Mar. 7th, 2018

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ezekestiel:

voldemo:

voldemo:

My friend really changed once she became a vegetarian 

its like ive never seen herbivore

i sighed so loud my mom asked me if i was okay and she’s two rooms away
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ginnydiarchive:

Okay, here’s the problem with the idea that oppressed groups can “alienate allies” by not being nice enough:

You shouldn’t be an ally because oppressed groups are nice to you. You should be an ally because you believe they deserve basic human rights. Hearing “I hate men” shouldn’t make men stop being feminist. Hearing “fuck white people” shouldn’t make white people stop opposing racism.

Your opposition to oppression should be moral, and immovable. Your belief that all humans should be treated with equal respect shouldn’t be conditional based on whether or not individual people are nice to you.
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egberts:

Mar. 7th, 2018 03:47 pm
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egberts:
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romeneverfell:

part xxivvii in romans naming things weirdly: the elite personal troops of the late Roman generals were called bucellarii, named because of the apparently better-tasting bread that they were given instead of the normal bland troop rations due to their status

roman general 1: what should we call our fearsome elite bodyguard troops. something that will inspire awe 

roman general 2: ……..tasty bread boys 

roman general 1: by god that’s excellent 
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lord-kitschener:

macks-smack-attack:

conquerorwurm:

I am given a lecture about leaving him alone for one (1) day

Such an angry little storm cloud.

You deserve his scolding!!! How could you??
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gotsickofmyoldurl:

chuckdrawsthings:

the duality of cat

for those unaware of the recent meme development

the cat evidently changed her stance on banana
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handmade-haven:
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icelandlesbian:

leepacey:

leepacey:

hey so it turns out that brian moylan, the journalist who outed lee pace and caused that whole situation, also wrote an article in 2012 titled “I don’t regret outing Anderson Cooper” 

and here’s what brian’s up to now (after lee had to clarify everything on twitter and defend his existence and desire for privacy):

so can we like. get rid of this guy

i’ve been trying to come up with something to add to this but i can’t. i have no words

You can contact W Magazine and tell them what you think of their “journalism” here. 

Here’s Brian Moylan’s Twitter. Tweet at him. 
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pearls:

pearls:

i touched a dick once and it was the scariest thing in my life because it had a really cold head and i don’t know it wasn’t fun

sometimes the ‘i’ and ‘u’ shouldn’t be so close on the keyboard 
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callmebliss:

cipheramnesia:

cipheramnesia:

callmebliss:

They monch

They cronch

They cluster up in bonch

They ever so glad you invited them to bronch
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Photo

Mar. 7th, 2018 11:11 pm
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candidlyautistic:

teaboot:

This may just be my experience as an autistic person, but the kids I’ve nannied whose parent’s complain of ‘bad awful in cooperative selfish autistic behavior’ are… Not like that? At all?

Like, for example, I cared for a kid for a while who was nonverbal and didn’t like being touched. Around six years old? Their parent said that they were fussy and had a strict schedule, and that they had problems getting them to eat. Their last few nannies had quit out of frustration.

So, I showed up. And for the first little while, it was awkward. The kid didn’t know me, I didn’t know them, you know how it is. And for the first… Day and a half, maybe? I fucked up a few times.

I changed their diaper and they screamed at me. I put the TV off and they threw things. Not fun, but regular upset kid stuff.

Next time, I figured, hell, I wouldn’t like being manhandled and ordered around either. Who likes being physically lifted out of whatever it is they’re doing and having their pants yanked off? Fucking few, that’s who.

Next time, I go, ‘hey, kiddo. You need a new diaper?’ and check. ‘I’m gonna go grab a new one and get you clean, okay?’ ‘Wanna find a spot to lay down?’ ‘Alright, almost done. Awesome job, thanks buddy’.

I learned stuff about them. They liked a heads up before I did anything disruptive. They didn’t mind that I rattled of about nothing all day. They didn’t like grass or plastic touching their back. They were okay with carpets and towels. They liked pictionary, and the color yellow, and fish crackers, and painting. They didn’t look me in the face (which was never an issue- I hate that too, it fucking sucks) but I never had reason to believe that they were ignoring me.

Once I learned what I was doing wrong, everything was fine. Did they magically “”“become normal”“” and start talking and laughing and hugging? No, but we had fun and had a good time and found a compromise between what I was comfortable with and what they were comfortable with. (For the record, I didn’t magically sailor-moon transform into a socially adept individual, either. In case anyone was wondering.)

I don’t like eye contact. It’s distracting and painful and stresses me out.

They didn’t like eye contact either.

Is eye contact necessary to communication? No. So we just didn’t do it.

Was there ever a situation where I HAD to force them to drop everything and lay down on the lawn? No. So the thirty second warning came into play, and nobody died.

“But they never talked!”

No, they didn’t. And they didn’t know ASL, and they didn’t like being touched.

So you know what happened?

