 3 months ago
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Transformers Kinkfest Prompt List 2024
The prompt list is HERE! Thank you all for your suggestions!
Each day has one Transformers kink and one alternative, more general kink (in italics at the end) - use one, use both, combine them any way you like! (Each kink also has a little blurb, but this is just to give you a bit more context on the more unusual ones. Don't feel bound by the explanation - if you want to take a prompt in a totally different direction, go for it!!)
Please remember to tag #transformerskinkfest or #tf kinkfest when you post your work. You can also post to the AO3 collection here!
PROMPTS:
17 October: Alt mode interfacing. What it says on the tin - sex in alternate mode! (Alt prompt: Collar)
18 October: Faction play. Could be two (or more) characters of different factions, or characters pretending to be different factions than they are. Not limited to Autobots and Decepticons - if you want someone pretending to be in the Primal Vanguard or the DJD, go for it! (Alt prompt: Roleplay)
19 October: Xeno. Human (or humanformer)/Transformer pairings, or Transformers with any other sentient alien species. (Alt prompt: Threesome or moresome)
20 October: Fuel siphoning. Siphoning or pumping fuel out of or into your parter(s), and all the sensations/emotions that could go with it. (Alt prompt: Feeding)
21 October: Compatibility modes OR cultural differences. Playing with cultural differences - between citystates, colonies, factions, or Cybertronians and other species - in the berth. This is the compatibility mode concept, from the person who suggested it: "The concept is that bots for whatever reason (forged, constructed, modded, upgraded?) have "compatibility modes" that allow them to more easily interface with beings on other planets. i e Eurythman mode is more sonic focused, or Lithonian mode includes piezoelectric features standard Cybertronian mode doesn't have, or Quintesson mode has more tentacles, etc. And the bot(s) with this kink want to run compatibility mode even when interfacing with another Cybertronian for whatever reason. Like, "let's do it like they do in Menonia, or Odessyx, or Nexus Zero."... How is that mode different, how did they learn of it, what's fun about it for them now with current partner(s)?" (Alt prompt: Public)
22 October: Sentient vehicles. Driving, flying, or just being completely enveloped within your partner (or having them completely inside you) in alt mode. (Alt prompt: Overstimulation)
23 October: Tentacles. Lots of beings - and a fair number of bots - have them... maybe more than we think! (Alt prompt: Bondage)
24 October: Remote transfer. Getting thoughts/information/sensations beamed into your brain by your partner - even at a distance. (Alt prompt: Sensory deprivation)
25 October: Plug 'n' play. Sex via physically plugging into your partner. (Alt prompt: Pet play)
26 October: Obsolete or unusual equipment/abilities. Some bots may have systems that don't initially seem compatible with (or are just a surprise to) their partners - maybe because they're older models, maybe they were created for a specific purpose or person, etc. Doesn't have to be limited to interface equipment - could include other body parts (hi there, Tailgate's suction cup mouth!) or even unusual/Outlier powers. (Alt prompt: Double penetration)
27 October: Sentient weapons. Alt mode sex meets weapons play! From the person who suggested this prompt: "Either A. a bot wants a sentient weapon (gun-former, targetmaster, Mini-Cons that combine into a sword, etc) to be involved in their interfacing with another bot, while in their weapon form; or B. The character(s) who is/are the sentient weapon initiate the request to be involved with a bot or bots interfacing while remaining in their weapon form." (Alt prompt: Biting)
28 October: Tactile interfacing. Basically, sex outside of the sticky or plug 'n' play models: sex that consists of touching your partner's frame, toying with their wires, playing with their EM field - your imagination is the limit. (Alt prompt: Orgasm denial)
29 October: Body control/system takeover. Controlling or hacking your partner's body, either via plugging in or remotely. (Alt prompt: Domination)
30 October: Wing kink/kibble kink. Wings, doors, wheels, antennae - it's all good! (Alt prompt: Size difference)
31 October: Free choice!
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canmom · 4 months ago
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inadequate definitions of a computer game
I'm a game dev! So I make these things called computer games. But what is it that I'm making exactly?
One simple answer is that a computer game is a string of data. That is, after all, what Steam sends you when you buy a game. The data consists of instructions, art assets, text strings, metadata etc which can be 'executed' by a suitable computer to play that game. And if you copy that data without paying the right person you're a criminal doing a crime etc etc.
But is that data the game? It can't be, because you can have completely different data that is still 'the game'. A Windows build and a Linux build of a game are probably no more similar than any two random binary strings. If you know what you're looking for you could correlate them piece by piece - that string of data represents that texture, which is present in both - but only if you know, and you decompress the data the right way etc etc. But they're the same game, because they do the same thing when you run them.
So it seems a computer game is defined by what it does rather than how it's represented on the computer. This isn't a unique property of computer games - consider how many ways you can encode a movie for example.
But which of the things it does define a given game? Computer games have a remarkable number of pieces to them, and as you soon find out when you're making one, they can all be swapped out pretty freely.
For example, a game's music is often a pretty integral part of 'the experience'. But you can easily mod a game to have different music. We don't usually consider such a modded game to be a different game entirely. Well, it's a matter of degree, it's not absolute... swap out a game's music and it's still the same game. Replace all the models, levels, etc etc as in a 'total conversion' mod and it is a 'new game'. Where we draw the line is ultimately arbitrary...
But this is pretty remarkable, I think. Most artworks in the Age of Mechanical Reproduction(TM) have a pretty fixed form. A movie is a sequence of images and sounds arranged in time, a novel is a specific string of characters. Computer games, though, are flexible things.
