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#i feel like i need to update some of my shaders
sonderwrit · 7 months
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cheers for apple season
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pictureamoebae · 7 months
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L = no ReShade; R = ReShade inc. ReLight
Quick little shader highlight for you.
You've maybe heard me talk about the Nice Guy Lamps shader before, which lets you add spotlights and create shadows. It's a nifty little shader but it's not very precise, and the shadows suffer from jitter and noise.
Enter ReLight by Marty McFly. ReLight is a fancy and more polished alternative to NG Lamps. The shadows are far better quality, and the lights are easier to position and edit. You can theoretically add as many as you want by editing the preprocessor definitions, but to begin with there are (iirc) two for you to play with. I've set it to four, and haven't felt like I've needed more than that so far.
In the picture on the right I've used three lights, each by the light sources in the room to simulate actual light being emitted from them. The two lamps on the right have a warm neutral light, and the candle on the left has a warm orange light. I positioned them so they sat exactly where the source would be. So, for example, for the floor lamp I positioned the light right up inside the dome of the shade, and you can see shadows being cast by the shade and light only coming down where it would physically be able to fall.
You can also use ReLight to add lights to portraits, making them really dramatic with different colours on each side of the face, or just to brighten the character so you can see their features more clearly. Below is a screenshot I took in Baldur's Gate 3 where I added blue light to the left and warmer light to the right.
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It's such a handy little shader that can help add both realism and a hefty dose of drama to a scene. You need to feel confident tweaking shader settings to use it, and have to edit it for every single shot because the lights stay static in relation to the screen coordinates, so you'll have to move them where you want them each time. It's easy to do though, and lots of fun.
ReLight is one of Marty's premium shaders, which means you'd need to subscribe to his Patreon to get access to it. It's not currently listed in any of his tiers because he stopped working on it in favour of other things, but it works well and is probably my favourite shader at the moment. I'm yet to set up a shot that can't benefit from it in one way or another. If you are interested in using ReLight, you need to sub to the Path Tracers tier. You can cancel your subscription once you've grabbed it from his discord server, but you won't get access to any updates until you resub (it hasn't been updated in a long time though, so I wouldn't worry too much about that).
Paying for shaders is something that doesn't sit well with some people, and that's fair. I would only recommend getting this if you're enough of an enthusiast that spending 30 minutes setting up one shot is your idea of fun (not that ReLight takes that long, it can take just seconds sometimes).
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the-daydream-archives · 7 months
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Behind the Scenes stuff that I made for Simblreen:
So I'm pretty sure I started the Simblreen stuff at the start of September (or was it even earlier than that???) and let's just say that a lot of random stuff went unused. This post is basically a collection of pics and cc that didn't make the cut for the final Simblreen sets. It might be uninteresting to most, so feel free to ignore this post. I just felt like documenting the process and the thought process behind it.
So let's get into the first set that I made, The Crafter's Workshop.
So for its CC, I had a bunch of stuff that I wanted to convert for a long time now from The Base Mesh (If you're starting out and learning to convert, I highly recommend using their meshes), however, I had difficulty choosing which ones to convert into a mouth accessory and that's when I decided I needed an overarching theme for each set. A lot of the stuff that I decided to convert for this set was more for story-telling Simblrs than anything since I wanted it to be useful for Handy Sims and Artsy Sims.
On another note, for this set, there were 2 rejected pieces of CC that didn't make the cut. The first was a lightbulb mouth accessory.
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This was one of the oldest WIPs that I have in my WIPs folder. It's dated back to my CrimsonPerfectionist days and to this day, I couldn't get it to work the way I want it to. The first issue was the glass shader... It looked terrible in-game and I have no idea why it looked so odd. Another issue was its emission map. I wanted it to glow like a regular lightbulb but not in a flashy way. I wanted it to have a more of a soft glow similar to Ir7770's halo and wings but I could never seem to figure it out especially since the S4S's tutorial on it was very dated and I had a difficult time understanding it. (Someone please write an updated emission map tutorial please!!!! I really need it! 😭😭😭)
As for the second CC, it was supposed to be A Nails-in-Mouth Accessory. Below is some concept art that I drew so you guys get what I was aiming for. I ended up not making it because one: it was too similar to the Pins one, and second, I wanted to focus this set mainly on conversions instead of making stuff from scratch since I wanted to make sure I had enough time for the other sets to be made.
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The photos above were unused and one of them was supposedly going to be the main preview images but I decided against it since both didn't match the vibe that I was looking for. The one that I ended up using was a photo that I took much later which was during The Sweet Cavity Set's creation. While I like the 2 above, I felt that the main preview that I ended up using, matched more with the vibe of the set. (Though I still like these 2 images a lot especially since they were already edited and ready to use.)
Next would be The Fruit Salad, my personal favorite out of all the sets.
The creation for this one mostly went without a hitch. A big shoutout to @merofthefae who asked for a cherry mouth accessory and suggested a couple of more fruit stuff which made the idea for this set come to full fruition Get it??? Heheheheh. There were just a bunch of ideas that I didn't make because I was unsure of the placement of it or the idea only looked good in 2D but not in 3D. The photo below show some of the concepts that went unused.
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As for the photos of the previews, it was easy since I knew right from the start which photos I'll end up using. The only thing was that I wish I could have made Cherry (the Fruit Salad Sim model) into a Food Sim since she's just so dang pretty. But to preserve the surprise, I had to refrain from posting her photos before Simblreen.
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But Idk, I think I might go ahead and make her into an official food sim since I 'm wayyyy too in love with her despite you guys seeing her already.
Next would be almost everyone's favorite, The Misery Meat.
This set was my own personal headache. The Fruit Salad and The Crafter's Workshop each took about a week to make. The Misery meat however, took 3 PAINFUL WEEKS to make. The first problem was the UV mapping of one particular item.
It was the Isaw.
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I mainly made it for my country's representation purposes *cough* I'm Pinoy *cough* and I just learned how to make meshes from curves so I thought it would be a piece of cake. And I was WRONG. SO WRONG. This thing took 3-4 days to make just because of the UV Mapping that I didn't even end up using 😭😭😭 I manually fixed each vertice, hoping it'll look good but the other uv map I made that I did under 10 minutes looked much better than the one I spent 3-4 days on. It was super painful but I wasn't at all done with this set and I realized that I was quickly running out of time.
