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#solution: trying to simplify the way of drawing it
old-desert · 3 months
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Trying to remember how to Clip Studio Paint again
featuring: Loop
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ssalballoon · 3 months
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i wanna get better at art but dont know how to start ^^' whats a good way to get into studying anatomy and improving as an artist? tysm 💗 love your art soso much
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more art converts 😼 yay!!
i think these asks were sent by different people but they're pretty related + a lot of my advice is the same! so i'll answer these together under the cut (it's so long oh gosh)
ok first of all i'm very flattered that people are asking me for art advice but i'm really not the most equipped person to ask TTOTT I've never been deliberately studious with my art so I feel bad offering advice when I've mostly gotten by with just drawing fanart and ocs a lot... my rate of improvement has therefore been slow, but I've still had an enjoyable learning experience so perhaps from that angle my input may help! i'll mainly refer you to external resources that have helped me
For anatomy + drawing humans:
1) I know I'm not diligent enough to sit down and study muscles, so instead I make it more enjoyable by drawing my favorite characters in a pose that targets the muscles I want to practice! (i default to drawing ppl naked because of this lol) This isn't the most efficient, but it serves as good motivation to get practice in. (honestly a lot of my general art advice has the undercurrent of becoming so obsessed with characters to drive your motivation to draw even when artblocked/ struggling with doubts!)
2) I want to refer you to Sinix's Anatomy playlist! Although Sinix focuses more on digital painting, he gives simplified anatomy breakdowns that include how muscles change shape under different movements/poses, which is crucial for natural human posing. the static anatomy diagrams from Google don't really help for that
3) What's just as important as anatomy is gestures! (especially important if you're used to drawing non-human objects I think!) Making figures look like they have flow to them will sell the "naturalness"(?) to your anatomy. If you have in person life drawing sessions accessible near you I'd recommend trying those out, or if you prefer trying it digitally there's this website!
This helps you not only get a sense of human proportions, but also natural posing! I'd limit the time taken to draw the poses from like 10 seconds to 1 minute(?) for quick gestures, and maybe 1 minute to 5mins(for now!! typically they go much longer) to study human proportions. I'd say don't spend a lot of time on them, repetition is more important!
4) I've also picked up on useful anatomy tidbits from artists online! Looking at how practiced/ professional artists stylize a body helps me focus on what the essential details are to convey a particular form (looking up "human muscles" and being hit with anatomy diagrams full of all the smallest details can be overwhelming! what do you even focus on?! so these educated simplifications really help me) Like Emilio Dekure's work! Look how simplified these figures are, and yet contain all the essential information to convey the sense of accurate form (even though it's highly exaggerated!)
(shamefully admits I've never studied from actual anatomy books so I can't recommend anything in that sense TTOTT)
For general improvement:
1) I highly recommend Sinix's Design Theory playlist and Paintover Pals! (+ his channel in general) You don't have to put them immediately into practice, but I think these are good fundamental lessons to just listen to and have them in the back of your mind to revisit another day. Plus these videos are just fun and very approachable! Design theory fundamentals are essential to creating appeal and directing a viewer's attention, and critiquing others' work/ seeing his suggestions are a good way to practice noticing areas of improvement+ solutions yourself!
2) If you prefer a more formal teaching resource, the Drawabox YouTube course covers all the basic fundamentals of drawing in short lessons. But honestly if I were starting out, this would be a little intimidating for me (and even now it still is! I haven't done all of them) But even if you don't watch them, the titles should give you an idea of the basic concepts that are valuable to pick up. I think it would be nice to keep in mind and revisit once in a while as you learn!
(One lesson I do encourage you to watch is the line control one! A confident continuous line conveys motion and flow much better compared to discontinuous frayed lines which I think is good to practice early by drawing from the wrist and shoulder)
3) As a universal piece of advice: Please please please use references! Use a reference for literally everything, observing is how we learn! You'll find that a lot of things you thought you knew what they looked like are inaccurate by memory alone. Also, trace! This is solely for your practice, tracing then freehanding has helped me grasp proportions when I was struggling! (of course don't post these online if you traced from art)
I've found that being able to compile references into easy to access boards has been very helpful in encouraging me to use references more. For PC, I think they use PureRef (free/pay what you want), and for iPad I use VizRef. VizRef is a one time purchase (which was definitely worth the $3.99 USD price imo)
4) On that note, try building up the habit to observe from media + real life and make purposeful comments about what you see! Like hey, when I bend my knee, the muscles/fat in my thighs and calves bulge outwards, I should draw that next time. Purposeful observation carries over to your overall visual library, and it's a little thing that adds up over time
5) For motivation, get into media you really enjoy, or make your own characters! The way I started art more seriously was by drawing fanart + OCs from anime that I liked ^^ For OCs it really encourages you to draw more because you're the primary creator of their art! Also you gotta see a lot of good art to make good art! Watching visually appealing media (like animation with appealing stylization/simplification) can passively help you learn just by observation.