A computer game is assembled from lots of little elements. Each of them on their own might be more or less specific, but it's how they're put in relation to each other that gives a game its identity. You glue together these elements in the mind of the audience: play the song City Ruins (Rays of Light) and if you've played the game, it will likely conjure the image of 2B's dress, the feeling dodging the machine lifeforms, the story about the androids and their existential tragedy, all unified in this thing we call "NieR Automata". In another universe, we could imagine that some other elements were tied together in this way - another game that happened to compose the 'same song' with a different aesthetic or mechanics. But the game is beloved because all these things are considered consonant.
Computer games share this in common with film, comics, etc etc. - they're all combinations of other art forms. But computer games have this extra thing that's more or less unique to the medium, the element of direct interaction with some kind of mutable 'state' inside the computer.
At a lower level of abstraction, when you interact with a computer game, data is sent from a controller (keyboard etc) to be read by the game, which modifies some stored state in computer memory; another part of the program 'reads' that state and displays pixels on the screen. Which means there is this separation between the presentational aspect and the 'mechanics'. You look the screen and see a human running but I, the game developer, can 'know' that what's 'really' going on is that a capsule collider is moving across a plane, and we change the position and rotation value based on your input. Then, to 'draw it', another variable holds animation state, and we're sampling the animation data, and doing some IK, and deforming vertices on the GPU, and pumping it through a fragment shader and so on... but all of that graphics stuff could be swapped out and the game would still 'play the same' in the sense that the same inputs would change the game state in the same way with the 'same outcome'. There are even some games, like NetHack and Dwarf Fortress, which support many different 'frontends' which look quite different.
But which is more 'real'? We can't see the game state. We might say that given this game state we update this enum to the value we consider to mean a player has won (let's say... 0b00000010), but the only way that the player knows they've won it is if we display a corresponding message on the screen. That's the only reason we care, as well. The presentation is absolutely integral. All that internal state is just there to make sure that 'you won' and whatever other information is displayed on the screen at the right time to maintain the illusion that 'there is a game' which we're working so hard to convey.
And the state of the program is not exactly what we're trying to convey. The player is not imagining floating point values changing, let alone cpu instructions changing a binary field, or voltages in silicon; they're imagining an object in a location. 'A character jumping.' We are trying to make sure that fantasy is believable. Every layer has to work together to make this happen. Ultimately what we're creating is a rectangle of flickering lights but if we do our job well enough, and it's approached with a willingness to suspend disbelief, it will come across as something like a place inhabited by something like people...
So a game isn't any particular element of its aesthetic presentation, and it isn't the way its data changes in response to interaction. It's some kind of gestalt created from the two, only when a human interacts with the whole system, which allows them to conjure a fantasy in large part designed by another human - and have this external thing reinforce it and make it feel concrete. That's what it's my job to create. What a marvellously abstract entity...
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bloedewir · 10 days ago
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Dragon Age: The Veilguard
There's some post-game thoughts I can mark as spoiler ones. Read only if you finished the game.
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I love the game. Really. The grand finale was magnificent, the main plot idea is painfully touching and I adore the heavy weight of sorrow I bear after I finished the game. The best kind of bittersweet grief of possible.
However it doesn't mean the game is flawless. There's some stuff I didn't get at all.
Why there's no option to ask Solas about the Forgotten Ones? Like, hello, you have an encyclopedia of elven lore in your head, can't you ask a few optional questions about weird ancient guy you've met during the journey? Nadas Dirthalen? (Or it's because da5 is going to be about new dwarven and/or qunari lore and Forgotten Ones/Executors?)
You also can't say anything about the murals.. which is kinda strange. Why didn't Rook comment those mind-blowing revelations? For Harding, at least?
Evanuris. Solas' story is beautifully written, Mythal' story was also revealed more than before (even if she's in all 4 games) so we get to know her better. But Elgar'nan and Ghilan'nain? Fine, forget other evanuris.. but the spectacular duo? Spirits and demons are kinda the same, like two sides of a coin. Solas is Wisdom and Pride, Mythal is Benevolence and Retribution (as Morrigan said). Elgar'nan and Ghilan'nain are just.. bad? They're blighted and corrupted now but what about the past? Where's the duality of their personalities? No chance for redemption now because they don't want or need it, I get the idea, but the story itself? I wish there would be more about them. We do have something on Ghilan'nain tho, like: she created hallas but can't create them any longer and she has a full control over the Blight as if it's modeling clay (+ some Bellara' thoughts on a matter of "navigation" and "healing" and path Ghilan'nain chose for the People). But Elgar'nan? He likes tyranny. And he still had his hair. Uhm.. ┐⁠(⁠ ⁠∵⁠ ⁠)⁠┌
Romances. Can't say much because I didn't try all of them but Neve's and Lucanis'.. uhm. It doesn't feel like a written romance, y'know? Just a bonus lines so you doesn't have to feel lonely or whatever. Characters are on their own and don't have connection with Rook till the very end. There's no impact and Rook is, ironically, just an enjoyable side benefit™ but nothing more. Comparing to datv romance situation solavellan romance is hot as hell and full of content. And it says a lot.
Inquisitor. I do like how their absence was explained... yet Lavellan was robbed. I don't want to see a cringe Fade therapy session with Solas telling his tragic lovestory to a random stranger (Rook) and whining about just how much he misses his gorgeous wife (and I'm solavellan). But adding a few tiny details? The bare minimum: take the dai tarot card and place it on the wall in a music room. That already could've been much better. (mods mods mods 🤞🤞🤞).
Dialogue timing and triggers. I suspect dialogues are cool but I can't know for sure. In my first playthrough I didn't even know Davrin and Lucanis are not a big fans of each other before the Weisshaupt quest because I didn't hear it. DATV locations are much smaller than it was in DAI, so you just don't get the chance to hear those dialogues unless you find a trigger point and just stay there waiting to play all lines.
