#3D Mapping Video Projection
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ivo3d · 1 year ago
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Sneak-peak of a light art group exhibition at Fénydóm Budapest/ my cell/part - 'instinct - ancestor' (omnisphere 2017 animation variant/adapted to the given space) from 01.03.2024 - 17.03.2024, another projection-mapping installation.
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empressiolighting · 9 days ago
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Illuminating the Future: Nightclub Lighting, Facade Brilliance, and 3D Projection Mapping by Empressio
In a world where visual experience is everything, lighting has transcended its basic function to become a critical design and branding element. From electrifying nightclub lighting systems to mesmerizing 3D projection mapping, lighting technology is redefining ambiance and storytelling. At Empressio Lighting, we specialize in delivering immersive and impactful lighting solutions that elevate spaces and captivate audiences.
Transforming Experiences with Nightclub Lighting
Nightclubs are no longer just about music — they’re about the complete experience. Nightclub lighting plays a vital role in creating mood, energy, and engagement. With the right blend of LED beams, strobes, wash lights, lasers, and intelligent DMX-controlled effects, clubs come alive.
Empressio offers cutting-edge nightclub lighting systems that are fully customizable to match your brand identity and interior design. Whether it’s pulse-synced lights for the dance floor or ambient lighting for lounge areas, we craft immersive experiences that keep patrons coming back. Our design team collaborates closely with club owners, architects, and event designers to create lighting schemes that complement soundscapes and boost the venue’s vibe.
Explore our offerings: Nightclub Lighting by Empressio
The Beauty and Impact of Facade Lighting
Your building's exterior is the first impression you make — make it count. Facade lighting is a powerful way to communicate identity, elegance, and innovation. At Empressio, our LED facade lighting solutions are engineered to enhance architectural features while being energy-efficient and programmable.
From commercial buildings to hotels and public spaces, our outdoor facade lighting systems add drama and depth to any structure. With dynamic RGBW LED fixtures, DMX control, and custom optics, we ensure consistent lighting quality across different surfaces and structures.
Our versatile façade lighting solutions support both subtle architectural highlighting and bold, colorful displays. Whether it's static illumination or motion-driven visual art, our systems bring buildings to life after dark.
Check out our full solutions: Facade Lighting by Empressio
Projection Mapping: Telling Stories with Light
Imagine turning a building or object into a dynamic canvas. That’s the magic of projection mapping. This revolutionary technology blends art, design, and precision lighting to project images, animations, and videos onto 3D surfaces — making them appear alive.
Whether you're launching a product, hosting a festival, or branding a skyscraper, projection mapping adds a “wow” factor that few mediums can match. At Empressio, we specialize in both 2D and 3D projection mapping services, handling everything from conceptualization to execution. Our team uses high-lumen projectors, media servers, and powerful software to synchronize visuals with sound, creating awe-inspiring moments.
Use cases for 3D projection mapping include:
Corporate events and product launches
Cultural festivals and public art installations
Theme parks and immersive storytelling
Building facades for branding or celebrations
Experience the future of visual storytelling: Projection Mapping by Empressio
LED Facade Lighting: Smart, Sustainable, and Striking
LED facade lighting is at the forefront of sustainable architecture. Using intelligent control systems and low-energy fixtures, Empressio provides scalable and eco-friendly solutions for all types of structures.
Our LEDs come in multiple color temperatures and beam angles to suit various architectural needs. With programmable systems, building managers can schedule lighting displays for seasons, events, or special themes.
Key benefits of LED facade lighting include:
High energy efficiency and low maintenance
Color-changing and dynamic effects
Weather-resistant fixtures for outdoor reliability
Seamless integration with building automation systems
Discover how our lighting can elevate your brand and structure: Facade Lighting with LEDs by Empressio
Seamless Integration: Lighting That Connects
At Empressio, we don’t just sell lighting products — we deliver end-to-end lighting solutions. Whether you're designing a cutting-edge nightclub or enhancing the public appeal of a high-rise facade, we ensure that our lighting systems are integrative, scalable, and future-ready.
Our services include:
Site assessment and concept design
Product customization and system integration
On-site installation and calibration
Post-deployment technical support
Each project is a collaboration. We understand your vision and convert it into lighting designs that inspire, energize, and engage.
Why Choose Empressio?
We are pioneers in creating lighting ecosystems that merge form, function, and technology. With a proven track record across hospitality, architecture, and events, our portfolio includes premium nightclubs, urban facades, and international festivals.
Choosing Empressio means gaining access to:
Expert designers and technicians
State-of-the-art lighting equipment
Artistic and technical precision
Custom-built solutions for every client
Conclusion: Let Light Do the Talking
In a competitive world where visual identity matters, let your space speak through light. Whether it's the pulsating beat of a nightclub lighting system, the timeless elegance of facade lighting, or the surreal impact of 3D projection mapping, Empressio brings creativity, technology, and reliability to every project.
Ready to light up your world? Visit us today: www.empressio.co.in
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creativefactoryfilms · 1 year ago
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Innovative Video & Film Production Services - Creative Factory
Innovative Video & Film Production Services - Creative FactoryCreative Factory Films – one of the best video & film production companies offering services 2D 3D animation, digital films, CGI, VFX and more.
Often, clients have trouble visualizing the filmmaker’s vision. To ease this process, we offer full-service Pre-Production Services from Conceptualization, Scripting & Storyboarding to Mood board and Animatics.
Already got the Pre-Prod sorted? Super, we’ll handle the Production of all 2D & 3D Motion Graphics, Animations, Digital films, Effects Shooting and CGI for your project.
Finally our Post-Production Services include VFX production, Sound Design, Voice Over recording, and Film Editing services.
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optomaprojectors · 1 year ago
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Optoma's range of DLP home & business projectors, interactive flat panel displays, LED displays, projection screens & accessories.
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falmerbrook · 1 year ago
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(Mild flashing/eyestrain warning for the second half! I'll post a slower version below that's less flashy and let's you see the details)
A short Morrowind animation for a MAP (Multi-Animator Project).
It was fun trying different methods of animation (no reference for Nerevar, rotoscoping a 3D model for the ring, and a video reference for the hand) and letting myself use a loose sketchy style!
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Version with the second half slowed down (link because Tumblr is dumb about having more than one video in a post):
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blueiscoool · 3 months ago
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Egyptologists Clash Over ‘Underground City’ Beneath Pyramids
Claims that an “underground city” exists beneath ancient Egyptian pyramids have caused a row among experts.
Researchers from Italy say they have uncovered giant vertical shafts wrapped in “spiral staircases” under the Khafre pyramid.
They said on Sunday that they found a limestone platform with two chambers and channels that resemble pipelines for a water system more than 2,100 feet below the pyramid, with underground pathways leading even deeper into the earth.
But the claims – which have not been published or independently peer-reviewed – were labelled “false” and “exaggerated” by fellow Egyptologists.
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Researchers claim they have discovered eight cylinder-shaped structures below the Khafre - Khafre Project.
Prof Corrado Malanga and his team from the University of Pisa used radar pulses to create high-resolution images deep into the ground, similar to how sonar radar maps the ocean.
In a statement, he said: “When we magnify the images [in the future], we will reveal that beneath it lies what can only be described as a true underground city.”
