#I have to learn how to give more texture to my drawings
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I did finish the sketch! Please click on it to see it in full res
I love him
#deltarune#deltarune fanart#deltarune ralsei#ralsei#I have to learn how to give more texture to my drawings#Why does it look chuncky on tumblr
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"Nawy what do you MEAN quick-ish 3D render it's got scratches and everything and I thought this was real for a minute!!"
Well, first, thank you very much that was the intention ❤, and second, you see, all speed is relative, and between finding my references, modeling, texturing and lighting, on top of having to learn how to make convincing gems, it still took me quite a few hours. I, however, cut corners everywhere for speed, and I wouldn't put this piece in a portfolio in its current state.
But! for the curious, I thought I could do a simple breakdown of how the witchcraft happens, without using too much specialized language to make it more accessible. In short,
In this case, I’m talking about a 3D model that was textured (colours and stuff) and then lit (lights on!) to make a pretty final picture. The objective is not to make a tutorial, but to put in simple terms what a 3D artist does to make something go from this, to that:
(people curious and/or trying to see if this interests them welcome)
I'm skipping the 3D modeling part altogether, since it isn't where most of the magic happens here. Just know that to be able to add colour and stuff on a 3D object, you have to go through the process or "unwrapping" it, which is like doing those foldable cubes in reverse
and then we can draw on it!!
Now, the good stuff:
Surfaces (metal, plastic, fabric, wood, skin, etc.) have different looks that make you able to differentiate them on sight. To make something look realistic, you have to try to replicate real life into the 3D world (duh.)
The software developers took care of the hard part (math and coding), so as artists we can play with the parameters available to make something pretty. What those parameters are depend on which "recipe" we're using. One of the most common "recipes" for realistic results is called PBR: Physically Based Rendering, named that way because it's trying to replicate real-life light physics. In this case, the 4 basic parameters are called albedo, roughness, metalness, and normal.
Albedo is the base colour of the surface (easy stuff). Roughness is to determine if a surface is rough or shiny. Metalness is to say if something is made out of metal or not. The normal is there to add all those tiny details you don't want to or can't sculpt on your 3D model (engravings, fabric bumps, etc.)
The roughness and metalness are black and white images because the information you're giving to the software is black = no and white = yes. It's easier to understand in the metalness image, where everything that is NOT a metal is black, and everything that IS a metal is white.
The normal is a bit more complex, but in short, it uses the colours green and red to know what is up/down or left/right, and will help the software fake relief on top of the model. You don't make it by hand; it's computer-generated from other stuff I'm not getting into.
With the technical stuff out of the way, we can actually use these. There are specialized softwares that will let you preview the results of each parameter in real time, so you can see what you're doing easily. This is what I have.
That software comes with some types of surfaces that are already set up, like the fabric in my piece, which was already 85% good for me straight out of the box. Then, it's up to me to use the tools available to decide how shiny a surface is, if there's dust or scratches and where, what colours things are, if there's metal parts, etc. That's where you can see a 3D artist's skills.
And finally, you bring it all together into a specialized software that can render 3D stuff and use those images on the corresponsing parameters, and then light the scene.
Because it all comes down to this: the light! For something realistic, light is vital to get right. You can pour your heart and soul into those tiny scratches, but if you don't light the scene correctly, well...
So we carefully light the scene to get some nice highlights to make the textures look good and highlight our subject (it's basically a photography studio inside a computer)
And then we add some camera effects...
and voilà! pretty picture!!
... and if you somehow did notice something different with the bolo tie from my last post, I did find out while taking all these screenshots that I messed up my initial renders in a way that made everything darker than it was supposed to be and that's why my gold looked so muddy...
I hope this was interesting and that you learned a thing or two!
#welcome to nawy's 3d school for complete beginners#nawy's 3d#technically not art but... you know...
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hi! i love your art so much! i'm super super new to art, never really done it at all, but The Brainrot has led me to wanting to learn. i think where i usually mess up is the hair. how in gods name do ppl draw hair?? if you could post one of your art tips & tutorials on how to draw hair (maybe step by step) i'd be eternally grateful. thank you!
hello! yes. SO since we are just doing hair ill go for shorter hair bc its what i draw most often.
i dont usually draw the scalp/bald head anymore esp for headshots but we will use it to explain. to start, i use a thicker brush for hair lines and press lightly. it gives me more felxibility.
step one i define where the hair splits. MOST hair has a part or a split, even if its only at the front. i sometimes draw more bowlcut/justin bieber bang front pieces but not ofteneeee
this seam helps me with the direction of my hair chunks. i usually mess it up or obscure it later, but for starting out it is helpful.ee
then i define the outer shape/silhouette. keep in mind: hair sticks up a LOT from the scalp usually. so if you have that bald head guideline, poof out. this pattern i show on the side of out/in/out etc works for a lot of hair textures if you amp up the curves, but not all so experiment and dont give everyone the same texture.
from here i add a few lines to the inside but NOT TOO MANY. think of CHUNKS, not strands. also as with the rest of my art, i dont close or clean my lines a lot. i erase the scalp line if i had one before i do this, as it will mess up the flow
and then i colour and define a lot of shapes that way! dont forget sideburn area, roots, and that hair casts shadows! Hope that helps! :] <3
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my submission for the hermitcraft season 10 fan art gallery: Xisuma Eternal! (actual size on left, embiggened version on right)
there are a ton of little thoughts that went into this and i will now go off about them at length (ramble under the cut)
let's start with the image layout and composition! my first idea was to do an homage to the original doom box art because of X's skin, but ultimately I decided on referencing this Eternal cover (hence the title of the piece) because it sparked some stronger ideas in my brain.
i still wanted to keep that link to the original though, so i did my very best to emulate the original logo with X's name - replacing the original texture with binary as one of many references to X's role supporting the technical side of the server.