Some of that is not a tragedy and, theoretically, could be improved by magnificent people creating mods. But sometimes datv seems kinda unfinished like there's a missing puzzle pieces as if content was cut out with no replacement.
Despite some questionable moments and a bit of criticism I love this game regardless. It's dark and atmospheric, absolutely beautiful and mesmerizing. And analysis of Regret? Choices and consequences, acceptance, struggling, desperation, guilt..? The work Bioware did deserves to be highly appreciated. The final left me in tears, sobbing and grieving, and heartbroken - that's all I ever wanted of Dragon Age 💜
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literallyjusthereformods · 17 days ago
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Mod folder's cooked still, sharing photos of my sims from my gallery.
Not my preferred method, but I'm dying to share them! So anyways here's a mega photo dump.
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Cade E Cherrypop! (Normal/Ruined)
My love for sentient entertainment animatronics is one that will forever remain unshaken. Cade E Cherrypop is the sentient android mascot of Cade E Arcade! (Thx to the new chibi preset by @sdmsims, another little mascot will be along shortly as a friend)
After society collapses due to a zombie-apocalypse-plus, the arcade falls into ruin, and Cade E eventually reawakens in the ruins in her second withered form, sun-bleached, dirty and damaged.
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Xelleen Wisher
Xelleen Wisher's a gaming streamer in this world's analog to Twitch! Despite his anxiety disorder, he does his best to put up an optimistic and energetic persona for his audience. He really loves cute things, especially cats and small collectibles! He's also very, very good at videogames, dabbling in speed runs and challenge runs.
Xelleen was created by me as a very positive character. He combines physical traits that are painted as a stereotypical "neckbeard" image (acne, overweightness) with features of the "gamergirl" aesthetic (cute clothes, makeup, lots of pink.) He stands as his own person, defined by neither stereotype.
The bottom/last pic of the three shows his face without his makeup on!!
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Steelie Buzzkill
(Wouldn't Be Possible Without @sdmsims's Anime Mod!!!)
Ordered as an Incarnate (an Incarnate is a special type of android commissioned to be a real-word version of a fictional character) of somebody's OC, Steelie's shipment was intercepted after the law recognizing android sentience was passed. His company dumped him and his peers on the side of the road near a rural town.
Since he was freed before artificial memories were programmed into him, he doesn't know what character he's intended to be, and he really doesn't WANT to know.
He works at IHopTopic, the compound store that exists because in this universe, IHop and Hot Topic had some sort of business deal from hell that led to a combined location.
(Between you and me, his design SOMEBODY's fannon ship child OC, but I won't say more than that, nor do the medias his parents are from exist irl.)
The rest will just be character images with short descriptions. I'll likely make individual posts later on going in more depth!!
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Torren's a model! He models both clothes and makeup.
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Torren's photographer, and general voice of reason. They're bascially buddies.
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Aniyo loves hanging out in malls and drawing fanart for their favorite animes. Above all though, they love animals!! Their aspiration is to be a rescue caretaker for animals that need them.
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A small trunked rodent I created called a 'rummager.'
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It's too bad I'm missing the cc for this one, because I'd love to show their whole design in CAS. I really like this one. They have a lot to do with a certain collapse plotline.
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Owner of a tattoo shop. VERY supportive of their artists, and probably one of the best bosses ever.
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Tattoo artist working for Crim.
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Another one of Crim's hired tattoo artists!
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Third tattoo artist out of four in Crim's tattoo shop. (The fourth one's too short to show in gallery, sorry.)
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Runaway teen after something really bad happened at home. Navigating the post-collapse hellscape with her horse.
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Apex Zombie who's territory spans an entire abandoned city. It's antenna syncs up to the abandoned traffic cams, giving it eyes all over the urban ruins. As a side effect, the old digital billboards flicker to life in monochromatic imagery when it approaches.
@ssspringroll because I definitely used some of your CC in this. Idr where, but I DEFINETELY did. Also, you're one of my favorite creators, thank you for existing <3
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sciderman · 8 months ago
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Sci ngl i assumed you were a cis gay dude back when i was obsessively reading your spiderpool stuff as a teenager. I’m a gay trans man and your comics always felt like a warm hug, truly my comfort doom scrolling — so it’s kinda nice to find out we’re more similar than id thought
bless you anon!! it's a pleasure having you, and i'm so, so glad my comics can be a cozy comfort for you!! kissing you so sweetly
you know, it's kind of funny, i've had an overwhelming response of people who've said they've just assumed i was male by the vibes i radiate and i'm not entirely sure what it means. i'm know you all mean it very reaffirmingly but it leaves me with a lot of questions. like, questions that i want to do further research into.
is there a masculine dialect? like how there are regional dialects? is that a thing? i kind of want to study this now. can you tell someone's gender by the way they talk like you can tell where they're from? that is so cool if it's true. how do you type like a man. what should i look for? i don't know if i've ever assumed someone's gender by the way they type. i just look at their bio and it usually says. and i kind of don't think about it when i type. i type like me. but – i think maybe i pick up the way that i talk from the media i consume (comic books) which is kind of overpoweringly male. overpoweringly populated by male characters, and written by men, y'know.
i think the way i type here on @sciderman is probably softer and more femme than the way i write on the ask-blog. on the blog when i'm answering things as Mod i kind of intentionally mimic the tone-of-voice that marvel editors use. that's an intentional choice. so - when you read what i write here it's closer to my real voice, but over on ask-spiderpool i'm putting on an act. i try to sound like a marvel editor. i call you all True Believers! it's all a persona. i think one of the things that's my strength in writing is falling into voices - i think i could be an excellent ghostwriter, if i needed to be. so very crafty at mimicry.