ok wow I could go on but this is already a lot of information TTOTT my main aim for this reply is basically: don't let anything discourage you from learning to draw!! drawing is so fun and brings me a lot of joy ^^ practicing often will of course help you improve, and the way to incentivize that is by having fun with it! i hope this could help!💞
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tokiro07 · 9 months
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In a recent interview, Eiichiro Oda said that he probably won't do any more manga after One Piece (or at least nothing huge) because the world he constructed for One Piece inadvertently allowed him to explore pretty much every type of story he wanted to: Mock Town was a Western, Egghead is both a sci-fi and a murder mystery, Thriller Bark was a horror, etc. He never did it, but Oda probably could have found a way to work in a high school drama or romantic comedy if he'd really wanted to. I would argue that's how the Hungry Days promotion came about, he probably wanted to see it explored at least a little bit but couldn't quite find a good excuse for it
Undead Unluck, as I think at least one of us has mentioned before, is very similar: it can be whatever it wants to be whenever it wants to be. A sci-fi horror against the emotion-eating aliens on the space station, a zombie apocalypse Western against Spoil, a wuxia against Feng, competitive gaming against Spring, sports against Void, and now of course the high school AU centered around Chikara; Undead Unluck can do it all! If we end up going into Lucy's mind and it becomes a swords and sorcery fantasy with Lucy captive in a castle by a dragonified Ruin, would any of you really be surprised? Would any of you even complain? I wouldn't, and in fact I hope it happens now. That'd be such a funny way to get both Ruin and Lucy back into the main story
I don't know if I've ever really talked about it before, but there are certain niches that Jump manga fill. I don't mean in the sense of genre like sports or gag manga, I mean more thematically. When My Hero Academia started, the consensus was that it was the "new Naruto," with its plucky underdog protagonist competing with a cruel and prodigious rival and a society that discredits him for the circumstances of his birth. Black Clover draws inspiration from a ton of big name manga, but Bleach is probably the one that it best resembles in the structure of its world (the Clover Kingdom resembles Soul Society, the Magic Knight squads resemble the Thirteen Court Squads, and the Grimoires are basically simplified Zanpakutou)
Over the years, I've seen many things take major inspiration from Naruto, Bleach, Dragon Ball, etc., but shockingly, there was a long stretch where I never saw anything try to emulate One Piece, at least not in a way that was particularly obvious. The closest was Toriko, creating wild and imaginative animals, plants, etc. the same way that One Piece creates its islands, but nothing had a cast that felt reminiscent to me
Interestingly, the first one that I noticed that felt like what I was looking for was Dr. Stone, and that only sunk in for me when Senku had his group build a boat and put up a sail with their own unique symbol. I realized in that moment that where Toriko had covered the spirit of adventure that One Piece had, Dr. Stone covered the spirit of friendship and togetherness: every time a dilemma came up, the solution was almost always finding a new ally and awakening their talents, applying them in a way that they'd never thought to before, or reconciling with an old enemy for the sake of progress. "My friends are here to do the things I can't, and I'm here to do what they can't." This is one of the core tenets of One Piece, and while it took me a while to notice, it was equally a part of Dr. Stone's core as well
Undead Unluck does something pretty similar, though not as overtly, since the cast don't really have neat roles like "navigator" or "doctor" or "chef;" instead, everyone has their areas of expertise that can be used in multiple situations, so the individuals best suited for each situation are carefully selected, and if none are available, the hunt begins for someone who is. I think this didn't sink in because it didn't become nearly as prevalent until after the timeloop, but in retrospect, the first half of the story was like the pre-timeskip Straw Hats', unprepared and unable to reach the world's ceiling when finally faced with it, only to come back stronger and wiser in their journey to come back together
Coupled with its ability to be (Chucky voice) genre-fluid, Undead Unluck has unexpectedly become in my opinion a more than worthy successor to One Piece's particular niche in Jump. I've had this thought for a while now, but I think that Undead Unluck might actually be a good glimpse into what One Piece would have been like if Oda had been able to stick to his original five-year plan. It isn't able to take nearly as much time to flesh out its world, but its streamlined approach elegantly allows us to get to know enough about the cast to be invested while still allowing attentive viewers to pick up on fine details. Where One Piece ballooned to be a 30-year venture because Oda kept having more ideas he wanted to share and angles he wanted to analyze, Undead Unluck seems to have a stronger clarity to its vision and commitment to ensuring that vision is realized ASAP without sacrificing any of the essentials. Neither approach is wrong, it's just good to see that there is in fact a world that exists where One Piece would have been able to be just as solidly executed even without entertaining every whim and flight of fancy that its author could dream of