(for no reason other than my own amusement, the binary in the letters is translated lyrics from X's verse in the hermit gang song. i don't even know how much of that is still visible after lining the letters, but i liked putting it there)
i've only been watching hermitcraft for a few months, and there's an awful lot of history i don't know about. so i focused on doing my best celebrating builds X has worked on here in season 10! i would have loved to include his base as well, but ultimately i ran out of room.
(there are still a few nods to other seasons based on knowledge i've acquired through osmosis. evil X is the most obvious, but i was also able to sneak in a couple small carvings next to the X in the title text!)
coming back around to xisuma's work on the technical side, that's why Evil X is backed by error windows. it's also why xisuma is holding a toolbox! it was the best visual metaphor i could come up with for the digital job of maintenance and repair.
(and of course he has a lovely cup of tea as well)
the allays (holding redstone) are partially in reference to farms X has been making, partially bringing back in that angelic/demonic vibe of Doom, and mostly because their intended role of supporters and helpers feels very thematically appropriate for X.
the lines in the sky are of course meant to evoke the shapes of mace race, and the black cube is a minecraft-ified version of the Soulside Eclipse logo.
(if you're not familiar, that's xisuma's music! it's good!! give it a listen sometime! it's on youtube!)
the silverfish at the very bottom are visual reference to the demon hordes of Doom - and of course they're also much more directly referencing X's very clever prank in impulse's city.
finally, on the walls of spawn we have the carved symbols - one for every other hermit. i remember X mentioning in a stream once something about fulfillment from supporting others. (i apologise if i'm remembering less than clearly.) it just felt like if i wanted to represent X, it felt important to include them as well.
and of course it made me happy to do something for Every hermit, since all of them
(smallishbeans/joel was actually the one i got most stuck on! there wasn't really a single item or symbol i could think of to narrow him down to. ultimately i decided on a torii gate and a little letter J, but i'm honestly still thinking about it)
ah right, and the Actual last thing: this turner out to be totally unnecessary, but i absolutely did draw this in the minecraft map hex code colours. it's a tricky palette to work with, and i learned a LOT about pixel art while trying to get the sky to look nice!
this piece took about 10 days to complete, maybe the longest i've ever spent on a single illustration like this - and honestly, i'm really happy and pretty proud of how it turned out!!
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-FAQ-
Hello! I've gained a whole bunch of followers lately and I've been getting a lot of questions about commissions, what my setup is, what brushes I use, etc, so I thought I'd make a post about it to answer everyone's questions at once !
Putting them under the cut <3
Commissions:
Commission prices are listed in my pinned post. You can send me a private message about your commission idea and we can get to talking :) It is helpful to have enough references handy (character, outfit, descriptions etc)
I am generally a fast drawer but I also have a job and a physical disability so there might be moments I can't work on your commission. But that is never longer than a few days at most.
Payment is upfront, the full amount and via paypal only. I know this might seem a bit scary but unfortunately there are a lot of people who end up not paying for commissions and I want to avoid that.
During the process I will send you frequent updates and will ask for input, to see if it is going in the direction you want. You can ask for changes during the sketching progress but once I've started on line-art and coloring, no big changes will happen. (You can for example ask for a different color for a shirt etc, but not for a different prop or pose or expression)
When it is completed, I will send the drawing to you via email. The drawing will remain mine and it is not to be sold or profited of by the person who commissioned me. If the commission is for something commercial/for selling, that needs to be discussed. I prefer to do drawings only for personal use!
For more questions, my dms/asks are open :)
How long have I been doing digital art:
I've been drawing digitally for about 5 years now i think? But before that I've been drawing and painting traditionally literally since the moment I could pick up a pencil.
Set-up:
It's just me and my ipad and apple pencil laying on my bed. I wouldn't even know where to begin for those whole multi-monitor/screen setups ;-; I draw only with Procreate
Brushes:
I tend to play with different brushes from time to time to get different textures, but generally i use the same few for most of my drawings/styles. My favorite one is the Peppermint Brush, for sketching. I use it in every drawing i make! I always sketch with it, and often do the line-art with it as well! And it makes for a nice textured brush for rendering as well! (i used it for a lot of rendering of the armor in this drawing)
The (procreate) brushes i use a lot are
for medieval style: inking - Ink Bleed (for line-art) artistic - Quoll (for coloring)
for general style: calligraphy - Chalk (coloring/rendering) sketching - Peppermint (line-art/sketching)
for realism: calligraphy - Shale Brush (full rendering) Also using the shale brush for smudging and erasing when drawing realistic
for lineart: smooth pencil from this pack by Heygiudi
How/why do you choose a base color:
I tend to look at a few different things when deciding on a base color/color palette.
the overall color of the reference pic
the color i associate with who or what i am drawing
the feeling/vibe i want to give off with that drawing
color has a BIG impact on the vibe of a drawing, so it is something i keep in mind when im drawing.
