#tutorial 1 example
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Two different settings here.
The top clip was rendered and optimized into a gif with this code:
for i in *.mp4; do ffmpeg -y -i "$i" -sws_dither bayer=5 -filter_complex "fps=30,scale=540:-1:flags=lanczos,smartblur=1.5:-0.55" gifs/${i%.}.gif; done
Then the second one using this code:
for i in *.mp4; do ffmpeg -y -i "$i" -filter_complex "smartblur=1.5:-1" gifski1/${i%.}.mp4; done
Which sharpens the frames of the MP4 clip, then this to make the gif:
for i in *.mp4; do gifski --fps 23 --width 540 --quality 100 -o ${i%.*}.gif "$i"; done
The differences are way more apparent on mobile. The bottom gif has inkier blacks, overall handles the original colors better, and doesn't have the very obvious dithering that the top gif does. However, it's also a larger file size at 7.3MB vs. 4.3 MB—but those are both pretty good amounts of compression for a 3.25 second gif. If you wanted to do a long gif (like 5-6 seconds) you could probably still upload it using the first code.
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for i in *.mp4; do ffmpeg -y -i "$i" -sws_dither bayer=5 -filter_complex "fps=24,scale=540:-1:flags=lanczos,smartblur=1.5:-0.75*" gifs/${i%.}.gif; done
There's a very aggressive sharpening effect here which is part of it.
These gifs would be too large to export with the custom pallet filter.
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Sam's Motivations 6/? | 1.12 "Faith"
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lil-gingerbread-queen · 5 months ago
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Later, Bruce finds him climbing the cave to join the bats.
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milkbreadtoast · 7 months ago
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what’s your process on rendering hair? i love the way you draw you’ve got gorgeous colors and artstyle plus the way you draw hair is so detailed and natural looking, love it :D
thank you so much!!! that means a lot!!!🥹 i have diff approaches for coloring diff charas hair (eg cedric vs jesse)... but the way i draw hair/hair shines is heavily inspired by cardcaptor sakura(1998 anime)..!! (mentioning bc maybe u could get insp too... ahh it's still so lovely...)
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as for my process... most of the time i just do base color + shadows(*often too lazy) + hairshines... and again i learned a lot from studying ccs and yyh...
i color jesse's hair the most detailed i think... i mentioned before that i learned how to color golden hair(for jesse) from looking at these rapunzel screencaps lol... like looking at how the shadows and highlights and colors look... i think these 2 were the most helpful to me bc it shows the same hair in 2 diff lighting conditions (in shadow + stepping into the light)
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my fav part of drawing golden hair: going crazy with highlights!!! that rly enhances the shiny golden look...the highlights r the diff btwn the 1st and 2nd pic there^ also tip: darkening under the highlights rly makes hair look shiny! (same for fabric)
a v important thing to keep in mind when coloring hair is the form..!! as u can see from those screencaps the highlights r created from raised areas... like the waves in rapunzel's hair and the top of her head... so keep in mind the shape of the hair..! (same thing for the shadows)
as for black hair... it depends on my lazyness lvl dkfbdm sometimes i create the hairshines with negative space by painting individual brushstrokes in black and other times i just color it like other hair (fill in the black base color and add shines on top)
i learned how to do the former from observing webtoons, manga, other artists etc... ex: (from lilac 200%, yyh)
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was this helpful at all... i really do mean it that sm of what i learned abt coloring hair comes from ccs🫡
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lazycranberrydoodles · 8 months ago
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I am now opening custom Ace Attorney sprite commissions!
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I have 3 open slots.
Depending on how the initial slots go, I may or may not offer more. DMs also welcome.
>> Commission form! <<
Details
What exactly will you receive for $60?
Two 12fps looping .gif files in an Ace Attorney style, one talking and one idle, of the character of your choice from the waist up. They can be in pretty much any still position, but I get final say on whether something is too difficult or too complex. I will work to make the sprite as accurate as possible while adhering to the style.
What will you receive for $20?
Either a short 12fps animation of your character or another two looping gifs (talking and idling) in a different pose/emotion. An animation can be combined with talking. For example, this Wei Wuxian MDZS would be $80: $60 as a base price (standing still and talking) with $20 added for his hand gesture.
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This set of Lan Wangji MDZSs would be $100: $60 (base price, neutral animation) + $20 (happy) + $20 (displeased).
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What counts as a "slot"?
Art of one character, no matter how many pieces I was commissioned for.
For more examples of my Ace Attorney-style work, here is the masterpost for my MDZS x Ace Attorney crossover series, which I have been adding to for a while now. Here are Kabru, Miku, and Hela Vitrum (my most recent commission). They are a good example of the base commission -- a looped talking gif and a looped idle/blinking gif.
Policies (read this before filling out the form!)
I am not affiliated with objection.lol. The sprites *can* be used in the program to great success. However, I will not guide you through creating a case in objection.lol. There are a lot of tutorials available. I am selling animated illustrations of your character and nothing else.
I am not affiliated with Capcom or Ace Attorney. My work copies the style of original games. In many cases, I have referenced pre-existing animations or sprites.
Just in case, I'm limiting the max number of pieces for a single character to 3 poses and 1 animation ($120) (so I don't get bored drawing them over and over again). One person can commission me for multiple characters but they will count as different slots (i.e., you may commission the max amount of work for Blorbo Bingus ($120) and also commission two poses for Dworbo Dingus ($80) for a total of $200, counting as two slots).
It is my privilege to take or refuse commissions at my discretion.
Depending on demand, I may adopt a first-come first-served waitlist system, but I really can't know at this point.
Payment depends on the price of the commission, but in general I will not start the piece until I am paid via Paypal. Venmo is a secondary option. My prices are in USD.
Once I get started, I work quickly, so any changes should be requested at the sketch stage. I will work with you to get it right. Once I have started work a piece (once planning is finished) I will not give refunds. Finished piece(s) should be done within a month of finalization (you giving me the go-ahead to start).