as a kid i always, always always would mimic the characters i liked from the movies we watched whenever i came out of the cinema. i remember doing that all the time. and it was always boys. (except frenchie from grease. she was my one female gender icon. god everyone hated me for that one. i loved doing the voice. wanted to be her so bad. wanted the pink hair. everything.)
you know,, even now The Very First thing anyone asks me when they meet me is where my accent is from, because nobody believes i'm native to london. it happened today (twice). the way i talk is a little weird. my response,, off the bat,, it's because i watched too many cartoons growing up. so,, i guess maybe i idolised too many masculine role models, and probably didn't have enough female role models. i liked the boy movies better than the girl ones. i spent more time with my dad than i did with my mom. my mom wasn't a good role model. dad says that's probably why i didn't want to be a woman. i didn't have a good role model. (sorry mom). (he's right). all kinds of variables here. i kind of want to do research into it. also i should talk to a therapist.
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asexual-society · 4 months ago
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Can I just say I'm asexual without having to add that I'm also aromantic? I'm not against the split attraction model for those who need it but it feels like a double standard that when a gay person says they're gay, people know that it most likely means both romantically and sexually, but aces need to give extra information.
Sorry if this comes off as rude. I don't mean to offend.
You don't have to use the SAM at all, I know a lot of people go really hard on the whole 'not all aces are aro' thing and feeling like we have to specify we're aro (or characters are aro) so our aromanticism isn't erased, but I agree it can be a shitty double standard. Personally most of the time irl I just call myself ace, and online I almost exclusively use aro unless I'm specifically talking about being ace. Some people use non-SAM ace for this reason, but you don't even have to give that much information, you can just call yourself ace and be done with it if you want.
~ mod key
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mcytnpcshowdown · 1 year ago
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RULES, FAQ, ETC
What characters count?
This is a tournament for MCYT NPCs! This means no major characters and players.
As decided by our preliminary polls; pets, mobs, alter egos that are sufficiently distinct from the person playing them, and guest NPCs are all allowed.
The amount of qualifying characters will depend on the amount of nominations, but it's likely going to be at least a 48 character bracket.
This is not a sexyman poll. Simply vote for your favourites!
Rules of conduct.
This blog will not be reblogging propaganda, to ensure a fair fight!
Anybody acting particularly unsportsmanlike may be blocked. This is at our discression, but hopefully won't have to happen often. You've been warned, be civil!
That being said, as per MCYTblr traditions, voter fraud, bribery and propaganda are all perfectly fine. Just don't be toxic about it.
If two characters tie they may be requested to move ahead as a duo, but only if they're an established duo. You also need to like... send an ask about it or something because we don't see every tag gunning for a tie.
Feel free to ask/debate us about whether a character, mob, or object counts as an NPC. A lot of this will inevitably come down to mod discretion, but we're going to give everyone a fair trial!
We may not answer repetitive questions about how many nominations a character has.
Links & Plans.
Nominations: HERE (Closed) Preliminary Polls: Alter Egos Mobs/Pets Admin/Guest characters
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Poll asset credits:
QSMP Egg models by Cutey61665
Rusty/Copper golem from iRtaRyZ's datapack
DSMP Egg screenshotted from the map recreation by C1OUS3R​​​
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blackbirdffxiv · 21 days ago
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Hello. I'm new to modding my WoL and is Xiv archive the only place where I can find outfits for my WoL? I've been looking but most are paid on patron or Kofi and I can't afford to spare money :(
Unfortunately at the moment, besides XMA and heliosphere, there's no real obvious source for mods besides modders who put their content in discord or trello (mostly because they don't want to use XMA). I have my opinions on the state of modding these days but with how volatile the topic can get, I'm choosing not to comment on it.
I can, however, recommend some creators who do frequently release free mods. Bear in mind, I main a fem-based character, so my mods are aimed to models that use a fem-based body model (such as bibo, YAB, muse, etc)
These are some of my go-to for modders who, while do paid work, also release their work for free at some point, or even release free mods right out of the gate.
Also a note: if a creator uses YAB/YaRue/Lavabod/LaRue, they are obligated to release paid mods after a max period of 3 months, so always expect YAB-based mods to be free at some point (Aleks HAS been very clear about this and does not play around)
Liability - More for gothic attire, but caters to MULTIPLE body morphs for both bibo AND TBSE; their mods are usually only paywalled for 2-3 months before going free.
Solona - Solona mods mainly for bibo-based bodies, and at one point did paid mods exclusively for charity; after retiring and then returning, they now only do "paid" early access a la boosting their discord server. Their "paid" mods are usually locked behind nitro for at most a week before being put out for free. They primarily upload to heliosphere. Solona has also been updating their popular older works for Dawntrail.
Miette - Miette is a paid modder but she ALWAYS releases at least 3 free mods from her patreon a month for free (basically every month she puts three mods on her patreon, and then puts three out for free). Every month you're guaranteed at least one hair mod and two outfits for YAB, but she also allows ports to other bodies so expect some creator to possibly pick it up. Miette has been slowly going back as well to update their older works to work with Dawntrail, some even having dual-dyability after the update.
Alee - Like the creators above, Alee is a paid modder, BUT uses YAB-based bodies, so they always put at least 1-2 outfits out per month. They not only cater to fem-presenting bodies, but also use MUSE with AFAB/AMAB options for further customization. They've also been updating their older mods to work with Dawntrail.
Reiry - Reiry does the occasional port but does a lot of vanilla mashups, meaning they are free right out of the gate. While I don't use many vanilla mashups, I personally like a lot of their works for the aesthetics and think they do amazing work.
