berdandy

u/berdandy@lemmy.ca
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Ah, that's almost the same as one of my favourite folk songs...

Great Big Sea's The Mermaid, about a mermaid and her sister, the reverse mermaid:

But then one day, she swam away
So I sang to the clams and the whales
"Oh, how I miss her seaweed hair
And the silver shine of her scales"
But then her sister, she swam by
And set my heart a-whirl
Cause her upper part was an ugly fish
But her bottom part was a girl

Yes her hair was green as seaweed
Her skin was blue and pale
Her legs they are a work of art
I loved that girl with all my heart
And I don't give a damn about the upper part
'cause that's how I get my tail

https://www.youtube.com/watch?v=Mp725C0_qyQ

I used to do photography as a side gig, with an interest in fashion and portraiture. When I was dealing with new models or doing portraits for friends, I had to do a lot of posing with people who don't know how to position themselves for the camera.

Feminine bodies tend to look better on a 45 degree angle, making the entire frame look slimmer. Our stupid brains tend to only see the width in the image. Masculine bodies look more powerful facing the camera straight on, and with the lens higher than the subject, which makes an inverted triangle shape. Broad shoulders, skipped leg day, etc. For young guys, I'd generally get them to crouch, look up, and get up on a ladder, and then zoom in on their head & shoulders. Magic. Old guys can't crouch. Bad knees LOL

High camera can also work well for some women, but tends to emphasize chest size, which isn't always appropriate given what the portrait needs (ie, we doing a business headshot or a sexy dating profile?)

You're on the right idea, but it's got nothing to do with triangles, and more to do with lens tricks and musculature.

The weight-bearing leg is positioned furthest from the camera, allowing lens foreshortening to make the active muscles seem smaller to match the front leg. The front leg is extended without bearing weight to smooth out the muscle fibers, and in this case creates visually-interesting leading lines. Sometimes they're crossed in front too. Same effect, back leg bears the weight.

"Pure Orange" is generally:

  • red: 100%
  • green: 50%
  • blue: 0%

So a linear equivalent in hex to that extremely dark red would be: #0F0800

However, perceptual colour rules are rarely so simple. The correct way for any colour would be to do a mathematical transformation to HSV, make the hue shift from 0° (red) to 30° (orange), and transform it back. Surprise, you get the same value.

I saw an early post that pointed out that the Antiquary icon kinda looks like the collections icon rather than a hand of playing cards. I can envision a world where that was intended, but the players didn't agree, so they're changing it.

I'm also annoyed that skritt-digging-in-the-ground requires a target. They're not really stealing any more.

Thanks for the memories!

I worked for DICE Canada, on the Battlefield 1942: Secret Weapons of WWII expansion, and Battlefield: Vietnam. And a little bit on the BF2 Special Forces expansion. I love that people are still playing the classics.

on PSA: Use version control · c/gamedev · 1 pts · 3y

git+lfs is a bandaid for the problem, and theoretically would solve the issue, but the tools are still rather limited. Sparse checkouts, shallow clones, git subtree and git submodule are all somewhat useful to mitigate large file issues. I've also been meaning to check out the meta meta-repository tool for my own personal stuff.

In the industry, perforce is often used, or a custom rolled solution that is a heterogeneous mix of git for source, svn (or something else) for binaries. If you're made of money, alienbrain has always looked great to me, but I've never had the opportunity to use it.