The scientists have also said there is “an entire hidden world of many structures’’ and that “the Pyramid of Khafre might conceal undiscovered secrets, notably the fabled Hall of Records”.
The Hall of Records, a concept popularised in ancient Egyptian lore, is believed to be an ancient library beneath the Great Pyramid or the Sphinx, with vast amounts of information about the ancient civilisation.
Prof Lawrence Conyers, a radar expert at the University of Denver who focuses on archaeology, told the Daily Mail it was not possible for the technology to penetrate that deeply into the ground.
He said the idea that it proves an underground city existed is “a huge exaggeration”.
But he said it was conceivable small structures, such as shafts and chambers, may be present from before the pyramids were built.
He highlighted how “the Mayans and other peoples in ancient Mesoamerica often built pyramids on top of the entrances to caves or caverns that had ceremonial significance to them”.
The work by Prof Malanga and fellow researchers Filippo Biondi and Armando Mei was previously discussed during a briefing in Italy last week.
The project’s spokesman, Nicole Ciccolo, shared a video on Saturday of the trio discussing the findings that are yet to be published in a scientific journal.
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Tomographic images could indicate internal artificial structures under the pyramid - Khafre Project.
The team focused on the Khafre pyramid, which, along with Khufu and Menkaure pyramids, make up the three in the Giza complex.
The pyramids are thought to have been built some 4,500 years ago and sit on the west bank of the Nile river in northern Egypt.
The vertical shafts identified below the ground were about 33 to 39 feet in diameter, located at a depth of at least 2,130 feet, the researchers said, adding that they may support the pyramid, which needs “a strong foundation, otherwise it may sink”.
The team showed an image created by using the pulses which they claim includes “a complex, luminous structure with distinct vibrations” they believe is “an actual underground city”.
“The existence of vast chambers beneath the earth’s surface, comparable in size to the pyramids themselves, have a remarkably strong correlation between the legendary Halls of Amenti,” Ms Ciccolo said.
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A 3D model displays the structures inside the central part of the Pyramid of Khafre - Khafre Project.
Prof Malanga and Mr Biondi published a separate peer-reviewed paper in October 2022 in the scientific journal Remote Sensing, which found hidden rooms and ramps inside Khafre, along with evidence of a thermal anomaly near the pyramid’s base.
The new study used similar technology but with extra help from satellites orbiting Earth.
Radar signals from two satellites about 420 miles above Earth were directed into the Khafre pyramid.
The experts then monitor how they bounce back and convert the signals into sound waves, which allows them to “see” through the solid stone and map out underground structures in 3D.
Prof Malanga claimed the results had been “completely consistent” and using two satellites ruled out the chance of “misinterpretation”.
By Michael Searles.
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View of the ancient crypt inside the Great step pyramid of Djoser, Saqqara. Cairo.
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boxturret · 1 month ago
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BMOP: A history of the Abandoned Koro
Now that things have all come out, and the project is well and truly over, I thought I'd take a moment to talk a bit about something I worked on in the game, the "Abandoned Koro" area, now that there's video footage of a playthrough I can easily reference.
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I suppose as a quick primer, I was with the BMOP team from around March of 2021 to November of 2022, serving as both 3D art lead and Level design lead for a time. There's a post out there about my experiences with the leadership of the team that I mostly stand by still, I do feel bad for how the project ended, and I have come around a bit to remember the positive times more than the negative, but that doesn't erase what happened.
So to begin, when I came on level design was a fairly inactive sub channel of the game development discord, some ideas got tossed around occasionally, but not much seemed to be happening, before I'd joined there was a rough map drawn up by the then current level design lead.
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It was very basic stuff, there was a version of this map in engine that had been extruded a bit to make it a kind of playable space, one area had some trees on it and some random platforms.
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One area that interested me greatly was this part in the south, the so called "Abandoned Koro"
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The rough idea being that it was the Le-Koro seen in the GBA game Bionicle: Quest for the Toa, that had been abandoned in favour of the one seen in the browser game Mata Nui Online Game and the cancelled PC game Bionicle: Legend of Mata Nui, as the one in QFTT had a lot of wooden structures while the one seen in the other two was more like a woven nest.
At the time I was just a 3d modeller, and had never really done any real level design, but the concept just really inspired me, so I went off and in blender sketched out a possible level layout for this area.
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I made a bunch of renders and wrote out how I thought the level could work, which can be seen in this document HERE.
For a quick overview, the idea was you'd enter the area, the bridge would break, you'd have to clear a river to activate the water wheel on a large mechanical tree that would allow you passage upwards, and then navigate through the Nui-Rama infested ruins of the village before coming to a cave.
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The tree was something I poured a lot of time in to, its worthy of its own post at some point in the future.
Now I'll be honest, I was super nervous about releasing this document to the team, I thought I was overstepping my bounds. I was just a relatively new 3d modeller on the team, I didn't have the right to be talking about level design, but to my surprise people were really receptive to it, and I very quickly got added to the level design team¹.
I ended up doing a rough blockout in engine. This was back in the time before Lewa had been chosen to be the main player character, so it was still Tahu.
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This was the first time I'd ever touched Unreal, so it took a while. That's why the sky is black, I didn't know how to add a skybox.
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I never got in to level scripting, but as a proof of concept, I think it was successful.
You can see that in this version of the level it had already progressed, now there was the idea of using the Pakari to break the dam, so finding it was the first task on the ground.
This version wasn't in the actual demo map, because as I said before the demo wasn't really very fleshed out at the time. One thing my map showed though was that the demo was way too big. The level design lead at the time had decided the size based on how long it took to get around the map as a perfectly flat plane with no terrain, at max run speed, with no obstacles. This is a very flawed methodology to say the least. Having an actual level with things scaled to the character really started to show the holes in this, and eventually, once I became lead, the demo area was massively shrunk.
Here's a version from just a month later. The version is now part of the new, more compact demo area, but its mostly barren at this point.
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This version was actually completely rebuilt from the ground up because it had been decided to try out voxels as a basis². They were a pain to deal with and this was overturned eventually. I'd say in total, including the 3d sketch I did, I re-built this map maybe 4 times.
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One benefit of voxels was it was trivial to have caves, so this is where the idea of the pakari being found in a cave started to emerge.
As I continued to play and refine the demo it became clear how much the movement systems would need to be tweaked. There seemed to be this idea in the team that everything could be done separately and bolted together later, so character moment was all handled by someone jumping around on some big blocks in a test map whereas level design was off doing their own thing, but it really wasn't working. So while the movement felt good in a vacuum, actually putting it in context really exposed a lot of issues. You could easily jump over any enemy you could come across, as said earlier maps had to be huge in order to make the world seem big while you were running at full speed, and after about 3 jumps you'd be 20 metres in the air.
At this point the idea still was to have the entire island of Mata Nui be one large open area you could freely explore, so the sheer size of the maps resulting from the over powered movement was a major issue. I lobbied very hard to have things pulled back and eventually they were.
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its a bit out of order, but here's the demo area from closer to when I left. Its a fraction of the size of the original map
Here's another video from a month later.