Using a color as a base to start, helps a lot with my drawing process. It helps me pick out other colors so they match better. It helps me get light/dark values right. And the chalk brush i use, has gaps between the strokes, so the base color will always come through a little. Having the same color come through in the entire drawing, helps pull all the colors together if that makes sense? I always start with a solid base color when i am painting traditionally as well!
Advice:
PRACTICE!!! just keep drawing and practice. I know this is such generic advice but truly practice is The Way. Learn from other artists but don't compare yourself to them. Everyone's artistic journey is different and there's no "good" or "bad". And most importantly make sure that you have fun when you're making stuff :3
I also learn a lot by studying art I admire and love. Figuring out what it is I like about it. (for example, the line thickness or the shapes or texture etc), and try to incorporate that in my own style in a way that is not directly copying or stealing.
#my art#FAQ#frequently asked questions#art process#art tips#drawing process#procreate#brushes#commission info
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"The guilt lingers like suffocating cigar smoke."
Character: Barnaby (ft Wally as Well lmao)
Style: Mixed Media
Time spent: 4 hrs
WEHEHEHHEHE!! LOOKY LOOKYYY!!!! IT'S ART CHALLENGE PT 3!!! HERE WE HAVE BARNABY AND WALLY!!! I wonder what Barnaby is thinking about.....
OK! I wanted to use as many textures as POSSIBLE!!! Watercolor, oil painting, dots, circles, lines, and even PENCILS ARE HERE BABBYYYYYYY!!!!! I also mightve done Barnaby specifically because I wanted to do the rainbow smoke.... What can I say? I LOVE color!!!
Textures and effects change the drawing a heck-ton too! Below is the same picture without the effects!
Without the Lines!!!
Without all the effects!
I'm actually REALLY proud how this one came out! The colors are vibrant! And the TEXTUREEEE! (You guys probably know by now that I will NEVER shut up about texture)
But hey! Since I'm trying to learn about this stuff, can you guys give me pointers? Tips? Tricks? On how to properly texturize and push my art more? Or just some critique in general?
#welcome home#welcome home au#self-aware swap au#wally darling#welcome home wally#barnaby b beagle#welcome home barnaby#3RD ART PEICE DONNNEE#onto the next challenge!!#yes you can tag as a ship
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Scratchin' Melodii - Progress Checkup (Apr. 2024)
Hey guys! Just giving another progress checkup. Been working on a lot of stuff lately for Scratchin' Melodii! Keep in mind, since I won't be doing anymore demos, the stuff I talk about in these won't be released until the full game is released.
Here's what I've been working on:
Redone Nami.WAV animations (Halfway Done!) You already saw some of these in the 2023 demo!
Redone Stir & Mix animations (Done!) I've been reanimating/cleaning up some of the animations in the levels that were animated earlier in development, as many of them are either off-model to how I currently draw the characters now or just aren't consistent with the quality of my more recent work.
Lucid Mode (Getting there!) Remember that experimental "Ascension" or "3D Mode" from the 2021 and 2022 demos? Well, I've finally got it working again with the new rhythm system. It's called "Lucid Mode" now. (Unless I change my mind again!) The most difficult part so far has been programming what happens when you fall out of it, but after a long week I think I've pretty much got it under control now. I'll show a preview of this mode when I think it's presentable!
??? (Act 2 Rival Battle 3) (Being Animated & Storyboarded) Believe it or not, this will be my first time fully storyboarding a level's animations! I usually just kinda jump in with whatever I have planned in my mind, but I thought a more organized process would be worth a try this time.
Optimization Progress I've been learning some more optimization tricks, most recently with the beans in Sidechain Fever, of which I've managed to pretty much double performance! They look the same, but don't be fooled; their textures are handled differently now!
And other stuff that I can't talk about yet!
Now, with all these awesome things in the works, you're probably craving a look at some of it! Well, I don't feel like it. So here's a background model of a barbecue grill with placeholder materials.
A local of Uptown JamWell was asked about their thoughts on this barbecue grill. They stated: "If we're being real here, you could probably cook banana burgers on this barbecue."
Thanks for reading!
-LJ
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Hey, if you don't mind me asking. How was your artistic journey, I love your art and I've been struggling with improving. I try to study but then I get overwhelmed with all I have to learn and end up not studying anything. If you have any tips I would appreciate them. Have a nice day.
(Feel free to ignore/delete this if you want)
I'll try to give a few!
✶ Art analyzing videos
They are way less overwhelming than text and give way more visual information so they are easier to remember!
Since there are tons of Art analyzing and Art Theory videos it can be hard to decide which one to pick, I personally recommend to start with those that are analyzing well-known artworks (old and modern)
✶ Concept art
Also a great way to learn! Due to being sketchy and unpolished they are easier to break down than final pieces. They're great for studying the way experienced artists use shapes and colors (I recommend watching Art Analysis videos first and then study concept art because you will need to know to look for in it)
✶ Observe the art you like
If you found a drawing you like you can figure out what exactly you like about it and try to mimic it (just DON'T post your studies unless the artist gave you a permission to share an art inspired by them)
✶ Experiment
Try different styles, new bold colors you haven't used before, new brushes and textures, all of this will help you feel more confident when drawing and will give you lots of new instruments to create with
Also don't worry too much about not knowing all art theory stuff! You don't have to learn everything immediately, I've been drawing my whole life and I still don't know lots of things. Art's not about being correct it's about self-expression so be patient with yourself
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Hey seiishin, I'm a beginner artist and i was hoping you could give a full tutorial on how you color?