Filling out the form does not mean I have accepted the commission, but it does mean that I will contact you in a routine way about it.
These commissions are intended for personal use. The pricing reflects that. Tell me if you wish to use a commission in a monetized way, as that will require renegotiation.
If you wish to communicate with me about commission work without filling out the form, my email is [email protected]. I am not planning to offer commissions other than Ace Attorney sprites at this time. I will reply within the week.
Communication via tumblr DMs, asks, or comments is welcome!
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I have recently received another ask about my canvas pulling and since I've been thinking about making a serious tutorial for a while now, I took the opportunity to take some pics and vids while finishing the tree. Do please enjoy :3
1. Why pulling out canvas at all?
Primarily, this is a fantastic technique to apply cross stitch patterns directly to the item you want OR to make patches from old jeans, like this one:
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With small patterns I usually don't bother to sew the canvas prior to embroidering, like with the pupper above. In case of the bigger patterns, I usually sew it lightly on the edges just to keep the canvas in one place. The more stretchy the material type is, the more important it's going to be to keep it in place.
2. Why not use a soluble canvas?
I'm sure you can and that they'll be as successful as the regular one 😁 However, as I mentioned in my previous posts here and here, I prefer to err on the side of cheaper, hence the tutorial.
3. Okay. I'm convinced - I even have a pattern embroidered on! What's next?
With small patterns (like the doggo earlier) it's going to be pretty easy. You just pull the threads one by one - preferably starting on the thinnest part of the pattern - and you may not even need the pliers. The fun (?) is with the large pieces, because the canvas has on average quite fragile threads and they like to break. Note - the canvas I'm using and I suppose most of the existing canvas types, will have four threads per one embroidery row. It's usually easier to pull one first and then the other three, bit that may vary when, for example, you managed to pierce the thread during stitching phase earlier 😉
If you were already careful during the stitching, you paid extra attention to embroider EXACTLY between the canvas threads and avoid piercing them at all. There are two benefits to that being extra careful: one, it's easier to pull it out later; two, the stitching gains an extra precision to it (and it looks great!). I recently discover that the round tip needle is making it much easier and if you're interested, there's a separate post about it as well!
On to the process! You can see from the pictures how I started with cutting out a piece of canvas that I can later reuse for something small (recycling is my hobby 🤷🏻‍♀️). I also pulled loose threads from around the tree:
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Next part was to clean up the trunk and the grass on the right:
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I then cut off the excess to avoid the threads tangling and slowly moved to the sides of the leaves on right and left:
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You'll notice that the last photo has the thread pulled halfway through the pattern. That's because on this stage it's usually impossible to simply pull the thread out - even with the pliers it is just going to break off. I use a needle to pluck it from between the embroidery like this:
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If you're more of the visual learner, I made this vid that I hope explains the process in more detail. You'll notice that I'm using my fingers and not the pliers here, because it's faster than to switch between tools.
And finally, when you're left with single direction threads like these, it's just a matter of pulling them out one by one.
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And that's it! The final product looks clean and neat, AND you will notice that without the canvas beneath it's also getting a bit of volume that looks cool (and helps even out small mistakes you may have made along the way).
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Thanks for reading this far! Let me know if there's something else I forgot to explain 😊
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yourlocalbirdie · 2 months ago
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Long awaited Hera's mask tutorial (no cat base, low budget)
example of the masks I've made, here:
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Author note: I have a 3 year experience, and I got used to making gear like this, so if you are trying masks for the first time, you might find some difficulties.
also, the whole thing Is REALLY "trust the process"... Anyway here we go!
You need: Cardboard, paper(optional), hot glue gun, felt/something to fur it/any material is okay if it works, foam (optional), basic tools like scizzors
1. Cardboard forming
You need a piece of cardboard that's kinda a little bigger shape than your face, and measure where the eyes should be, so you can see well.
you can make the mask symmetrical by bending it in half, but it's optional
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the first picture down there shows the back of the mask, don't be scared to pull it in and out, I'd say, you need to form the mask shape with your fingers VERY GOOD.
it really depends on what species you wanna make, I'm making a snow leopard rn!
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you can even cut it almost in half, and shape it to your liking
2. Texture
for this part, when you have your BaseOfTheBase ready, you need to make it more 3d, so it doesn't seem flat. small pieces are a key.
u can use various materials to recreate the real look, for example - foam that is easy to work with, and maybe more cardboard pieces layered on eachother. also you can use the pieces to glue the whole thing down together so it's sturdy.
I smooth it out with paper too, so the fleece/felt/fur sticks better to the mask and doesn't leave unnecessary bumps..
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you use the bends like that to create a 3d effect, and expand the mask a little.
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That's what I came up with! I added alot of paper pieces to smooth it down ^^
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3. furring/felting, and the final touches
this part may be kinda tricky, so i reccomend you to watch various of felting tutorials on cat masks, cause this works basically the same!
I didint take any more photos rly, but here's the final product, and only felted one. (the nose is made out of hot glue)
I don't really want to elaborate on how to do the patterns, since you're the one who's customising the mask, but I like to use alcohol-based markers to make them! acrylic paint is also okay ^^
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I hope I helped in some way !
If you have any questions, feel free to ask <3
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knife-eared-jan · 2 months ago
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Ok, as much as I have been hyping and playing 12 hours a day since it got out (still in Act 1 though, bc I'm a slowass player and completionist), I feel like I have to say something that is getting hard to ignore at this point... and I wanna preface this by saying that I am loving a lot of aspects of the game and I adore the writing when it comes to the companions, who I am obsessed with.
And maybe this will get better yet, as I generally heard the writing picks up once the story progresses beyond picking up all companions..
But I'm starting to get quite upset at the way the writing just does NOT care about the established lore and the politics of Thedas like at all, when to me - and many others - that richness, nuance and depth of the world is what makes the games so special.
