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24.02.2026 10:41 — 👍 2 🔁 0 💬 0 📌 0@peggy-p.bsky.social
She/they. 32yo queer Mashup Artist, Teacher & Gamedev. Part-time VFX artist at Strange Scaffold, previously worked for Nerial, Studio Camélia, Kalank, The Pixel Hunt, Monkey Moon, Ramage Games & Casus Ludi. Syndiquée SIJV. I tweet in french & english
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24.02.2026 10:41 — 👍 2 🔁 0 💬 0 📌 0
I just released a new mashup album !!
www.youtube.com/watch?v=JGpO...
you can also stream/download it on bandcamp (pay what you want, starting at $0) ;
peggy-p.bandcamp.com/album/things...
enjoy, this one has been 2 and a half years on and off in the making !
I'm pretty recluse and otherwise happy with sticking to my queer circles so this might be my first social outing amongst a group comprised of mostly cishet dudes since I started HRT 5 years ago ToT.
07.02.2026 10:48 — 👍 2 🔁 0 💬 0 📌 0I'm off to a mini painting session at a local association today, super nervous cuz I went to say hi last week and noone gendered me correctly despite me being called peggy and having very visible boobs
07.02.2026 10:44 — 👍 5 🔁 0 💬 1 📌 0Test mini for a unit of 40k squig hoppers, wanted to be sure the yellow colour would look nice
02.02.2026 21:43 — 👍 6 🔁 0 💬 0 📌 0I'm entering an online contest with a unit !! I think I'm getting to a point where I really enjoy my colour scheme
25.01.2026 23:50 — 👍 1 🔁 0 💬 0 📌 0Precisely! The two others are from gorkamorka grot vehicles
22.01.2026 07:51 — 👍 1 🔁 0 💬 0 📌 0Now I just need to paint the whole plane ToT that's gonna take a long time
21.01.2026 22:05 — 👍 2 🔁 0 💬 0 📌 0Finally finished my little diorama! Technically it's a base for an ork airplane
21.01.2026 19:50 — 👍 37 🔁 5 💬 3 📌 0
oh t'habites dans le coin maintenant :O !!!
j'y repasse en mars pour donner des cours faudra qu'on se capte
Mosaïque peinte représentant une scène médiévale (?) avec une tour en ruine, titrée "donjon de Loches"
Ne dites plus horny jail, dites
17.01.2026 10:56 — 👍 419 🔁 106 💬 26 📌 6Quand le méchant d'un film est un patron peu scrupuleux et qu'il meurs parce que ses propres pratiques se retournent contre lui. Je trouve ça très nul, moi je veux voir des patrons guillotinés, pas un truc libéral ou tout est résolu par "le karma" et le système se régule magiquement tout seul.
15.01.2026 11:28 — 👍 3 🔁 0 💬 0 📌 0Je dis oui, vive la team avoir deux lapins
14.01.2026 10:19 — 👍 3 🔁 0 💬 1 📌 0
Slightly diminish a game :
Luigi's vacation house
An oval base with a desert setting, three goblins are digging up a treasure chest in front of a pirate ork skeleton
My little diorama is progressing slowly but surely, most of the base itself is painted.
10.01.2026 11:01 — 👍 9 🔁 0 💬 0 📌 0
Ya trois ans j'avais l'impression d'avoir une grande carrière, je refusais des missions, j'étais bookée en freelance tous les jours de l'année je prenais à peine des vacances,
en 2025 j'ai touché moins d'un smic...
I went on a date at my lover's last night and now I'm stuck there cuz the streets are covered in ice and I can't drive back home yet... Should have taken my Nintendo switch
07.01.2026 09:01 — 👍 4 🔁 0 💬 1 📌 0Oh, nice !!! Glad to know my work didn't go unnoticed, thanks for reaching out
04.01.2026 15:51 — 👍 1 🔁 0 💬 0 📌 0in the end it did the job with very little touchups, didn't require any scripts nor addons, and our 3d modelers could re-bake the maps at any time with a few simple steps and a special blender file already set up for it. kind of a low-level solution to a complex problem.
03.01.2026 11:01 — 👍 1 🔁 0 💬 0 📌 0we can them pack three seperate maps as RGB channels in a single texture, and use the corresponding channel for each outfit
03.01.2026 11:01 — 👍 2 🔁 0 💬 1 📌 0For a moment we considered painting an alpha texture by hand for each set of clothes which of course would have taken a lot of time, so, I suggested baking an ambient occlusion map for each outfit. We end up with a greyscale image, with white parts showing exposed bits of skin & the rest being black
03.01.2026 11:01 — 👍 1 🔁 0 💬 1 📌 07/ In Nerial's the crush house, we had issues with a character's skin clipping through their clothes, so we needed a quick and simple way to hide the bits of skin that needed to be covered. there are 12 characters, each of them has 3 outfits, so, there are a lot of permutations
03.01.2026 11:01 — 👍 0 🔁 0 💬 1 📌 0we knew we wanted the characters to be reflected in the ice but didn't want to render proper reflections, so their reflection is instead a simple oval shape, either black or white depending on the character. Nice, simple, doesn't add any visual clutter, all with very little performance cost.
03.01.2026 10:44 — 👍 3 🔁 0 💬 2 📌 06/ Also did this ice shader for blanc ! it uses a custom skybox for reflections so it's has streaks of light hitting the surface, and the amount of slow & cracks is tweakable in-engine by editing the ground's vertex color
03.01.2026 10:44 — 👍 1 🔁 0 💬 1 📌 0I love overlaying procedural sines on top of animations, something I picked up from Aslak, the senior animator at rain games. I do a lot of my ears/tail follow-throughs this way
03.01.2026 10:31 — 👍 2 🔁 0 💬 1 📌 0here is a gif of an early implementation. not everything was sorted out by then but it was already pretty convincing.
03.01.2026 10:27 — 👍 2 🔁 0 💬 1 📌 0this means that I could create four variants with each wind direction, and the anims could seamlessly blend with each other because all the flapping movements match the exact same timing and intensity
03.01.2026 10:27 — 👍 2 🔁 0 💬 1 📌 0
5/ In Blanc we needed animation states for when the wind is strong, and I was assigned with figuring out a way to make it look convincing.
My solution was basically, overlaying a bunch of sinusoidal rotations on top of an existing pose, a thing that Blender does non destructively so you can tweak it
However, we had this crash sequence where our protagonist is driving a car, which proved like a bit of a disrepancy. I first tried to animate anything smoothly but it didn't feel right, and later on redid the character anim in steps to remain consistent. I don't think most players actually noticed.
03.01.2026 10:13 — 👍 2 🔁 0 💬 1 📌 04/ still in the wreck, I chose to go for stepped animation (= stop motion effect) on the characters, while the environment is animated with classic interpolation. this was done to save time on character anim, and since only the characters are in stepped it doesn't affect our workflow too much
03.01.2026 10:13 — 👍 1 🔁 0 💬 1 📌 0