Cammy - Another vanilla mashup modder; I honestly fell in love with Cammy's work after they created their "Constellation" dress; they primarily mod for tall fems, but I like how they create such unique outfits with vanilla models.
Thornguts - Thornguts primarily works on masc-based models but some of their vanilla mashups as of late has honestly been making me want to get into modding a male character; also I cannot deny I am an absolute simp for the aesthetics they're putting out.
Chaosgremlin - Chaosgremlin has been absolutely killing it recently with cosmetic mods; they frequently put out not only makeup mods but eyebrow/eyelash retextures, eye textures, port hair, etc. And all of it for free; the only payment they take are for commissions and tips/donations. And to top it all off; their cosmetic mods are also made with POC/dark-skinned characters in mind
Khloris - Khloris is a vanilla-mashup creator I've recently been getting into; they make a lot of fem-based mods that are your typical cutesy/pastel lolita-doll aesthetic, but no less impressive to look at.
There's FAR more creators out there who do release mods for free, or who freely mod entirely, but these are just some of the ones I use and go to; I highly encourage other folks to tag in other creators who mod for free/do free releases as well if you know of any.
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zeondraws · 1 month ago
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I always wonder why I have been so busy the past months but then I remember all the things I'm doing with SWTD:
(this is more of a thought post about my life/thoughts/feelings than a lore post! Ignore if you are not interested in this, I don't mind)
Taking Screenshots
Multiple recording sessions (for audio or funny moments, and so on)
Multiple playthroughs of the game
Doing an AU for some reason
Drawing the characters (much art)
Also learning how to use procreate, while my big tablet is packed away until November
Working on a video project
Learning how to use OBS
Datamining the gamefiles for more info with fmodel
troubleshooting fmodel because it's showing me the middle finger for the billionth time
learning how to use a dumper to get mappings file (to view files in fmodel)
learning how to install mods and learn how to use them
troubleshooting my pc or laptop because of my silly shenanigans
rebuilding the models in blender while simultaneously watching blender tutorials to understand what the hell I'm doing
read about TCR's other games and play them (I still have to play Little Orpheus)
Trying to research movies or any blogpost/YouTube posts regarding the game
Other types of research that I can't think of right now
Sharing results with others and discuss the findings to figure lore out
confusedscreaming.mp4
????
It has a lot of reasons why I am super determined and stubborn? when it comes to something I'm passionate about. (It's really hard to explain)
Family always dismissed my hobbies and didn't support me much for them. They often gave me false promises and made me wait for nothing
Often treating me like a baby, as if I can't think for myself. I had to fight a lot for my passions the past decade or so. Even dealing with a former coworker who was very manipulative and tried very hard to belittle me.
I can't even explain all the stress I had to endure because of my old job. Constantly monitored for mistakes, constantly shoved to a corner, freedom taken away, bullied, my feelings had been manipulated so much that I just.. had entire months where I cried every single day. And I'm not even kidding, I went to work in fear, I walked home in fear, I woke up in fear. I still remember that evening where I was so afraid of everything. I was so scared to even be in my apartment, I just balled my eyes out because it was too much at that moment.
Only thing that kept me going was my determination, hope.. daydreams. . and seeking out help (therapy, friends) and using the anger I felt for my coworker to work on my art/passions and show myself that I'm not worthless.
Sometimes my coworker would treat me badly on some days, so after I went home I used my anger and sadness to make art. Even if I sat there drawing for 5h. It did help me to improve a ton in my skills.
I think that event made me go through this journey of? self reflection and growth. It's wild how much happened after that.
Family wasn't helpful in this painful time period, one told me I'll end up alone, that I shouldn't talk to people online or that I should be happy to have a job (Talking to family is like talking to a wall). Or another family member who tries so hard to treat me like an object.
It fills me with anger, but they're all I've got. I thankfully have many friends I can go to when needed, but I wouldn't be able to fully abandon my family. It's probably because I felt so down when my mother passed away over two years ago. I haven't talked to her in years because of her mental condition, but her passing hit me badly.
I have struggled for a while to work on other skillsets because I was too afraid, doing videos, blender, drawing humans idk why, maybe no confidence in myself to try it out
.. Suddenly swtd gets released and my head does a 360 and is like "I'm going to learn all of this now, hold my bear". Using my obsession about this game to learn something new, which helped me overcome so many hurdles. Like the amount of times I threw myself out of my comfort zone while I tried to fiddle with the game.
Like, look at the difference in my human art
This is the first time I drew Muir like.. I forgot when I drew this, two months ago?
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And then like this is from a few days ago
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... *compares* I don't know how to explain the difference, I think there is one-
Like,. It's hard to compliment myself because of the sheer amount of stress I endured over the year. I've been out of the old job for 3 weeks now. I'm so glad I'm out of there.
I remember how I always wanted to draw an entire dragon, not just a bust. And look I ended up drawing one!! Ok with Roper's head but yea!
I think family difficulties and other events made me feel very detached from others. I never felt/feel like I belong anywhere. I moved so often that this feeling persisted. And it may persist for who knows how long. I only recently got a diagnosis, I have a form of depression, but it's somewhat mild. Hence why I'm still able to perform in daily tasks and work. Tho I don't want to use my condition as an excuse, I rather just want to show that I'm capable of something. That even people who struggle mentally can find success in what they do.
Life throws so many hurdles but I think I am slowly used to living in the chaotic environment. I keep drawing and work on my hobbies while I wait to move apartments.
I try very hard to change my mindset even tho my mind had been so used to the negative spirals. But I try to stay determined and keep on learning. I am not all knowing and I need to remember that mistakes are ok and that I need them to keep learning and have progress.
I've been pushing aside so many thoughts while I messed with the game. Even tho it's 2AM I needed a quiet moment to think about it all.