Of course, One Piece is still going, and likely will be when Undead Unluck naturally concludes, so calling UU its successor is definitely a bit of an overstatement, but my main point is that I'm glad that we're starting to see authors who aren't afraid of sharing One Piece's niche, and more importantly are doing it in a way that's fairly subtle, but identifiable. It's an extremely comforting sign for the rapidly approaching post-One Piece world, and I can't wait to see what fills the coming power vacuum
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thedogslegart · 4 months
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Talking about art under cut
Im trying to see how to draw real people and within that how to go about fuigering that out. Also how there are some people that are reall easy to draw simplified and other so easy to draw complicated and others still who i can only just manage almsot realistically (not all examples here obvs lol)
I think ive just never bothered to draw older people so im stumbling that hurdle now. But its getting easier. As always the solution seems to be to loosen up and remember my pen is a pen and the permanance is not scary its a plus.
I didnt draw people at all for a while while doing uni work so i defaulted back to drawing OCs that have a clear and strickt stialization already but that presents a problem when my brain wants to draw real people lol
All of these pragraphs are arting with "I" lol. Its also kinda tricky to hm. Not find a style, i kind of hate that. But to find a consistency. When i was drawing people from rawhide i kinds had that no lower eye line thing but this doesnt even work for clitn east wood in other things hes acted in. I think maybe its the B&W flattens out that area under eye or something but it seems less distinct either way and my brain scans it as something not worth putting on paper
The oposit was true when i was trying to draw chrcaters from Sabata. It was digitally so not in this post but lee van cleef and whoever played Spengel (spengle? Spengal?) In that movie have such distict eyes that require alot of attention. Hm.
Reminds me how i drew Franca, an OC ive made up (visually) in the last month or so, next to Birdie, an OC i drew ALOT about two years ago now, and how i kinda see them both as lines/ruel to follow. I know Birdie is constructed of XYZ and Franca is ABC. The problemncomes from the fact that two years ago i was VERY focus on EXTRAMLY simple looking chrcaters but now the faces are more complicated and they stick out when next to each other.
I suppose its not relevent. Franca and Birdie are from two compelate different story lines and time period, but its indicative of a larger issue. My brain almost defaults tona slightly different "stlye" (almost) for different movies/shows/stories. The way id draw Bloodties chrcaters feels distinct (to me at least) to drawings of Office Party chracters even if theyre both from VTM stories by the same guy. Maybe that last one once again is just a difference in the time i started to draw these chrcaters.
Im going much off track. I like the sound of my own.......typing.
Oh! And Gino and Javier r there ^^
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queenthxt · 1 year
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Group 1′s Bicycle Day
Draw psychedelic images for the other player to guess in order to find your way home. The more trippy elements you incorporate during the one minute you have to draw, the harder it will be for the other player to guess and will give you a competitive advantage.
Iteration Process
The idea was solid but trying to find a base layout for the cards that would result in playability is the most time consuming element, as well as finding ways to manipulate images and experimenting with test drawings to see if they resulted in the desired effect. Once these came to have their own sort of template, we used our own images combined with editing tools to experiment with visuals and construct more “challenging” cards.
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Cohesion and aesthetic are central to the game's thesis which is difficult to create simplistic prototypes that still hold the same weight as more fully fleshed out ones. The game hinges on the images themselves and creating non-usable images is more time consuming than it is worth. It made more sense to chip away at making more and more cards that we will eventually be able to use than making a bunch of throwaways that would have to be remade each iteration. We did save time by not sweating the actual card layout however, as the images themselves serve the same purpose.
Problems
Currently, there aren't any fully fleshed out prompt cards created, rather a few sample prompt images and short guessable descriptions. Additionally, our idea to provide variety and choice into the gameplay is not fully fleshed out as of yet. The game board is also not really fully implemented. We definitely communicated on a regular enough basis, but mostly worked congruently and came back with our individual findings.