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As much as it pains me to say it, this is basically it in terms of meaningful development. By this point Lewa had been locked in as the playable character, and the movement had been dialed back to a more reasonable degree, so I was able to really start trying to refine the area. This is where I ran in to a fatal issue.
No one else wanted to play the game.
And what was worse barely anything worked.
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The level is still in what I would call a grey box state. I used a couple tree trunk assets I'd made here and there, and put in a big canopy asset from one of the many asset packs we had for a bit of ambience, but it was all still very basic geometry, easily changed or modified.
Unfortunately, there's only so much you can do for playtesting your own area. You built it: you know where everything is, what's supposed to happen, where you're supposed to go. You can try to pretend to play it as a new player, but that only gets you so far. I was hoping people on the team would play it and provide feedback³, but outside of maybe one or two people a handful of times⁴, trying to get any really feedback was was a futile effort.
The thing was that this area was very complex. If the demo was a vertical slice of the game as a whole, this area was itself a microcosm of the demo⁵. It had platforming, puzzle solving, combat, mask powers, the lot. Now unfortunately for me, barely any of those systems actually worked.
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As an example, this long ledge was for a long time a stand in for vine swinging, then rail grinding⁶, then was ultimately just replaced by a platform.
So things had kind of hit a wall. I couldn't properly design areas with combat in them until combat existed in a more stable state, I couldn't design platforming sections until platforming worked in a consistent way. I couldn't even adjust the overall flow of the level because everyone else basically refused to give feedback.
But the unfortunate thing is, in August of that year they'd released a teaser trailer.
And that trailer had gotten hundreds of thousands of views.
This is where the whole development of this game really went off the rails. Now there was this push to get things in a presentable state, start set dressing and making final assets so things could be shown off.
But I refused. Everything was too up in the air to commit to set dressing, this is why block out exists, if the jump changes height its no big issue to grab the couple cubes an area is made out of and shift them up or down, if combat is found to need more space its easy to make things bigger, or add or take away walls. If something is confusing things can be shifted. Once set dressing starts now you're dealing with dozens to hundreds of objects being scattered about, even the smallest tweak can lead to a mess.
Not to mention set dressing raised its own series of issues, from plants triggering the IK on the toa's feet, making their knees go up to their chin when walking through a bunch of ferns, to collision volumes being oversized or offset, meaning that big rock face they just added has now created a massive invisible wall in another area. Once the addition of some plants caused all ledges within a wide radius to no longer work⁷.
It was a miserable state of affairs. My mental state rapidly deteriorated as I fought against this, I became very short tempered and irritable, and eventually near the end of 2022 I was kicked from the team. It was such a relief honestly.
I think the tragic thing is, set dressing is actually quite a fast process. The starting area went from looking like this to something quite like the final in about a month?
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But you can't show off the first screenshot on twitter⁸.
I guess I'll spare a quick moment to talk about the final version seen in the video.
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Its at 46 minutes in if the link doesn't work
Its...fine? The assets they've made are all good, though I think they lost the QFTM inspiration along the way. The thing that stands out to me is just how...little its moved on from 2022. Just look how much progress was made in like 3 months, compare that to now, 3 years later. Temporary platforms I placed are still in the exact same spot. I do find the addition of a matoran with a key for the cave to be a not great addition, if only for the fact that you need to find a tiny green man in amongst the overwhelming greenery to proceed.
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One part I found quite amusing was the final enemy encounter. It was supposed to be this large hut, probably Matau's, that had been completely overtaken by a hive, and Nui-Rama would spawn constantly from it until the encounter was over.
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There were a lot of concepts drawn up, but I guess it just...never happened. I also don't know why there's waves of fikou there either, that was after my time I think.
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So that's really all I have to say about that version, it looks okay. Its still clearly unfinished. It kinda works more than it did when I left, but its shockingly not that much different, outside of some new assets.
I'll be honest, I did intend this to be more of a happy, reflective post, but when watching part of the developer commentary a quote stood out to me.
"Traditionally you would kind of have really basic blockout for an environment and play test that to see how the level design is working. Because of the the situation we had we were kind of forced to just go ahead with set dressing and prettying it up and everything so if it were in a perfect world I would have loved to have gotten to do some more play testing early on but we did what we could with it. And I mean you basically had to just blindly trust the process because many systems weren't working at the time things were designed." -AN UNKNOWN BMOP DEVELOPER (2025)
And I just fundamentally disagree. This was a fan project, there were no deadlines but those that were self inflicted. This process they blindly trusted just lead to a thing that on the surface looks okay, but is still riddled with bugs that were well known for years. I've seen some people on the team say the game was 90% completed, feature locked, just 3 more months of polish and it would have all been working, but from what I've seen of the game I really doubt it. They say themselves in the commentary that there's bugs they've been fighting for nearly a decade still rearing their head.
So yeah, its not exactly a happy tale. I'm quite proud of the work I did, I learned a lot, and met a lot of people I'm still friends with to this day. Its a shame the project had to end this way, and I'm sad everyone's work has gone to waste, but I'm also not going to pretend this was some amazing project that was struck down right before achieving greatness.
But most of all: Fuck you lego.
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If you're interested in seeing a few more of the things I worked on in my time with BMOP, go HERE. I may post more publicly about some of them in the future, who knows. I have a post about the regional Kini temple I designed and built for the game HERE. Also some renders I did for some of my game design reports HERE.
¹-I say team, it was maybe two other people who were barely around. ²-I'll be honest here: Some people wanted to have the entire map destructible so that they could have Bohrok dynamically destroy it. For the post game DLC after we'd finished this Zelda sized free fan game⁹. ³-💯👍👀 isn't helpful feedback at the end of the day. Its supportive I'll give you that. But sometimes you need more. ⁴-One person on the team even outright refused to play the game until final release, to "save their first reactions for their stream"... ⁵-idk if its clear at this point but the "demo" is, was, and now always will be the entirety of the existing game. Oh there were ideas for other things, but nothing concrete ever materialised⁹. ⁶-You know, like Sonic⁹ ⁷-The ledge's over sensitive detection for something blocking it is one of the most frustrating things about the game's development for me. ⁸-You absolutely can show off real development stuff, there are lots of people who find that fascinating. ⁹-This game was nothing if not ambitious.
You see that kind of mop is called a "Bee Mop", because of its sponge's resemblance to honey comb.
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arendelle-archives · 5 months ago
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January 2025 Frozen map bonanza!
That's right, there is more than just in-depth studies of Frozen kingdoms and family trees in the Archive cabinets.
This was my present to the Arendelle Archives discord server for the new year! A quick recap of every large scale map we've seen in the Frozen franchise so far.
Here they are in order of appearance:
1. Frozen - The Troll Map (2013)
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A supposedly ancient map that guided the royal family to the Valley of the Living Rock on the night of the accident. In the novel Dangerous Secrets (2020), it was revealed that the map had once belonged to Agnarr's mother Queen Rita. Ironically, later maps have proven this location of the Troll Valley to be incorrect.
2. Frozen Free Fall (2014)
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A massive 3d-map assembled from screenshots of the mobile game Frozen Free Fall. Shared by u/DuckOfDuckness on reddit (full quality in the comments). Some of the locations, like the Troll Valley on the middle left, are actually consistent with later maps.
