Studied in bed today bc I’m still sick (´Ａ｀) I have only ever posted chemistry notes but don’t be fooled, chem isn’t my fave subject, maths is 😂
I’m not sure why people apologise for their inactivity on tumblr. Since we are studyblrs we are probably actually studying. Just remember that y'all are not obligated to post x amount of times a week or anything, please don’t feel guilty, just sayin’ ¯\_(ツ)_/¯
If you ever need someone to talk to, I’m always there for you ♡
Cyberpunk - Neon lights, mechanical body-horror, lots and lots of electronic junk lying around, tightly confined city slums, flying cars, androids, and last but not least, lots of grungy browns and grays. Bladerunner, Judge Dredd, Bubblegum Crisis etc.
Dieselpunk - Similar to cyberpunk, but less about electronics and androids and more about internal combustion and industrial robots. Technology is less ubiquitous in this setting but when you see techology, it will be combustion powered in some way… or at least look like it should be. Expect grease stains and bits of sludge on everything. Final Fantasy VII (the original game only) is a primeexample.
Laserpunk - The Anti-Cyberpunk. Spotless with a lot of legroom. Expect glowing lines, fancy grooves, bright white glossy walls, and some shiny blues on everything. Everything in this setting has something that glows, even when it doesn’t need it. These are your Xenosaga’s, iRobot’s, Star Ocean’s.
Garbagepunk - The kludgey cousin of steampunk. Everything in this setting, and I mean EVERY SINGLE THING, is made of trash. Goggles made of bottles, water filtration made of old oil drums and used coffee filters, etc. Mad Max, Deponia, Water World, etc.
Steampunk - Steam power, leatherbound handles, brass fittings, lots of circles and rivets. I shouldn’t have to really clarify this one.
Clockpunk - Steampunk but with clockworks instead of steam engines. Its a small difference, listed only for the reason that steampunk requires steam and clockpunk doesn’t always have it. Expect gears, cogs, wheels and springs.
Codepunk - This one is difficult to pin down. Its less about the aesthetic and more about the concepts. This is a setting where everything that happens is related in some way to programming… Where the laws of physics are just functions being run with parameters, alterable by anyone with knowledge of how to access them. This is a setting where people do battle by compiling text that subtracts a number from the other person’s vital statistics variables, but that is what the world is actually made of, not just a game abstraction. Codepunk is characterized by parts of the world actually breaking down visibly into raw text. .hack//, Fate／Extra, the parts of the Matrix series we don’t get to watch where someone is actually typing on a keyboard to make things actually happen…( not that Neo-Morpheus crap. )
Naturepunk - What happens when you invent modern or even futuristic technology without actually using any technology. Reclining armchairs made of sticks and moss. Aeroplane’s made of palm fronds and vines. If cavemen invented space travel. Everything is made of locally sourced natural components, but the level of technological advancement and sophistication isn’t necessarily diminished because of it. You might have all the classic weapons of war, guns and grenades and such, but made of curious growths. Mushrooms with highly flammable spores for example, instead of a grenade. While not the only example, the best I can actually think of is… The Flintstones. You might also consider many depictions of Atlantis under this category.
Biopunk - Naturepunk’s heavy metal big sister. Everything is made of bone, meat, blood and teeth. Everything is either alive, or was alive at one time. Technology is either made of raw carcasses, or is actually some creature bred or engineered specifically to be used in the way a machine would. Don’t expect to see much inorganic material in generally anything. eXistenZ, generally anything that takes place inside another organism.
Oh my stars your art is amazing!!! Do you think maybe you can make a shading tutorial sheet? owo
Hey there Anon! Sure thing! I’ll do my best to explain the process of how I usually do things in regards to coloring and shading. I’m not the greatest at Explaining, so I’ll do my best to keep things as crystal clear as possible!
Step 1: Lineart I’ll start with Lineart purely because this step is important to the coloring process in one regard, and that is making sure the entire line layer is closed without any holes. Even the smallest little gap will make the selection process hard later, and we don’t want that. So the cleaner lineart you have, the better. I’m going to go ahead and use my Monster Hunter Generations Huntress for this.
