great. a chivalric order has started nesting under my porch & theres no way i can afford a warlock to come clear it out so i guess now ive got to deal with men-at-arms swearing oaths of valor right outside my window at 4 am every morning

Origami Around
occasionally subtle
PUT YOUR BEARD IN MY MOUTH

@theartofmadeline
2025 on Tumblr: Trends That Defined the Year
ojovivo
Jules of Nature
Misplaced Lens Cap
Peter Solarz
we're not kids anymore.
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KIROKAZE
Cosmic Funnies

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Discoholic 🪩
h

#extradirty
hello vonnie
trying on a metaphor
Cosimo Galluzzi
seen from South Korea

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@twilitriver
great. a chivalric order has started nesting under my porch & theres no way i can afford a warlock to come clear it out so i guess now ive got to deal with men-at-arms swearing oaths of valor right outside my window at 4 am every morning
love listening to my own playlists. I am so correct and intelligent and inspired
I need to do this. (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't do it) (Doesn't d
Oh thanks but what the fuck does any of that mean
I’ve seen quite a few of these in my time, but this one takes the cake.
This is fucking killing me
Golp: a roundel purpure.
Repeat this to yourself until it begins to have meaning
Okay then since some of you need to be reminded of this:
Roundels are circles in heraldry. They are named according to their color, which also has its own lingo. Let’s meet them!
Bezant: roundel or (gold) 🟡
Plate: roundel argent (silver) ⚪️
Torteau: roundel gules (red) 🔴
Pomme: roundel vert (green) 🟢
Hurt: roundel azure (blue) 🔵
Golp: roundel purpure (purple) 🟣
Pellet: roundel sable (black) ⚫️
If your field is strewn with roundels, you can describe it appropriately as being bezanty, hurty, golpy, and so on.
[one single bloodcurdling agonized scream] ok time to lock in
He is my princess diana
Last season of Euphoria really is so ugly and reflective of American society and rising conservatism rn. Nothing but shitty Bible propaganda, rampant anti-blackness, exploitation and humiliation of women and the abuse of sex workers shown to the audience for lurid thrills, one of the lesbian leads dead and another (the trans one) trapped in an outlandish D/s sugar baby relationship tormented and making art and chasing male approval….we live in HELL. It’s so obvious how much this season was injected with stupid ass misogynistic ass homophobic/transphobic ass fantasies and I HATE it.
its terrible for any number of reasons, but i think if we invent immortality there should be an extreme sport called civilizational speedrunning where teams of 20 go into the wilderness somewhere and try and be the fastest build the first internal combustion engine. i bet you could get it down to like 3 years tops
The real trick is to eat seed heavy food before the speedrun starts so your first poops are halfway to agriculture already
i want you on my team holy shit
Guide to that elusive “PS1-pixelated-lowpoly”(but not really)
With the videogame playing population growing up we’ve finally broke from pixel-art nostalgia into the broadly called “low-poly” nostalgia. On closer look this broad categorization gets further described as “PS1 pixelated textures low-poly”, which is a bit better, but still is a really broad and a pretty wrong description of this style that’s so dear to a plenty of game-playing and game making individuals these days. I’ll try to dive into some of the technicalities and examples of this style in the attempt to find it’s characteristics and some actual technical requirements to meet this style.
Let’s start with the obvious, calling it PS1 low-poly is wrong, mostly because the same games were release on Nintendo 64, Dreamcast and PC. More so, games released later can be put into the same category, plenty of NDS or PSP games fit into the same style and adhere to the same economy principles. The only real surface level thing unifying these games is the game size, that is, the games came on CDs. The advent of a DVD format really changed up how the games look, so the graphical style we’re talking about here is called CD-3D in smaller circles.