The main problem for this entire set however, was mainly concepts. It was originally more weirdcore than meatcore at first with Sodikken's style. I wanted to base stuff from their artwork but that didn't end up happening since I couldn't think of concepts that suited the overall theme.
Overall, there were at least 12 concepts for this set that didn't make the cut. I'll only talk about a few of them. The first one would be the Popseecle.
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Believe me when I say that this one is the one that makes me the most sad. It looked so nice but because of the glass shaders, it looks terrible in-game and it doesn't look as nice as the concept. I might get back to this one since I love the idea so much but for now into the WIPs folder it stays.
The second one would be the Hands as seen below. I loved this one too but aside from not fitting the theme, somewhere along the way I messed up the UV map which caused the fingers to glitch at their tips. It won't be noticeable in the photo below but in-game it looks really bad since the hands are made of glass.
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I'll speedrun these next two. The first one was supposed to be ham, which was similar to the steak but I decided it was too plain. The second was supposed to be ripped skin but when I showed it to a family member, they just told me straight up that it looked like a torn blanket... so I decided to scrap it :D
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And below are other concepts that didn't happen.
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Also the main preview photo was supposed to be much more "scary" but because you can't really see the mouth accessory because of the lighting, I decided against it.
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Also, I decided to tone it down a notch since it feels a bit much.
And lastly, is The Sweet Cavity Set.
I feel bad for this set. It was the most rushed out of all of them and I feel like I could have done the main previews wayy better but since I disliked the color scheme, I ended up rushing it anyway. The name was even changed last minute, it was originally supposed to be called "The Sugar Crash Stash" but it felt too long so I went with Sweet Cavity instead. The only CC concept that I didn't include for this set was the Tube Candy and Rice Crispies.
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Not gonna lie, this one was almost done but because I had to edit the texture and mesh to make the texture look better in-game, I basically gave up since I was too exhausted that I quit lol. For the rice crispy, since I'm too tired to draw a visual, just imagine it similar to the chocolate bar except that it's thick. That's pretty much it.
And yeah, basically we're done! Thank you to those who stuck around reading. I hope this was entertaining, reading my thought process for these sets and maybe one day I'll come back to these ideas. But for now, I'm gonna rest from CC making and just lie down on a corner somewhere.
Thank you once more if you made it this far! 💖💖💖
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ourlittleuluru · 2 months
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Oh boy... irl kept me busy these past couple of days (both work and new kinda last min art~) >~<;; couldn't post and also just go crazy about ALL the new announcements...
hoooo boy ⚆_⚆ was there so much announcements... discord's basically flooded
Let's just talk about the new features~ Which, as if this game isn't delulu enough, adds even more delulus~
But honestly, I think the new Quality Time feature would be like nice background/white noise for the times I feel like I need something in the background (and I don't want any YT videos, video essays or music. Ngl, I sometimes just open the game and leave Xavier's tender moments on just to get that nice ambience when trying to work in this sweltering... humid af... heat...)
Though I wonder for the Work option... What would Xavier be working on...? Zayne's gonna obviously be doing, well... his work... Rafayel's painting, I think, from one of the other screenshots... Is Xavier just gonna like, idk, read? Can't imagine what he might even be working on 🤣 maybe writing reports
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But can I just say this (again) PAPERGAME'S ART TEAM PLEASE TEACH ME YOUR WAYS! I know people are going on about jiggle phyiscs and some... packages. But look here. The technique of the Technical Artist team to make the sweat glistening? And the sweat beads???? Hats off. To make it look like so nice ToT I wanna know how to achieve that look and feel too. How does one do this in Unity??? custom shaders? HDRP magic????
Ahem. anyways... uh... moving on. The new AR photoshoot feature (╹ڡ╹ )
Definitely gonna fuel ALL the delulus. Probably gonna try it only once to see how the changing positions work (and then never use it again, especially if I am gonna put myself in it :v )... I guess the tech for separating the background from main subjects are pretty solid at this day and age. But still, am curious how well it'll work.
Though, if I ever use the photoshoot feature and I have to edit the lighting... welp, there goes hours of my life 😂 gonna be stuck in that mode constantly trying to match the irl lighting and game lighting
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Last but not least of the updates is Rafayel! Can I just say the Ultimate animation is just... phenomenal. (Please let Xavier's new myth Ult be just as cool. I mean, I love his current Ults but... would be nice to have a fancier one, ya know?)
Like the whole school of fishies and MC just casually riding on a whale to smite dem enemies 👌
One final thing. Rafayel's outfit. The back, with that spine that goes to his lower legs and ending with these fin looking things. That. That detail is nice. (it does remind me of the word Dolphin tail which leads me to think about Tifa and her dolphin tail hair though. Such brain tangents)
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fereldanwench · 1 year
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Hi, I'm Wench! 💙 I'm 36, my pronouns are she/her, and I'm a connoisseur of DILFs, coffee, and nail polish. If you'd like to know more about me, you can check out my about page here, or if you'd like to peruse the stuff I make, you can check out the links below.
🎨 ART | 📚 FIC & VP STORIES | 📸 EDITS & VP | ⚙️ MODS | 🛠️ RESOURCES
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Goro Takemura Master Post
Valerie Powell Master Post
Goro + Valerie AU Master Post
Featured Goro x Valerie Content
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🔞 NSFW & Adult Content Warning This is not a minor-friendly space, and I strongly discourage anyone under 18 from following me.
📝 What I Post My original posts are mainly about Cyberpunk 2077, specifically Valerie and Goro, with a life update, selfie, or shitpost thrown in for good measure. 😘 Other game series I enjoy and create for include Tomb Raider, Dragon Age, Mass Effect, The Outer Worlds, Assassin's Creed, Uncharted, The Elder Scrolls, and Fallout.
🔁 What I Reblog I reblog a mixture of video games, movies/shows, art, scenery/aesthetic, fandom history/commentary, and meme posts. For a full scope of what you’ll find here, you can check my tag page!
💌 On Following Back I get very overwhelmed by super active dash, and I am just about at my limit for how many blogs I can keep up with--I can't guarantee I can follow everyone back. I don't follow minors at all, and I typically prefer blogs with at least a basic tagging system, e.g. tagging for a game or character at minimum.