hello! this is a bit of a hard question to answer since i dont think giving a tutorial of how i colour without learning any foundational colour concepts first would be very beneficial, so i'll try to give you some basic tips on picking colours instead since this is a very VERY expansive topic and im simply not the kind of person that can pass on that knowledge very well especially since im not the best at it lol
when im picking colours for my drawings, i try my best to "unify" the colour pallet so that it seems more cohesive, this tip from ggdg sums it up pretty well i think
other than that, i usually try to pick colours that generally look good together based on different colour harmony concepts, like these!
i'll try and show you an example with something i'm working on right now. you'll notice i didn't colour pick tinkaton's colours from its art and went for a warmer pink and saturated the blues of the hammer a little.
you'll also notice the canvases i draw on are NEVER pure white. this isnt to say pure white is something that can never be used but white is a colour that usually influenced by surrounding colours, so pure white in most pallets just wont look right. so its not usually a colour i would use as a backdrop if youre trying to pick good colours for your art. but again, there's always exceptions and this isnt a hard rule. here's pure white compared to the colour my canvases usually start with
another thing i should touch on briefly is colour relativity and the importance of value and saturation.
value is SUPER SUPER important for making sure all the colours in your art stand out from each other and read clearly. as you can see here, most of the values here stand apart from each other, and i can see that i probably need to adjust the darkness of the light blue in comparison to the pink hair tips, though the lineart separates them well enough already i think. this is also a good way tocheck you havent made any dark skinned characters too light. values are important guys!
hot tip: put a layer of pure black on top of your art and set that layer to "colour" and BOOM! you can see the values of your art in grayscale.
and i'll also briefly touch on colour relativity. because we percieve colours relative to each other, we usually read a colour as something its not when its surrounded by certain other colours. let's take a look at my background drawings in the cover i did for the shuichi saihara zine:
though i only used a bunch of different purples, when all of them are perceived in relation to each other, a warmer purple can look like blonde hair amongst all the other purples!
as for the brushes i use while colouring, i like textured brushes! i bought these so i cant share them for free but im sure there are many free alternatives out there
anyway, sorry if this isnt exactly what you wanted, but there are TONS of people out there that have worded this better than i ever could, i would suggest looking up some youtube vids on colour theory, but i hope these little tips are useful enough!
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I'm sorry this isn't a commission, but I just have a question about your art. Feel free to ignore this, of course. I was really amazed by your Miku drawing from December 16th. Seeing such a high-level piece, I wanted to achieve something similar, but no matter how much I try, I can't replicate your shading and highlights. I was so genuinely curious that I couldn't sleep. Could you possibly give me any hints or advice?
Hey, sorry for making you wait so much for this answer, i've been finishing some projects and i barely had free time. Anyways i'll try to do my best on explaing my coloring and lighting methos and you also asked me to explain how i create the folings of the clothes. Please take in consideration that 1 i am not native in english so it's a bit difficult for me to explain myself sometimes in this language and i may have some misspelings, sorry about that, and also 2 i am not great at explaing my drawing process bc i kind of turn off my brain when i draw lol, but i can explain the fundamentals that i know and help me create! Last thing i want to let you know is that i've started glazing my art, this is a metho to protect the images for AI images generators and it leaves a kind of pattern /effect on the image that i did not put there during the drawing process.
with all of this said let me start explaining things!
Learn the basics:
This may come as a cliche i guess, but yes my first ever advise to anyone is learn the basic theory on lighting and colors (on anything related to art tbh). You don't really need to spend a lot of money on books and such as there are lots of resources online like videos and documents you can read for free. It's not necesary to be an expert and even the smallest mount of knoledge is enought to inpruve your art a lot! , i find it very interesting to learn the way things work too so don't think you'll get bored of it!
To be frank, i am actually not very good at lighting lol. My lights and shadows are not very correct, but since i do have a lot o control over my colors and i know very well how to used them it kind of compensates and creates a very recognisable (i think) style.
just u know basic shitty advise that everyone is going to give you but it works! if you have free time try watching some videos or reading some documents about color theory shadow and lighting!
Your working space:
So this is something that works FOR ME not everyone likes it, you can try it see if you like it and if you do, cool! if you don't … that's cool too! When drawing on digital i prefer it when my base layer is grey instead of white. It helps with my headaches too but it's more about the fact that starting in a middle tone when coloring (in my opinion) makes the process of briging out both shadows and lights easier, let me give you an example:
Drawing from complete light (white) to compplete darkness (black) may condicion you to actually lose control in the contrast betwen these areas, i prefer staring in a middle place (grey) and that way is i want to show darkness i'll use a darkr color and if i want to show light i'll use a lighter color, but if i start on white i can't use anything lighter. I think i did a HORRIBLE job explaing myself there, but yeah it just helps me control my color valius a bit more lol.
this is the color that i used:
Another inportant thing about your woking space is you brushes, in my case i prefer using textured brushes that mix well, and i prefer using very thick strokes, if it's too think i'll just color pick the transparent color and ease it! I work in CSP i don't know what you use, but just in case i'll give you the setiings of the brushes i use the most with their codes so you can find them
Sculpting with lights and shadows
As i said before, i am not very good with light yet, so this is something that i do to help me with the process. When you think about it, lighting is used in art to give volume to the piece, not in every case bc rules in art are not there to be followed but to asist us when we need to take a creative decision. The way that we can start with our Sculpting is by creating a very easy first guide othe the shadows and lights and to do it with very big block, so that we get the general shape first,we don't neet to get lost in the detailds yet
The actual coloring
When drawing my process is divided in three stages. I first create the doodle/lineart, that doesn't neet to be super neat as i will fix it during the rendering. The basic colors, and the rendering.