First let’s look at the games that fit the criteria would give you some information to describe the style, textures are obviously small enough to have visible pixelation (hidden by texture filtering) and models are obviously low-poly (that is around or less than 500 triangles for a character), but let’s see what doesn’t seem so obvious. Here’s Spyro and Crash, fan favorites
Both games check both points we’ve noted before, but what’s not obvious to an untrained eye is that these games both extensively use Vertex Color, the thing you’ll notice more and more in other games we’ll talk about. Vertex Color is absolutely simple, each vertex of a mesh can be assigned a RGBA value and they’re then linearly blended with other vertex colors. Notice how in Spyro the yellow and purple light is placed on places where texture is repeated, following that you can eyeball where the wireframe is and then you’ll see that the vertex color is used to simulate lighting. Crash himself is filled with Vertex Color, it’s a cheap way to avoid using textures, while having some control over the color of the thing, instead of it being a solid chunk. If you search-engine around you can also find some really fascinating notes on the development of the original Crash and the tricks they’ve pulled! The more ingenious way to use Vertex Color is to take a look at Spyro skyboxes:
Notice how the clouds are diamond-like in shape and are linearly gradiented to the next point in the wireframe.
Vertex color was used extensively and fell off with the increasing complexity of the meshes, delegated mostly to technical masking of stuff like foliage, it’s still a powerful tool for lower triangle counts.
Textures
Now, let’s talk about the textures. Pixelated textures look nice and crisp these days, at the age of 1080p being the norm, turning texture filtering really makes the games look crisp and feel right
Quake 1 is a perfect example of CD-3D style, often undeservingly forgot in discussions about this style.
But this makes us forget that the textures were often authored with texture filtering in mind. Careful step gradienting to make textures seem smoother after being filtered is a craft in itself.
Texture filtering is not bad in itself, some games look better without it these days, because of the display resolutions, but it’s still a valid tool to apply, it can help push low-res texture a bit higher and produce a softening effect make those 4 pixels into a round circle or improve a visual effect.
Of course, some games took a deliberate approach of avoiding smudged look, like Megaman Legends, for example.
Via a very deliberate texture economy and unwrapping the developers were able to produce very crisp and pixel perfect textures (slightly warped by the infamous PS1 rendering), that look absolutely astounding when you render the game in a modern resolution. Pixel-aware UV Unwrapping, is being used in most games that are considered the pinnacle of CD-3D style, this technique is so powerful, that it was used to great effect in PS2 era games, PSP games and even modern games like Guilty Gear (for a different effect though). Let’s take a closer look,
As you can see, our character is unwrapped in square pieces in such a way that a straight line on a texture will produce a straight line on a model. While Vagrant Story is an absolutely perfect in execution of this technique, it’s also used in a same way in Megaman Legends
While I couldn’t find a reliable tool that works with modern 3D modeling software to allow pixel perfect alignment, just using a UV Checker will produce great results. This method also requires some thought put into your topology before unwrapping, but it’s strong point is that you can make changes into your unwrapping and geometry easily, making little tugs won’t break the whole thing.
As you can also note, Vagrant Story textures are authored in a single atlas, while Metal Gear Solid separates this atlas into smaller chunks like this:
Allowing for easier unwrapping, since you can unwrap into the full UV space and then change the size of the texture to scale your results. The other important thing is that you probably want your characters in a T-pose when you’re unwrapping, since this allows for easier use of normal based unwrapping, considering your model would be authored with 4 to 8 sides for limbs and torso it could be box unwrapped and then tweaked for optimal results.
Silent Hill 1 used the same technique, and is also regarded as one of the best looking PS1 games.
While this is the best practice for this kind of look, it’s absolutely not required, Quake 1 used a really loose flat unwrap:
But it’s still looks bloody amazing in the end.
While the topic of using UV Unwrapping for crisper result is endless I’d also love to bring your attention to a certain Jet Set game
It also uses the same technique as Megaman Legends, but it tops it off with some cel-shading, producing crisp, stylish and iconic look.