📃 Miscellaneous - I queue or schedule many of my posts, and my queue can be as long as a few weeks out. - Ask box is temporarily closed as of July 2023. DMs are available to mutuals only.
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Frequently Asked Questions
Other Accounts
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Q: How do you make your Cyberpunk 2077 screenshots? A: The main tool I use is the Appearance Menu Mod, which is used to spawn NPCs, decor, and lighting. I wrote a very detailed guide on how to get started with AMM, available here.
Please note as of December 2022, this guide is somewhat out of date, and I haven't had the time to update it. The method described here still works, but there are other options that are less cumbersome. You can check my CP77 Help tag for more recent information.
I also use Reshade for the Cinematic DOF and Real Long Exposure shaders, and I occasionally use the paid Otis Injectable Camera for hotsampling or if I need to unlock more camera movement. All color editing is done in Adobe Lightroom and Photoshop.
Q: What mods do you recommend? A: I have a list that I update every few months that links all the publicly available mods I use in my game as well as a more general mod tag for any mods that look interesting/useful.
I’ve also dabbled in making some of my own mods (mostly pose packs), which are available for free at my Ko-fi shop.
Q: Is Valerie's preset/NPV publicly available? A: Nope, I only share Valerie with very close friends who I know will take good care of her.
Q: Is Valerie available for RPing or OC shipping? A: Although I'm very flattered by the interest, she is not. This is not a roleplaying blog, and while I love getting to know about other people's OCs, I'm currently not interested in Valerie having a romantic past with anyone else's characters. However, I am open to plotting non-romantic relationships between Valerie and mutuals' OCs. 💙
Q: Do you take commissions? A: I currently don't take commissions of any kind, although I am sometimes open to art trades with mutuals (art for art, VP for VP, or VP for art). I can't guarantee my schedule will permit it, but if it's something you're interested in, feel free to send me a DM! 💙
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I'm fereldanwench in most fandom-oriented spaces. These are my main accounts:
AO3
Twitter
Instagram
Dreamwidth
Pillowfort
Pinterest
YouTube
Reddit
Ko-fi
I'm not an active participant in any Discord community, but I do lurk in the AMM Community, Cyberpunk 2077 Modding, and Men of Night City servers under the same name.
The banners on this post were created from a combination of my personal virtual photography and Flaticon graphics.
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clatterbane · 6 months
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I am very glad that Vulkan mostly works, don't get me wrong. But, it feels like I have lost several years of my life within the last couple of days, waiting for it to do its shader magic--and also while Steam repeatedly downloads more data/"updates" on games that I just purchased/downloaded last night. 🤔
Right before this extra Vulkan break, it also insisted on downloading 4GB worth of something to Skyrim, for the second or third time this evening. So, now Vulkan is "starting a new game for the first time" slow, getting it going again. I just changed some display settings and needed to restart the game.
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revilleaj · 3 months
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Art update & 3D Robodi model images
It has been quite a while since I've last really done anything online. I've been heavily burned out and tired constantly since at least December or so (I have done drawings in months prior, but I have never posted them publically). I still do not have a new computer, even though I have enough money (about £1k) to buy the parts or even an entire computer, but there are other factors in life that need more attention being put towards right now.
I'm still in the midst of trying to get a job (damn required experience and driving license listings!), and drawing right now is bottom priority. It feels like a chore and it's not fun when I have rusted from not drawing in so long (making so many mistakes really sets off my anger problems). I really do not like being pressured into trying to do things, and I have been experimenting with 3D, but only to an extent.
So, with that said, I am going to put making newer drawings on hold for an indefinite amount of time until I feel motivated enough to draw. I'm not done with art entirely and I never will be, but I think I really shouldn't pressure myself as if art is some kind of requirement in life. I've been also having drawing tablet issues, and I noticed there's a small crack in my Huion that I haven't been able to use almost ever since I had it (thankfully the thing still works, and the crack is near the top, only half getting on the drawing area).
I may also finally add some images to my empty DeviantArt account. As much as I do not like that website nor its community, I think it would work if I just put my favorite drawings I've worked on there, specifically ones up until the end of 2023. All of the really old and weaker art (mostly from 2018 and 2020, and anything from 2017) I won't be reposting, as they no longer reflect me, and have not done so for a very long time.
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Now, for the second topic of this post, and in a much better light; the 3D Robodi model. I'm sure I've talked about this years ago on Twitter. Back in 2020, when I was still in my first year of university, I worked on a 3D model of one of my characters named Robodi, using Cinema 4D. It was never finished, but I did learn quite a bit when working on it. Here's some newer screenshots of him, now that I've managed to pick back up an older version of C4D (I do not like the 2022 UI layout change):
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This is the last version of the model to not be animated, from May 2020. The image is rendered using the Sketch & Toon shader with the Standard renderer. A few options were altered to remove unnecessary outlines.
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The model in the renderer itself; right is the objects list, bottom are the materials (vertex colors and textures, some with C4D specific features).
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The last ever version of this specific model from September 2021, with the FOV heavily reduced to improve the depth. A single black thin cube was added between the eyes to create a fake extra outline. A bit of a hacky effect; I did not know how to do inverted normals, in fact I don't think I knew that was how most computer games handled outlines.
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The very first saved version of the model, in Cinema 4D's editor, made earlier in May 2020. The pieces have default names and are not parented, some materials are not added yet, and the shapes are noticeably bigger, especially the base of the head and the torso.
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I once experimented with "realistic" materials and shading (including the dreadfully slow Global Illumination), which doesn't make the most sense for a cartoon character. Here you can see the unit plate on the back of his head, which I don't think I have ever shown before. The camera may look close here, but it's actually extremely far away with a very low FOV (dubbed Super-Telescope). Some textures are no longer in the project files, so this looks slightly off from how it did back in 2020.
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In October 2021, I went back to the older May 2020 model and decided to try and remake it. I realized that using one mesh and extruding it works a lot better with the Sketch & Toon shader, as it does not create unnecessary outlines when the default shader options are left the way they are. The lines in the middle of the eyes and nose are from the shader, rather than a black material cube. Of course, it would be more wise to just duplicate each mesh, enlarge them and invert the normals while applying a pitch black texture to them. I abandoned the model shortly after the progress I made here, and I am not sure why. Maybe I was burned out and lost interest.