Outside playtest results brought useful insight into the first impressions of the prompt cards, as well as the results of sample “special space” or “stranger danger” rounds. Taking a step back and seeing how a fresh faced player approaches each round, as well as the readability of any prompt images we have created thus far and what elements are most immediately recognizable. The time limit was implemented to encourage quicker more intuitive gameplay as well as drawings having common visual shorthand.
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Butting heads a bit on some sections since both of us are pretty dedicated to this project. It mostly comes down to different creative styles, but the more we worked together the more we were able to use our strengths and compliment each other.
Solutions
Simplifying the game at every step possible, without stripping the game of the fun, to clarify the games core by combining separate initial ideas and overlapping systems bringing cohesion and solving logistical considerations. It definitely was more productive to not just talk together about what needs to get done but rather just trying it and seeing what we can use. We communicated to each other about our individual findings and experimentation, and consulted each other before making any final gameplay tweaks.
Changes
Each prompt card creation is easier and more streamlined, but finding a groove definitely took time. Streamlining their creation was easier after gathering raw images out in the world, as well as inspiration. Not putting off making these assets would make figuring out the game surrounding them easier to comprehend from a design standpoint. I did personally do better this project than in the past with this, but coming up on the final deadline without a mass quantity of the main playable game cards is definitely a hindrance, since we can’t really fiddle with many mechanics based on non self game tests.
The scope is still a bit big and a lot will most likely be scrapped by the final version, or at least scaled down. We have done a good job with not focusing on the dressing until the meat is fully established, but there definitely are a lot of loose threads still present.
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enelra1 · 2 years
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Artist statment
Creating 10 different gifs for me was difficult. I never worked with or created gifs in the past, but thankfully it is easy to make video gifs but creating gifs from a single photo is a little bit harder than I thought. Initially I wanted to create 10 gifs that were all working together to make a statement about family trauma and how this trauma works into capitalism and continues neo colonization. I had this taught because I think about my family and how in my generations many of my family has had to move to different regions in search from the American dream. In some cases, the American dream is just to work and better their financial lives, and I was thinking about what I am doing with my life now. Moving to a new city in pursuits of better education, I have an okay job now, and all from the work of my previous generations. Their work is something that I am grateful for but the more I think about how this reinforces capitalism and neo colonization; I know how I am also working in this simplify by being here, but I’d like to think that I am working against them by putting myself in typically white spaces and using my education to help others. I wanted these gifs to show these ideas however functionally it was difficult for me to make these images move in the way I wanted to, and in the end the gifs became more about learning different techniques and playing with images that me represented family/unity or circles. I want to try to make a better representation of my ideas and I would like to think the solution would be to involve drawing sequences and photography into these gifs. In other words it might be easier to draw out my wanted images in sequences and take pictures then put them together to create a video.
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symetriuk · 18 days
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Design data challenges in Vault: From manual workflows to automation
If you are an Autodesk Vault user in the mechanical engineering and manufacturing industry, you are likely familiar with the challenges of managing design data. While Vault provides a solid foundation for storing and organizing design data, it falls short in some critical areas. You might have noticed this if you ever wanted to automate workflows or configure company-specific rules and processes in Vault. Let’s dive into these challenges and possible solutions. 
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Limited possibilities to automate
Vault is good at what it does but lacks advanced automation capabilities. It is difficult to automate workflows such as the process of approving files. In practice, this means that the design data management takes a lot of time and includes a lot of manual work which leaves room for manual error and inconsistent data. Lack of automation means a lot of manual work. And with so much manual work, mistakes are inevitable. There is even the risk of sending incorrect data to production or purchasing. Users might get frustrated due to manual workflows.
Customization means programming?
Another thing is that Vault isn’t easily customizable to meet specific company or project needs, at least not without programming skills. We all have our own, company-specific needs or requests from the customer side, but Vault users often find themselves restricted by the out-of-the-box features. As a consequence, it might be difficult to meet the unique project requirements without the help of a programmer.
Sovelia Vault: Streamlined design data management with easy automation and customization
The solution to these problems is Sovelia Vault, an add-on to Autodesk Vault. Sovelia Vault is a game-changer for Autodesk Vault users and here's why:
With Sovelia Vault, you can easily automate workflows and define company-specific rules and processes without programming skills. Automated workflows save time and ensure that your product data is always up-to-date. You can automate for example property management, data export, secondary file format generation or job queue management. Just define the trigger (e.g. state change of a file) that starts the automated action (such as creating a PDF or updating property data).
By minimizing manual input, you can guarantee that the data is correct and uniform, no matter who does the job. Less manual work means fewer manual errors, more efficient operations and less training time for the users.