3. Frozen Fever (2015)
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The first map that showed us the outline of Arendelle and The Southern Isles. Thanks to this, fans quickly deduced that Hans's home country was based on the Danish island Funen (Fyn). Note: "Nordsoen" (technically Nordsøen) is Danish for the North Sea, the real sea between Scandinavia, Denmark and the British Isles.
4. Frozen: Live at the Hyperion - Arendelle History 101 Queue Video (2015)
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The only official map so far to feature Weselton. An expansion of the map from Frozen Fever. Shared by u/ArendelleKnight on reddit (video). Notice how the seemingly small island gets cut off on the left? I suspect Weselton is a bit bigger than what's seen here. Edit by me on the right.
5. Sailing Sisters (2016)
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A comic book map I very recently analysed in my Frozen-project covering the kingdom of Vakretta! Arendelle is to the right and Vakretta is to the left. Also, notice how the large island at the top appears to be in the same location as Weselton on the previous map.
6. Forest of Shadows (2019)
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The first and only map so far to show actual places of interest in the kingdom. The locations of Oaken's trade post, the Troll Valley as well as the Roaring River are consistent with the Frozen Free Fall-map! A very interesting map overall. Just don't look too close at the misaligned grid compared to the compass. Or the ridiculously wide fjord...
7. Saks Fifth Avenue - Disney’s Frozen II Enchanted Forest Experience Booklet (2019)
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A proper little treasure revealed to me by @saiten-gefroren through his Frozen timeline project Annals of Frozen in 2021. Originally posted on Instagram by @imdaaddlepate. Edit by me on the right.
8. Frozen II: Spirits of the Enchanted Forest - Iduna's Map (2019)
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A re-imagining of the scene from the movie (even though the book was released before the movie) and actually showed the whole map, including The Southern Isles. In this version, Ahtohallan is a mapped landmass rather than just a sketch! According to what's revealed in Dangerous Secrets, this actually makes sense!
9. Frozen II: Look and Find (2019)
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This version of the map also shows Ahtohallan as a mapped landmass.
10. The Art of Frozen II - Arendelle Town Map
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Concept art (3D model) for Frozen II by David Womersley. According to the map, this part of the town is called"Arendelle North", suggesting the other (southern) half of the town is called "Arendelle South."
11. Frozen II - Iduna's Map (2019)
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The map seen in the movie showing the borders of Arendelle and Northuldra. Rivers are consistent with the map from Forest of Shadows, meaning the Roaring River marks Arendelle's northern border. This map was a breakthrough for analysing Arendelle's location, as it features real coordinates along the "frame". You can find interesting theories about this here, here and here (my own project). Edits by me.
12. Frozen: The Saga - The Legacy of Anna and Elsa - Iduna's Map (2020)
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Iduna's map before she hid it in the watertight compartment. Like the movie map, this one is cut off at the bottom and is missing The Southern Isles.
13. The Love Tree (2021)
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An adaptation of the map from Frozen Fever. To my knowledge, this is the only other time we've seen this particular map design appear in a comic. What's odd is that (besides using the outdated geography) Kai is pointing out the land across the Arenfjord as if it belongs to Arendelle when the map from Frozen II clearly showed it doesn't. But at least we can credit the artist for getting the compass angle right!
14. Disney Wish - Arendelle: A Frozen Dining Adventure (2022)
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A slightly adapted version of the map from Frozen Fever, with "Nordsoen" (North Sea) written in English instead of the original Danish. The "frame" also features added coordinates. Unfortunately, the latitude is off by one degree compared to the map from Frozen II. The third pic was very kindly shared with me on discord by BadAtNamesAndFaces.
15. Tokyo DisneySea: Frozen Kingdom - Royal Banquet of Arendelle (2024)
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This is the complete version of Iduna's map from Frozen II. Found in one of the dining halls of the Royal Banquet of Arendelle restaurant. The map once again confirms the borders of Arendelle and Northuldra.
16. Tokyo DisneySea: Frozen Kingdom - Kristoff's Ice Delivery Map (2024)
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Many variations of this cartoon-y map have been included in the Frozen Official magazine throughout the years but this is to my knowledge the first time it has appeared "in-universe". Locations and rivers are consistent with previous maps. Note: the "Best ice in Arendelle!"-spot by the North Mountain is actually located outside the kingdom. It seems Kristoff doesn't have the best navigation skills 😁
/Virtual Winter
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danganronpadespairtime · 2 years ago
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Chapter 2 part 1 asks
All responses are in this post for organization. There may be chapter 2 spoilers.
(space to prevent misclick)
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xmicrophonyx asked: How long did it take you to make the Insane Literature Girl MV? It looked like you spent a lot of time on it!
Making the drawing and video itself took a little over a month. But I had been planning out the text portions (translation, text excerpts, ideas for puzzles) of it for a little over a year (my planning document dates back to May of last year and somehow amassed 12K words..?).
I wasn't working on it continuously for a year, though; it was just an on-off project that I was lazily thinking about for a while.
Anonymous asked: Hi this is a random question but I was wondering if I was just seeing things or not. Does Xander have a tongue piercing? I think in some sprites it looks like he has one and others where it looks like he doesn't. He is totally my favorite character and I love his design by the way!
It's not visible in all of his sprites, but he does indeed have a tongue piercing.
He thought if he had one there he could slip it under his old school's strict "no piercings allowed" policy by just closing his mouth every time a teacher walked by.
Anonymous asked: one genuine question, was there anything specific you were considering when coming up with the cast’s birthdates? or were they pretty much random
Some of the birthdays are specific dates with meaning, then the rest were filled in throughout the remaining months of the year in a somewhat even temporal spread.
xmicrophonyx asked: For this chapter's BDA and fake-out BDA, were they made with 3D assets, just 2D art, or a mix of both? What was the process in making them?
It's a 2D image with a depth map.
Anonymous asked: Is the Hope's Peak the DRDT class went to a high school or something more like a 4-year university for young adults? (Sorry if this has already been addressed somewhere, if the information exists I couldn't find it.)
The second thing. The US's Hope's Peak Academy is post-secondary education. It is equivalent to an American college.
Anonymous asked: I really love the character Fan-Made MVs you do, like for Min and David! Do you plan on making one for every character?
No. I only make MVs for songs that I think fit a character, that I like, and that I have a good MV idea for, which is not something I can control.
Anonymous asked: Does David's new design have a default sprite?
This one is his default sprite.
Anonymous asked: Hi DRDT Dev! This is more of just a simple question and not so much a chapter specific question. We know David like to eat simple foods like ready oat meal. But can he cook small meals like scrambled eggs, omelets or things like that? Oh and how does David normally manage his feelings? I like to think that he journals but this is just a head canon of mine. I'm curious if you could share anything like that about him for us!
He can cook a decent meal, he just prefers not to.
Badly
Anonymous asked: Do the cast have exact ages or are they just deemed “colleges aged adults”?
They all do have exact ages, down to the day, but that's a spoiler. For now, just know that they're over 18.
Anonymous asked: Something I'd been wondering since Rose had talked about her secret with Teruko: She mentions that she was bailed out and came to work under the Spurling Foundation by Richard Spurling. In Bonus Episode #2 with Xander, he mentions the name Duke Spurling with distaste in regards to the Chariton incident. Are Richard Spurling and Duke Spurling the same person? Or separate people? If they're the same person, is Duke a nickname or a title?