I should probably try to attempt making a 3D model of him again and some others, now that I know a lot more than I did nearly 4 years ago (yeah, can you believe it has also been nearly 6 years since my Reville character was created? Robodi was first created in mid-2019; almost 5 years ago! Good things take time and care). It will be a difficult task, but I'll make sure to export whatever I make to a .FBX model, so that it doesn't get lost to C4D licensing Hell. Hopefully, that would make the models work in Blender and such (the materials will have to be baked into textures however, instead of being separate C4D ones. At least .FBX doesn't use an external material file unlike .OBJ, which I and others have had issues with). Maybe I could use them for rotoscoping or somethin'.
Here's hoping to me eventually finding motivation, losing my tiredness, and getting a job with stable income alongside continuing to work on my passion projects, no matter how much time has past since the day I first thought of them. I want to keep doing things, not resting in bed most of my days. Too bad winter is freezing cold where I live, and I suffer from mild hypothermia...
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studioincomplete · 6 months
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Devlog 4- Post RGS and Art Stuff!
Welcome back to another Studio Inc.omplete devlog! I’m Ivy, lead writer and de facto head of marketing for Night of the Delivering Dead. This past weekend we went to the Rensselaer Games Showcase, an event held by RPI’s Game Dev Club to show off student games. We had an updated demo with fog of war up for playtesting, and we were able to get a ton of really useful feedback. We had a few bugs that we’ll need to work out, but we’ll get that posted for you to play as soon as it's in a slightly more playable state. While we were there, we were also looking for art feedback. We’re still trying to iron out a few decisions, primarily whether we keep using the pixel shader or not and what art style we go with for the card art. You can find that survey here, any feedback you have for us is welcome!
After this we won’t have another major event until March when we’ll be going to PAX East and (maybe) GDC, so we’ll be shifting into hard production mode over the next few months. We may be a bit quieter on devlogs while we’re heavily working on stuff. But, with all that being said, I’ll turn it over to artists to share what they've been working on!
Hey all, it’s Ghost, the lead 2D artist, coming at you with an update on the progress we’ve been making on our visual style. Over the past few weeks I’ve been spending a lot of my time focusing on how we can make every aspect of the game mesh well visually. It’s easy enough to design individual elements and call it a day, but it’s a separate beast trying to connect those elements.
To that end I dedicated time to making a style sheet! For our team, it was important to figure out the color palette we wanted the game to mostly follow, as well as decide on line weight, shading, all the various things that I should keep in mind when I work. This was a huge help in solidifying the foundation for our visual identity, and it’s a reference I’ll use up until the very end. If something seems to be deviating from the style we’ve set, the first thing we should ask is if there’s a good reason for it to do so. If not, then we can correct it and that way nothing feels clashing to look at!
The other thing I’ve begun to work on is our cards that you’ll use to control your various undead summons! You’ve amassed quite the repertoire of spells during your time in college, but it’s hard recalling them from memory, so it’s a good thing you’ve written them all down in your notebook! It also means being reminded of all your doodles, messages, and scribbles you made while bored in class.. Unfortunately it seems that we’ve misplaced the pages these sketches are supposed to go on, but we can still show them off for now. Hopefully we’ll be able to find them in the future.
Hey! This is Ari, the 3D Artist for the game :) So far I have been working on some rough models to populate our map, and also working on a blockout for our character. All of these models have been made in Blender, and we’re using a shader in Unity to give them their pixel look.
The vibes for the map so far are spooky suburbia, so I have created some standard houses and other buildings that are most like things you would see in a normal town (along with a giant pumpkin tile, which is VERY realistic). Going forward I am going to be working more on the character models, reworking the current models we have, adding more types of houses/buildings, and creating smaller details like trees and other vegetation. That’s all we have for now, stay tuned for more!
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ilex-manor · 6 months
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General WIP update - 21 Nov 2023
I've been having trouble lately focusing on what I want to work on. I'm trying to stay productive, so I'm bouncing between multiple projects, day by day, doing something on a project I can focus on that day. The above pictures are from the three major things I've done some work on in recent weeks. Porting Lara Croft to SFM, improving the female headparts from Skyrim, and the start of a Fledgling replacer for VTMB.
Big ol' wall of text after the cut.
Porting Lara's Casual Explorer outfit from TR:U to SFM:
I had an idea for a poster with Lara and Rayne nearly a year ago. The SFM port of Rayne I used before is poor, but I had no idea how poor it is until I popped it into Blender to clean it up. I decided to port the model myself, and also this outfit of Lara's, I just took this long to get around to it. Anyway, the major hiccup with Lara's model is that her clothing has some digital wizardry going on with the shaders, and I can't use that data in SFM because the Source engine doesn't have a shader like that.
Short version, the cloth and leather parts of Lara's outfits have multiple bumpmaps. A main bumpmap, and then smaller bumpmaps containing detail for the weave of the cloth and the texture of the leather. To get this data into SFM I had to combine things into a single texture, which sadly meant losing some of that fine detail. That work is done, so now I have to do the cleanup and technical work to get her into SFM. The one thing that will take longer is bringing her weight painting within Source's limitations.
Improved Female HeadParts for Skyrim:
I actually did another pass on the topology before I updated VV's model, I just didn't post about it because I wanted to have more to show. Going back to the project now, I immediately ran into problems when I went to update the shapes of the different races. I couldn't get the shape of the Redguard face to match the original mesh. Wondered/worried about it while doing other things, and then it clicked - certain vertices and edges form a sharper edge of a part of her face, and I'll have to keep these vertices and edges the same (or at least very close) as they were on the original mesh.
With that in mind I did another thorough pass on the topology. The above picture is the result. (Left is original, right is updated). The critical edges were the top of her cheekbones, and her chin. Combining this retopo with the original shapes from the .tri files looks very promising. Much better than my previous passes.
Fledling replacer for VTMB:
Despite the frustations the Malk replacer caused me, I feel a strong urge to make another one. I don't plan on working on her any time soon, other than building her base body. The last two pictures above are the female Tremere's second outfit, and a reference body I built in MakeHuman. Same as the Malk, I'll build her completely out of exsiting VTMB assets. I'm planning to use a face none of the fledlings use, I'm only putting her on the Tremere skeleton because I need the bones in her hair. She won't be a replacer for a specific clan. The plan is to take a mesh from VTMB and rebuild it over this reference, matching the shape and topology.