Customization options allow you to meet the specific requirements of your company or customer, again without programming skills, just by configuring the settings. Automation and customization features mean the Sovelia Vault is scalable and grows with your business to meet your evolving needs.
Sharing design data with other business-critical systems
One way to increase efficiency in operations is to share product data with other business-critical systems, like the ERP or PLM. When product and design data, such as drawings, specifications and Bill of Materials (BOMs) are shared with the ERP, the risk of using incorrect or outdated data decreases, leading to better product quality and fewer project delays. You will have more efficient product development processes, better inventory management, streamlined operations and better communication.
Sending and receiving data between Vault and other systems involves manual typing and data entry. This manual process is prone to mistakes, resulting in inconsistent data and wasted time. Sovelia Vault simplifies the sharing of product data with ERP systems by offering straightforward, "out of the box" functionality. This means that setting up the connection doesn't require any programming skills. Instead, users can configure Sovelia Vault according to their specific requirements.
Read more about integrating product data management (PDM) with ERP
Ready to boost efficiency? Try Sovelia Vault for free!
Don’t settle for manual workflows and lost time. Try out Sovelia Vault today and take your design data management to the next level! Download our free 30-day trial today. All you need to do is to fill out a form and you will receive an email with download links and instructions to get started.
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bannstudio123 · 1 month
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7 Must-Have AI Tools for Small Business Owners
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You have several hats to wear when running a small business. As a customer service representative, salesperson, marketer, and frequently even janitor, you play many roles. How can you compete with larger players and achieve sustainable growth when you have limited time and resources? Accepting the future and utilizing AI tools for small businesses is the solution.
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5. Email Marketing and Automation:
Mailchimp: Email marketing is still a very effective way to turn leads into consumers. With Mailchimp, you can deliver customized messages depending on the behavior and interests of your customers by automating your email campaigns. Without exerting much effort, segment your audience, send welcome emails, and monitor email performance.
6. Productivity and Time Management:
Otter.ai: This AI-powered meeting assistant records every phrase and action item in your conversations in real time. By doing away with the necessity for manual note-taking, Otter.ai lets you concentrate on the conversation and quickly review important details at a later time. Increase meeting effectiveness and make sure nothing is overlooked.
7. Creative Design and Inspiration:
Pictory: Turn any piece of content into a captivating video in minutes. Pictory uses AI to generate visuals, add music, and edit your content, creating professional-looking videos that grab attention and engage your audience. No filmmaking skills are required!
Remember: AI tools are not meant to replace you, but to augment your capabilities. Use them strategically to automate tasks, gain valuable insights, and unleash your creative potential. With the right AI tools in your arsenal, you can level the playing field and propel your small business to new heights in 2024.
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prepeatseo · 2 months
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Revolutionizing Meal Solutions Prepeat Tiffin Services
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In an era of fast-paced lifestyles and stressful schedules, there is an increasing desire for simple and healthful food alternatives. The conventional idea of preparing daily meals has become more unfeasible for many people, whether owing to time restrictions, a lack of culinary abilities, or just a desire for greater diversity in their diet. In response to this increased need, innovative solutions such as Prepeat Tiffin Services are developing, providing a more Healthy Tiffin Services convenient and ecological alternative to traditional meal preparation.
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forwardbiaspony · 3 months
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So I decided to spend today fiddling with simplified shapes, and trying to answer the question "how little do I have to draw to get my point across?"
With that said, I'm not sure I like the relationship I've been having with these posts. They're not popular (why would they be? They're dumb doodle scratchboards!) and that has been bothering me.
For the last few years I've been dumping stuff like this into my journal because the only genuine audience is me. I'm the one this is all for, and I'm the one who will want to see it again later. But some folks had been talking in ways that made me think it might be a good idea to post things publicly again. Heck, I'm the one who went on an hour long diatribe about how posting to an audience of 0 is the same as keeping drawings to yourself so why not?
But honestly it's definitely different. I'm not putting myself out there for a drawing in my journal. It's only good or bad if I internally say so, and there isn't the implication that if no one else says anything, that it's bad. I still hate my art in my journal, but it doesn't feel like the crowd of all of the people who don't like my art are standing around me agreeing. And it's MUCH easier to tell myself "I don't have the necessary perspective to judge my art" than it is to say "all of the amazing artists I know either found it wanting or didn't care PLUS I don't have the necessary perspective to judge my art."