(Spoilers below)
I looked past the way the elves in Arlathan just seemed to know that their gods are evil and Solas is "kind of a dick" but was right about that. When, you know, that made him basically the Satan of their pantheon up to now.. It was after all the tutorial stage of the game and I understand that you wanna ease newcomers into the lore. I could also handwave it in-universe with Morrigan being there - she could have filled the Veiljumpers in on the discoveries of the Inquisition or even what the Well told her.
It felt a bit weird that our contacts in every other faction just accepted this huge revelation without a blink, but again it was the early stages and I also get that having a discussion about it 6 times with different faction leaders would have been incredibly tedious. So I ignored that. And yeah, at least the First Warden found it hard to swallow.
The fact that they brushed aside the gods finding elven subjects - many of whom after all still worship them - with one sentence from Solas was disappointing though. Instead they chose to ally them with the Venatori and the Antaam who are the pure evil factions with no nuance or motive to side with them besides a comic book level of hunger for power. They didn't even throw in a sentence about the gods maybe speaking to the Venatori through the Archdemons to get them on their side or how it's very ironic that the Venatori, who want to make Tevinter great again, stoop to working with the pantheon of the people they oppress because they see them as lesser and other. No political exploration of the massive lore implications at all.
It really hit me when I picked up Davrin and he commented how Elgar'nan and Ghilan'nain blighting the world would really endear us (elves) to the rest of Thedas - this was the first time anyone actually mentioned the political impact of the elven gods being real, freed, evil and blighted on modern day elves at all, when this should be HUGE. It should be ugly. It should be complex. It should be explored in as many examples as bloodmagic and the oppression of mages was in DA2. It should be a central point of Act 1. (This btw made me love Davrin so much in that moment because this was the first time in the game for me when I actually felt like talking to a Dragon Age elf and even just that one line felt like home.)
And now I just did Taash's first companion quest and it seems Qunari lore is also being ignored (except for the gender aspect of it, which I look forward to). Taash's mum was a scholar and had a baby and the only problem about that was that it could breathe fire and was special but otherwise all would have been dandy? Like she would have just been allowed to keep Taash long enough to find that out about her baby if she was living under the Qun? That directly contradicts everything we know about how the Qunari's culture around reproduction and childcare works.
Sorry to be negative and talking myself into a rage - I know it's not something people want to see rn. But like, I realise you have to brush over some lore intricacies for brevity and to make it digestible for new players. But this is a world initially inspired by Wheel of Time and ASOIAF, both of which are interesting because of the depth of ficitional cultures, lore and politics, and hence it's also what gives Dragon Age its appeal. And now they take us to the most politcally interesting areas on the world map and just get rid of all of political depth?
That's really disappointing. Imagine if Winds of Winter dropped all political themes just because there's several previous books and it's been some a lot of years.
Also, I managed to play DA2 before I ever played Origins and they could introduce me to a vast established background of lore just fine back then.
Sorry. Rant over. But I had to get that out of my system.
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twisting-roads · 2 months ago
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DEBUNKING COMMON RAIN WORLD MISINTERPRETATIONS
The target audience for this was for people who don't know too much about the game as well, so I'm going to explain things that a normal player might already know.
Rain World is known for how it simply throws you into the world with almost no tutorial, and is often praised for it.
But this lack of explanation if you do not go out of your way to find it has also lead to a lot of misinterpretations from those who did not read all the game’s available information, or misunderstood what they were being told. I used to watch some RW lore videos that would explain and summarize these things, and in the past I believed them.
I’ve since stopped doing that after having some time to actually process what I’ve been reading, and I’m here to say...
YOU ARE ALL WRONG ABOUT RAIN WORLD.
Ok, hyperbole. Not everyone believes these, and art can always be interpreted in different ways by different people, and I won’t stop you from having these beliefs. But also, there’s plenty of ingame content which completely disproves most of these unsubstantiated points from those who do not fully research the game before making videos about it.
Looking at you Tale Foundry…
The purpose of this is to pick apart some of the sadly far too common points I’ve heard many times before from Youtube videos, to Tumblr posts, to people I’ve spoken to on Discord.
Starting with my least favorite…
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“The 5 karma were seen as sinful”
Obvious westernization of a game based off fucking Buddhism aside, there’s no ingame text directly supporting this claim. There isn’t any that says otherwise, but we have good reason to believe this isn’t the case.
The 5 natural urges, as they’re sometimes called, were NATURAL. They were what bound you to the cycle. They never worsened your life or made you a terrible person should you keep following them, but an aspect of life on the same level as suffering or ecstasy.
Hey, I’ll break down the 5 karma and their meanings to show you that they're not just "sins"
I believe the natural urges have 2 different meanings: an animalistic one, and a more “human” one.
KARMA 1 This obviously represents violence, as you see one guy stabbing the other. I believe it also represents competition and intense emotions, For example: Artificer experiencing intense grief and lashing out in violence as a result. It was not the violence that started it, but her emotions. (Yes, its Downpour. But it’s a good point.)
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KARMA 2
They’re having sex. They’re fucking. They’re- ok you get it. Karma 2 represents reproduction. But, I also believe it’s desire. Joyful bodily experiences, and such. The 2 figures seen here are in a much more playful pose than if they were simply doing this only to reproduce. No, they’re having fun.
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KAMRA 3 Connection. Bonding with others. Yet also trade and personal belongings. Attachment to things that are not yourself.
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KARMA 4 It’s mentioned ingame that this represents gluttony It’s overindulgence, you know. Similarly to karma 2, it can also be searching for fulfillment. I'm not particularly good at telling what the meaning of this could be.
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KARMA 5 Self preservation. Self preservation can come in many forms, from an animal running away from a predator or somebody getting defensive after being accused of something or being threatened, this one is rather vague about its meaning.
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I do this to show that the 5 urges have very NEUTRAL meanings. It being positive or negative is entire dependant on context. They’re not sinful, get out of here with that Catholic shit!
The 5 karmas have both positive, negative, and neutral contexts which they can fit into.
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“The ancients hated being alive”
The ancients simply hated the cycle itself and its unknowable properties, as well as being much more aware of things like karma and the urges. Rather, they valued being effortless to disconnect themselves from this cycle.