I am very open with my thoughts and feelings, it's what I usually do on my Instagram account when I post my art.
Tomorrow is another day to learn something new.
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cripplecharacters · 5 months ago
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This might be a bit of a weird question as I know this isn't a drawing blog, but do you happen to have any pointers for finding good reference photos for drawing cane users? I'm having trouble finding interesting/dynamic poses, and the vast majority of pose generator sites I've found don't even show people with mobility aids. Stock photo sites and google are also limited in their usefulness, mostly giving me very stiff poses. If you have any tips that would be great.
hello dearest asker!
I tried to be an artists once upon a time so let me direct you to some things that might help! Here is an excellent post written up by @deoidesign shows how motion and functionality with a cane works. Here is a post by @sparrowsocks on the cane design itself and the practicality of it. Here is another "How To" guide that is a bit more simple but covers how the hand changes with different handles.
Here is a reference of hands gripping cylindrical objects that I think might be a little helpful. Grabbing a cane or just moving it are all things that go into it too.
If you're going for more a historical setting, Here is a library of sources of historical walking sticks and canes. That source is more novelty canes and not for practicality for a mobility aid, but Here is another source for History and it has more practical canes.
Also things like old photo rolls when film was just becoming what we know today could be something helpful too.
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[Image Description: A black and white picture roll of two sets with twelve frames in each. The first roll is a side angle of a man holding a can and walking then taking a right turn and walking back. The second roll is a backside angle of the man walking with the cane and then taking a right turn and walking back.]
We can see for example in the first two frames how the opposite leg moves with the cane.
And of course we have more photos from the Victorian era of men with canes. Granted canes were used largely for fashion but a lot of people did use them for balance and such too. Also they're good references for poses while holding a cane.
Another thing I can recommend is just watching videos of someone using a cane. Look up disabled YouTubers or people who do physical therapy videos and they show largely how movement with a cane should look and more.
If you're looking for dynamic poses I would recommend looking up cosplayers or models who are disabled and use canes. But also looking up disabled actors that use canes or similar mobility aids and go through their filmography is another good way to see references. A lot of disabled people who are artists also post their own photos and videos for art references specifically too.
One last thing is how the character holds their body and what type of cane they need is gonna depend on how they are disabled. Working that out and doing more research is gonna change some things. But also even though there is a proper way to use a cane, some people use canes in different ways to suit their needs and comfort. The biggest example in media is House from House MD and while Hugh Laurie isn't disabled, he does a pretty accurate portrayal of someone using a cane in an alternative way. I personally (when I was getting fitted for one) would use my cane very much as House does, and other people have said much the same.
Hopefully this helps in some way and your fellow artists may be able to throw more help in the notes. Happy drawing!
~Mod Virus 🌸
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eruscreaminginthedistance · 8 months ago
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Seen lots of talk about this going around lately so thought I'd put the sparknotes of this interview here for posterity.
Baldur's Gate-specific questions:
Swen reconfirms they don't plan to make any DLC or sequels to BG3; they made a start but didn't feel like their hearts were in it. They now have two other games they want to make instead.
When asked if they had plans for a Divinity: Original Sin 3, Swen replied: "Yeah, I can't tell you. No, it will have its proper moment. Hopefully nobody's going to leak it for us, but it's different than what you think it is, but it is still familiar enough for you to recognize that it's something that we are making."
Astarion was originally planned to be a Tiefling.
Ketheric Thorm was intended to be a companion.
Locations that got cut included Hell, Vlaakith's Palace, and Candlekeep (Dx).
BG3 characters now belong to Wizards of the Coast, not Larian.
There were apparently 24 different variations of Shadowheart getting the artifact to you (not sure if this refers to development or the release version of the game).
When asked about how Act 1 was very polished and well-received, but Act 3 had issues, he responded "Yeah. I know. Yeah, one day I'll figure that one out.".
They're currently working with Microsoft and Sony to start rolling out curated mods for console versions of the game.
Epilogue content is still being worked on. They plan to give each ending a full cinematic, and are currently working on the evil endings.
Cross-platform play is still in the works, but it's difficult to implement.
Swen's opinions on the current state of the games industry and general development under the cut:
Lots of righteous rage from Swen about the mass firings in the games industry and how they don't contribute to making good games.
"But because the ones that are making those decisions don't play the games, don't understand the ethos, they don't care about it. They don't understand that fundamental truth that that's in there. It's just, oh, well, it's a technical artist, we can get another technical artist, whatever. Also, who fires their technical artists?!"
He believes that AAA games with massive budgets can be sustainable for the industry because the audience is there, and because these types of games can fuel progression and innovation.
Believes the lists of upsides to early access is way longer than the list of downsides; "it is the model of the future. I mean, it's not only for your mechanics and your balancing, but even your story gets better. You see how players resonate, what they're after."
Swen's stance on AI is that it is a tool to speed up certain processes, but that it couldn't replace the creative elements of development. His current approach to speeding up artistic development is to hire more concept artists and writers, rather than using generative AIs. He does believe that it has a place in the future of game development, though: "I don't buy the full NPC being generated, but most likely everything will feel the same. So I buy more that there's going to be something that's crafted, and then you'll have AI that plugs into it to augment it. And it should be done in such a way that it's invisible, so you don't know that it's shifting around."
Remote work doesn't seem to be feasible for a game of BG3's scale. In their period of working from home, Swen noted that it was a much easier time for senior devs than for the juniors, who needed mentoring, and they had communication issues during this time as well.
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ntdramaqueen · 4 months ago
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Stories from South Downs' Cottage: A Good Omens TS3 Project Remake
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After saving the world once again and having resolved their feelings, Aziraphale and Crowley decide to settle down in a South Downs' Cottage to build the precious and peaceful exsistence they've always dreamed of.