Here’s some technicalities: Character textures are usually 256x256 for main characters, 128x128 for other characters, character usually have ~100-120 colors per full atlas. MGS breaks down the atlas into chunks so each chunks is usually 8 colors. So when authoring textures, make us of Indexed Color image mode or Save for Web.
Now let’s move from character textures to
World textures
Universally regarded as best looking CD-3D games share the same trait, not only the characters look amazing, but the environments too. Despite hard limitations, the environments look very much affected by lighting. A lot of the times this is achieved with this one simple trick that was only improved with modern technology. That is, a lot of the lighting is baked into the textures
While this limits you on the amount of lighting scenarios or makes you produce more same-ish assets this certainly elevates the look. While nowadays baked lighting is not something that exciting, it’s also being done on a separate “layer”, so there’s no need to make a separate texture for every lighting scenario, however the resolution of a lightmap should not be higher than your texture, to not produce a cheap and uncanny effect. You still want to bake some fake lighting into your texture, which contradicts the rules of PBR, but since you’re not using normal maps, rules of PBR should not apply in the same way.
The other important tool to use, is the one we’ve talked about, that is, Vertex Color. Vagrant Story uses to great effect, while it’s environment textures don’t have lights baked, they use vertex color extensively to create a variety of moods and lighting scenarios.
Using best texturing practice, Vertex Color and making sure your lightmaps are matching resolution to your textures will produce the best results.
Now let’s talk why I don’t advise using a lot of normal maps for this style. The simple answer, it’s somewhat difficult to produce a normal map that will work with an unfiltered look, but it’s somewhat manageable to do it if you’re using texture filtering. The issue arises when you try make your normal maps unfiltered, this will make your result either a mess or a bunch of visual noise. If you’re trying to make sharp pixel-perfect textures and then will try to make normal maps to match you’ll get very harsh results. The only way I can see it working somewhat nice is to make a normal map that’s less detailed and then use it texture filtered to give some volume to your objects, while not trying to chase pixel details.
The suggested method is to do a rough sculpt -> bake it down -> use ambient occlusion and other masks to author a texture map with more details. Then use a detailed texture and less detailed normal map for optimal result.
As a closing thought, let’s talk about the
Meshes
A lot of the time you can visually trace the wireframe of things, this makes it easy to pin the style as “low-poly”, but how lowpoly it really is?
Characters in Vagrant story average 500 triangles per character. Characters in MGS go from ~450 for minor characters to ~650 for major characters. So 500-600 triangles is a solid baseline for a main character in a third person game.
This limit brings out some great restriction for every aspiring 3D artist. You have to know your limb deformation techniques (search-engine “Limb Topology” and browse around the polycount wiki to find some great examples and deformation ready examples), but as you might’ve noticed, some games decided to not wrestle with skinning and deformation and straight up detached the limbs or even made their characters out of chunks. This is perfectly noticebla if you compare the OG Grim Fandango and the remaster, where they botched the shading and you can see the bits in all of their glory.
Another easy example is Metal Gear Solid. Characters arms are separate from their torse, but this is covered with other geometry or they’re of the same color and shaded closely.
This way of doing it was used in a number of other games and allows for unlimited range of motion, while not looking weird.
It’s easy to fall into the trap of adding more triangles and loops, but if you’ll follow the rule of “if it doesn’t add to the silhouette, you don’t need it”, you’ll keep to the style. Zoom out often and if an edge doesn’t add anything from the distance and is not critical to the deformation in a character, you really don’t need it.
These principles are so solid they’ve been alive for decades, in fact, one of the best looking PSP games “Peace Walker” sticks to these principles very closely, for example this soldier is just around 1500 triangles
Spilling out of the “low-poly” territory it’s still made with the same economy principles used in CD-3D style, making use of every bit of texture and every triangle available.
Here’s another game of Metal Gear variety, Metal Gear Solid 2 is a direct heir to the design philosophy of MGS1, perfectly pixel-aligned unwraps allow for crisp detailing:
Another honorable mention goes to Animal Crossing on Nintendo 64
Animal Crossing combines meshes and sprites masterfully, uses pixel-aligned UV unwraps and makes up their own trick when creating landscape.