“This was an eternal dilemma to them - they were burdened by great ambition, yet deeply convinced that striving in itself was an unforgivable vice. They tried very hard to be effortless.” – Bright Green Pearl (DS)
Some practices did of course include things like starving yourself, but as mentioned by Moon, these methods proved to be mostly obsolete. Void Fluid fundamentally changed their culture from what we see. Rather, we do see the ancients enjoying life and valuing it in their own way, which is INCREDIBLY important to some of the games themes, but I’ll get into that later.
"[...]'In this vessel is the living memories of Seventeen Axes, Fifteen Spoked Wheel, of the House of Braids[…] Seventeen Axes, Fifteen Spoked Wheel nobly decided to ascend in the beginning of 1514.008, after graciously donating all (ALL!) earthly possessions to the local Iterator project (Unparalleled Innocence), and left these memories to be cherished by the carnal plane.The assorted memories and qualia include:Watching dust suspended in a ray of sun (Old age). Eating a very tasty meal (Young child). Defeating an opponent in a debate contest, and being applauded by fellow team members (Late childhood/Early adulthood).’...and the list goes on. I'm sorry, little creature, I won't read all of this - the list is six hundred and twenty items long.” – Deep Magenta (SH)
There’s quite a lot to pick apart here, I had to cut down some parts short, but even the cut parts have important details. Just not important enough for me to bring up here.
The Memory Crypts we see ingame are… well where memories are kept. The qualia (personalized experiences) is stored within these mutated fleshy neural organisms referred to as “cabinet beasts”. These of course, contain the “living memories” or qualia of those who have ascended. There are people smarter than me who have already covered these ideas of course, so I won't go TOO indepth.
The ancients greatly valued titles and achievements just as us. They still lived normal lives. As well as this, they valued personal experiences and memories of the carnal realm so much they built an entire citadel to store memories.
As we can see as well, Seventeen Axes has quite a lot of enjoyable memories from throughout their life. Eating nice food and winning a debate contest and getting validation from their peers? That sounds rather… complacent with the 3rd and 4th natural urges, doesn’t it?
I do not believe this screams “I hate being alive!” as much as people have made it out to be, and is honestly ruins part of the game’s messages of compassion and personalized experiences, especially in the game’s ending where Survivor dreams of home.
“You have no name. I once had! I was embalmed, adorned, readied for the journey. So proud. There was jubilation! My name was sung, loud and clear. Did they know? That I didn't quite leave, didn't quite stay? Should I be ashamed? That I linger here, where my memories are kept? Should I be ashamed that I now envy your flesh prison?” - Four Needles under Plentiful Leaves
This is leaning into personal theory territory, but...
I personally believe that the ancients were somewhat terrified of the unpredictability of the cycle and the fact that life would always have more suffering in it.
RW’s religion is heavily based off Buddhism. This is well known of course. The Cycle is a variation of Samsara. Now, I’m not Buddhist, and I’ve tried to do my research about some of these topics. Feel free to correct me, I’m simply going off what I know. (Also I'd love to hear what you have to say regarding your thoughts on the game!)
In Buddhism, each new life you could be taken into the body of an animal, or even end up being tortured in hell for a very, very, VERY long time if you made the wrong decisions, which made escaping it as soon as you could seem like a rather reasonable thing to do.
The ancients never fully grasped the scope of the cycle, and the prospects of having your soul wake up in the body of some miserable worm with no memory of your past or any ideas of your future might’ve seemed bleak.
Suffering is inevitable. But that doesn’t mean they hated being alive, like I said before.
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“Rain World is post-apocalyptic.”
It really isn’t. There was never any apocalypse. The ancients simply left on their own accord, leaving behind their mark on the world that will slowly be buried once again in the ever so present cycle.
“The bones of forgotten civilizations, heaped like so many sticks.” - Two Sprouts, Twelve Brackets
The world is thriving, even. The purposed organisms left behind have evolved and taken over and become it’s own ecosystem.
The iterators are dying though. Dying very slowly, but soon they’ll all decay and everything will move on.
It’s all just another manifestation of the cycle.
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“The creatures in Rain World cannot die”
This is definitely something I hear from people who haven’t played much of the game and only hear about it from outside sources and watch the gameplay.
Yes, it is easy to believe this. As slugcat, when you die, you wake back up again. This is entirely a gameplay thing and not actually related to the lore. Saying this might seem like I'm avoiding the question at hand here, but the rules that apply to you do not seem to apply to other creatures.
Every creature in the game has a 4 integer ID (it can go higher, but not in a standard playthrough).
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This makes every creature you see an individual of sorts with its own randomized values or appearance.
As well as this, creatures spawn from specific marked dens. When you kill a creature that spawns from a certain den, the next cycle, that creature’s ID will never appear again. Instead, the den spawn is replaced by a creature of the same species with a different ID, or a new species entirely.
Through gameplay, you see that the respawn rules that apply to you do not apply to other creatures. I’ve heard many points about how these dead creatures are transported to another alternate universe where they are alive, but I really do not want to delve into that theory. You do that yourself.
Excuse my unprofessional language, but this is kind of stupid. Billions and billions of little timeline splits accounting for every single insect and microbe that dies seems far too complex of a solution. Occam's Razor and all that.
With this gameplay element you see, I also want to give LORE explanations as to why this is incredibly stupid.
1) If death had no impact, the 5 natural urges would not matter
If no creatures died, there would be no point in eating (karma 4), competing with other species (karma 1), or any form of self preservation (karma 5). Reproduction (karma 2) has no role and there would be absolutely no reason to do anything any longer. All natural processes would be useless.
2) Light Blue Pearl
The information received from the cycle is most likely from the Light Blue Pearl, found in Outskirts.