My third day in, they tugged on my shirt. ‘Hey monkey, what’s up?’ I asked. And they tugged me towards the kitchen. ‘oh, cool. You hungry?’. They raised their hands in an ‘up’ gesture. ‘you want up? Cool.’ and I lifted them up. They pointed to the fridge. I opened it. They grabbed a juice box out of the top shelf, and pushed the door closed again. ‘oh sweet, grape is the best. You are an individual of refined taste.’ I put them down and they went back to their room to play Legos.

“But they didn’t say please or thank you!” “But you should be teaching them communication skills!” “But!” Lalalalala.

1. The entire interaction was entirely considerate and polite. I was never made uncomfortable. I was made aware of the problem so that I could help them solve it. There was no mess, no tears, no bruises, no shouting.

2. Did my brain collapse into a thousand million fragments of shattered diamond dust out of sheer incomprehension? No? Then their communication skills were fine. Goal realized, solution found, objective complete. They found the most simple and painless way to communicate the situation and then did it.

Kids are not stupid. AUTISTIC kids are not stupid.

I’m willing to bet real cash money that the real reason the last few nannies had quit had a million times more to do with their own ability to cope, not the kid’s.

To this day, that was the most relaxed and enjoyable job I’ve ever had.

And I know I don’t speak for everyone. All kids are different. All adults are different. But in my time and experience, pretty much 95% of all my difficulties with children come from ME not being understanding enough. Every single “problem child” I’ve worked with turned out to be a pretty cool person once I started figuring out how to put my ego aside and let them set the pace.

Again, not speaking universally, here. I’m just saying. Sometimes social rules are bullshit, you know? People are people

Have you ever read an article about the study that found that teaching the parents to cope with autistic kids yields better results than other therapies? Because this is exactly what they were talking about.
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wtfduolingo:

[image transcription: A hebrew phrase says “I’m electrocuted and I like it”]

I’m kinkshaming Duolingo
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penrosesun:

ixtaek:

lukas-langs:

THOU is the subject (Thou art…)
THEE is the object (I look at thee)
THY is for words beginning in a consonant (Thy hair)
THINE is for words beginning in a vowel (Thine eyes)

this has been a psa

Adding to very good PSA, this is linguistically early modern English. True old English is basically Welsh.

Also, never use “ye”, literally ever. Use “þe” or “þ” or, if you absolutely must, “ye”, but never use “ye” and, even more importantly, never pronounce it “yee”.

You can pry “ye” from my cold, dead hands
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Trailer Zora
shoomlah:

camposantoblog:

Zora is one of the two main characters in our second game, In the Valley of Gods. Quite a few people remarked on Zora’s character design, in particular her hair, when they saw our announcement trailer. Indeed, creating Zora’s hair is a challenging problem for intertwined technical and cultural reasons. I would like to talk about our explorations and aspirations so far, and why it’s important to us we get it right by the time we ship. 

In 2015, Evan Narcisse wrote an important essay on natural hair and blackness in video games. You should read it. It was the first time I’ve really thought critically about hair and representation in video games, and the yearning in the piece struck me.

Hair is very personal. As an immigrant woman of Chinese descent with atypically frizzy wavy hair, my hair is, to an extent, an outward expression of my struggle with who I am and where I belong (or don’t). I want to love my hair the way it naturally is, but it’s never quite simple as that.

So when I first saw the character design for Zora, I had an understanding of what task lays before us as a team. None of us has Type 4 hair, characterized by tight coils and common among black women. In fact, none of us have even made video game hair before, but we are committed to giving Zora the hair she loves, the way she chooses to wear it, with all the care and effort we can.

Building Zora’s hair will be a continual effort that lasts the whole project. Our first milestone for the hair was getting it in shape for our announcement trailer, when Zora was first introduced to the public.  

As a small team without a dedicated character modeler, we hired a couple of specialists to do Zora’s character sculpt. Their task included sculpting a static version of her asymmetric bob so we could evaluate the scale and silhouette of her whole body. We knew the static sculpt would serve only as a placeholder and reference while we figured out a longer term hair solution.

Hair is a complicated combination of geometry, shader work, and texturing, and it requires a very tight and frequent iteration loop to get right. It made sense for us to do it in house even if we haven’t created hair before. The task of modeling “good enough, first pass” real-time hair for the trailer fell to me; the shading and rendering work to our graphics programmer Pete; and the copious texture and oversight work to our art director Claire. We started by investigating what other developers have done.

Real-time hair geometry, as far as I can tell, falls into two broad categories: “hair helmets” and “hair cards.” A hair helmet is what I call completely opaque geometry, as one would see on a plastic action figure or Lego figurine—think Princess Zelda’s hair in The Legend of Zelda: Breath of the Wild. Hair cards, on the other hand, use many sheets of hair strands to portray more free-flowing hair —think many characters in Uncharted 4. That approach is well suited to hair types that can be abstracted into sheets, which works well for any length of straight hair. There are also hybrid approaches, such as this wonderful tutorial of a game-ready afro by Baj Singh. 

Claire designed Zora’s Type 4 coily hair to have a lot of texture and volume, but it also has a “big-chunky-tubes” structure allowing fluid “floppy” movement. Neither of the two previous approaches is ideal for Zora’s hair.  