Duke Spurling and Richard Spurling are different people, but they are brothers. Duke is (was?) a politician. Richard is a billionaire philanthropist who founded the Spurling Foundation. Duke is not officially affiliated with the Spurling Foundation, but he did receive sizable political donations from that foundation while he was still active in politics.
Duke is a first name, by the way, and not a title. Also, Duke is quite old, in the 80-something-ish age range. Basically, old enough to have been alive during the Tragedy.
Anonymous asked: I was wondering if there are any other characters with canon sexualities?
I said before that I would only confirm sexualities in the story itself, but I changed my mind.
Whit - bisexual Eden - lesbian Ace - gay Veronika - pansexual David - bisexual with a strong female lean. but he describes himself as "straight but also not opposed to any random impulses that may arise" Teruko - unlabeled/explicitly ambiguous
Everyone else is subject to interpretation for now.
citrusircus asked: You've stated before that you don't want any of your assets used with AI, but I'd still like to ask whether or not this extends to the character.ai site (considering no intellectual properly is actually used to make these). Completely understandable if you'd rather people not touch it! Just wanted to clarify.
I don't like character.ai.
tophats-tea asked: Was there a particular incident that caused the scar on Charles’ arm, or was it just a usual chemical spill from working as a chemist?
It's a dog bite scar.
Charles is under the impression that it's a birthmark.
Anonymous asked: why does hu have claws on her hand?
Those are not claws. They are plectra for guzheng.
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shi-daisy asked: For my question, I'd like to ask is there anything random you can tell us about Levi? He's my favorite character and I'd love to know any miscellaneous details about him be it preferences or silly info you may have of him or how you came up with his character. Thanks in advance!
He has an almost unruly sweet tooth and will consume an entire bowl of lollipops (his favorite candy) in an hour if he doesn't watch himself.
If you see him in future art with a white stick of some sort in his mouth it's almost certainly a lollipop.
murderacademia asked: Ooh, do you have a random fun fact about Charles as well? :) he’s a big fave of mine! Thank u!
He's secretly very attached to his hair length, and doesn't like the idea of cutting it short.
welpuu asked: do the cast all have favourite colours? if so which ones? (also sorry if this was already asked 😭)
Teruko: red (reasoning: association) Charles: "Why would I assign emotional value to colors? That's a ridiculous waste of energy." (cerulean) Whit: neon pink (reasoning: "Pink!!") Rose: lilac (reasoning: likes subdued colors for their subtlety) Arturo: blueish white (reasoning: sterile) Levi: cerise pink (reasoning: feminine) Eden: daffodil yellow (reasoning: happy) J: black (reasoning: cool) Hu: emerald green (reasoning: elegant) Nico: none (reasoning: no interest) Ace: dark blue/purple (reasoning: refuses to provide reasoning) Arei: azure (reasoning: "I'm blue, so clearly it's the best color!") Min: taupe (reasoning: comforting) Xander: bright red (reasoning: passionate color) Veronika: white in conjunction with other colors (reasoning: brings out other colors well) David: gamboge (reasoning: inspiring)
Since I'm on the topic, here are least favorite colors as well.
Teruko: pitch black (reasoning: unsettling) Charles: dark red (reasoning: looks like blood) Whit: gray (reasoning: boring) Rose: none (reasoning: all colors have their value in the right situations) Arturo: neon colors (reasoning: tasteless) Levi: neon yellow (reasoning: a little hard to style) Eden: blue (reasoning: "Kind of a downer color...") J: pink (reasoning: obvious) Hu: blueish white (reasoning: sterile) Nico: white (reasoning: unsettling) Ace: titian (reasoning: doesn't like himself) Arei: green (reasoning: looks like puke) Min: white and pink together (reasoning: annoying) Xander: dark red (reasoning: looks like blood) Veronika: white in the absence of other colors (reasoning: soulless) David: gray (reasoning: depressing)
cuckaracha asked: but also for a real cool and sexy question. Can we have a totally normal and not fucked up fact about Ace?
When I designed Ace from the start, I wanted him to wear heels (because he is short), but I thought that it was inaccurate for a jockey's outfit, and I didn't do it. But then later I remembered that he isn't jockeying at the moment, so it would have been fine if he wore heels. In any case I decided it'd be okay to add them back in his new design.
When it comes to jockeying, Ace wishes he was shorter (he is on the tall side for a male jockey), but for all other aspects of life he might find it bothersome to be shorter than everyone else. So he might have a tendency to wear shoes that enhance his height. Subtly of course.
Also, he has 9 siblings.
Anonymous asked: taking a note from the levi asker, are there any random fun facts about nico or veronika that you have? those two are my favorites!
Nico cuts their own hair. Veronika's single green earring is a 'good luck charm' given to her by her dearest friend.
welpuu asked: another simple question sorry...im curious about if any of them have favourite ice cream flavours...or like maybe flavours in general? unless thats too broad then the ice cream flavours is fine 😭
Teruko - red bean Charles - coffee Whit - vanilla Rose - red velvet Arturo - chocolate mint Levi - caramel Eden - honeycomb J - black sesame Hu - rose Nico - "the flavor" (doesn't elaborate further) Arei - birthday cake Min - lemon Xander - sauerkraut??? Veronika - funfetti David - pistachio Ace - frozen bananas (actual frozen bananas, not ice cream)
sunriseindigo asked: does rose have a favorite art medium (acrylics, colored pencils, graphite, etc)? also, does she do digital art or is she strictly traditional?
Paints are her specialty, particularly oil, and she rarely uses any other medium. She does not do digital art.
Anonymous asked: would you be willing to spare any fun information about Rose?
Her whole family has plant-themed naming.
Daisy (older sister)
Saffron (younger brother)
Holly (mom)
Iris (mom)
xmicrophonyx asked: Is there any concept art of the DRDT cast?
There is, but it's so embarrassingly awful that I don't think it will see the light of day any time soon.
Other than this.
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I'm certain is the first ever drawing of DT. I guess Arei used to have black hair.
Anonymous asked: what does the cast smell like :)
Teruko - Dirt, sawdust, burnt smell Charles - Laundry detergent Rose - Paint and chemicals Arturo - Antiseptic Hu - Womanly perfume (light) Veronika - Womanly perfume (heavy) David - Men's cologne (light) Levi - Men's cologne (heavy). Also, somewhat faintly, leather Nico - Cat Ace - Sweat and menthol Min - Lavender/eucalyptus/lemons/whatever essential oil she decided to use that day Whit - Fruity fun shampoo (for kids) Xander - Men's 3 In One Body Wash (for men). Also, somewhat faintly, gunpowder MonoTV - metal and burning rubber
Anonymous asked: Is the Spurling Foundation and XF-Ture Tech the same thing?
They are totally unrelated institutions. The former is a philanthropic organization, the latter is a for-profit tech company (that also seems to do a lot of other things).
spyrkle4 asked: Question! Will sometime in the future will we know a little more about the sibling characters of some of the cast members? I honestly am just curious about J's brother and wanna know more about him
It’s good to have names to refer to characters, so here are the names of some characters who have been referred to in the story (and additional information about other characters as well)
Fuyuko + Natsuko Nageishi (Arei’s older sisters, by around 2-5 years): They are identical twins, in both appearance and persona. Actually, their appearances are mirrored. The two of them are always seen together and share everything with each other. They are best friends and very close.