“[...]The repeating mantra is important because it symbolizes the cyclical nature of life and death, and the termination verse is a symbol for ascension above and beyond it. I don't know how familiar you are with the nature of life and death, but I imagine like all living creatures you have some intuitive knowledge? Then you know that death isn't the end - birth and death are connected to each other like a ring, or some say a spiral. Some say a spiral that in turn forms a ring. Some ramble in agonizing longevity. But the basis is agreed upon: like sleep like death, you wake up again - whether you want to or not. This is true for all living things, but some actually break the cycle. That doesn't apply to you or me though, you are too entangled in your animal struggles, and for me not breaking that cycle is an integral part of the design. Our mantras keep repeating.”
“Then you know that death isn't the end - birth and death are connected to each other like a ring, or some say a spiral. Some say a spiral that in turn forms a ring.“
This line is very misunderstood. Moon specifically mentions birth and death. She mentions death. She never brings up the notion that nothing truly dies either.
As well as this, Moon says that “some say”, implying that even the ancients weren’t sure what the cycle was either. This is more important to my point regarding how the unfathomable nature of the cycle was why the Ancients were so averse to it from above, though.
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“Sliver of Straw found the solution.”/"There is/isn't solution"
No she didn’t.
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Ok fine I’ll explain.
If you’ve played Rain World you know that the purpose of the iterators is to find the solution to the “Great Problem”, the problem of how to ascend ALL living creatures.
You’ll also know Sliver sent out the Triple Affirmative…
“[...]affirmative that a solution has been found, affirmative that the solution is portable, and affirmative that a technical implementation is possible and generally applicable. She's also one of few that has ever been confirmed as exhaustively incapacitated, or dead. We do not die easily.[…]” - Pale Yellow (SL)
After sending out this affirmative, the iterators became conflicted. They never could figure out if she really ascended and had found the solution, or if it was some sort of catastrophic error.
The answer to the Great Problem is clearly intended to be as obscured as possible. There cannot be an answer one way or the other. The themes of it and the endless tolling of the iterators would not be as impactful if we knew there was or wasn’t a solution.
“[...]Either way, after that these different factions developed, as well as a huge forensic effort to recreate and simulate Sliver of Straw's last moments. Some of the simulations were wrapped in a simulation wrapped in a simulation, in case something dangerous might happen. Nothing much has come from it.[…]“ - Pale Yellow (SL)
Here’s my favorite way of explaining what I mean…
Imagine Schrodinger's Cat, the famous thought experiment. There’s a 50/50 chance that when you open the box, you either find the Solution, or find out there is No Solution.
Except you cannot open the box. And the box is entirely theoretical and nobody’s seen it. It seems impossible, but maybe one day you’ll find that box. That’s what the Great Problem is.
Sliver apparently having found the solution would have completely broken everything. Five Pebbles wouldn’t have ended up hurting himself and Moon had Sliver finding the solution been known with certainty. He was taking a shot in the dark.
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“Ascension is akin to suicide.”
I strongly believe this point harms the role that ascension and the void sea play in Rain World’s narrative. Ascension is meant to be a final destination, a goal you build up to and prepare for when you’ve lived every bit of life you possible could, and can now move on.
Bringing up the Memory Crypt pearl from earlier, Seventeen Axes lived an incredibly fulfilling life from what we see, and ascended happily.
As well as this, Buddhism strongly encourages those who wish to liberate themselves to discover their own path, which is also subtly shown through the gameplay, as there are many many routes you can take to Five Pebbles, Looks To The Moon, and The Depths.
I do also think this is why Five Pebbles failed. He tried to brute force his way to ascension.
Suicide implies that ascension is only meant to be a fruitless escape and that it’s wrong to ascend. I… do not want to go into why suicide is bad. It’s a strong topic and I’m just here to talk about video games. But ascension is a neutral thing that you can choose to do or not do and to wait until you’re ready.
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Conclusion...
I really only have the time to cover these 6 misconceptions, and I believe it should be enough. There have been many others I’ve seen, such as the ancients being malicious or that there weren’t any civilizations before them, but there’s not as much to say about them, and they aren’t as common.
Rain World is a very confusing game. I’m not upset at people who think these things to be true, and I do not believe they’re stupid or don’t have any media literacy. I just wish that the people who did actually cover this game did some more looking into it, and actually discussing it with Rain World fans.
Also I should say, that during this entire discussion I have avoided talking about Downpour- RW’s DLC- as it’s more of a official fanmade project. And so much of what it says may not be entirely in line with Vanilla. Because my life isn’t easy and of course there has to be an incredibly divisive and confusing thing like this that I need to avoid bringing up so that way the conversation isn’t muddled.
Thanks if you managed to make it through all this by the way
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pixelglam · 1 year ago
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How to start your own save file (+ LOTS of tips, advice & mods) by Amelie
Watch Video Here
1.Pick your save file
Empty Save (personal favorite)
Simlicy's Save
Lilsimsie's Save
2. Take inspiration from real worlds i.e. New Orleans for Willow Creek, New England for Brindleton Bay. Find a theme/style for each world to make it cohesive.
More examples would be:
San Sequoia | San Francisco
Windenburg | Germany & Austria
Sulani | Tahiti
San Myshuno | New York (atleast part of it)
Oasis Springs | Arizona
Henford on Bagley | English Countryside
Mt. Komorebi | Japan
Del Sol Valley | Los Angeles
Tartosa | Italy
3. Finding beautiful builds on the gallery | tips & showcase in video
Video of my favorite gallery builds
Some lots I have in my save file
My favorite gallery creators (scroll down)
4. Map Replacements
5. Tool Mod
Used to further customize your save file & add cars, trees, etc.
Can also be used to change apartment windows
Tutorial
6. No random townies Mod
Prevents the game from further spawning and generating townies
Make sure to have enough unemployed sims that can fill npc jobs such as waiters, baristas, etc.
7. Sim spawn overhaul Mod
Sims only show up in their own residential worlds
Adds realism and doesn't break immersion
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Gifset from Tutorial 1 with and without the basic recoloring steps in DaVinci Resolve.
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Example of a set made with the script I mentioned here.
