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I just applied to the mid journey beta, and I can’t have their review process thinking I just tweet commentary on Disney movies, so excuse me while I remind everyone that I do indeed make art a lot of the time:
#DisneyAnim I don't know much about sports, but this shot has always reminded me of the... *checks notes* Florida Panthers logo.
Spiders represent scuttlebug as they appear in NSMB2. Cave Spiders are Tarantox the boss from Galaxy, and silver fish are wiggler. Tarantox feels like a weird pull, but I'll give all three of these 👍👍👍
#DisneyAnim I really appreciate how much care went into designing the castle. It's equal parts beautiful and terrifying which is important to the story, and it seems like it's slowing being overtaken by grotesque gargoyles. This wasn't really captured in the live-action version.
#DisneyAnim YMMV, but even with all grotesquely-stylized sexualization aside, the design for Jessica Rabbit has always kind of creeped me out. She looks like a bald-headed alien with two pinholes for a nose and a cut of red cloth draped over half of her skull.
#DisneyAnim I do wonder if Rescue Rangers originated from an idea for a tv series based on The Rescuers. Besides the two rescue mice, the dragonfly “Evinrude” reminds me of Zipper. And the sequel in 1990 suggests it was a franchise they had interest in maintaining in some way.
#DisneyAnim Mowgli looks and sounds like he's in 2nd grade at most. Totally understandable that he would be fascinated by the first human he's ever seen, but feels weird that they try to project this weird flirty romance on the whole scenario.
If Tetra had a shield, which shield should she have? (poll in replies, or reply with another option)
@ApproximateThom @PinballWitch You can just resize characters digitally these days, but that sometimes messes with the lineweight, if details get too small it can just become unreadable noise. So some productions still use distance models. Steven Universe makes liberal use of them for instance:
I decided to recreate the official Smash render using the in-game model to help me make alt-skin renders. There's some visible seams around the eyes that I can paint out in Photoshop, but I'm not sure how to get rid of them in blender without permanently joining them to the head.