Ryan Rosales (J’s younger brother, by about 1-2 years): He likes playing video games, and the two of them play games often. He also loves annoying J. One of his hobbies is cross-dressing.
Elliot “Ellie” Cuevas (Charles’ older brother, by about 11-13 years): Although he has not had an appearance yet, he looks shockingly similar to how Charles looks now. His favorite food is pancakes and his favorite animal is dogs.
Felicity Giles (Arturo's younger sister, by about 3-4 years): She also has not made an appearance yet. She has low self-esteem and admires Arturo a lot.
These characters (and others) have reference sheets, but those are meant for internal use only, so maybe later I will draw reference of their designs to show you all.
zamazencian asked: Is there a fun fact about Xander you could share? He's my favorite guy :D
He has a very weak sense of taste, and most normal foods taste bland to him. As a result, anything he cooks has an overwhelmingly strong flavor that makes it almost inedible to other people. He seems unaware of this.
sourapplecake asked: what kind of accent does xander have? i can’t tell if it’s british or australian or what 😭🙏 <- a little slow
British.
Anonymous asked: Do you ever have any plans of making promotional splash art in the future? I apologize if this has already been asked!!
Not really.
Anonymous asked: Is Min, like... truly really into essential oils and healing stuff?
She is aware that essential oils don't have any scientifically proven meaningfully significant benefits, but finds them relaxing nonetheless.
Anonymous asked: Does David wear hairclips because he likes them or is there some other reason?
It's his manager's idea for "branding." But David thinks they're embarrassingly stupid looking and doesn't like wearing them.
saraanzu asked: do you have the death order for the rest of the show decided in your head already, or are you figuring it out as you go along?
Decided from the start.
xmicrophonyx asked: Any fun facts about Whit?
He's the best cook in the cast. His specialty is French.
Anonymous asked: where did David's hairclip's go after he had his little transformation in chap2? cuz it looked like he ate them lol
www.google.com/search?q=pants+pocket&tbm=isch
Anonymous asked: hi, sorry if this is a silly question but how do you pronounce davids surname? ive seen it pronounced "chee - em" or "keem" but i just wanted to know if there's an official way to say it teehee
CHEE-em
chee as in cheese
em as in seem
0-kaiya-0 asked: Will there be more FTEs?
Maybe, but I'm not sure I want to put out any more polls.
Anonymous asked: will there be any canon couples?
I'm not one to write romance, so don't count on it.
Anonymous asked: Are people allowed to make nsfw content of your characters?
Sure.
Anonymous asked: How is Veronikas last name pronounced?
GRE-ben-SHI-ko-va
Gre as in regret
ben as in the name Ben
shi as in shiba inu
ko as in cold
By the way, here's a tip for (approximate) name pronunciation. If you can identify the origin of the name, go to Google Translate, type it in the left box, set the left language to the appropriate language, and hit the speaker/play button to have it read out-loud.
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paluding · 2 years ago
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Updating... The Tattooer (ver. 3.4)!
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Finally! Took me a while, huh. This is the updated version of the Tattooer project. It skips some steps, making the workflow much, much faster! Huge thanks to @applewatersugar for his suggestion on how to bake textures while preserving the transparency. This is kind of a repost of the original Tattooer post, but it actually has some new stuff and a few changes here and there, so please take a look if you want to learn how to use this new version.
This is a series of Blender template files already set up to quickly bake textures from The Sims 4 to The Sims 2. The different Blender files will allow you to: -Bake body textures from TS4 to TS2 (Female) -Bake body textures from TS4 to TS2 (Male) -Bake body textures from TS4 (Female) to TS2 (Male) -Bake body textures from TS2 (Female) to TS2 (Male) [Bonus!] -New! Bake face textures from TS4 to TS2 (Unisex) [Bonus!] -Bake head textures from TS4 to TS2 (Face + Scalp) (Unisex) [Still experimental] Check the file names to see which one is which, and the resolution of the baked texture it will give. Everything you see in the render above was 100% converted using those Blender files.
Download here! SFS / GD
Update: Version 3.4.1 (27/08/2023) Fixed some issues on the shoulders for the AF-body-4t2-1024 and AF-body-4t2-2048 templates. Now the top straps on most converted underwear/swimwear should look right.
Update: Same version (13/12/2023) As requested, added a new spanish version of the included pdf guide!
These templates were made mainly to bake and convert tattoos, but there’s more you can do with them if you get creative. I have to say, these are NOT perfect. Results may vary depending on what you are trying to convert, so! With that in mind, this is all the stuff you will be able to convert almost seamlessly from TS4 to TS2: -Tattoos. -Other body details such as body hair, scars, freckles, supernatural/occult details… -Body painted underwear and swimwear, as well as some other clothing that’s mostly painted on the body. -Socks, stockings and maybe leggings. -Even skintones! In some areas they will look weird, so I recommend editing and blending them with other existing TS2 skins. -Makeup, eyebrows and beards. In the old version this was just a proof of concept, but now I’ve added a new Face file template which gives some pretty decent results! -Hair scalps. Very useful when converting some hairs! Although keep in mind part of that texture might also need to be baked on the face mesh, you know, that hairline makeup stuff.
Got your attention? Nice! Editing some of the textures from TS4 to match the UV mapping in TS2 using a 2D editing program can be incredibly hard. That’s where texture baking in Blender comes to the rescue!
You will need to download Blender, at least version 3.4, but you could always use a newer version. It is only incompatible with versions older than 3.4. -You can download Blender for free here. -You will also need Sims 4 Studio to extract the original Sims 4 CC textures you want. In the first version of these Blender files, there was a necessary step using Photoshop, but that’s no longer needed. However, there’s still a tiny extra step which requires resizing the newly baked texture on some of the high resolution templates, so you might need a 2D editing program like Photoshop. More on that later.
So, before we begin, let’s clear out some questions you might have. What the heck is this texture baking thing and what does it do? Well, let’s imagine you have a video projector and point an image into a blank wall. Then you pick up some brushes and start painting and copying that projected image in that wall. Texture baking is kinda like that when it comes to 3D models. You align two models and match them as closely as you can in shape and form, and once you adjust some parameters and values, Blender does the rest for you: it will give you a new texture for a new model with a different UV map. These files I’m sharing have everything already set up, so it’s a matter of plopping in that Sims 4 texture and you will get that new texture for TS2 in just a few clicks.
This tutorial assumes you know literally nothing about how to use Blender, so if you feel uncomfortable with it, worry no more! This will guide you with pictures showing where you need to click and explaining what is happening. For Sims 4 Studio and Photoshop the process might be a bit less detailed, but still this should be pretty beginner friendly. For this tutorial, I will use some tattoos as an example (properly credited at the end of the post). Alright, enough with the rambling. Let’s get started!
·EXTRACTING TEXTURES IN SIMS 4 STUDIO: First things first, you will need to extract as pngs all the textures you want to convert from TS4 using Sims 4 Studio. It should be pretty straightforward. Just open the packages and export the Diffuse textures. Keep them organized in a folder for easy access.