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Taurus Sam In The Flesh 4 /. | 3.10
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cripplecharacters · 7 months ago
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Hi! I’m working on an original character project that I want to include a lot of casual representation in (“casual” meaning that the characters don’t need a justification for being disabled/fat/POC/etc, they just are because people can and do exist that way in reality!)
I was wondering if you had any suggestions for finding resources for drawing facial differences(and maybe other visible disabilities), especially in a cartoony style. I’ve looked through the Facial Equality Week tag but would like to see more examples, and since my art is so… goofy, for lack of a better word, I would love any help I can get in integrating differences without being offensive or upsetting.
Sorry if this is a bother, and thank you for all that you do!
Hey!
I'm not aware of any guides for drawing facial differences specifically (or at least, good ones. There's 1 billion tutorials telling you that scars are just a Singular Line, always, but that's not... correct), but perhaps someone in the notes could help out?
For my own advice, you could check out this old post I made. Because you mentioned your art being cartoony, I would specifically urge you to not overexaggerate facial differences the way they often are. A prime example would be how a lot of cartoons portray strabismus;
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It's just a funny gag to them rather than, IDK, how some of us look like. Not to mention that one of these is also a mockery of intellectually/developmentally disabled people with "Derp" in the name, but that's beside the point here.
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It's the whole "the character is crazy/stupid/wild/whatever and that's why they have it" that's the problem with how it's often shown. You can also see it in how characters who don't even normally have it will be shown with it for a scene where they're saying something nonsensical, etc.
Another example that's nowhere near as rampant is the split-face thing with various facial differences being used. Mostly vitiligo but sometimes also facial palsy. I'm talking about this weirdly perfectly halved face that looks extremely different on each side, often used to imply that a character is two-faced but mostly just signals that the author doesn't know how vitiligo looks like.
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[note: vitiligo also shows up on lighter skin. I wanted to make sure it's visible here for tutorial clarity purposes.]
This one is just weird because it straight up doesn't look like that. I have no idea where it came from, but it should go back there. Facial palsy doesn't make someone look like the antique comedy/tragedy theater mask.
Unless I'm forgetting some other annoying cartoon trope, these would be the big ones that you should stay away from.
Outside of that, it's really on a case by case basis on how a specific FD should be drawn because they're so different. A birthmark can just be a differently colored patch of skin, but a craniofacial difference would require some more changes to be included. Alopecia is well, lack of hair, and can be done very easily but ectrodactyly can be more complicated to show properly because of the limitations of a cartoony artstyle when it comes to hands. And while I do think it would be great to see more of those facial differences that tend to not be included in art at all, there's nothing wrong with deciding to go for the things you can represent more faithfully, especially if you're just starting.
I will say that if you're making an honest attempt at being respectful and trying to get it right, most of us will still be excited to see your work. Even if it's not perfect or has some inaccuracies. I will take a "'yeah more or less' correct with a happy, human character" over a "Very Technically correct but tagged as #tw burns and with blood splattered on them" any day.
Lastly, I wanted to share some art featuring characters with facial differences (and other visible disabilities) that are done in a cartoony, or at least somewhat simplistic artstyles (I'm using both terms very widely here) - maybe it will give you some ideas.
Man with Treacher Collins syndrome (also one of the first pieces online where I saw a character with an FD portrayed in such a lovely way. A fav of mine.) Girl with Pfeiffer syndrome Too many characters to count Woman with burns Woman with a limb difference Multiple characters again Animation featuring people with Down syndrome [youtube] Multiple characters, including a girl with neurofibromatosis, a burn survivor, a girl with a cleft lip and another with TCS [twitter]
If you have a more specific art question ("how do I draw a person with XYZ facial difference?") you can send me an ask on @saszor. I prefer to stick to the writing theme on this blog but would still like to help if you need it.
Hope this helps,
mod Sasza
Edit: apologies for the lack of alt text on one of the images, it has been fixed.
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twitter-sakuranokaze · 8 months ago
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FF14 Battle Portrait Tutorial
For the past few weeks I was trying to find a way to recreate the battle portrait from FF14 as there was a few characters that I want to see in that style but don't officially have one yet. I think I got it down more or less (see image below) so I thought it's a good time to share what I did.
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First of all, I made a few files that would help make life a little easier. They can be grabbed here .
Note: I did use Reshade to do a bit of work at the screenshot stage to help speed up the process but the same effect can be recreated in Photoshop with a vanilla screenshot. There are a lot of tutorials on how to do comic/cartoon effect in photoshop and those would make good bases to work off of.
Step 1: Take the screenshot with the PortraitBase Shader on. I usually take two screenshots. One with "Comic" on and one with it turned off. This is so that I have more to work with if needed.
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Step 2: Drag all the screenshots into photoshop and remove the background. In photoshop, arrange the layer so that the screenshot with the Comic lines visible is on top of the one with the effect off.
Step 3: Duplicate the the layer with the "comic" effect and apply Blur->Gaussian blur (radius 0.5)
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Step 4: Take a look at the hair. In Eric's case, It still doesn't look blur enough to me so I used the blur tool and blurred it a bit more
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Step 5: Create a new layer above the layer in the previous step and use the brush tool to start outlining the edges. Where to outline is up to you but the idea is to make edges defined so that it looks more like a drawing.
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Step 6: Duplicate the outline layer and then hide that layer. Step 7: Merge everything under the outline layer. Step 8: Drag and drop the "Texture.png" into the project and Clip it to your character layer. Set the blending of the texture to "soft light". Step 9: Drag and drop the "stroke Texture.png" into the project and Clip it to your character layer. Adjust the size till you are happy then set the blending to "overlay". Step 10: Adjust the opacity settings of both texture layers until it looks good to you.
Step 11: Click on your character layer and go to image->Adjustments->Hue/Saturation (note: you will see I dragged in the official Hades portrait as a point of reference to work off of). Adjust the saturation till you are happy.
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Step 12: Go to image->Adjustments->Color Balance and adjust the color till you are happy. In this example, since Eric is also wearing the Sophist robe, I tried to match that color to Hades' Sophist robe color.