Step 2: Selection Either in Photoshop or SAI or whatever you use, click outside your character and any other negative space surrounding them. This means…basically anything that’s not your character. Then go to Selection > Inverse and invert the selection. You should have something similar to what I have below. This makes it so much easier to add colors without having to worry about all the little nooks and crannies that could mess the cleanliness of the drawing up real bad.
Step 3: Flat Base Create a new layer beneath your line layer with the selection still active. This will be our color layer. Remove the visibility of the line layer, and fill the remaining “Silhouette” with a dark base color. This makes those nasty corners look a bit cleaner, as sometimes if there is a lighter color your computer will want to make them stand out pixelated. Again, this is just for cleanliness beneath the line layer. Turn your line layer back on, as they will now act as barriers for the fill bucket tool. Make sure the entire silhouette is filled, and that no lines were accidentally selected! You want a see a completely filled and flat color if you turn the line layer off.
Step 4: Flat Colors At this point you can lock the transparency of your Color Layer, and go ham. Either with the pen or a fill bucket, figure out how you want to color your character and add in the flat colors. Notice I’m on the same layer as the Base that we made. This is so those lines still play nicely with one another. Clean up where necessary.
Step 5: Analogous Color Gradient Well, we don’t really want our character to be too flat, do we? This is where the color wheel becomes your best friend. Select similar colors with the Magic Wand (like I’ve done her skin tone here) and using the color wheel, choose an analogous (that means “close by” in color wheel terms) color to add a bit of depth to the color. For skin, I usually go with a red or a bronze, sometimes purple. Use the airbrush for this. Then, deselect and select another color to gradient, until all the colors have some degree of new color to them.
See? Now things look interesting! We added some blue to the greens, some purples to the reds, some blues to the grays and so on and so forth.
Step 6: Shading Okay, here’s where things get interesting. Time to shade. Make a new layer between the Line Layer and Color Layer, and make sure you make it a clipping group/clipping mask. This is so it won’t go anywhere that you don’t have color. Set it to multiply or linear burn (whichever you think looks best) and bump the opacity down to about 40-50%. Choose a color (or color-value gradient, if you have drastic value changes in your piece that make light and dark values not play well with the single color you picked, and swap between those) that you want the shadows to be; I like deep pinks and purples. AVOID BLACK. I first use the Pen tool to get down “hard” shadows - shadows cast by hard materials, close shadows, and inorganic materials. Once I’ve got those down, I head on over to the softer areas, such as the skin, hair and cloth and alternate between the watercolor and marker tools to give “softer” shadows. There’s no real law to this, you just have to know where shadows fall and how they behave and work with those three tools to get the look you want.
Step 7: “Highlights” - Rim Lighting Okay, these aren’t really “highlights” in the correct sense, but adding sort of “rim lighting” around forms really helps make a picture pop. To do this, make another layer above the shading layer, set it to “screen” and keep the opacity at 100%. Then, get really familiar with your CRTL key because you’re going to be color sourcing a lot. To add a rim light to a form, select the base color of that form, and use the marker to trace along the edges. For example, I picked up the nude from the skin, the silver from the dagger, the gold and maroon from the hair and the tawny brown from the skull to use on those specific objects. Any place you want clean works well, but the edges of forms works best for this technique. Additionally, if you’d like, you can create another layer above the Screen Layer and set it to Linear Dogde, and do my “glowing eyes” technique on anything you want to stand out, such as the metal of the belt, gold objects and of course, eyes.
Step 8: The Overlay Almost done! While your photo can now stand alone as “finished”, there’s one more thing that I enjoy doing, and that’s adding a simple color overlay to bring the whole picture together. This is done by flattening all the layers you have so far (you’ll want to “Merge Down” in order from bottom to top or “Flatten” to avoid the layers going crazy on each other) into one layer. Then, make a layer on top of that one, set it to a clipping mask, and set it to “overlay”. With the Airbrush, choose some colors (I prefer soft pinks, blues and violets) and go along the “edges” of your character with a BIIIIIG brush. This kind of resembles soft ambient lighting or shadows. I just think it makes the photo look nicer.
TA-DA! And Now we’re done!
