AviYinglet

Zatzinged and Living

2D/3D artist, ΘΔ yinglet and loving it, 40, white, trans, life partner to @phenokage, anxiety in partial remission due to molecular-level TF. Shares may contain content not suitable for minors.


Telegram Art Updates
t.me/+g7eXqAP8rycyNjMz
Mastodon/ActivityPub
scalie.club/@AviYinglet
Live Announcements
cohost.org/AviDrawsLive
Wait who the hell is this
cohost.org/OvOOwO

Kingspray is in dire need of a patch. Even in the Steam beta it's got a few bugs, its tutorial doesn't work properly, its menu is confusing, and I still can't tell you how grab movement works. Despite these faults, it's the best graffiti simulator in the VR format to this day, and capable of letting you produce truly incredible works of art.

To get into this, you need to want to experience a few limitations inherent to spraypaint as a medium. Your canvas is typically an uneven surface (the rooftop level is my default). Spraypaint drips when sprayed too harshly, and the game's inclusion of trigger pressure and distance from the surface as drawing factors can make it difficult to make decent strokes (but those things can, of course, be used in other ways). You get access to a full palette of colors, alongside a variety of spray tips you can use to coat surfaces in different patterns and levels of intensity. The result is an art program that encourages you to stand, crouch, reach, and compensate for the human form's physical limitations (optionally using ladders and platforms) to make the images you want. Viewing the transparent full-resolution PNG it creates is anticlimactic compared to a screenshot or a video, because the art is connected to its physical size in front of you, which gives you an idea of the effort required to produce it.

I have an occasional fantasy of creating a bunch of art in Kingspray and importing it into the Steam reissue of Jet Set Radio; it'd take a lot of effort, but I appreciate that it seems to be possible either way.


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