During the preparation for the rendering when doing the base colors i recomend that you give special atention to the focal points of your illustration, in this case for example that's her face and the top of the hair, that's why i gave so much more atention for this part in comparation to the shirt, that it's literally not shadowed yet. Then another step that i use normally before rendering and that i can NOT RECOMEND ENOUGHT!!!! GO WILD WITH THE COLOR CURVES!!!! OMG!!!! THAT STUPID LITTLE TOOL IS SO FUCKING COOL!!!!!!!!! like for real, it gives effects that i have not been able to achive in any other way and omggggggg use the fucking color curves pleaaaaaaseeeeee
ok i'm notmal again , lets continue.
For the rendering i usually convine all the layers of the drawing on one layer, then use a textured brush that has low opacity of mixes very well fot the actual work. Tbh here is very i can't really help you a lot, bc i have no idea what i'm doing when i render i just don't know, the only thing i recognise is that i try to esare or clean the lines from the doodle/lineart, and i focus a lot on creating volume in the places that are more important.
Skins
An specific thing that i do a lot when it comes to coloring skin is using an undertone in red (literally) I will put the basi color, use the brush to mark where i want shadows to be in a very vibrant red and then use a blue / green / pruple (depends on the skin) to finish the shadowing. Thios metho is nice for lots of occasions, but take in consideration that it doesnt work for example for very dark scenarios where the character is suppoused to be in the shadows, as that red tone works as a outline for the light. It just depends on the situation.
Clothes foldings:
Ok so here the only thing i can give you an advise with is to remember that the way that clothes fold dependes on gravity and that gravity works in curves most of the time that have two (or more) attachment points that are going to determinate theit trajectory. Example:
And remeber that this creates (again) a volume, that there is an inside part, that it's probably going to be draker, and an outside part, that it's going to be lightter. With this info you can start practicing with images of clothes.
this is as much information as i am able to recolect on my coloring process bc i am horrible explaining , spacially on text and in english, and i am also not very much aware when i draw, i kind of disconect. I still hope this is enough to help you a bit on your learning journy.
I may try doing a video at some point if i ever have the time so i can explain my coloring while i actually do it bc if not in that situation i'm not sure i'll be able to remeber what it is that i did.
My last piece of advise is to watch speedpaints and livestreams of artists you like during their drawing process and maybe even tray to imitate them while they are drawing to see what it is that they do exccly.
hope you have a good day and lot of lucks ! be proud of being able to create and be proud of being an artist!
#my art#art advice#color and light#aaa i'm reading and i have lots of missplesings sorry about that aaaa
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MCYT with artist reader and like R makes them art all the time weather it's using them as an art reference and having a bunch of doodles of them, or painting full portraits of them, or like painting pictures of their pets🪩🩷🥹🛸
ooooo I'm an artsy weirdo so here you go!!! thanks for the request ; also this is the day I figure out the ufo emoji existed
MCYT ; artsy reader
includes ; tommyinnit, ranboo, badlinu, nihachu, quackity, & foolish gamers
warnings ; language
masterlist
TOMMYINNIT
bro u got a whole sketchbook dedicated to doodles of him and his character versions in mc smps (dsmp, osmp, etc)
you love painting him in watercolors 🫶🫶
you made him a watercolor portrait thing with the HTBAB logo behind him, freddie & jack
he treasures the art you give him
literally frames it and hangs it on the wall or puts it on the shelves in his office
sometimes he'll take a picture of them and posts them w ur consent to show off your talent
"look what y/n made me 🫶" or "now wtf why can't I have this kind of talent?"
will chill out with you while you're drawing/painting etc
you go over to his parents house ONCE and make a family portrait + the dogs for them
that painting hangs above their fireplace, his parents look at it everyday
he does little drawing competitions with you on stream just to bond with you a bit and make you laugh
like the "we go back to school" video, the paint gets everywhere because of him LMAO
will straight up show off your sketchbooks on stream too
RANBOO
absolutely loves showing off your art and praising you for it
you've made them so much genloss fanart
you even made them a few channel banners, especially after the rebrand (and they will never change them ever again omg)
gives you a bunch of ideas for drawing
you love drawing the lanky d!ranboo and gl!ran especially w the mask and wide arrangement of wires and stuff
you made a textured painting of genloss!ranboo and it sits on one of the shelves in his office
he's obsessed with touching it and feeling the paint
its like feeling the hours of work you put into it, something just for them
also loves posing for you
they will get so extravagant and unique with it LMAO
FREDDIE BADLINU
anything you make for him is a treasure
you made a little portrait of him and his closest friends, and it hangs on his bedroom wall where he can see it constantly
shows off your art and totally praises you for it
does silly poses for you to reference
you've made him a couple screensavers and stream starting soon pages
he absolutely loves your color pallettes good god
Freddie in acrylic paint>>>>>
"guys look at what my amazing partner made me today 🫶❤️"
sends you links to Instagram shorts or whatever to little crafts/ideas if you're having artist block
he finds a notebook full of sketches and random blurbs of/about him when you get bored and shit and have nothing better to do
absolutely head over heels because the fact you spend so much time making art of/for him, omg
if you bleach-paint shirts yk damn well he's wearing whatever you made him 24/7
NIKI NIHACHU
absolutely loves your character designs for her characters, they're all so unique and different and she loves it
your designs of osmp!niki are her favorite, considering she's literally a mermaid
the art you make with all her tattoos and piercings>>> omg
either totally adorable or totally badass
"more biker! niki bc she needs to learn how to bike rn... @/nikinihachu"
"amazing as always y/n/n 🫶 maybe I will..."