The reason I'm building the base now is because I'm hoping to learn from it. I'm still having a lot of trouble with topology around the joints, particularly the hip- and shoulder sockets, and hopefully studying/referencing/re-creating the topology from the MakeHuman mesh will help me with that. I'll take whatever I learn from this and use it to update VV and Heather's SFM ports (again), as well as update all the female Malk models. Will also apply it to the multiple other VTMB models I still want to port to SFM, as well as any custom models I put together.
Patreon
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hollylachat · 1 year
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mole game 2
today is febrary fifth
rewriting this because the discard button really seemed intriguing to me like 10 minutes ago i dont know what came over me. I had gotten like so much more then i thought i would yesterday. you actually get super powers in learning when ur actively putting off a college paper.
I be recording bits and pieces of the process of putting it all together idk how much i want to describe in detail, it really takes alot of time to say it all.
I did finally open up that unity program and make a cube, hard part was makin it move
I decided i was gonna use the new unity input system module thing, idk shiny new thing obviously better, no way it isnt, then it like wouldnt be new and i wouldnt be using it.
funny thing is that i spent 30 minutes tryna optimize code and shit because i thought i messed up and was laggin my game, but the like context menu for the player input module just straight up lags the game look at this
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i was usin the character controller module to setup the movement and i was tryna use the SimpleMove() function, which should've just taken raw inputs and added gravity, which should've been fine for my game since i don't need a jump and the character wouldn't need to be affected by physics. However it seems like that function is kinda awful, like it doesn't seem to work with Time.deltaTime or have a built in clock, so its all studdery and gets faster when at lower framerates, which i was able to test with my trusty player input context menu lol
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yeah but then i just kinda rewrote it in the Move() function and manually just did the funny "+ Physics.gravity" and it just kinda works
void Update(){
characterController.Move((moveVector * moveSpeed + Physics.gravity) * Time.deltaTime);
}
public void Move(InputAction.CallbackContext moveAmount){
vectorBeforeTranslation = moveAmount.ReadValue<Vector2>();
moveVector.Set(vectorBeforeTranslation.x, 0, vectorBeforeTranslation.y);
}
so yeah this is all u need for a character controller folks i hope this helped and i hope someone bullies me for this at some point moveVector is a Vector3 and vectorBeforeTranslation is a Vector2 declared empty earlier in the class.
Now then was to make the character rotate, idk i kinda did it but not really but like hey look holy shit the cube is moving
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i like couldnt figure out how make a transition so that the rotation looked clean so i kinda threw out that code
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so i guess i just decided that i would work on making the character face my mouse, this was a travesty
a mixture of deciphering how to grab the mouse position from the input system garbage and deciphering how to convert it into real coordinates in the actual game
its like difficult finding any material for understanding quaternions on like a programming or unity level, like i dont actually need to know quaternions just show me where to plug the variables, it seems like the internet is deadset on giving me alternatives so that i never have to touch it so i ended up using the LookAt() function and inserted the mouse position which like semi worked
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it made it look towards the ground which was goofy, but also i fixed this by just pretending like the y axis of the mouse position was the same as the character :^)
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thats about all i achieved, i spent a long time tryna make a sort of transition for the rotation of the character for like some game feel or something, but idk i can do that later.
i think the next big thing is to work on terrain and how its gonna be destroyed, im lookin into like how to variably change like the vertices and stuff on a mesh, not looking to win any rewards, just dont wanna end up using blocks or somethin stupid for the rocks and shit.
I also gotta research alot into shaders for how i want the insides of the tunnels you would be creating would be.
seems like this would be the stage that would cause burnout since I'm not really sure where to go on from here but i guess ill just learn more about the engine and come back at another day.
one thing to note is that I tried to make my code like modular so i can use them again at a later date, thats probably a fairly good idea, always thought it was weird how much people online tell you to split up ur code and nonsense but dont tell you how they personally do it or like explain how ur supposed to come up with your own system on ur own projects.
hoping seeing so many nonsense libraries and doin so much damn math in my head doesn't rob me of my personality
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connorumodeling · 1 month
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DFX 452 Post 10: New Judgement Hall (April 13, 2024)
Back with a double post tonight. Let's see what I did now shall we?
Reassembling The Scene:
After editing the pillars, I had to basically reassemble the walls, which was way trickier than I thought it would be and took some time, scaling, rotating, duplicating, and translating. I also reapplied the textures, edited the texture on the SAVE star, and messed with the lights. I also reorganized so it doesn't look that bad on the outline tab. Next step, after renaming the cameras, was to retake past shot and see what they looked like in the dark and with the big light. Here are the results.
New Hallway Render:
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New Hallway Render(Dark):
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Hallway is looking way better than before. The new pillars really improved the scene over those old ones, but might need to scale everything for the demo reel, I will leave it as it is, for the demo, and adjust if I feel like it is needed for the Demo Reel. Now onto the shots of the table, with Undyne's spear.
New Undyne's Spear Render:
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New Undyne's Spear Render(Dark):
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The pillars look better again. There is a sort of nice silhouette of the window in the dark version that is kind of cool. Onto the SAVE star.
New SAVE Star Render:
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New SAVE Star Render(Dark):
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I edited the shader's glow a bit and it is looking better. I might move the star up a bit for Demo Reel, and/or draft Demo, but I am liking the new glow settings.
Welp that is all of the renders for now...or is it? Remember those bones that I made in a past post? Well, I made them to be used as assets if me or anyone else want to use them and I decided I would like to use them in my Demo Reel if possible, or at least for my Draft Demo Reel so I took a render of what they might be doing in the reel as a sort of slight spoiler on what is to come for my Draft Demo Reel post soon. here it is.
New Bones Render:
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This one is one of my favorite renders so far. The bones forcing the player to stop in their tracks for a moment, next to the spear of Undyne.
Next Steps:
Well the end of the semester is closing in and as such it is almost time for the draft of the Demo Reel for this Spring! Next update will include the draft of this Spring's Judgment Hall Demo Reel! I am excited to show what is coming soon. Do note that the draft is a draft and so the Demo reel is subject to change in the future. Not everything is set in stone. I look forward to the next post. Catch you on the next update post!