By unwrapping the repeating texture on each triangle of a hexagon they create these smooth patches of sand without the need for big or unique textures. It’s only 64x64 and 9 colors, but the mileage you can get out of it is insane!
And this honestly sums up the CD-3D style perfectly, it’s the style governed by economy. There’s no need for insane textures for sharp lines, and millions of colors for smooth gradients. Now of course all of these are not rules, but recommendations, you can certainly bend the rules and improve on some aspects. Before we go, here’s some more pictures to get you inspired.
The closest experience I've ever had to discovering "the vitamin" was buying a 100% wool outfit and wearing it in the winter.
Not only was I not freezing anymore, I was not sweating and overheating either. The horrible sensory nightmare of winter clothes disappeared.
In particular, I bought a pair of wool pants. They were a thrifted pair of fancy dress pants like you would wear at an important office job, and they were easily the most comfortable pair of winter-appropriate pants i'd ever worn. I wore them Every Single Day.
From that point on I realized a lot of my clothes were making me feel bad, and the common thread was polyester. Especially polyester blends.
It's a trap because the polyester clothes are the ones that always feel sooooo silky soft when they are in the store, whereas cotton, linen and wool can feel comparatively rough and scratchy. But when actually wearing them for hours throughout the day, it's the natural fibers that feel more comfortable.
Maybe the secret to sensory comfort is not about the presence of softness, but the absence of overloading sensations. Or maybe the sensory stress and agony is not triggered by texture of the fabric, but by how it breathes and regulates temperature.
Then there's the problem of clothing life span: polyester blends, no matter how soft they seem at first, become rough and scratchy and covered in hard, itchy pills after wearing them 10 or 20 times, whether or not they have been tumble-dried or even washed at all. (I tested it!) Linen and cotton become softer and more comfy the more you wear them, polyester but ESPECIALLY polyester blends become a constant stressor. Polyester blend t-shirts I used to love for their softness now feel bristly and irritating.
So now I'm trying to change my wardrobe to as many natural fibers as possible, and the more natural fiber clothes i have the more I realize that the plastic fibers stress me out. It's so easy to overheat or freeze in them and they're always degrading and becoming less comfortable and it sucks.
So this was mentioned in the notes (and I mentioned it there, too), but I know that sometimes those just don't get read. So here I will mention other natural fabrics.
Alpaca- my all time favorite. It is both warmer and lighter than wool, and if you have allergic reactions to wool, as I do, this is a great substitute. Alpaca socks are so great.
Cotton- the common fabric. Good for shirts, underthings, socks, pants, you name it. Good at wicking moisture and letting skin breathe, but can also be woven into warmer items such as sweaters. Good all around fabric. Can be strong and used for heavy duty clothing as well as delicate clothes.
Linen- the original warm weather fabric. The more it is washed, the softer it gets. Fabulous in the heat. Use it for bed sheets in the summer and you will never be hot in bed again. It can be used to make shirts, pants, shorts, and underthings.
Silk- great for warm and cool weather. Cool in the heat, warm in the cold, and beautiful no matter what. Can be made as a washable fabric, but usually hand wash or dry clean. Will wear like iron. If you treat it right, you can have silk for 20 years or more. Gloves, socks, underthings, shirts, pants, dresses, jackets, you name it.
Hemp- less well known but a great fabric. Resists mold like you would not believe! Used to make sails for sailing ships, as well as ropes during the age of sail. It was stronger than cotton when wet and would last longer due to the no molding thing. Less water intensive to grow than cotton, with many of the same properties of both linen and cotton. Can be used to make bed sheets, bath towels, shirts, underthings, pants, socks, pretty much anything.
Cashmere- Super luxurious! It is the shed hair of the Cashmere and pashmina goats. Usually made into sweaters, scarves, hats, gloves , and shawls. Super warm and soft. Hand wash or dry clean.