·BAKING THE TEXTURES IN BLENDER: PRELIMINARY STEP 1: CONFIGURING BLENDER’S GRAPHICS SETTINGS: Open your preferred Blender file depending on what you’re going to bake and the desired resolution (in this example I’m going to use the AF-body-4t2-1024 file). Before we start messing around in Blender, there’s one thing you should set up. It is a onetime step, and once it’s done, you won’t need to do it again. So, does your computer have a dedicated graphics card? If you don’t know or you’re not sure, just skip to the next step. Configuring Blender so it uses your graphics card instead of your CPU will make the baking render much faster, so it is recommended you set it up correctly. If your computer has a dedicated graphics card, click File (1) > Preferences (2) > and on the window that pops up click System (3) > and select CUDA and make sure your graphics card is there and tick it (4). I have an Nvidia Graphics card but your case may vary. Once you’re done, click on the tiny button on the bottom left corner and Save Preferences (5).
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PRELIMINARY STEP 2: CHOOSING THE RENDERING DEVICE: Click on the tiny camera button on the right, called Render Properties (1), and on Device (2) select GPU Compute if it’s not already selected. If you’re not sure if you have a graphics card or not, just select CPU. Then select the Material Properties tab (3) and Save your changes, either by pressing Ctrl + S, or clicking File (4) > Save (5). You might need to do this second step with the other Blender files, but once you have it done and saved, you won’t need to do this again. Okay, time to get into the good stuff!
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·STEP 1: LOADING YOUR TS4 BASE TEXTURE: In the Material Properties tab, click the folder icon that says Open (1) and on the window that pops up, navigate through your folders and select your first texture. To navigate easily, the 3 buttons on the top right (2) are for the display mode. They will show your files in list mode, vertical and horizontal, and the one on the right will display the file thumbnails, pretty useful if you want to easily preview your textures here. The icons on the left side (3) will let you go one folder back and forward, go to the parent directory, and refresh the folder in case you just dropped something new in there. Double click on the image you need and that will load the texture into the Sims 4 body model, named “ts4 body”.
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·STEP 2: SETTING UP YOUR SELECTION AND BAKING THE TEXTURE: On the top right of the screen, you will see the names of the 2 models in the scene. Hold the Ctrl key in your keyboard and left click on the “ts2 body” model (1). If you did it correctly, you should see “ts2 body” in a yellowish orange color, and right down below, “ts4 body” should look more like a red orange. If not, try again by clicking first on ts4 body, and then while holding Ctrl click again on ts2 body. Then switch to the Render Properties tab by clicking the tiny camera icon (2) and click Bake (3). Depending on your screen resolution, you might need to scroll down a bit with your mouse to see the Bake button. Wait a few seconds for it to finish. You will see the progress percentage down on the bottom of your screen. Don’t panic if you notice your computer fans start ramping up, that’s completely normal! As I said in the beginning, using your GPU will bake the textures much faster than the CPU.
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·STEP 3: SAVING YOUR NEW TS2 TEXTURE: Once it’s finished, switch to the UV Editing Mode by clicking “UV Editing” on the top of your screen. And there it is: your new texture! You might have to scroll up your mouse wheel a bit to zoom in and see it in all its glory on the left side of the screen. We’re still not done yet though. You need to save it to yet another new folder (always try to keep your stuff organized!).
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You can save it by pressing Shift + Alt + S, or clicking on Image* (1) and then Save As… (2). That will pop a window where you’ll need to navigate again and save it somewhere. Give it a proper name (3) and hit Enter to save it… well, Enter doesn’t always work for me for some reason, so if that happens just click Save As Image (4). And that’s it! You’ve successfully converted your baked texture. Congrats!
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·STEP 4: GOING BACK TO STEP 1: Alright! If you’re done with your textures, you can close Blender without saving and call it a day. But let’s say you want to keep baking other swatches. In order to go back to step 1 and start the process once again, click Layout (1), go back to the Material Properties tab (2), select “ts4 body” (3) and click on the folder icon (4) to open and load your next swatch.
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Then it’s just a matter of repeating the process from step 2. When you’re ready to move on, close Blender without saving. If you see a small check telling you it will save some images, make sure you uncheck it, so you will be able to use it again in the future from the starting point with no issues. I don’t think it really matters if you accidentally save your progress in these files, but I like to keep it clean and fresh so I can do the process where I left it from the beginning next time I open it. And in case you mess up and save somewhere, you can always just delete the .blend file and download the template files again.
In case you’d like a video tutorial on how to use these files, the amazing @platinumaspiration recorded this fantastic video showcasing the process! You can watch it here.
One final note: some of the baking .blend files save the textures with a resolution of 2048x2048 pixels, as clearly stated at the end of their file name. That’s way too overkill, because TS2 only properly supports up to 1024x1024 for most of its textures and you should always resize your final product to that max resolution (or lower if needed). I just made those 2048 versions because there might be some really tiny and slim details on some tattoos that might look a little too blurry when baked into a 1024 resolution texture, so for those cases use that if you want and then resize them using your 2D editing software of choice. In Photoshop, in the Resample mode of the Image Size menu, there are a few options to choose. For the fine details, I like the Nearest Neighbor (hard edges) option, which, even if it looks a bit pixelated, it still preserves most of the texture and quality.
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For anything else, I would just directly bake them using the 1024 versions in Blender (512 for the face and scalp).
And for the folks who feel comfortable playing around in Blender, this is just the beginning! Texture baking opens a LOT of possibilities, so feel free to move stuff around and edit the models to your liking! If you notice the baked textures look warped or stretched somewhere, or don’t like where some textures are placed in the S2 body, poke around that area moving stuff and then give it another try. The main objective of the baking process is keeping both overlapping models as close in shape as possible. You may also edit and save new copies of the templates, or make new ones from scratch using mine as a reference (keep a close look on those Baking settings and values, I think they work pretty well) and share them if you want to. Go ham, do whatever you want with them! I still have plans on making templates to convert body textures from Sims 3 to Sims 2, but for now it’s not on my priorities, so we’ll see when that happens.
Whew! Hope none of this was too confusing. Need help or have any issues with these? Please ask/message me here and I’ll be glad to help when I’m able to!
Credits for the CC used in the render demonstration: -Skin by Sims3Melancholic. -Eyes by Northern Siberia Winds. -Eyebrows by PeachyFaerie. -Tattoos by xtc. -Top by SerenityCC. And the Tattoo I used for the tutorial can be found here, by ValhallanSim.
Last but not least, a huge thanks to all the people who somehow contributed to make this project and update possible, either by doing initial testing, finding issues to fix, or teaching me new Blender tricks to make the workflow way faster and easier. So thanks again to @elvisgrace @moyokeansimblr and @applewatersugar on Tumblr! <3
And thank you for reading! Hope you have fun playing with this (not so) new toy hehe.
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ggg-rumpus-map · 5 months ago
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ABOUT.
This is a sideblog to help organize and provide updates for the upcoming Great God Grove Multi Animator Project, RUMPUS!
The project is currently in the early stages of behind-the-scenes planning and is open for applications! Check out our MAP Call HERE!