To be clear, no one has done anything wrong to get to this point. This is, frankly, precisely how much attention I think most doodles *should* get. The world is full of amazing, finished art, by amazing artists. My chicken-scratch doodles and studies aren't even the best *I* can do, let alone what all of the artists in the world can do. But what how I feel does mean is that I've got an unhealthy relationship with arbitrary metrics and algorithm outputs, and it means that I need to stop posting in places where those metrics are a concern.
I'm aware of a couple of different solutions to that problem that meet the twin constraints of "post to the public" and "don't keep track of likes/reblogs", so I'll probably pursue one of those options. Don't know how I'm going to implement it and make it convenient for everyone yet, but once I know I'll make sure to share to the people who care to know. (Geez, am I really gonna have to fall back to a hand run blog? XD)
P.S. I'm sorry Pocket and Lunar. You had the right of it now given the perspective of time and separation from public posting.
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rijallaw · 4 months
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Green Card Through Spouse: Your Qs Answered
Are you trying to get a green card through your spouse and want to make sure you go about the process the right way? Are you eagerly anticipating the prospect of reuniting with your spouse in the United States? The journey towards obtaining a green card through marriage is a common path for many, and while the destination is promising, the timeline is anything but instantaneous. At Rijal Law Firm, we understand the intricacies of this process and are here to guide you every step of the way.
Having assisted numerous individuals facing the same situation, we not only understand the complexities and nuances involved in immigrating to the United States to be with your significant other, but we can help you to better navigate them.
Timeframe Factors To address the question of how long the process takes, one must consider the various scenarios that can influence the timeline. On average, factoring in the diverse situations applicants find themselves in, the process typically spans approximately one year to a year and a half. However, the specific duration hinges on several key factors, primarily the location of the beneficiary (you) and the immigration status of your spouse (the petitioner).
When we sit with you for a free case evaluation, we can draw upon our years of experience to provide you with a timeframe for your case.
Different Times Depending on Where You Live Everyone’s situation is different. Here at Rijal, we provide tailored immigration solutions for your exact, specific needs. For example, if you live in the United States and your spouse is a green card holder, then, as mentioned above, it will most likely take somewhere from a year to twenty months or so to receive your green card.
If, however, you currently live outside of the United States and your spouse is a green card holder, then the timeline could be much longer. It could be two years to forty months for you to receive, on average. Again, when we say “on average,” it’s important to remember that every situation is different.
That said, we do everything in our power to expedite the process as much as possible for our clients.
Navigating the Complexities with Expert Guidance While the information provided offers a simplified overview of the potential timelines, it is crucial to acknowledge that each case is unique. Embarking on the journey to secure a green card through marriage is undoubtedly a significant undertaking. However, with the right guidance and support, navigating the intricate immigration landscape can become a more manageable and less daunting endeavor.
At Rijal Law Firm, our experienced attorneys can provide invaluable assistance, regardless of your particular situation. Additionally, we may explore alternative immigration pathways tailored to you. For a free case evaluation, message us through our site or call.
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mystydjinn · 4 months
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Hey hey! This is technical game design chatter, it's okay if you don't get it, it's only important if you're trying to make a game or something. 🖤
Thinking about partial success as a mechanic in tabletop RPGs..
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Idk if they make a whole lotta sense? Or at least, it seems like a design decision that requires a lot of distance from crunchy conflict solutions in a system.
- Like, when somebody designs a game mechanic, they hafta abstract and either exaggerate or simplify something in the real world, same as when you're drawing or writing a song. Even new things are a riff off our understanding of something else.
Like, In a fight, your "win condition" is to incapacitate your opponent in some way.
Exhausting, maiming, killing, or binding, etc
Each action you take in that altercation brings you closer to that goal, each with varying degrees of effectiveness.
In a game with crunchier combat than literal rock paper scissors, that's represented through abstractions of an Entity's well being or status. HP, special status conditions to indicate situational advantages or benefits in the midst of a fight. So by extension the only full success you can really have in combat is defeating/sufficiently incapacitating an enemy, and every action taken by an entity in that combat is then only a partial success or failure leading up to that.
I haven't played a system besides what I'm working on myself that gamefies social interactions very well yet, but treating a given social situation like a game, allows for the same sort of dynamics.
Your win condition becomes whatever your goal for the conversation was, let's say getting free tacos from the street vendor. Every action a character takes on the way to that goal, is then also a partial success or failure leading up to that. Sweet talking the vendor to make them more receptive to a request, or an attempt to reduce their self esteem so they're more receptive to a demand or a command, etc.