Angora- Also super luxurious. The shed fur of the angora rabbit. Can be used to make sweaters, hats, gloves, shawls, socks, and shawls. Warm, soft, and fluffy.
Mohair- The fur/hair from angora or mohair goats. Used to make sweaters, socks, gloves, hats, scarves, and shawls. Soft and warm.
There are also natural blends. These include (but are not limited to, and are not a complete list): cotton/wool, cotton/linen, cotton/silk, linen/silk, wool/silk, alpaca/wool, cashmere/wool, mohair/wool, etc.
Other natural fibers can include camel, yak, and other animal hair that is shed or clipped and then spun into yarn. Some are more available in certain areas of the world than others. I did not include bamboo due to the massive amount of chemical processing that it takes to extract the fibers. I also did not include lotus silk, byssus silk (sea silk), or any other experimental animal silk (such as the golden orb weaver spider silk) that has been made/created.
Natural fibers cost more to harvest, process, spin, and weave. They can be more difficult to color evenly, because like any natural material they have flaws and variations. This makes them more expensive to work with, which makes the clothing more expensive to produce and sell. But the items produced will last longer (theoretically), will feel better against the skin, and will be better for you in the long run for both you and the planet than clothing yourself in plastic. Microplastics will rub off on your skin, washing away in the washing machines and getting into the water supply. As the fabrics break down, they will become not only rougher against the skin, but also more difficult to mend and patch, limiting their wear life. But because they are plastics, they won't decompose and break down, continuing to pollute the environment unless they can be recycled.
Natural fabrics, in comparison, will become softer over time. They can be repaired more easily as they get holes or tears because the fabric will not have pieces break off like plastic will. It can be easily recycled, and will eventually decompose (which is why archaeologists rarely find clothing and textiles at dig sites), causing little to no damage to the environment. Rarely will a person be allergic to a natural fabric (WOOL! Argh!!!), and when they are, there is usually a protein, emollient, or fabric composition which can be a factor and can (usually) be mitigated, unlike with a synthetic fiber.
Don't get me wrong, synthetic fibers have their place and they have become very useful for certain things. But, we live in a time of fast fashion and high consumerism fueled by synthetic fabrics and exploited labor. Being conscientious of what your clothing is made of, what natural fabrics can do, how long they can last, and why and when you should wear them is a good way to start cutting down on waste while helping your body feel better. And you may find that by limiting the amount of synthetic materials you put on or near your body, that certain things might start to clear up (acne, rashes, etc.).
I know there is much more about fashion and fabrics out there, and I am 100% certain that there is someone out there MUCH more knowledgeable than me. But this is just some information I had and info dumped.
natural fibers knowledge!
I'm a fiber nerd for similar reasons to you, headspace. If you'll humor me, I have a few unsolicited suggestions for looking for natural fibers in thrift stores (other than looking at the tags, naturally, but also since I don't always trust the tags, since fabric fraud or mislabeling isn't uncommon, and tags can be missing or hard to find).
Bast fibers like linen and hemp usually have a fair number of slubs and are usually woven for durability, because lightweight knits tend to unravel near the slubs just around the same time that the wear level starts to get Perfect.
If you're running through the racks and find a nice hand, remember that synthetics tend to absorb water poorly. Holding the fabric for just a moment and then rubbing the fingers together usually tells me if the moisture was absorbed, or if my hands are still sticky. Fabric softener and dry cleaning can fool me sometimes.
Same as the above, synthetics tend to reflect heat. If a fabric feels soft to the hand, hold onto it a moment. Silk and wool warm up slowly, but synthetics feel "warm" almost immediately. Plant fibers also warm pretty quickly in the hand, but will still absorb water.
Silk and wool are HEAVY on the thread level. A tightly woven silk jacket is way heavier than a poly or nylon one of similar thread gauge.