Step 13: Once you are happy, drag the "Template.png" into the project and scale that to the size you want. Make sure it is completely covering the character. If it's not, you can just use paint more of it with the brush tool to extend it till it covers everything.
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Step 14: Hide the "template.png" layer and select your character layer. Use the magic wand tool to select the outside of the character.
Step 15: With the selection still selected, click on the "Template.png" layer and press delete on your keyboard. You should now be left with a blank in the shape of your character.
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Step 16: Drag the"Template.png" layer to be below your character layer. Then click on your character layer and clip it.
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Step 17: Click on the "Template.png" layer and add a 2px stroke and shadow to it.
Step 18: Drag "Back_Deco.png" into the project and place it behind your character. Scale it till you are happy with it.
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And that's it! Now you can recreate portraits for any NPCs that you want (in theory). A lot of it is also fine tuning to what you want but this should at least give you a decent base to work off of :)
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michaela-o · 12 days ago
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Hey ya all! Here's a thing i had in mind about how a tutorial written by decepticons on how to capture a human would look like :D
Enjoy!🧡✨️
Decepticon Recommendation: How to capture a human
Objective:
Humans are physically fragile but resourceful and quick to flee when threatened. A successful capture requires precision, intimidation, and a deep understanding of their weaknesses. The objective is to immobilize them efficiently while instilling fear, ensuring no damage that might render them unusable or dead unless necessary.
1. SCOUT AND ISOLATE THE TARGET
The first step in capturing a human is separating them from their support systems and escape routes.
• Identify solitude opportunities: Humans are most vulnerable when alone or in small groups. Wait until the target is isolated—walking in the dark, separated from a crowd or traveling in a vehicle through a remote area.
• Cut off communication: Humans rely heavily on their communication devices (phones, radios). Disable these devices first, either by emitting an electromagnetic pulse jamming their signal ir straight up crushing the device. With no way to call for help, their panic will increase.
• Block their escape routes: Humans are agile in confined spaces but slow in open terrain compared to a Cybertronian. Use the environment to your advantage by cornering them. Block off exits with your size, speed, or tools like energy barriers to force them into a limited area.
2. INSTILL FEAR AND CONFUSION
Humans respond predictably to fear. A frightened target is less coordinated and more likely to make mistakes.
• Make a show of power: Land heavily, crush nearby objects, or generate loud, reverberating sounds to assert your dominance. The more you appear as an unstoppable force, the quicker they will give up resistance.
• Use sudden movements: Humans are startled by abrupt changes in their environment. Appear out of nowhere, shift from stillness to speed instantly, or make sudden lunges to disorient them.
• Speak in a threatening manner: Use their language, but distort it to sound mechanical or predatory. Tell them what awaits if they resist, ensuring your tone conveys inevitability.
3. IMMOBILIZE THEM WITHOUT LETHALITY
Humans are painfully fragile. Overestimating their durability could render them unusable for sale or other purposes.
• Deploy restraints: Use non-lethal restraints like energy nets, magnetic tethers, or adhesive traps to immobilize them quickly. Avoid physical contact unless absolutely necessary, as their unpredictability can lead to unnecessary complications.
• Target mobility first: Humans heavily rely on their legs for escape. Immobilizing their lower body—through stunning their legs or pinning them to the ground—will neutralize their primary means of escape.
• Minimize struggle: If the human resists, use tools that apply pressure without causing harm. For instance, magnetic cuffs or a localized stasis field will incapacitate them without lasting damage.
5. ENSURE SECURE TRANSPORT
Once the human is captured, the transport phase is critical to ensure no escape attempts.
• Enclose the target: Humans are adept at exploiting even the smallest weaknesses in containment. Place them in an energy field, sealed pod, or reinforced cage to ensure they cannot interfere with your systems.
• Suppress movement: Even restrained humans can be disruptive. Induce a state of stasis by muzzling them, covering their helm or sedation to keep them docile during transport.
6. IF RESISTANCE PERSISTS
Should the human continue to resist, escalate your methods to assert dominance and ensure submission.
• Induce pain: Humans are highly sensitive to pain. A brief, non-lethal application of pressure or energy can quickly deter further resistance. For example, an electrical shock or tightening restraint will subdue most individuals.
• Make an example: If capturing multiple humans, ensure the others see the consequences of resistance. This will discourage further defiance.
• Break their will: Use psychological tactics such as threatening their loved ones or showing them the consequences of defiance through holographic projections or live displays of power.
KEY REMINDERS
• Avoid unnecessary damage: As stated above, dead or severely injured human is less useful for experimentation for they will last much less and are hard to sold on the black market for solid fortune.
• Control the narrative: Ensure the human understands their helplessness and that resistance will only lead to greater suffering.
"A human’s strength lies in their fragile belief in survival. Crush that belief, and their submission will follow." - decepticons
( lemme know if you would like me to make an Autobot version aswell !! :DD )
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nectar-cellar · 6 months ago
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Downtown Roles Mod Tutorial - TS3 - Mature Gameplay Ideas
NSFW 18+ mature content / a long read   
TLDR: this is a compilation/recommendation list of mods, a tutorial on how to set up NPCs, and how to tie it all together to add some mature gameplay to your save. 😈
Misukisu/Virtual Artisan had a “Downtown Roles” mod that sadly does not work anymore for the latest versions of TS3. Her mod basically allowed players to add role sims to community lots so your sims could have more NPCs to interact with, making the lots feel more alive in a mature "downtown" sort of way.
I was inspired by her mod and I want to share how you can recreate and expand her mod’s functions with Nraas Register and Arsil’s Custom Generic Role mod. Some players might already know how these mods work, but it was a new discovery for me. I didn’t know how useful role sims could be! It got the gears in my dirty mind turning.
The main purpose of this mod list/tutorial: to add role sims to community lots for your main sims to interact with, while they’re out on the town. These will be sims outside of your household. Their main “job” is to hang out at the lot. You can let the game generate new sims to fill these roles, or assign existing sims in the town to fill the roles.