loves just quietly watching you do your thing
her and watercolor paints will never not be perfect
you make a whole mural for her because you got bored...
it's an abstract kind of goth-ish mermaid kinda thing on one of her office walls, and 'nihachu' spread across it in white, kinda cursive lettering, it's amazing
always making silly little doodles of her too
ALEX QUACKITY
cant even comprehend how talented you are
he always sees you drawing him and painting him and he's like "bro go touch grass u spend too much time thinking about me"
you also made a textured painting for Tiger
it's his prized possession, he loves it to much
almost broke down and cried when you gave it to him
loves looking at all the little doodles, drawings and character designs
his favorites are the ones of him with dynamic arm poses, even if you think they're bad
he thinks it adds a lot more personality and makes him look better LMAO
he loves and appreciates that you spend so much time on something about/for him, and so often as well
he looks so good in gouche paints that's all I'm saying
and in a kinda graffiti style as well omg
FOOLISH GAMERS
absolutely adores all the art you make of him
he'll even pose so you can get references and shit LMAO
him and watercolor paints... lord
AND COLORED PENCILS
any painting you've made for him is hung up on the wall
loves seeing your character designs for his dsmp/qsmp etc characters
he also shows them off online and points out all the cool things you've added and shit
even if it's just simple doodles of him, you'll add a splash of color w a marker or highlighter and he thinks it looks so awesome
you have post it notes all over your wall thatre just doodles of him and shit
you painted his shark logo on a giant canvas for him for a YouTube video
like 59 hours later you completed it and gave it to him as a birthday gift
he doesn't shut up about it after that
literally brags about it like he's a 15yo who just got a girlfriend for the first time before all his other friends
#lowkeyrobin#mcyt x reader#mcyt preferences#mcyt oneshot#tommyinnit x reader#quackity x reader#ranboo x reader#badlinu x reader#freddie badlinu x reader#foolish gamers x reader#niki nihachu x reader#nihachu x reader#gn reader#gender neutral reader#they/them reader
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Dad Toji Headcanons!
Dad Toji, who is honestly a terrible father. Down right horrendous, boy failure, bad father. But he's trying his absolute best.
Dad Toji, who feeds a barley-teethed Megumi medium rare steak and is shocked when his son freaks out at the chewy texture he's unable to break down with his small and few pearly whites. Toji, however, still sneaks him food like he's a dog after being scolded by you.
"Shh sh, eat eat eat. Good boy, don't let mommy see."
Dad Toji, who loves taking pictures of his little boy. Megumi in a new outfit, Megumi on the playground, Megumi holding onto your neck, his unamused expression contrasting your bright smile... all of it is "professionally" captured on his beaten up iPhone 11.
Dad Toji, who thinks his son's attitude is the funniest thing ever.
"Baby look, I'm tickling the damn kid and he's fucking pissed!"
"Toji, please don't say 'fucking' in front of Megumi."
"Fucking?"
"HAHAHAHAHAHA, that's my boy! Say it again, Gumi!"
"NO!"
Dad Toji, who does not support the neck. This man holds his kid, his own flesh and blood, like a stylish tote bag. Tucked under his arm horizontally, suspended in the air as Toji grips onto his collar, upside-down held onto by the ankle. It just seems to get worse and worse every time Toji picks him up. However, the little boy remains completely unbothered and unfazed by his father's careless antics.
Dad Toji, who kinda wanted a girl. He would learn how to do her hair (and would fail miserably, but it's the thought that counts), he would play tea party with her, and would definitely tell her first boyfriend the most embarrassing stories he can think of, right after giving the young man the nastiest death stare as he walked into the house. Oh well, you'll just have try again! Maybe it will be a girl this time.
Dad Toji, who gets so nervous when Megumi starts crying. Not necessarily because of the cries, but because he has no idea how to stop them. It's like an alarm clock with no snooze button.
"Stop. Gumi, stop it. C'mon why are you crying? Stop." Toji, the baby can't understand you. He tries patting his back, or even better, just staring at him. Eventually Megumi stops crying when Toji gathers him up in his arms, bouncing him up and down a little too aggressively.
Dad Toji, who forgets kids are kids.
"Dad, I drew this picture of you." Five year old Megumi waddles up to his dad, handing him a colorful and sloppy drawing of a skinny structure of a man.
"Hm very cool bud. Does this really look like daddy though?" Toji scratches his head, looking at the very endearing drawing.
Megumi looks at his father with a deadpan glare, small fists balled up at his sides.
"Yes."
"Oh okay, little man."
Yikes, that kid is kinda scary.
Dad Toji, who genuinely loves Megumi and spending time with him. He's excited to watch his son grow into a young man and has a feeling he'll be much more helpful to him when he gets older. Girls, cheap marijuana, rebellion... yeah, that's much more up Toji's alley than singing the ABC's and speaking in a saccharine baby voice.
Dad Toji, who's not a perfect father, not even a good one but he is a father. And he's trying his best.