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saphig-iawn · 7 months
Text
Fuck PC Gaming <3
i am so livid i am rage i am anger, i fucking hate pc gaming so much but i cant stop. so, story time. i play star citizen, and it is a very fun game when it works. there is so much to do and there so many cool things when it works. that status of working can change on a major update by major update basis, and it had been a long time since i had problems, until recently. the game is partially computed server side, and the servers will send your client the computed and rendered data so it can stream in the gameworld much better. but it fucking aint happening for me. huge lockups, sub 1fps for extended periods of time, over 2,000ms ping. I could not figure out what was causing it. some days it'd be fine, others it wouldn't. consistently, my game would lock up in crowded areas or at major orbital stations which I encounter every fuckin day for my chosen gameplay path.
so i begin investigating. star citizen has dedicated public facing bug reporting and tracking. NO ONE IS HAVING MY ISSUE. no one. no one single person. so i take to reddit (ew) and some people are reporting problems and saying "oh its the servers". BUT my friends are fine and not having these issues, and I was JUST running the game no problem like two weeks ago, so wtf? I dig into my graphics card's settings, turns out they weren't even set to run at max settings ON A GAMING PC. WHY, ON A GAMING PC, IS EVERYTHING SET TO SAVE POWER AND TURN OFF?!!?!?!? so i enable a bunch of settings that make the grpahics ccrd go oh fuck we playing games now lets fucking go. boot up star citizen. NOTHING HAS CHANGED. but the parts of gameplay that don't stutter run real smooth. progress but not progress I want.
I do a fresh install of the game and gutted its shader caches. see how things fare from a fresh start. and it.. works..? one of the big cities that i spawn in, rendered no problem, some pop in but consistent FPS, I fly up the orbital station, no hitching or lockups, i jump drive out to a further station, some hitching but no lockup or crashes.
AND THEN IT FUCKING RETURNS TO DOGSHIT THE FOLLOWING DAY.
i am at my fucking limits now girlies, i want to bottle flip a fucking armchair into a crowd of people. now a friend has stepped in to help troubleshoot. i am googling such specific terms to try and find whats wrong and all i'm finding are dumb copy-paste clickbait articles providing 'help' or reddit threads where the fucker who had the solution FUCKING DELETED IT. then in a dumbass fucking video thats like "hur dur how to get teh best frames in star game hur dur" they talk about the typical things you turn off to get better frames, xbox game bar, v-sync, windows game mode. and they mention hardware accelerated graphics scheduling. that needs to be on. surely on a gaming pc such settings ar- ITS FUCKING TURNED OFF.
WHAT IS THE POINT OF HAVING ALL OF THIS POWER IF NONE OF IT IS SET TO ACTUALLY WORK. ITS LIKE BUYING A FERRARI BUT NONE OF THE WHEELS ARE ACTUALLY CONNECTED? WHY NOT CONNECT THEM? PCs WERENT MEANT FOR GAMES. THEY'RE SPREADSHEET MACHINES, THEIR FAX HANDLERS, WHY CANT IT JUST DO WHAT SHOULD?!?!
CONSOLES JUST FUCKING WORK. THEY'RE PERFECT BEINGS. DIVINE IN THEIR FLAWS. MY 3DS DOESN'T KNOW ITS PERFECT BUT WHEN IT FEELS THAT CARTRIDGE CLICK INTO PLACE, IT KNOWS ITS PURPOSE AND EXECUTES IT WITHOUT FAIL, WITHOUT FEAR. IT IS BUILT TO DO WHAT IT NEEDS TO DO AND IT DOES SO FUCKING WELL YOU CLAMSHELL LITTLE SHIT I FUCKING LOVE YOU. FUUUUUUCK PC GAMING, FUCK YOU, AND i'll see you later because i want to steal from greedy corps in space with my friends in a buggy ass unfinsihed game
fuck
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veworsweet · 2 years
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Nier automata crack crashes random
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#Nier automata crack crashes random how to#
#Nier automata crack crashes random install#
#Nier automata crack crashes random mod#
#Nier automata crack crashes random drivers#
#Nier automata crack crashes random mod#
so now if inject reshade 3.07 directly in the game folder renaming dxgi files into ReShade64 to not overvrite far's dlls should work?or do i have to put the Reshade64 dlls into the mod folder? I have not yet looked into third-party software that I have no use for such as Discord, but you can be sure that I will eventually as part of my roadmap for 0.8.x. Like I've said, the 0.8.x branch of Special K is all about compatibility and when this stupid fiasco boils down, documentation. Tends to just be a band-aid compensation to bypass other issues that need to be resolved with the system.Kaldaien の投稿を引用:Yes, ReShade + 3DMigoto + Special K/FAR + Steam Overlay + GeForce Experience has been tested and shown compatible. I also don't consider adjusting CPU affinity to really be a good solution from personal experience. Well, I'm not exactly seeing a lot of evidence from this thread that it's even working. It's possible, I imagine, that limiting the number of CPU cores available to the game decreases the performance enough so that this race condition have time to solve itself before the second shader tries to access the resource that the first shader was working with. AMD actually solved the issue, unlike nVidia.Īccording to Kaldaien, the crash is due to some critical race condition bug that occurs because one shader is trying to write to some memory while another shader is reading from it.
#Nier automata crack crashes random drivers#
Messaggio originale di lPaladinl:I don't see what changing CPU affinity has to do with solving an issue of GPU drivers crashing.Īlso AMD users don't have this problem anymore so long as their drivers are up to date.
#Nier automata crack crashes random how to#
There's instructions for how to set up an automated shortcut you can use in the chapter about the issue in my guide: save using Escape -> Enter -> Enter if you're in a quick save area even after the issue have occurred.Īnyway, try the CPU core affinity trick out. The issue either involves a frozen image (as in your case) or a completely blank/white image, with the characteristics of the game running in the background and still recognizing input. That said, the core affinity trick is also one of the most effective ways to prevent the white screen issue from happening, which is the issue you're affected by as well by the way. They're running an illegitimate copy of the game, which is known to have major issues with crashes to the desktop. Messaggio originale di AnalogFlame:how would ur game crash.Mine would crash by freezing the game and freezing my PC but u could still hear the music from the game going I hope this helps someone who still wants to play the PC-version. I have the latest FAR-patch installed too. Since then I had for 3 hour no crash at all while on highest graphic settings running on a 980 gtx and an i7.