Hey ho! I'm back and I bring you cottagecore husbands v2.0 If you were here before, then you've heard about Chronicles of Ineffability - a project that I've started a few months ago. And never finished. Life's a real bitch sometimes... But! The pause turned out to be necessary. I admit I wasn't entirely pleased with how I made Aziraphale and Crowley at first so I decided to give them a make over. They're still pretty much the same, but this time I made sure their facial features wouldn't look as sharp and buggy as it used to be. + Changed the hairstyles a bit, shopped for more realistic wrinkles, modified their bodies with cc sliders and - most importantly - added body hair. Very important, that. Very important.
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The cottage is the same one from before by gorgeous Frau Engel. It was love at first sight and I think this lot is perfect for Aziraphale and Crowley. The only thing I intend to change is the inside of the house by removing some furniture and decor as if they've just moved in.
Gameplay
The story takes after hypothetical season 3 of "Good Omens" (filming starts in January - wahoo!) where Crowley and Aziraphale are supposedly to prevent The Second Coming from happening. Since the wait for season 3 is quite torturous - especially with that devastating season 2 ending - I thought it'd be great to "write a fanfiction" in The Sims 3. Don't worry there'll be no angst (except good old sims' love for drama), everything is to be quite the opposite: fluffy, funny and romantic. A few points:
I made Aziraphale and Crowley witches so they can perform miracles.
Naturally, they are not supposed to have basic human needs like bladder, hunger, hygene, ect. But, as far as I know, Crowley sleeps occasionally while Aziraphale likes to consume human food (even Reign of Terror couldn't stop him from having some crepes!). That's why I plan to somehow customize ts3 needs to suit the gameplay. At the end of the day, there's always a roleplay.
Crowley will grow plants but won't work as a gardener. However, Aziraphale will try his hand at the magician career track. The best thing is - it's a playable job! We will be able to see the Amazing Mr. Fell in action.
Possibly will add more Good Omens characters as the story progresses.
Characters' Traits
Crowley
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Hot-Headed
Green Thumb
Hopeless Romatic
Rebellious
Dramatic + [hidden trait] Immune to Fire
Aziraphale
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Proper
Excitable
Neurotic
Bookworm
Perceptional
What's to come?
Aziraphale and Crowley sims models. Since some people have been asking me to share my sims, I plan to upload them here soon with all the mods I used. Not sure if it'll be all-in-one pack or you will have to download each mod separately since I'm SO VERY afraid to break my computer while trying to merge mods together. But! One way or another, I promise you I will give them to you, haha.
Lots of beautiful screenshots. And not just that, but many fun dialogues and a captivating story.
An animated series (?) - that is, a machinima of sorts. But I'm still not sure about this since it's a serious business and I'm notorious for starting and never finshing.
VERY unlikely, but perhaps my own Good Omens mods. You see, it was so damn hard to find a suitable cc for this project so I thought why not make my own? The problem is, I've never done this before. I'll have to learn Blender to make my wishes come true. And perhaps I will. And IF I do, I will gladly share it with you.
Stay tuned!
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veryflirtytransportalate · 8 months ago
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THESILVERSHROUD
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"The Commonwealth will tremble before the might of the Silver Shroud." - The Silver Shroud, but actually just Sizzel
< PREVIOUS > . . . < NEXT >
It started with a ghoul. A kid. A radio.
Next thing I know I got a dame barking at me, legs like an advertisement, red dress screaming danger in the best way it could: "I knew you'd get yourselves in trouble," she said, eyes like daggers beneath a layer of smothering fear. Did I mention she was a woman? Yowza.
I snuffed a cigarette under my heel, another lit one already between my lips. "I am trouble." I tilted up my hat with the tip of my shishkabob. It fell off. No one said anything. "Where they got him at?"
"It's playing on the radio, oh, such a horrible looping-"
"Hey," I interrupted, "I took off my Pip-Boy to put on the costume. I ain't got radio."
"They're at the Milton General Hospital."
"...cool."
"Do you know where Fallon's Department Store is?"
"...how could I not?"
There was a pause.
"...hey ...Piper? ...hand me my Pip-Boy, will ya?" I sighed, and took out another cigarette. 200 years old, just like me, and fresh, just like me, but it's another source of death, a third similarity. The old world and the new are two sides of the same token, and the subway is here, and the conductor laughs.
The client laughed. They always do. "Need a light?"
I pulled closed the handle on my shish', the gas powered blade roaring to life as flames rippled like a wave of hungry lions. "Got one." The howl of the fire alarm drowned out the barks.
'This is... sorta just how Nick acts normally,'' I realized. I leapt without another word into the dark outside.
< Previous > . . . < Next >
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First: Sizzel's signature weapon is the shishkabob. Did you know that? I keep it in a separate place to all other weapons I find, because it's her thing. It's why she's called Sizzel (in universe, again, out of universe, the name proceeded the signature). Lil' fun fact for ya'.
Second: The funking hair keeps clipping through the goddamn hat. You can see it in all those pictures, the black and white hardly hides it.
So glad to be done with this quest chain. Cause of the hat, mostly. Wish I got the bonus to damage from just the outfit and the tommy but no!
It did inspire me to open up Outfit Studio and see if I can't make some of this ship work. I know, if I'd done this before the pictures I'd have fixed the hat but I didn't realize how much the hat was destroying my soul until I saw these pictures come out so good.
A lot of things I download don't work for me: I like to make my characters kind of on the big and wide and stout side of things, but many mod creators seem to ere either on the default CBBE body shapes, or like, this model runway super super skinny look. Neither is inherently bad or wrong or evil, I'm not that whiney (I mean I am but not about this... at this moment, at least). It's not what I'm going for, though, so shoulders and upper chest and thighs always poke through, while cup sizes seem to run by default in the Double J area, and we're working with a solid A here.