Here a partial success/failure is possible though, because the win condition is more abstract than, "hit a target." Or rather, the hypothetical system or structure in place here is a lot less crunchy than something like combat might have to be. There's room for more vagueness and ambiguity here.
You can maybe haggle the poor vendor down to half or thirty percent off, maybe get 1 taco free but not the whole party's, etc.
That's not to say only social situations can be gamefied meaningfully to have partial successes. This is literally where the idea of Save DCs in dungeon crawler ttRPGS, sweet and sour hit boxes all manner of fighting games, and critical strike/success chance as a concept across all sorts of games where you can do exceptionally well or bad at something.
Hm... I think I might've gotten a little lost sight of my point a little bit. I guess the gist of it is just, make sure you're not trying to reinvent the wheel when you're building things, y'know?
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soswanadongri · 5 months
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How To Help Your Child Think Critically?
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Today, it’s more important than ever for children to learn how to think critically, as it’s a skill that will be increasingly important for them in the future. In our rapidly changing world, kids need to be able to go beyond simply memorizing facts; they need to be able to understand the information, evaluate and analyse it, compare it with the already gathered information they have and draw a plausible conclusion to solve the present problem at hand. Hence, it’s important to expose children to different ways of critical thinking so that they can be better equipped to solve problems in the future.
What is Critical Thinking?
Critical thinking is the ability to use existing knowledge and problem-solving skills to draw new conclusions. It is an important skill for children to develop, as it allows them to explore the world around them and make new discoveries. These skills help children to make wise decisions while also making them realise the consequences of their own actions.
Ways To Develop Critical Thinking Skills Among Children
Encourage CuriosityChildren with curious minds always seek information about the environment that surrounds them. They want to learn newer information about the same object or new objects altogether. To pacify their curiosities, children often ask ‘why’ questions to their elders. Seek out the answers to their ‘why’ questions in order to help them learn about various new things and let them be curious to learn more.
Let Them Learn On Their OwnChildren learn things on their own especially when things are challenging. As a parent we might have an urge to simplify the problems for our children but instead of jumping in the problem solving process it’s always good to wait and watch how the child tackles the problem and finds out the solution on its own. Though sometimes, a parent may need to step to offer help. At such times, parents can verbalize their own thoughts and actions and be a model of critical thinking to their child.
Promote Children’s InterestsSometimes children get deeply involved in stuff that holds their interest for a longer time. When children are passionate about a topic or activity, they are more likely to be engaged and willing to try new things. Helping children explore new interests may further expand their knowledge and offer opportunities for critical thinking.
Help Children Evaluate Learned InformationChildren learn a lot every day but it’s important to evaluate the information to see if it is accurate, relevant and applicable. Help children learn these skills by encouraging them to give their opinions on what they have learned so that they can analyze it and decide whether to use that information or not. This way, they will be better equipped to make decisions based on sound judgment.
Critical Thinking And Problem-Solving Skills
When it comes to problem-solving, it is essential to use critical thinking skills to understand the issue and generate possible solutions. Give children opportunities every day to solve problems. Help them describe the problem, think of alternative solutions, and decide on the best option. Let them draw on their knowledge and experiences as they go so they can learn to trust their own judgment.
Identify the Problem: Encourage your child to articulate the problem they’re facing. This step helps them understand the issue fully.
Generate Solutions: Brainstorm with them to think of multiple solutions to the problem. This fosters creativity and flexibility in their thinking.
Select the Best Solution: Help your child weigh the pros and cons of each solution and make an informed choice. They can draw on their knowledge and experiences to make decisions, thereby building confidence in their judgment.
Read More..
Source: https://schoolofscholars.edu.in/blog/how-to-help-your-child-think-critically/
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safewash-tech · 5 months
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Purpose of Pressure Washers in Rockland, Stamford, Nassau, Brookfield, Suffolk, and Brooklyn, NY
A business establishment has to look spick and span from the inside and outside to capture the attention of visitors who are willing to be converted into customers. Unfortunately, this is a tall order for most business owners, as sprucing up the exterior properly can be expensive. No worries! One can resort to an easier solution. Turning on the commercial power washer in Rockland, Stamford, Nassau, Brookfield, Suffolk, and Brooklyn, NY, can do wonders to enliven the aesthetics of the commercial building. Some of the most obvious advantages that become evident after a bout of power washing are- ​ Maintaining the Property Value- No business can remain profitable for a long time without facing obstacles in the way. The commercial property owner does not want an unkempt and disheveled property to greet the customers/visitors. The best way to clean it up properly is to use a power washer on it from time to time. This will make the building appear clean, and the customers will be pleased to find an aesthetically appealing shop/store to visit, too. Moreover, the business owner may opt to sell the property. A clean one that looks neat and well-maintained is sure to fetch a good price in the market, thus ensuring a good ROI.