As of 3/30/25, applications have ended! Further updates coming soon!
FAQ and other information below the cut!
FAQ
What is a MAP?
A MAP is a multi animator project. It’s where several or more artists and animators come together to make a single animated video, to help take the workload off of others, as each person only does a small portion.
What would this MAP be about?
The main content of the MAP is to cover all of the implied post-game. Its focus will be on a single day: The celebration of King’s ascension! It will also touch up on many other things that happen during the celebrations, including the repairing of damaged relationships, the rebuilding of trust, community, and love, and the healing that is to be found there. More specifically, it will show how the entire grove is moving on and healing from the damage the near apocalypse caused to their community. We intend to include all areas of the game, and as many characters as possible. It’s also intended to be a sort of love letter to the game and community!
Who is hosting?
@scribblelimbo and @clickety-clacker are both moderators here, and hosting the project itself!
Is there a script?
The MAP itself is semi-scripted. Certain parts will have more set scripts than others, but the majority of it will have loose guidelines that provide direction, while still allowing for artistic freedom. You can view the script on our official document, here, as well as our MAP Call, here!
Are there set designs?
Nope! While we do ask that any designs used are still recognizable as canon characters, using your own designs, interpretations, and headcanons of them is allowed.
I can't animate, can I still participate?
Yes! We are allowing new and inexperienced animators. We're happy to provide resources, tips, and tricks to help you along the way! If you don't feel comfortable or don't have the time to animate, we allow applications for still artists to assist animators with things like backgrounds, props, and thumbnails!
Is there an official document?
You can find our official document HERE!
How can I join?
Currently, applications have already closed. If we need any further participants we'll keep you updated!
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TECHNICAL DETAILS
What resolution is the MAP in?
We ask that all scenes submitted are 1920x1080 pixels, at 300dpi.
What FPS should animations be in?
The final product will run at 24fps. For your animations, anything within that multiple (24fps, 12fps, 6fps) are allowed. 30fps and 18fps are not.
How does the final product have to look?
The main thing that we ask is that the product is colored and polished. We do not have a set 'artstyle' we want you to follow- in fact, we encourage you to use your own style and get creative! By 'polished', we simply mean that there has been clear effort put into it, and there are no parts left looking unfinished or uncolored. Polish has nothing to do with 'skill level', all skill levels are allowed.
What style of animation is allowed?
All animation styles are allowed. As long as you match the FPS and polish standard, frame-by-frame, tweening, and even 3D animation and animatic style, etc is all allowed.
How should it be exported to the hosts?
We ask that your final product is exported as a set of .png images, which should be compressed and sent to the hosts that way. This is to help avoid potential corruption of .mov or .mp4 files. If this doesn't work for you or you need help doing so, contact us!
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I have more questions!
Send us an ask! We're more than happy to communicate and answer any questions you might have.
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creativefactoryfilms · 1 year ago
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Creative Factory Films – Your go to for cutting edge video production services Join our legacy of tech infused creative solutions, trusted by industry giants
Our team of senior Matte Painters, Animators, and technical artists work together to create unique visualizations that captivate and resonate with viewers.
With cutting-edge technology, we infuse your projects with stunning visual effects and CGI, making the impossible a reality.
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optomaprojectors · 1 year ago
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Document Camera, Share even the smallest objects or detailed experiments with a larger audience for a more interactive learning experience
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clockwork-puppets · 2 months ago
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Admittedly I forgot I can post things here
I've been making video games, and you should go play them! They're free!
This is Poltersprite! It's an arcade-style ghost investigation game for the original Game Boy (DMG!) 👻
Featuring 7 ghost types, 5 evidence types, 2 completely original and hand-drawn maps with 5 and 8 rooms respectively, a final score system, and looking at cat photos as a sanity mechanic 🐈‍⬛
It was made in roughly 12 days for GitHub Game Off 2024, and was just recently (May 5th) expanded on with a huge update including a new haunted carnival map, new ghost types and equipment, a complete rework of the inventory and journal, and some added accessibility features!
The game is entirely free to play and download, including a Game Boy ROM, a 3DS .cia, and a printable 1-page foldable instruction manual! The game's source code and project files are also available on GitHub for modding or tinkering, feel free to make use of it!
I am hoping to make physical cartridges by this summer, you can help make it happen by supporting the game! Leave a comment, review, and if you can, a tip to help me fund the first batch!
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yuurei20 · 1 year ago
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Birthday present tracking: Ortho
⚠️JP-server-only information included, no main story spoilers⚠️
Presents received by Ortho: ・Mobile printer (Cater) ・Multitool (Deuce) ・Report on the food at his birthday party (Ruggie)
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・Snow globe (Jack) ・Limited-edition sneakers (Floyd) ・Make up application (Vil)
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・Apple carving (Epel) ・Miniature can of compressed air (Idia) ・Pre-NRC: Treasure map, puzzles and gift (Idia)
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・Oral supplement gear (Idia) ・Small bird landed on his finger (from Silver) ・Impromptu play (by Film Club students)
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・3D Projection mapping (Ignihyde students) ・Shoelaces, stationery, prize-winning ice cream sticks (unspecified) ・Nutritionally balanced, pre-packaged meals (from parents)
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Presents Given by Ortho: ・Cooking oil (to Trey) ・Link to a website selling sneakers for cheap (for Ace) ・Body composition monitor (to Jack)
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・Mostro Lounge accounting assistance (for Azul) ・Video of Spelldrive race from years ago (to Epel)
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・VR Goggles (to Malleus) ・Shaved ice machine (to Malleus) ・Vintage game console (to Lilia)
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underbootsociety · 2 months ago
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Anyone got reccomendations for people who liked ENA/ Dream BBQ?
I'll start:
NETIZƎN - Act I (Animation)
youtube
(CAUTION: all media reccomended here have flashing images)
Here's a recent- ish project: it's an animation Where an old man and a lawyer go on an adventure to "legally" avoid registering as a Netizen.
It's got a Windows XP vibe, mixing real images with beautiful art and interesting character designs.
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And the pumpkin lawyer guy is Various Stock images of a guy with a suit and pumpkin head. Total Tumblr Sexyman material.
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the trailer for ep 2 just dropped! Check it out!
And for reccomendation 2, ofc if we're talking abt Ena, we have to discuss one of its sources of inspiration,
LSD Dream Emulator
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Highly suggest you go into this blind, There's a lot of websites that host this game on free emulators so you can just load it up and start playing (though I've seen some reports that setting it up on the Duckstation emulator is worth the effort and fixes a few visual glitches)
If you enjoy wandering about while totally lost in Dream BBQ, you'll love this game's complete lack of explanatory dialogue or objectives
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It also just has captivating imagery, drawing from several places (there's a world with popular national landmarks like the london bridge, there's one with Moai heads, there's a world that looks like the insides of an intestine.)
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To me this game encapsulates the PSX era of digital art, of that early 3d animated low- poly style that we see a lot of in the 2000s
Honorable mentions:
Gmod/ VRChat maps
(Reccomend watching @/loganfromearth on YT for reccomendations of interesting maps on these games)
Christopher Zetterstrand's art
Yume Nikki
This Jacob Geller video:
youtube
Please add on if yall have more!
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