#Design and Computer Graphics
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ramshitposts · 9 months ago
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My favourite excuse for not doing something is having DCG homework because it's like Sorry I can't hang out tonight guys i have to draw cubes :/ yeah I have two a3 sheets of various sqaures due Monday :/ no I can't go to the park i have to conceptualise and sketch abstract shapes :/
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389 · 4 months ago
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Kenneth Snelson Chain Bridge Bodies (1990)
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bedupolker · 6 months ago
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OPENING COMMISSION SLOTS
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Opening 10 Commission slots for traditional (ink or watercolor/gouache) art! If you are looking for an original physical piece and have specific size requirements let me know, otherwise they will be on small 5.5x8.5 sheets. Please note I will not be able to do major revisions due to the medium. Shipping of original piece is optional but cost of shipping NOT included in these listed prices. Payment via paypal or venmo accepted (I will take a deposit of 1/2 of the original price once you approve the sketch, and 1/2 upon completion, full upfront is also fine.)
Backgrounds are ok but will increase price (likely ~$150-175 depending on complexity) multiple characters are ok but will be charged each as individual pieces.
Check out some past finished commissions here!
Please DM me for questions or more info or contact me at [email protected]
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numbpill · 7 months ago
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RANDOM/SEMI RANDOM COLLECTION OF TILED BACKGROUNDS FOR YOUR WEBSITE / BLOG <3
(ko-fi)
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prokopetz · 1 year ago
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Look, there's a lot to be said about the contemporary gaming industry's preoccupation with graphics performance, 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.
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scipunk · 1 year ago
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Alien (1979)
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teamfortress2yaoi · 1 year ago
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warakami-vaporwave · 18 days ago
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Superaudio Waves Koi
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xaoca · 2 months ago
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Biogenesis by William Latham, 1994
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lofiholiday · 2 months ago
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from Byte Magazine, 1986
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retrocybercore · 3 months ago
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Trancemaster 2005
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thisisrealy2kok · 1 year ago
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Sony Vaio PCV-RX series
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389 · 5 months ago
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Apple II ASCII art animated horse
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thecutestgrotto · 6 months ago
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Y2K Tech MDNI
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numbpill · 8 months ago
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RANDOM FAVICONS ONCE MORE
(ko-fi for free stuff)
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byruit · 5 months ago
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Frutiger Aero 🩵
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