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Geeks, this is for you. Will have a little cotton blouse made from it, shortly. My favorite scissors...a design job for Madonna bought them for me years ago.

 

printed by Spoonflower.

Chinook HC4

Mode-S hexcode 43C4D6

ZB121 BAE Systems Hawk Mk.165 on a test flight at Warton 24/2/17. This aircraft is destined for the Royal Saudi Air Force.

A free full permission notecard for creators with all 56 color hex codes and a key. Doesn't get much better than that.

 

Nintendo promoted its Nintendo Entertainment System using the slogan, "Now you're playing with power!"

 

Marketplace

Front row (L to R): Bernard, Cupcake, Noogler, Rupture

Middle row (L to R): Greeneon, Hexcode, Android, Bluebot, Cyanogen

Back row (L to R): Iceberg, GD-927, Racer, Blackbeard

Recreation of the Cobra Tactical Foregrip from Strike Industries. It's recolourable after one ungroup.

Contains 3 colours, grey, tan and olive. But ungroup once and use your knowledge of hexcodes to recolour it.

 

pastebin.com/2rT4NWDE

Strike Industries logo for those who want it

The grip source

OE-IDA Airbus A320-271N 11450 white cls (440CF5 hexcode) at Toulouse TLS/LFBO on 07.05.23

 

Log: docs.google.com/document/d/1ESK1EV8IJSzgk21gFbcfKGpe2kiGG...

In GrfxDziner group...

www.flickr.com/groups/GrfxDziner/pool/with/21526631729

 

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blogger gwennie2006 | Grain of Sand [edited with PicMonkey]...

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Edited in PicMonkey, 4x5 crop, Graphic Novel Urbane effect.

  

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Hilton...lol!

(NOTE: This is the 2nd and updated version of the Art that i originally created in May 2010. I updated this art in April 2011 using my year of incredible growth in technical skills in Photoshop since I first did this art - I wanted to improve this work to better reflect my vision I had for this art)

 

Back in May 2010, I participated in a SecondLife Inworld Photo contest with a theme of creating photoart submissions using the 3D built art located throughout two ART SIMS. One of the two sims was the VIVANTE sim where I stumbled upon an breath-taking animated 3D sculpture created by CHERRY MANGA (details in credits). As soon as I saw it among many of the other fine sculptured artworks, I was drawn to it.

 

Taking photos of her animated sculpture does not do justice to seeing it live. I stood in front of it for almost an hour (between admiring it and trying to photograph it). As you stand in front of it, you see this generic shaped art-model form placed in a sitting position on a deformed rocklike chair structure. Around this model, cherry animated several translucent images of written/printed sheets of paper as well as lines of writings with the paper missing... all swirling around the model like a tornadic wind was blowing and circling these modern day words around the model. In the darkness that I saw the art, the sculpture took on an even more amazing contrast - like the modeled man was sitting in space.

 

I took countless photos of the sculpture from the angle and position that I was at the base of its foot in the foreground. The reason for all the photos was to hopefully catch the right photo of all the papers position around the model to fit my needs. I finally used two of them for my art.

 

I already had in my own mind the theme of what I wanted to create as a digital photo manipulation for the submission into the contest. I wanted to capture the artistic expression of the CHAOTIC BABBLE that man lives with and somehow be able to process almost every waking moment of the day. The flood of communications, data, information, facts, opinions, knowledge, details that hits each of us humans each day is mind blowing - specially now in the day of the explosion of new mediums like the Internet and TV. The key is that this information comes to us in so many countless forms and has been doing so as far back as Man's history can be traced. When all this information floods our minds and blends and mixes in our minds for processing - it must often appear to the brain as a blur of CHAOTIC BABBLE.

 

Based on this concept, I took the photos of Cherry's statue and blended in several other forms of recorded data media formats from Man's present and past. I used these DATA FORMATS as fundamental part of the art - including the frame itself - which I custom created from a clip of a photo of ancient Egypian Hierogliyphs. I also used a a photo of the "Edwin Smith Papyrus" of more ancient Eygptian text as a backdrop. I then blended in some modern day computer hexcode dump - overlaying the work. I worked with blending 3 copies of the actual art photos to give an aire of the papers fluttering past the Man and that the Man himself was almost becoming lines of information. I positioned the artwork so that the Man's foot appears to be standing on the bottom of the framed border. The colors of red blue greens gold also add to the chaotic theme - as is the variety of the information.

 

I hope this art theme expresses to you what I saw in Cherry's art and tried to convey in this photo manipulation art.

 

CREDITS & PERMISSION:

 

The main photographs of the sculpted Statue are my own from the virtual world of SecondLife. I abide by all terms and conditions formally set out by the owners of SecondLife - LindenLab Inc. when taking this photograph. See details of builder's information I photographed below:

 

The SecondLife Sim info where I took photo...

> Sculted Statue 3D Build Artists in SL: CHERRY MANGA (http://www.flickr.com/photos/42983210@N03/)

> SIM Name: VivanteSURL LM (need SL Viewer to use this link) : slurl.com/secondlife/Vivante/68/69/25

> The Blending and enhancement textures on the art are from the following sources

- Ancient Egyptian medical text: Edwin Smith Papyrus (public domain): en.wikipedia.org/wiki/Edwin_Smith_PapyrusEgyptian

- Hierogliyph wall painting: public domain museum photo

- Computer Hexcode dump: screen clip from my own computer

EI-SCA Airbus A320-251N 11442 SAS Scandinavian Airlines fcs (F-WWBD reg removed PM, using 4CAD91 hexcode) at Toulouse TLS/LFBO on 29.05.23

 

Log: docs.google.com/document/d/1KdhzCZZaXBwwBE711aYgxHmL9eGZa...

Boston Calling goes hexagonal, & B&M train style logo.

 

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NOTE: Lunar Eclipse tonight [just like when the Sox won]

 

Edited in PicMonkey, crop and snow flake overlay with lens flare.

 

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Official hex codes and names for the main Peacoquette Designs palette. Names and hex numbers are not for commercial use without permission or membership in the Synergy Challenge Project.

  

ANDROID mini collectible · series 02

Lykos is a weapon belonging to Alastar O'Connel, a Hitman who trained Jack Hart in the ways of being awesome. Lykos is a high powered assault rifle that has been highly, and illegally, modified.

 

In sacrificing its fully-automatic fire-mode the weapon has gained a fair number of enhanced characteristics including a linear accelerator, and an internally suppressed barrel.

 

Lykos is what Alastar calls his 'calling card' he uses it when he 'really wants to leave a message from long distance'. Alastar uses custom hand tooled depleted uranium 7.62x45mm rounds that can punch through even the most hardened of personal armor, and a good bit of heavier objects as well, having on more than one occasion ended a few lives despite walls, concrete, and steel being between it and the target.

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

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Edited in PicMonkey, see comment for more, especially last one

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Strange attractor print out on Atari 1029 7-pin dot matrix printer.

 

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

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Edited in PicMonkey, square crop, film frame and Polaroid frame. I also added a moustache (see comment). You see the Snow Flake thing I did a while ago......when you rotate the snowflake, the center fits the hexagon. I added Sir Prize! too.

  

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Blah my handwriting is shaky today and not uniform, oh well, I'm only a part time perfectionist some days.

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references (all created between 1988-1991)... I started with writing pure hex code, then taught myself the 6502 flavour of Assembler (only learned Z80 before) but then got more & more into game design, icons & demo scene activities (as coder, gfx and chiptunes & co-organizer) and started building several tools & games (incl. The Brundles, a commercial Lemmings clone for the 8-bit Atari in '93)

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