And there we go! I hope that helped, and I also apologize cause this ask sat in my box for awhile and I never got around to it until now. :P I’d be happy to answer any questions y’all have, but this is the simple basics! Remember to practice practice PRACTICE! -Gael
This exhibition presents “ICED FLOWERS”, a work to observe the changing life of flowers that are locked in ice.Flowers will show unique expressions that they do not display in everyday life, by placed under such a different environment.Please enjoy how flowers and ice change themselves over time in the ruins far from human’s existence – it is an inorganic space that makes a vivid contrast with flowers.(Azuma Makoto Exhibition)
Crown ethers consists of R chains, typically CH2CH2 groups between oxygen molecules. The first number denotes the number of atoms in the ring and the last number denotes the number of oxygen.
Crown ethers are supramolecular molecules which are excellent chelating agents due to the pre-organisation of the ring (favorable entropic effects) and as they have so many donor atoms (chelate effect).
Due to their chelating effect, they can be used a templates to direct synthesis to the desired product.
This is all pulled straight from the game with 0 (or attempted 0) bias from me or @peckonthecheek
We have both played the game so I can verify several things on the list. Most of the information comes from @peckonthecheek who exhaustively did everything in the game and recorded useful information.
If you want to add to this post, feel free to screenshot what you want to add and send it to me!
I named my firstborn child Thiazylia while my wife was still in the hospital and unable to move, because she wouldn’t allow me to. I told the guy at the registrar’s office that it was a greek name that meant “sunrise” or something. But in reality it just means NSCl2- [Thiazyl Dichloride]. I discovered this chemical while I was working on my Ph.D. *laughs* She never forgave me.
There are two basic chemical components to bone: organic and inorganic. Hydroxylapatite makes up the inorganic “mineral” portion of bone, which gives it its durability and strength. The organic portion of bone consists of collagen. By soaking a bone in vinegar you can dissolve the minerals in the bone, leaving the collagen, which results in an ultra-flexible bone.
If you’re up for an experiment, free to try this at home, chicken bones left over from dinner work great!
no eye whites or black pupils…eye whites are instead a darker or lighter shade of w/e color their gem is..some have no pupils. pearl n lapis would look good with this
homeworld gems have diamond shaped pupils like the actual diamonds do..the cgs have dif shapes ex garnets are square
they dont cry tears..wtf theyre not water based lifeforms…instead their eyes maybe glitch. like how their bodies glitch when theyre cracked. or their tears are of whatever element their gem is linked to…ex rubies cry lil flames, sapphires are water that trail into ice crystals, garnets are lil lightning bolts…pearls are either water or sand…rose quartzes are petals..lapises are big ghibli water tears….OR all gems have like, streaks of light in their color that trail n split down thier face as tears
why is gem hair like human hair?? what purpose would it have..they dont need to be warm. gem hair is its own limb(s), they can move their hair freely like tentacles. quartz soldiers have long hair for extra attack. lapises hair is messy bc she just likes fidgeting or w/e. pearl has tiny knives hidden in her hair
pearls ribbons are extra limbs. pearls are designed w these so they can multitask, but cg pearl uses them to hold more swords. on top of her ribbon sash she’d have like 3 more ribbons
remember how beta lapis melts when shes upset..all dif gems have dif versions of this. garnet gives off lil zaps. ame gets spiky. pearl disintegrates a lil into sand. etc
corrupted jaspers skin spikes..all homeworld quartzes have those. amethyst and rose hid theirs to not freak out humans but when theyre emotional or in battle they pop back out
noodley limbs like adventure time
weird loading/buffing symbols and glitches n zaps n stuff, like when pearl was piloting the ship in jailbreak. more reminders that theyre inorganic and robotlike
teeth based on gem cut and shape. quartzes have super spikey crooked fangs like geode crystals. pearls have no fuckin teeth. garnets are blocky. maybe teeth arent white either
pointed tongues…or at least no reddish mouths like they have in the sho wtf
Tell me something cool about carbon-based molecules?
ok chemistry lesson time
Since carbon is a tetravalent element (four covalent bonds
with other atoms; sometimes lone pairs if it’s not a tetrahedral molecule) it’s
able to bind in a variety of different ways not only with different elements
but with itself.