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i really like how much depth your art has, do you think you could show how you break down bodies when sketching if that makes sense? it’s something i struggle with a lot in my art! 。゚(゚´ω`゚)゚。
ok apologies in advance, this is probably going to be a really long and tangential rant about art that may or may not actually help you in learning how to construct bodies. im just gonna put it under a cut to save everyone from seeing this huge text wall.
i dont think its gonna be possible for you to replicate my methods here, because theyre mostly just really specific shortcuts for finding certain proportions and reference points for anatomy, which i'm fairly versed in, but not as much as i'd like to be. the shortcuts you'll need will be different from mine. im glad you think my art has depth, that is something i am trying to seek very intentionally right now, and i dont think im even close to the depth of form i am actually aiming for. so like. this makes making a tutorial kind of inherently hard. nevertheless, i threw this quick sketch together after like 3 failed attempts. (i was doing those attempts digitally, ended up giving up on that and going back to traditional because its what im most comfortable with rn)
i didnt get all the steps i took to get here because scanning that much would be cumbersome but ill try to explain how i got here. i start with the head almost every time.
i use a lot of symbolic/graphic shapes when drawing heads and dont stick to using forms very often besides the circle at the center of the head, which i use as the base to form these graphic shapes around. think of it like "wrapping" the ball in various textures and masses. the eyes are usually "textured" onto the head, notice how the her left eye looks narrower then her right. of course i try to make sure her bangs sit along the curve of the sphere and her ears look like they sit on opposite sides of the head. its easy to forget that part, making the head look unsymmetrical. the particular masses of leica's head would be her snout, which is just a curve extended slightly outside the diameter of the ball, and her hair, which are two strange organic shapes that are quite hard to draw, two hair sprig anime antennae things (forgive me, i forgot the word for them,) and the back of the head, which i usually need to extend slightly. its a little too extended here, needs more on the top, i fix this in the final pass. this was a quick sketch, so i didnt focus too hard on the forms of the head beyond the most essential ones for her design, but i sometimes highlight the form of cheeks with curved hatching, or try to make the eyes appear more sunken-in as they are on human faces. i dont know how to proportion the neck and torso correctly until i draw the head, so i always do it first. next, i did the torso.
so heres why i said that you probably wont be able to replicate this approach. you do kind of just have to practice anatomy, i cant just make it make sense because im not very good at explaining this stuff, but ill try to go through what i did here. so, i generally use simplified bone shapes to find proportions and reference points, as well as more complicated shapes like those of elbows and knees. i try to study fairly often because im not satisfied with here im at with this stuff yet. of course, i dont think i'll ever be. so i'll usually start with the ribcage, add a shoulderblade out the back to find the shoulder, the armbones come out of that, the bone in the upper arm connects to the ulna with a sort of three-pronged attachment, one big knurl in the middle, which forms the thrust of the elbow, two little ones on the side. i think those are part of the ulna but i dont remember. see, you dont really have to know what exactly they do as long as you know what they look like. the ulna does some goofy rotation shit i dont understand, connects to the wrist, and then we have a hand, which, i mean, im not good enough at hands to even be telling you how to do it, but i just have a big squarish mass and some little hotdog fingers coming out of that. you can see on her left hand that ill have a big circle forming the the area on the hand where the thumb attaches... theres more depth to the hands, i think you can easily find better tutorials then i could offer. anyway, under the ribcage theres the pelvis, represented with a box. ill get into that when i talk about the legs. i wanna briefly talk about the way i add the flesh and fat to the bones.
so, i really can't give a comprehensive crash course on anatomy, but i can point you towards the morpho series, which is where i get most of this stuff from. you can get very far with the volumes Simplified Forms, Fat and Skin, and Skeleton and Bone Reference Points. moving on, i just kind of have a feel for where the masses attach by now. the important thing to remember when drawing fat characters like this is that the fat should "hang" from the bones and flesh, drooping down slightly. leicas fat hangs substantially, so she's not very wide despite her weight. this is important to her character design i feel. i almost always draw characters naked first when doing serious drawings because it will come in handy knowing where the forms of the body are when i add the clothing. by focusing on the way her body looks naked, i can modify the impression of those forms when adding clothes, and when i add them later on in this drawing, leica will take on the distinctive boxy look i try to draw her with.
if you look at the arm, youll see that the place the line of bone sits is very high compared to the whole mass of the arm, the flesh and fat of the arm "hang" from the bone, and then the upper arm squishes against the bent forearm too. even if the anatomy in the arm is indistinct, it can still look convincing when the forms act realistically against one another. the elbow has much less fat connected to it, so its more bony then the rest. this isnt actually consistent on all people so like, think about that kind of thing when designing characters, like i was talking about before, fat can sit in infinite different ways. maybe if i was doing a more objective anatomy lesson i'd draw cath, because i do have a sort of vague understanding of muscle placement that doesnt come through here, but probably would if i was drawing a scrawnier character. let me know if you want that.
a word on the breasts too: they hang a bit lower then you'd expect, keep that in mind. the attachment point is also angled, as the line shows. the line starts roughly in the middle of the torso and ends around the armpit, but the form of the breast can go underneath the armpit or even connect around the fold of fat in the back. many things to think about. i love boob shapes. ok lets finally get on with it and talk about the legs.