And although your assessments are largely excellent, pyroteknich, I have a few nits to pick:
Cotton gets WET and holds 36x its own weight in water, compared to ~6x for bast fibers and a little more for wool and silk. When it's wet, the water clogs the gaps in the clothes and prevents airflow. I mention this because I live in a humid subtropical area and sweat basically doesn't evaporate. Cotton means a swampy underside, or all-over-side if you're working hard enough or get caught in the rain. A notable exception to this is very loose and billowy clothing like gauzy skirts. I generally avoid cotton entirely because of its water-holding capacity.
Silk does wear like iron unless it gets wet, then it's very weak and abrades easily. Normal activities in my area will cause sweat to build up and that moisture will shred silks. Again, the solution is loose and billowy, and being choosy about which fabrics during particular times of year. I tend toward bast fibers in the warmer months and silks in the cooler ones. Reconstituted cellulose fibers like "bamboo", ramie, rayon, and so on have similarly poor durability when wet. Silk also stains very easily and HATES being in the sun to dry or for too long period, as UV light breaks it down, just something to be aware of.
And also unsolicited, I would like to share a few tips I've picked up for keeping natural fibers in good shape so they can get to that delightful broken-in level. We have very, very soft water in my area, so your mileage may vary.
If not handwashing, a top-loading washer, filled up completely with cold water, is pretty close to handwashing, on delicate settings.
Most of the time, "dry clean only" is a bunch of nonsense, except with suits or dresses made with water-soluble interfacing. People washed these pieces for how many centuries before dry cleaning existed? Yeah. Unfortunately, I don't know an easy way to find out if interfacings are water-soluble, except to give the piece a wash. I've restored dozens of stinky natural-fiber pieces that were discarded because the original owner's dry cleaning didn't remove the water-soluble odors, and I "restored" them just by giving them a nice wash. Sometimes a pair of suit pants or a jacket will start poking out the plastic interfacing after the wash, so yknow. Caveat washor.
Even if handwashing, strongly alkaline detergents or high heat will cause protein-based fibers like wools and silks to denature and degrade rapidly during the abrasion of washing. Vinegar will help, and mild curd soaps are best. If only washing wools, a little liquid lanolin mixed well with hot water and curd soap prior to adding to the wash water will help restore the fibers, making the garment more water-repellent, stronger, and more durable. Small amounts of detergents can be used to boost the efficacy of the wash if there is a lot of oil in the laundry soils.
Inversely, plant fibers prefer hot water and can withstand alkaline detergents well, making washing soda and borax viable additions, but hot water will often cause stains to set. I like to help remove the alkalines from the fabric by using vinegar in the rinse. Machine drying, even on "air dry" settings, will still cause static buildup in the fibers, making them slightly water-repellent and for myself, an extremely unpleasant sensory experience. I try to line-dry everything, which is difficult when showers and storms are unpredictable and frequent, and the humidity is 70%+ most days during the hottest part of the day. Still worth it, and indoor line-dry is an option.
Wools and silks are magnets for carpet beetles and clothes moths. When I'm storing clothes for the season, I wash them, gently lanolize the wools, make sure they're 100% dry, then heat up an oven with a baking stone to 200F (90C), line a metal sheet pan with parchment paper, cut the oven, and then leave the clothes in the oven for 30min to kill any eggs. Then I wrap them tightly with plastic bags and put them in plastic bins for storage, and I've never had a problem with insects since. I got the idea from bedbug treatments.
I hope that fellow sufferers from fast fashion and the electrostatic nightmare that is synthetic clothing can get a little something out of the years I've been working on this. I have pieces I've been wearing regularly for 15 years using these techniques.
MORE NATURAL FIBERS KNOWLEDGE
christ in the wilderness, ivan kramskoy
he looks like he needs a cigarette
t shirt that says I MISS EVERYONE I WAS EVER FLEETINGLY CLOSE TO SO MUCH THAT IT KILLS
incredible picture found on the interwebs i had to share with everypony