The closest in-game hair reference I found is Nadine Ross from Uncharted 4, but on closer inspection Nadine has Type 3 hair with very defined curls, quite different from Zora’s tighter Type 4.

Sometimes the only way to solve a problem is… just by making something, even if it sucks in the beginning. So I started off with a variant of the hair cards approach by making “big tubes” of three cross-cards to follow the shape and flow of Zora’s hair helmet sculpted by Ted Lockwood. It was important to have some geometry that remotely resembles what we will ultimately create, to test the shader Pete has been writing.   

I would work on the hair for a few days at a time whenever I wanted a break from creating the trailer’s environments. After two months of wrangling various placements of polygon tubes, flat cards, and cross-cards, as well as bending all their normals as if her hair were a shrub, we had the following result as of October 2017.

Part of the challenge of all this is that not only are we making Type 4 hair, we are making stylized Type 4 hair that evokes Claire’s distinct style. It became clear very early that the way Zora’s hair interacts with light would be a key part of the shader work.

I’m not able to go into the technical details of the shader in this post, but we ended up adding individual controls for each type of lighting we wanted the hair to respond to, based on Claire’s specific concept art: for instance, light striking from the back, from the side, ambiently, and so on. This got finicky, but taught us a lot and provided enough variation to create the trailer.  It will take much more experimentation and iteration for the hair to behave according to the style guide under all necessary lighting conditions, but making the trailer gave us a lot of direction for our next steps.

Right now, we have an intensely stylized back-scatter effect in the hair when backlit, but we still lack the ability to do high-quality rim lighting without relying heavily on post-processing.

We are currently only using alpha-cutouts for the hair cards (alpha sorting is a whole different topic outside the scope of this post) and I’ve been advised by character artists that some number of alpha blend cards for flyaway hairs usually works well.

For the trailer, James rigged Zora’s hair and hand animated the movement, but we plan on applying physics simulation to the hair rig for the shipping game.

There is a long way to go before we’re truly happy with Zora’s hair, but this is a good first step. As the rest of the game’s visuals become more solidified, it will become more clear what we need to tackle next.

some of our early work on Zora’s hair! That painting at the top is still one of my faves that I’ve done/
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So I wrote a whole thread about this on twitter, actually!  I’ll recount it here:

“so to clarify: #fanartgotmepaid doesn’t mean “fanart guarantees you a job,” nor does it mean “you can’t get a job without fanart.” 

#fanartgotmepaid just means that fanart isn’t always a Scarlet Letter that immediately colors a potential employer’s opinion of you. 

I like to think that the personal art you do can be roughly broken down into three motivations: Conception, Self-Improvement, and Enjoyment (take this with a grain of salt! there are other motivations – commercial, vindictive, goofabouts – I’m just focusing on the heavy hitters):

Conception, meaning “I have a specific creative vision I need to commit to paper.” Concept, idea, composition, style, what have you.

Self-Improvement, meaning “I want to better myself by practicing or taking on a challenge.” Trying that new brush, studying folds, etc.

And finally Enjoyment, meaning “I physically/emotionally enjoy the process of making art, and choose to do it because it’s fun/therapeutic.” 

Art fulfills each of these to varying degrees; sometimes a piece can be all three at once, but it doesn’t have to. That’s up to the artist. Fanart will almost always include some degree of Enjoyment. We make fanart because we love a thing, because it provides a familiar framework. For example, here are some pieces of fanart I’ve done that are PURELY for Enjoyment:

…These aren’t going to win me any awards, they aren’t going to get me any jobs! But they’re good, they’re fun, and I’m glad I did them (and not to mention, any art is better than no art! Like playing a cover of a song, drawing fanart is still building artistic muscle memory).

NOW, let’s talk about fanart that gets you hired. Compared to the above, what is it about some fanart that gets the attention of employers? Generally, employers are hiring you for what YOU bring to the table. If fanart is the hook, your particular vision is what reels them in. No one ever got a job just because they drew a Sailor Moon that one time. You get jobs because you treat fanart as a tool in your toolbox. Are you redesigning characters? Interpreting them through a compelling stylistic lens? Rendering them in a fresh way? That’s your vision.

So here are some examples of my fanart that HAS gotten the attention of employers, with some rough notes on why I think they stand out:

The reason I was hired for Bioshock wasn’t because of Disney princesses: I was hired because of my eye for historical costume design. You aren’t hired for fanart, you aren’t hired for the hook: You’re hired for your vision. You’re hired for what keeps them interested.

If you want to draw fanart purely for Enjoyment, that is completely rad and fine! Appreciating an IP by way of creation is pretty amazing. And if you want to use fanart to pursue a professional career, find a way to balance that Enjoyment with Conception and Self-Improvement!

Long story short: do fanart or don’t, live your bliss, and maybe analyze your motivations for making art once every blue moon. And for the love of god, maybe don’t make blanket statements condemning entire swaths of professional and amateur artists? Just spitballin’.
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