pov: your kitchen is also your bedroom which is also your living room and your dining room
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torn mask kakashi hours 💗💗
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christmas in diamond city ❄️🎄
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unfinished picture i think is still interesting, even if i won't be continuing it. getting a handle on the really gloppy brushes with a bunch of rapid fire stuff
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GRUNT FACE PAINT
face paint (duh)
2 swatches: Tank and Buzz
actual genuine freshly extracted sims 2 textures
child to elder
in masculine catalog but allowed for all genders
DOWNLOAD: SFS
much love to all of you beautiful people who remember and love ts2
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He’s a Kira Queen 🎶
Kira Yoshikage
My name is Yoshikage Kira. I’m 33 years old. My house is in the northeast section of Morioh, where all the villas are, and I am not married. I work as an employee for the Kame Yu department stores, and I get home every day by 8 PM at the latest. I don’t smoke, but I occasionally drink. I’m in bed by 11 PM, and make sure I get eight hours of sleep, no matter what. After having a glass of warm milk and doing about twenty minutes of stretches before going to bed, I usually have no problems sleeping until morning. Just like a baby, I wake up without any fatigue or stress in the morning. I was told there were no issues at my last check-up. I’m trying to explain that I’m a person who wishes to live a very quiet life. I take care not to trouble myself with any enemies, like winning and losing, that would cause me to lose sleep at night. That is how I deal with society, and I know that is what brings me happiness. Although, if I were to fight I wouldn’t lose to anyone.
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˖°.𓆩♡𓆪 .°˖ "I finally found you, my personal slaughter" ˖°.𓆩♡𓆪 .°˖
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tank tops. socks. shorts.
📂 dl (everything)
i got super burnt out about halfway through this preview so uh, sorry it’s not particularly fancy. i’ve got several items to share with you, though! these are all tagged for feminine frames, disabled for random and should be bgc. if you have any issues holler at me cuz i’m heckin sleepy today so i might’ve goofed.
the whole collection’s in a zip at the top of this post under the title, separate files and more info below:
📌 textured tank // cropped tank from nifty knitting minus the embroidery. has a light texture to it, 8 swatches, base game compatible.
📌 grungy shorts // a mashup of the cut-off shorts from bowling night and the torn denim from the werewolves pack. 3 swatches (above), base game compatible.
📌 striped crew socks // 2 versions (variations above, both are in the same zip download), v.1 has 25 swatches, v.2 has 15 swatches, both are the same length with a general vintage vibe and base game compatible. they look particularly good with cropped sweatpants or jeans but doll ‘em up however!
credit: old llamaloaf + magicbats palettes ☻
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day 60
alright they’ve been put in enough situations for a bit now…
thanks for having me @hermithorrorweek! it was fun :]
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🐠Mermay begins now! 🐠
This year I’m trying to use gold texture as a base with a whirly-inky marble texture as background. Actually I made a bunch of those so I’ll be making them available later :)
🐠3-4🐠 🐠5-6🐠 🐠7-8🐠 🐠9-10🐠
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Some unedited (world) textures extracted from For Rent, available for you to download and use in your cc. I'm going to turn some into terrain and flooring again but maybe other creators find this useful too. Have fun!
ZIP Folder HERE
And, btw does anyone know what this creepy old book does? Thanks in advance
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"Why did Tears of the Kingdom have a development cycle just as long as Breath of the Wild's even though it reused so many assets?" is a question that I think fundamentally misunderstands how modern game design works
It assumes that the team does something like all sit down, develop the physics engine, then they can move on to the overworld map, then they can move on to making the cutscenes, etc. and when you think about that for just a second it becomes obviously absurd. Developing a physics engine, writing dialogue, creating textures, designing puzzles, and so on are all different disciplines that different specialists work on in parallel and in cooperation
What probably actually happened is a lot of the artists, engine devs, and so on put a lot less time into the project, before/while working on a bunch of different projects at Nintendo (quite possibly including the engine and art for the next Zelda game), and they also probably didn't need to get Monolith Soft to help design the overworld. Meanwhile, the puzzle designers, writers, and a lot of the rest of the team have to do just as much work as they did for Breath of the Wild (or more!), and so it's not that surprising that it took just as long
(Disclaimer that I don't know for certain that this is how it happened internally at Nintendo, and short of interviewing the devs I don't think there's any way to find out. The credits won't help because close to all of the people who moved on to other teams either worked on TotK for part of the development and/or had their work ported over from BotW. This is just my understanding of how modern AAA game development works)
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