#Nier automata crack crashes random install#
Skip the software, install drivers only.) (I have the gut-feeling that its this tool what ♥♥♥♥s around with the game and brings it to crash, so maybe the same goes for AMD users. Important: by using "device manager",in windows so i can skip the GeForce Experience software, since it's always tries to update to newer versions. I installed the oldest nvidia driver from 2015. BLOCK any automatic update for nvidia or in my case windows 10 too uninstall drivers completly (with DDU) especially the GeForce Experience tool EDIT : Dind't work 100% better Solution in Post #3įor all of you who still try to play this amazing game which is programed like♥♥♥♥♥♥and crashes every 20-50 minutes, here's a possible good fix solution for nvidia gpu's (and maybe for amd, maybe)
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longprofessor · 2 years
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Chaosd1 pangya private server
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#Chaosd1 pangya private server for free
#Chaosd1 pangya private server how to
#Chaosd1 pangya private server archive
#Chaosd1 pangya private server download
#Chaosd1 pangya private server archive
I have tried to match things up with those available in this archive with little success. The original repack for Season 4 points to another release thread which has the original server and client files. I'm working with Season 4 given that's what my original tutorial is intended. Is anyone able to help with this? I'm also pretty new to this whole concept, but I'm just looking to get it so I can play around by myself at least.Its been two months for HeatMan, but I'm hitting a similar road block.
#Chaosd1 pangya private server how to
It says: "Open P圜lient_" and "Extract the included folder - Pangya_PrivateClient - somewhere on your computer", but I don't see a "P圜lient 582.05" in your list, so I feel I'm at a dead end and not sure what I need or how to proceed from there. I've been following this guide: which seemed pretty self-explanatory, until I got to step " 5a. I, too, would hope to find an updated tutorial because I thought I was in the right direction, but can't get things running.
Some ProjectG's unpacked and without protections for private server and emulator testing (Thai 583 & 584, US 727 & 801 & 824)Īs someone who's trying to hopefully get my own personal server for my own personal use so I can play freely after Global died, your efforts are very much appreciated since practically everything I could find is a dead link. PangYa Chaos Private Server Season 4.9 2,397 views 2 Dislike Share Save Chaos Network PangYa Chaos is a part of Chaos Network.
Tutorial for unpacking and removing protections from ProjectG for private server.
#Chaosd1 pangya private server download
He wants you to download from his original website: Acrisio SuperSS Dev Season 6 Global Server (untested, modified from thai).Trailers and videos from different Pangya services.Pangya Season 1 Indonesia_212 and SEA_216Ĭlient Tools (stuff that you can use to read or modify stuff from the client):.There's rare stuff that may not be of interest for everyone, for example, a season 3 client (I miss Season 3, I'd be delighted in having a private server of this version), and there's other important stuff like copies of S1, S4, S7 servers and sources that were hard to find active links. As of recently, Global and Korean servers have been shutdown.īut a lot of people still love this game due to a lot of reasons, and this is what keeps the game alive.īecause of that, I've decided to gather a lot of things related to Pangya, and save it on a place that won't be lost easily. A lot of stuff is being lost because of less people are interested in the area. WTT AOC Closed Beta Acct with Uncapped level unlike upcoming Open beta which has cap.As of many people already noticed, there's a lot of dead links on this forum due to the unfortunate decadence of the Pangya community. The castles which obtain the bless of the gods will be get the. įrom the Myth times, all the gods have been guarding this continent, until today, the gods still bless the braves of this continent. As the Open Beta launches, the more Online Events will be open at the same time. Official website: The Legacy of Holy Castle The Best-Ever Middle Age Strategic Browser GameĪfter the successful CBT ,The Legacy of Holy Castle entered its wonderful Open Beta on June 5.
#Chaosd1 pangya private server for free
The Legacy of Holy Castle Open Goes into Open Beta Minecraft 1.13 shaders seus for free Minecraft 1.13 shaders seus install Version Control software allows multiple authors to collaborate, and track all the changes made, and who made what changes Linux Git Install 1. Install the client, then just login and play! All game-modes, courses and characters work!ĭownload the client from (currently uploading, will be ready within a few hours) 999,999 Cookies (Added manually 24 hours after requested on our forum) (Only during Open Beta) 999,999 Pang (resets once you buy an item) (Only during Open Beta) What features do we offer in this open beta test: PangYa is a cartoonish fantasy golf game (sounds more retarded than it is) where you play golf against and with various different characters. PangYa Chaos is ready for Open Beta Testing.Īlthough I think many people already know the game, here's for the players that do not.
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pictureamoebae · 3 years
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Hello! If you don't mind me asking, do you have any tips/tricks on upgrading a preset/porting it to a new Reshade version (e.g. a 3.0.8 preset to 4.9)? Thank you!
Hi! An anon sent me a similar ask, so if you're reading this anon, consider this an answer to your question too!
The first thing I'd do is make a note of all the shaders your preset uses. In ReShade 4 shaders come in different packs, which are contained in different subfolders, so having a list of what you need is useful when you're checking through all the folders to make sure you have them. Also make a note of their order in the ReShade menu in case you have to recreate that later (load order of shaders matters a lot!).
The next thing I'd do is make a backup of your 3.0.8 installation. You can do this by renaming the reshade-shaders folder to something like reshade-shaders-308. Then put the d3d9.dll, d3d9.log, and reshade.ini files inside that folder. You can leave it all in your Bin folder, and it's right there if you need to refer to it or reinstall it again in the future.
Then go ahead and install 4.9.1. This part is important: select all the shader packs it offers you EXCEPT for the Legacy pack. This is because there are a lot of old shaders in the Legacy pack that have been updated in the additional shader packs, and if you install the Legacy pack at the same time you'll get conflicts and problems.
However, there are some old shaders in the Legacy pack that were never updated, and that you might still need for your old presets. So what you do next is go and download the Legacy pack manually and save it somewhere on your PC so you can take a look through and pull out whichever shaders you need. That way you won't be adding any duplicates, only the ones that were never updated. But we'll get to that point in a moment!
Now, go to your list of shaders that you made in the first step, and cross-reference it with the shaders in your new reshade-shaders folder and all its subfolders. Tick off all the ones that you find, and make a note of all the ones you can't find. Double check it just to be sure.
