[by Snake on Twitter]
On my last Witch Hat Atelier fanart, someone commented saying the swirling design reminded them of Van Gogh's Starry Night, so I thought, why not go all out for the look?
I spent some time updating my Paint Tool SAI to the latest version and created some new Impressionist brushes. I'm super happy with these new brushes and look forward to painting lots of landscapes and skies with them~
The full hours long video recording, PSD File, and HD image will be DMed on Patreon.com/Yuumei on Dec 5th!
rat taxi rat taxi rat taxi
literally all i can imagine seeing ryoshu's new ID:
I am not immune to making creatures
Extra bits about them:
They’re most often malevolent and tricksters
They aren’t capable of much magic feats besides what’s been listed
They communicate telepathically
Once they lose their mirror, they transform into mortal centipedes
They’re very diverse in shape and color, for example:
Horns overgrown into antlers
Round or oval shaped mirrors
Large amounts of hair vs very little amounts
Splotches of color
Blank antennae vs fluffy
Stomach Book is music for people with a guro fetish
Look, there's a lot to be said about the contemporary gaming industry's preoccupation with graphics performance in contemporary video games, but "no video game needs to run at higher than thirty frames per second" – which is something I've seen come up in a couple of recent trending posts – isn't a terribly supportable assertion.
The notion that sixty frames per second ought to be a baseline performance target isn't a modern one. Most NES games ran at sixty frames per second. This was in 1983 – we're talking about a system with two kilobytes of RAM, and even then, sixty frames per second was considered the gold standard. There's a good reason for that, too: if you go much lower, rapidly moving backgrounds start to give a lot of folks eye strain and vertigo. It's genuinely an accessibility problem.
The idea that thirty frames per second is acceptable didn't gain currency until first-generation 3D consoles like the N64, as a compromise to allow more complex character models and environments within the limited capabilities of early 3D GPUs. If you're characterising the 60fps standard as the product of studios pushing shiny graphics over good technical design, historically speaking you've got it precisely backwards: it's actually the 30fps standard that's the product of prioritising flash and spectacle over user experience.
22 years old, genderless creature of flesh and blood, something very wrong with brain.
22 posts