after many weeks of work, the new color smudge has been merged (it now supports lightness and gradient map brush tips!), and we also recently had new texture option modes merged. Together these features can create some really nice strokes.

Another case of extensive testing and collaberation bringing cool results:

krita-artists.org/t/testing-ne

krita-artists.org/t/testing-ne

Trying to find ways to explain the use of the gradient map brush tips, ended up doing some Rosemaling.

Not too happy with the stroke proportions. There is a branch where the gradientmapped brush tips are also working on the colorsmudge, but I had to fix a bug in master to get the gradients to pass on, and that fix hasn't gotten into the branch yet...

Will keep on experimenting, I think.

Emmet and Eoin have also merged the animated transform masks, which means we have position, scale and rotation tweening now :)

Outside of all the animation posibilities, this makes it a lot easier to create turntables. ;)

Marked as sensitive because the sketchy anmation is kinda bounces unpleasantly :/

Finally managed to get some drawing done again, this one inspired by the high quality gradient project, plus the fact it's currently freezing properly since years in the Netherlands. I saw a swan today who was terribly confused by the ice, which struck me as funny given the Ugly Duckling has made me associate swans with winter, so I decided to immortalize it.

Original was made in linear rec 2020 with 32 float per channel, one day I'll figure out how to master those properly.

,

aaaah, amyspark merged their huge high bitdepth and dithering gradients patch, can now do high quality gradients in all color spaces (see image).

Together the svg icc-color patch, Krita can now do stop gradients in any color it understands, including the unbounded floating point ones, which was a huge missing tool for painting HDR/scene referred images.

I've been waiting for this forever :D

So, I just finished this project which was lying on my desk for a while. I eas gifted this electric pillow because I get cold easily, but these things can only go in the laundry for a limited amount of times. So I made a casing out of cotton. The hardest part was getting the backside to fit the front, as they use different stiches to make it more durable.

Continuing my arm studies, did a recodring of this as well, will post that one soon.

I got a little tired near the end, but I think this one's like, 2 times as long as the one from yesterday.

, ,

So, Dmitry Kazakov is currently working on improving the mesh transform for , and he thinks he'll be able to propegate parts of the algorithm and UI to the mesh gradients as well.

Continued on the exporter today. After refactoring the importer for readability and smoothing over some other edges, I played with the compression settings. @davidrevoy mentioned in the past he worries a lot about keeping texture in his images, so used Pepper and Carrot 33, page 4.

Started with a jpeg (2 MiB), avif lossless was 3.1 MiB, lossy 75%, 1.4 MiB, 50%, 670.8 KiB, 25%, 238.2 KiB.

25% shows compression real well, 50% is passable, 75% decent. Not huge gains, but decent.

That feeling when you want to draw something to show off the new fill-layers in Krita, but all you can get out of your fingers is people in terribly baggy sweaters... That both have the same neckline, even...

Alright, added a gradient editor and connector lines... and merged it.

It should be in the next nightly.

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Got the configuration mostly setup today, as well as sped up the algorithm so it is almost near-instant on the lower divisions... also means that 100 divisions is feasible now(though it does slow down a little there). Also added more coloration tweaks, though I need to make sure they're scaling correctly...

I kind of want to get a gradient edit going but resource rewrite is making that hard.

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I... I've spent almost two full weeks on getting this algorithm right.

They're aperiodic tilings of rhombs, which can be constructed through (de Bruijn's) method of multiple grids, which is effectively the same as projecting a 5/6/7/8/9, etc cube grid onto 2d. Shows up in nature as quasicrystals.

Tried to get this working in seexpr, failed miserably. Still spent like 2 days on getting something visible in .

I am so tired, but happy.

More geese. I attempted to draw the Egyptian geese this time around, but they wouldn't stay put. I initially thought it might be too cold, but I later discovered that these are in fact a type of duck, and only geese seem okay with modeling.

The other goose, a domesticated one, scared the living daylights out of a little girl; it was the same height. It had been hoping for bread, didn't get any.

Also drew a moorhen, mostly to remember what it looked like.

The device dithers grayscale, giving it a rather papery feel, weirdly enough...

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I recently got an android tablet with eInk screen and stylus. eInk is what e-readers and the like use, so I can take it outside, and because it ran android I am of course running on it.

The device gives a lot of lag compared to regular led/lcd, but on the other hand this is the first time I've been able to sit outside on an overcast day and draw on a tablet.

So have some Canada geese, they were the only ones sitting still enough. The ducks and rock pigeon just ran past me.

Alright, my transformable patterns work is in master now, so if you're inclined, check out the nightly of... well, coming night.

It's not terribly fast, but it's seamless and does as advertized.

Tried to have a little fun with some sprite interpretation. These four are some of the oldest assets on , with Sara (blond girl in blue dress) being the site's mascot. From what I can tell they're a bit of a offbrand version of ff5's cast.

I noticed during drawing that they were firstly very 2000's designs. Secondly that the designs didn't make much sense in places. And that Sara is definitely the best of the designs.

Here's the originals: opengameart.org/content/sara-f

Here's an animation showing the image layer-by-layer, which should give a better idea of how the colours were laid out.

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