Then, you can go back to the Legacy pack you downloaded and saved elsewhere, and see if any of the ones you couldn't find are in there. You'll find ones like Ambient Light inside the Legacy pack. Don't grab the ones you already found in the reshade-shaders folder and subfolders, just the ones you couldn't find. Copy them across to the reshade-shaders folder.
Now you should have everything you need. Most things should look more or less the same, but a few things might look different. In particular, MXAO will look different to how it did in 3.0.8. I made a guide a few days ago about how to tweak MXAO, and what all the different settings do. You'll have to get stuck in and try to recreate how it looked before. The thing about MXAO is, though, it's rarely very important for the overall feel of a preset. It doesn't contain colour information, it's just shadows, so if you can't recreate it perfectly it really doesn't matter. I don't know if you pay attention to any of the screenshots I ever post, but I tweak MXAO all the time, sometimes on a shot-by-shot basis, but it never alters the look of whichever preset I'm using because it's really not that important.
If other shaders look a bit different, you'll have to go through the same process of tweaking them too, but most should look pretty much the same as before. Really the biggest concern is making sure you have all the shaders you need, but if you've followed my advice above you should be able to find them all, and any you absolutely can't find anywhere else you can grab from your old reshade-shaders-308 folder and pop it in your new one and see if it works (it often will!).
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ignisnocturnalia · 3 years
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hi I liked the HCs that you wrote and was wondering if you could do Drifter X Reader relationship HCs?
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No exposition for this one because I was lowkey LOST on where to start with this lmao. I also disappeared because the 7th was my birthday and I'm not doing anything but being a dumbass with my friends on my birthday. Lastly, I usually only write in my classes since I do my work at home but I've been buckling down on this one since I promised them a while back
Drifter x Reader HCs
Relationship
Obviously, you meet through Gambit
Sometimes you’ll be an announcer during his games by stealing his comm line and the Guardians in the arena will hear the immense struggle over who gets to be the commentator for the match
On the down time, he’ll teach you how to play card games other than the ones you already know; he refuses to play poker against you if you’re the house. He’s seen enough games to know you count cards
PDA is absolutely off the table because he has a persona to upkeep, but in reality he’s afraid some “old friends” are going to try and pay you a visit if they realize you mean something to him
If you’re a Stasis user, he’ll ask you to run all kinds of experiments for him and there are a few moments when he gets caught up in the ice and you tease him for getting too close
Since he isn’t too welcome in the City, both of you spend your alone time in the Derelict. He wants to expand the space to make room for you, but that’s a bit difficult considering the state of the ship
Both of you talk about messages you get from the Emissary, and even though both of you pour your heart and soul into deciphering it, you always fall short and unwind with a drink afterward
By sheer coincidence, you confirmed that he was actually an excellent cook. You offhandedly asked him about his Hive guts to burn a fire comment from an earlier Gambit game and you’d be damned to admit that the meal he made for both of you that night could make all the disasters outside disappear
Calls you sweetheart instead of sister/brother, and you get some VERY concerned and/or questioning looks from other Guardians
You guys can laugh about anything, LITERALLY anything, but if you have any concerns you share them with each other; if he’s letting you be in a relationship with him, trust is plentiful although he still obscures his end goal because he doesn’t want to scare you off
If you don’t already have a knack for it, Drifter and you like to build trinkets. Deadly ones, of course! Helping him update his mote bank (lots of Taken floods smh) and add new Gambit weapons to his repertoire all make for interesting and productive dates as well as stories to poke fun at each other later 
NSFW 👁👄👁
Faithful switch leaning towards dom; he likes to pleasure you before himself but isn’t afraid of switching up the roles, he even encourages it sometimes to “spice up” the bedroom
He controls himself very well and his recurring bouts of stress blot out his sexual urges, so 9 times out of 10 you’ll be the one initiating the activity and he’s more than happy to provide
When you do get into it, he makes good use of limited space; it’s common to find yourself bent over a rail guard somewhere in the Derelict during the act and even more common to have your body pressed into his work desk if you make a move while he’s doing something
He KNOWS how to use his hands, the dexterity is real when he’s petting and pinching your sensitive spots
When you do switch positions, he likes it a lot when you scratch or bite him and just grabbing in general
Edging, both ways, to you when he wants to watch you squirm and/or beg, and to him when you haven’t reached your climax
Unsurprisingly godly amount of stamina for a human, he’ll only ever go to extra rounds if you feel up for it; 2 is the minimum if you’re just a horndog, 3 if he’s feeling generous, and 4 if you’ve been down real bad lately
He’s into dirty talk and praise, and he’s definitely better at delivering it than receiving it
Kisses everywhere, and especially around your neck and shoulders; he might get carried away and leave a hickey but he thinks it’s much cuter if you get flustered by it the following day
If he legitimately has something to do that can’t wait but you also need him, he’ll do one of two things: pull off a quickie, or if he’s confident enough in his abilities, have you ride him while he works
Fluff
Since his bed is so dang small, you always spoon or hug each other like koalas when you sleep
Want him to sleep faster? EASY. Just pet his head and run your fingers over his scalp and boom, you got a sleeping Drifter 
You don’t know where he gets them from, and you don’t want to ruin it by asking, but he brings you assorted chocolates after coming back from “business” (probably Spider, but you won’t hold him to it)
Hugs when you two are alone are pretty frequent and most times you just hold each other for a long time
He usually avoids unnecessary new activities unless you really want him to try it; this includes foods, places, and the like, but he’s willing to do a lot to see you happy
You both like to poke fun at the Vanguard and leave “presents” (confetti bombs and other benign pranks) and when Zavala questions you about it you shrug it off. Your Ghost records it and you laugh at the Titan’s face with Drifter later on
If you like music and sing or hum, he will appear out of nowhere and start singing (poorly) with you if he knows what the song is
You guys hold mock therapy sessions for each other by laying your head in the others lap and belting out what's bothering you; sometimes it leads to a solid resolution, but most of the time you both figure out what you need to do because your partner is spouting nonsense
Per your request, there is a day reserved for movie nights with each other. You have an excuse to try making new food and learning his secrets while enjoying Golden Age movies with him under a massive fleece blanket Eva gave you many Dawnings back
When you get a cool new shader you like to have fake fashion shows and strut around like a peacock; he thinks you look ridiculous doing it but it always gets a laugh out of him and when you ask him what he thinks he will always say he loves it (not helpful if you’re looking for an unbiased opinion)
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