Apparently Outfit Studio will let me actually augment individual outfits to better fit the body shape I have set up through Body Slide. Okay. Integration Cool. There's... not an obvious batch build function.
So this might... take a while.
See you on the other side, I guess.
< Previous > . . . < Next >
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theambivalentagender · 1 year ago
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My Comics Process
I've seen other people post an overview of their comic making process, so I figured I'd put up my own for Valley Echoes. Fair warning, a lot of this is probably good examples of what you really shouldn't do. There's bits to it I need to tweak. But overall this is just what works for me.
Step 1: Borderline Maladaptive Daydreaming
I have a general outline of upcoming comics and plot points, mostly in my head, partially written down in a Notepad file named "ejfiejfeij." Sometimes I'll see something like an incorrect quote or headcanon that inspires a part of a comic, and when that happens I'll try to take note of the original creator of said inspiration to credit later.
Several of my comics have been literally inspired by weird things that have happened while playing modded Stardew - one good example being this bit.
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Step 2: Sketch Concept
I don't always do this stage in full for every comic - sometimes I just know exactly how things are going to go. But a lot of the time I like doing it because it's a quick way to note down specific visual ideas I have for upcoming comics so I can save time once I get to them.
Funny enough I don't really write scripts for my comics. Again, probably something I should do, but I find writing out scripts actually makes it harder for me to get ideas out fluidly. A script feels like I have to lock down a lot of details right away - that isn't necessarily the truth, it's just how it feels for me, and can result in me not being able to just get the ideas out of my head.
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I purposefully keep this stage very, very simplified and loose, mostly for the above reasons. The idea is to keep as much detail-oriented thought away from this stage of the process as possible. You'll see I use certain quick markers to differentiate characters - Shane's sideways hair triangle, Emily's curl, Clint's beard, and Zeke's zig-zaggy hair.
I may write down specific dialogue lines that I know for sure I want in the final comic, but mostly it's just general dialogue ideas or reminders to myself what the "bit" is supposed to be if it's not immediately obvious. I'll add small direction lines if they're important, and quick speech bubbles as a reminder that a character is talking offscreen.
Apologies for my abysmal handwriting. It's readable to me, and in this stage that's really all that matters.
Step 3: Detailed Sketch
This is the part where I finally sit down and take a couple of hours to do the initial comic sketch. Sometimes the final version of this won't entirely match up with the concept. Rarely, I've added or removed panels up until the final image. In most cases, though, this is where the overall comic gets locked in.
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I use CSP's 3d models and assets for most of my scenes. I have saved models for each of the characters' proportions, which I find is super great for keeping relative heights consistent. Most of the time when I need props or other set pieces in a scene I'll just use various primatives, however there was absolutely no way in hell I was going to be able to pull that off for the camera, so that's its own asset.
I don't carry my notes over from concept to this stage, I mostly just refer back to the concept layer when I need to add those bits. I've been trying to get more in the habit of sketching out word bubble blocks at this stage to get an idea of how much space I need to leave in each panel. I didn't do this for this comic, which did lead to issues with the one panel where Zeke is trying to walk naturally, but oh well.
Step 4: "Inking"
I like to call this stage "inking" but it's really doing the final clean up layer. This is where I start messing with vectors.
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There's actually a lot of steps to this that I can't quite show in this final layer version. Here, I start with just drawing over the lines in the detailed sketch layer with my "inking" pen. I try to keep my lines clear and tend to draw over crossing lines so I can erase the overflow later for a cleaner look. Throughout this stage I'm doing a lot of line adjustments, simplifying where I can, just to make the next part easier.
After I've done all that, I'll go back and adjust line thicknesses. I could probably do a whole post on that alone, but in general I lean toward thicker lines, thickening the lines of clothing, hair, eyebrows, and eyes in particular, as well as thinning wrinkle and other small detail lines.
Step 4: Base Color
I have a pallet of base black-grey-white colors for Valley Echoes, each of which I use consistently for different details. For example, nearly all characters get the same "skin" color (exceptions being Maru, Jas, and Demetrius, who each have their own). Zeke and Shane's hair and common outfit colors are also saved, as well as a few for other recurring characters.
Other than that, I try to "color" according to what needs to stick out in a scene and just trying to make sure grayscale tones aren't too similar next to each other and muddied. If two characters are going to be standing next to each other frequently I try to give them noticeably different shades in their clothing.
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The process for this is slightly different for in-color comics. I also have pallets saved for those comics.
Step 5: Details
This is where I'll go back in and add other details that can't simply be added with fill and other tools. In this case, I added Shane's stubble, the blushing in several panels, and Clint turning blue with effect lines.
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This is also where I'll add a background. Again, I try to keep the backgrounds so that they don't muddy the foreground elements.
Step 5: Dialogue
This is the bit where I'm likely going to do some revamping in the future. CSP's base dialogue tools are...not great. I'm considering finding another program for doing this bit.
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I've also been trying to learn more about methods for dialogue bubble placement in general. This is the bit that can be the most frustrating for me, but overall it works.
How to write the dialogue itself would probably take up multiple posts in of itself. It's a bit instinctual to me because I have much more experience with writing in general. There's also a lot you can say about how splitting dialogue into different bubbles changes how those lines are interpreted, etc.
In this case, a chunk of this comic is taken directly from the original SDV scene, slightly altered for timing purposes. When it comes to canon scenes, it variates on how strictly I follow the dialogue.
After this step, it's just splitting each of these into separate images for each panel and uploading to Tumblr. And I guess that's my very messy, still in development process.
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