Depending on the geometry in which carbon decides to bond in
with other carbon atoms, substances ranging from graphite to diamond can form. Diamond,
graphite, charcoal, fullerenes like the C60 Bucky Ball molecule and the C70 fullerene, and carbon
nanotubes are all made entirely of carbon - which make them allotropes of each
I want this post to be an introduction to the whole Mother of Pearl AU. I’ve been building the lore about them for a while now and I have a lot to share, so I will do it in parts. Today i’m gonna talk about some general stuff and differences between gems and moms. Let’s finally get this started!!
The Mothers are a race of magical sentient shells (I like to call them Momlluscs from the name ‘molluscs’) that originated on Homeworld, mirroring the Gems being a race of sentient rocks. They can be called an older cousin race to the Gems, as they both come from a natural magical occurrence that all originated in Homeworld’s waters.
Here’s some info on them in bullet points:
Long, LONG ago, the Mothers had a huge empire on Homeworld. They had advanced magic, rich culture, huge armies, they conquered lesser beings and used them as mounts and workforce, and that includes our Gems. Their culture spawned all of the seas and rivers on HW, but it all eventually fell apart. Nowadays nothing of their proud past remains, aside from echoes visible in gem magic and the gem nature itself.
[Image: bubbling, an example of mom magic that carried over to today.]
One of the biggest differences between Gems and Moms is the fact that all Mothers are partially organic creatures. Unlike the silica-based Gems, they are (mostly) calcium-and-carbon-based, making them ‘organic’ and ‘inorganic’ at the same time, much like the actual mother-of-pearl and molluscan shells.
Following this organic-inorganic idea I’ve decided that the mothers’ body that protrudes from their shells is made from magical flesh. It’s more similar to Steven’s body rather than the bodies of Gems which are made from hard light. It contains their organs and bleeds when harmed. When damaged, it retracts to the shell to heal, which is virtually identical to poofing. Most momlluscs have human shaped bodies with broad, long feet, however some classes have much more monstrous forms. Regardless, all of them have a shell (or a bone) & a mantle (a cloak made of skin) somewhere on their bodies as well as extendable membranes for swimming.
[Image: one of the classes of Moms. Shell location depends on the class but mantle can have some variance depending on species.]
The Gems primarily occupied the land and shores, while the Mothers lived mostly in the oceans, rivers and lakes. Because of their mainly underwater habitat they are very sensitive to light and used to crawl out mostly at night. Even today the Moms that still remain active often wear sunglasses or shield themselves from light as much as possible.
The Mothers are biologically immortal; they do not die of old age, but can get ill or heavily hurt and die. Damaging the shell won’t kill a Mother. It will be reconstructed slowly over time by her fleshy body. To kill a Mother it’s necessary to shatter her shell and kill the flesh body, although even then her conscious will remain in the shell, much like with shattered gems.
Some of their abilities are similar to the Gems’:
They can shapeshift and did it fairly often with the bottom part of their body when changing terrain (human legs for dry terrain and various mollusk parts for swimming in water).
When harmed, their body retracts to the shell to heal. It’s function is the same as poofing.
They can fuse.
They have various powers. They often have powerful elemental powers related to water and sand. Other powers include hypnosis, walking on walls, super speed, telepathy and various voice based powers.
…but there are important differences:
Their shells are always in the same spot, which depends on the species.
Some species are unable to summon a weapon. If they can, the weapon is always the same for the whole species.
They can retract their form into their shell at will.
The Mothers reproduce sexually. They are hermaphrodites. That means they grow and start their life as children.
They feel hunger and eat. In fact, some of them are cannibals!
And there’s of course their great unique ability: Pearl making.
The Mothers can eat pretty much anything, including each other. They don’t need to eat to survive, but they feel hunger if they don’t. Depending on what (or who) they eat, their abilities are affected, as the diet slightly influences the structure of their shell. It also influences the Pearls they produce.
I will go in depth on several topics from this post in future posts. I want to break down this stuff so it’s more digestible, plus it’s easier for me to plan releases this way. There’s a masterpost coming as well which will contain an index to all the mother-related stuff I’m posting!