· Graffiti Removal- Keeping young children and mischievous people away is impossible. Finding crude graffiti on one side of the commercial property can leave the business owner aghast. Sure, some of the drawings may be art, but most of them are not. Trying to rub them off will only leave ugly smudges and dirty scratches that spoil the commercial property's appearance. The right way to eliminate such graffiti from the walls is to turn a strong power washer on them. The vandals may not attempt it again because removing the marks will only reinforce the point that the property owner is well aware of their antics and may inform the law enforcement authorities the next time.
· Lower Maintenance Costs- Power washing the commercial building structure regularly will enable the business owner to easily get rid of the accumulated dirt and debris. The stubborn grease marks will be eliminated from the driveway as well. Besides, the weeds, algae, and mold growing unhindered along the side of the building will be uprooted by the sheer power of water. This will simplify the maintenance task with no heavy expenses required too frequently.
· Improved Curb Appeal - A clean establishment that gleams and looks inviting. It certainly enhances the curb appeal, often making the commercial building stand apart from other properties in the area. This will look inviting to individuals passing by, with most of them compelled to step into the store and buy a few products. Business will pick up once the commercial establishment appears clean and well-maintained.
 Industrial areas need heavy-duty pressure washers in Rockland, Stamford, Nassau, Brookfield, Suffolk, and Brooklyn, NY, combined with quality pressure washing soaps. 
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anamedinag · 6 months
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Best AI Graphic Design Tools
AI graphic design tools are revolutionizing the way artists and designers express their creativity, helping them become more efficient in less time. Some of amazing tools are:
Uizard – Digitizes hand drawn ideas into digital files, allowing app developers and designers to work faster. It speeds up prototyping process while keeping the personification of hand-drawn designs. Notable features: Transform sketches into digital UI designs, speeding up the prototyping process, and offer designs in multiple formats toe export. 
Designs.ai – an AI-assisted design toolkit. Their main feature is the machine learning abilities which studies your likes and offers tailored design solutions. It “ensures an efficient and personalized design journey” 
Adobe Sensei – Uses Generative AI and machine learning to automate tasks and provide innovative design solutions. It is embedded in the Adobe Suite and has become a substantial tool for professional graphic designers and creatives. 
Fronty – Simplifies the web design process by turning image designs into code. It generates custom HTML, CSS, and React code. It accelerates the web development process. 
AutoDraw – (created by Google) Converts rough sketches into refined and polished illustrations. Its machine learning predicts what you’re trying to draw and it presents you with polished sketches to choose from.  
Khroma – AI color tool that based on your aesthetic, Khroma provides you with personalized color palettes and helps designers be consistent with their work. 
Let’s Enhance – Improves quality of images without losing details. It can enlarge low-resolution images and restore the quality of old pictures. Takes pixelated images and adds detail to provide a high-res image and ideal to print. 
Read the article to learn more!
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tru-design-leader · 7 months
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Visual Diary 6b
Creating a solution for a wicked design problem can yield many opportunities for tools to use to make that solution idea a reality even if you simplify everything to come to a first iteration of what that solution would look like. Many people, I have examined, want to create design solutions but may not be keen on the necessary step of feedback that is needed to draw the best solution from your ideas of how to fix a problem. The concept of critical feedback as a design tool brings two different thoughts to mind for me. The first is apprehension and the second is community.
Design is everywhere. Wherever you look, where you walk, where you sleep and eat, what you wear, how you show up in the world encompasses design. I looked around my apartment looking for wicked design problems that impact me directly and thought "Could this be a problem that is significant enough to impact many people and challenging enough to try and solve?" As I pondered what troubles me about how my home functions, I realized, I have so much space in my cabinets that isn't being used and it feels like a waste of space; not just for the resident (in this case, me) but also for the designers and builders. Yes, the quickest solution would be to get a step stool. Problem solved, right? Maybe but not quite.
For a while, I thought "This is such a stupid design problem. It can be resolved so easily." Then I thought, if that were the case, would it still be a problem? So Storytelling has become a major part of me trying to find a solution. I have shaped my problem around visual and audible storytelling. Not only do I have my own story to tell but those who have a similar experience can weave together a narrative that shows that this problem is a, well, a problem. I hope to find a creative and effective way to solve this.
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