Examples of role sims you can create: 
A regular patron at a dive bar for your sim to befriend or make enemies with.
A sexy single sim at a beach, gym, pool, bar or club for your sim to mingle and hook up with. 
An escort at a brothel for your sim to woohoo with (Passion mod). 
A client for your sim to sell drugs/weapons to (MonocoDoll Vile Ventures mod and Arms Dealing mod) - I have not tested this but in theory it should work. 
You can add multiple role sims on each lot. You could have a number of partygoers on a club lot/a number of escorts on a brothel lot/a number of mobsters or criminals on a warehouse lot who will always be there when your sim visits.
Why role sims?
Townies are unpredictable - you never know which lot they’ll show up on, and how long they’ll stay. Role sims will consistently be there as the supporting characters in your main sim’s story. 
Having consistent NPCs at certain locations around town can help with story-driven gameplay scenarios.
You can move a household of your own sims into town and assign them to fill various roles. See pretty NPCs around town!
If you let the game generate new sims for the roles, then it saves you the hassle of setting up new households yourself. You can always edit them later in CAS.
Limitations: 
According to Arsil, it seems like sims who are already employed (such as most townies) will be removed from their jobs if they are assigned to be role sims. So I would avoid using any employed townies for this unless you are ok with that. Use unemployed residents instead.
I believe the role sim cannot leave the lot during the designated work hours. Your sim cannot form a group with them and go to another venue. However, you can invite the sim over or hang out afterwards from the relationship panel.
Mods Needed:
Nraas Master Controller + Integration Module
Nraas Register
Arsil‘s Custom Generic Role mod (both the floor marker and the desk)
Passion (if you want your sim to be able to have sex with the role sims on the lot or have the role sims dance on the stripper pole) 
MonocoDoll’s Vile Ventures mod (if you want to create NPC clients for your sim to sell to) 
MonocoDoll’s Arms Dealing mod (if you want to create NPC clients for your sim to sell to) 
How to Set Up: 
Step 1: Install the mods listed above. Then, open the save file you want to add some downtown sleaze to. 
Step 2: Find a community lot you want to add role sims to. This could be a bar, nightclub, brothel/motel/strip club, a run-down warehouse or block of buildings, casino, etc. I have downloaded many lots from Flora2 at ModtheSims and @simsmidgen here on Tumblr that fit the gritty urban vibe.  
Step 3: Enter Build/Buy mode. You can do this from Live mode. 
Press Ctrl + Shift + C, enter this cheat: testingcheatsenabled true 
Press the Shift key and click on the ground of the community lot. 
Click on “Build on this lot”. 
You can also enter Edit Town mode to renovate the community lot. 
Step 4: Place Arsil’s Custom Generic Role floor marker or desk on the lot. Place one for each role sim you want to create. They are located in Build Mode -> Community Objects -> Misc. If the desk looks out of place, use the floor marker instead. 
Step 5: In Live mode, click on the object -> Settings to set:
The name of the role (clubgoer/stripper/escort/mobster/etc.) 
The “work” hours the sim will be on the lot for 
The days off 
The motives to freeze or not (I recommend freezing all the motives to avoid interactions being interrupted/sims complaining due to low motives) 
If the sim you want to assign to the role already lives in town, click on the object -> Nraas -> Register -> Select -> Choose criteria -> select the sim from the list. I would avoid choosing any employed townies as they may lose their job when switching to this role. Choose unemployed residents to avoid conflicts.
Remove assigned roles: click on the object to remove the sim from the role.
Step 6: In Live mode, click on City Hall -> Nraas -> Register
Allow immigration: choose whether you want new sims to be moved into town to take the roles (enable this if you want the game to generate new sims for the roles) 
Allow immigration = False: if you set this option to false, then a new option called "Find Empty Roles" should appear. You can then assign any sim to the role object you placed, from City Hall.
Allow resident assignment: choose whether you want existing unemployed townies to be randomly assigned to fill the roles (I recommend to disable this. I had Buster Clavell show up to work at my strip club. NO!)
Pay per hour: I'm not sure how to adjust the pay for each custom role but you can just leave it at the default or change it globally
Remove roles: click on the object to remove the sim from the role, or click on City Hall -> Nraas -> Register -> Global Roles -> Remove by sim
Step 7: In Live mode, give the game some time to generate the role sims. Visit the community lot and have a look at your new role sims. The role sims should autonomously interact with other sims and objects on the lot. Using Nraas Master Controller, you can take the sim into CAS to give them a makeover, edit their traits, or replace them with a sim from your sim bin. 
Step 8: Make your sim interact with the shiny new role sims and play out the storylines you always wished were possible. Public hookups, functioning brothels, selling drugs and guns - this is what The Sims 3 was made for, baby!!! 
Related Mods:
Arsil’s Exotic Dancer Stage - if you have a club community lot, you can use this mod to hire dancers. You can use role sims to add other NPCs to the club such as guests, shady business sims, or non-dancer sex workers. 
Nraas Relativity - this handy mod can slow down the speed of time so your sim can spend more time doing their "activities"
Nraas Woohooer - if you don’t want the explicit sex animations from Passion, you could use this mod instead to provide more woohoo options. 
Passion - for brothels/strip clubs, this mod will add sex animations and the ability to have role sims dance on the stripper pole. 
MonocoDoll’s Vile Ventures mod and Arms Dealing mod - you can use role sims to create more clients for your sim to sell drugs and weapons to, like different individuals/gangs/mobs. You could have different clients hanging out at different spots in the city. 
LazyDuchess Lot Population - this mod populates community lots with townies, and they can interact with the role sims you’ve created. 
Service Sims Out on the Town - this pushes service sims to visit community lots, to add even more variety to your crowds. 
Conclusion
If you made it to the end, thank you for reading. Please let me know if you try out this style of gameplay, and if you have ideas for more role sims and community lots to make. This tutorial was NSFW-oriented but you could easily adapt it to create NPCs for SFW community lots.
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