so, the really specific shape of the pelvis doesnt matter that much unless youre drawing a really thin character, so its just a box here. out from the sides of the pelvis, extending out more then you'd expect, is the femur, which ends in a similar joint to the arm. this shape helps me figure out the form of the knee. two masses on each side with a bunch of complex and weirdly shaped bones forming the kneecap, which i have omitted because i dont yet know shit enough to include them. i am learning though. so, obviously the feet are just scribbles here because im just gonna put her feet in socks anyway. you really dont have to do more then you have to. a few tips i can offer here, the butt should hang a bit too when drawing fat characters, i think the butt is supposed to start just below the pelvis if i remember, but take that with a grain of salt. i also didnt really do that here but its hard to tell because she's facing mostly forward. again, i dont think i can really communicate what's going on here. morpho has a lot of great drawings explaining the shapes and muscles of the legs, all things i might focus on more when drawing a scrawnier character. for this case, i regrettably don't go too hard on the legs. also i should note that legs would usually be much longer, leica is really short so ive exaggerated the proportions to communicate that. i may change my mind on that front in the future and give her more grounded proportions. the important thing to remember with legs is just getting a nice hierarchy of forms going. bigger thigh going into smaller calf going into smaller foot. it mostly comes automatically now.
i added the clothing, shaped up her head a bit, added a bit of fur. i put her in her classic outfit, just a sweater and jeans. i enjoy the big thick folds that come out of these clothes, and big areas of white space too. its nice. i try my best to form all the folds around the forms of the body i drew earlier. thats one case where i really really have no idea what im doing and could never explain it in words. its just some fun intuitive play with loops and lines. this is at around the stage for a sketch where i'd do inks, or if it was going to be a finished pencil drawing i'd erase out parts piece by piece and replace them with nicer and more defined lines and tones.
i guess that's all i can offer , i hope that halped.
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About scale, process, palette and canvas: a few considerations on pixel art as a medium
User moredogproblems answered an interesting and legitimate question by another, DiscountEarly125, regarding my work and canvas size. He also perfectly isolated two central concepts of pixel art, which are scale and process. Canvas size, which was the theme of DiscountEarly125's specific request, is more of a dependent variable to those two aforementioned concepts, rather than a starting point. I hope the following considerations I shared may help or prompt some other ideas, but this is what I could come up with 15-ish years of experience with pixel art (and a few more years of art and media studies). I was quite in the mood of writing down these few thoughts that have been floating for a while. I apologize as this may also result in a confusing wall of text, but it is all part of a my work and research, and I would love to polish all the material, hopefully with some thoughts, insights from other colleagues, as well as pictures and materials!
A. Scale and canvas size It is true that the bigger the canvas, the more distance one may visually create from pixel art, but I personally think this is to be possibly considered a matter of perceiving pixels, rather than a fundative problem of the medium. In fact I concur with the idea of "process makes the medium" rather than identifying pixel art as how (evidently) pixeled the result feels. The general picture, or the sum of pixels, though, is a really important matter to the medium nonetheless! Pixels themselves work in relation one with another, so it's their overall result that gives context and makes the subject recognizable. This relationship between pixels links back to all the art fundamentals that each artist is taught, from color theory to shape and composition - and so on. So, the canvas size debate usually boils down to a matter of scale or necessity of your subjects. As long as the dimension (canvas) of your subject (as in: a drawing of an apple, a character sprite, a mockup environment) allows you to operate, control and keep an eye on the quantity (number/area of pixels together) and quality (color, shaping of multiple pixels, texturing obtained through color and shapes) of isolated single pixels or pixeled areas, you're in the pixel art universe. The other way around to define the matter of scaling: in order to be operating pixel art fundamentals and techniques, your subject has to be on a scale that allows you to apply principles of pixel art within the space of your canvas and your personal style. These very same principles, or basics, can be applied with different results and extent to bigger and smaller canvases alike, each with their own specific difficulties and variables. It is important to adapt your scale when learning, and trying classic canvases per subject like "16x16px" (standard tile or character sprite unit, tied to older consoles and screen ratios, it's a bit complicated there) is always a nice idea - they also tend to be industry benchmarks and necessities so in case you'd like to consider a professional output, that's very useful.
Scale also applies to the array of colors, and there lies the concept of palette: a number of single hexadecimal hues we are using for each single pixel. Any single pixel can have one hexadecimal color only.
Consequentially it is absolutely true that either a huge canvas or a palette too broad may prevent a viewer from perceiving immediately the "nature" of your medium, namely seeing square pixels, recognizing a certain amount of color - or more thoroughly recognizing that you made some choices for each subject on a pixel level. What could possibly happen on a huge canvas (without zooming in) is that you can't really grasp the pixels, but just the "overall picture" - and that may not differ too much from digital, raster art, which is of course also based on pixels. Therein appearently lies a sort of threshold that is really hard to pin down for us pixel artists, as it depends on screen size, visualization methods, distance, filters and lots of other inherently subjective parts.
This kinda is my case sometimes: I make big environments (possibly too big, and too detailed in each part I tell myself) that are a sum of many lesser parts: both tilesets and sprites that relate (but not strictly adhere) to a basic space unit that is 16x16pixels. You can indeed consider scale in a broader sense as a subdivision or magnification issue, much alike squinting your eyes to focus on a picture's overall contrast or, conversely, analyzing its fundamental parts with a magnifying glass, and then a microscope - an analogy as follows:
a. the picture as a whole is like a colorful rock that you can analyze by magnifying its grain. b. the characters, geographical elements and textures, works like the different substances that compose the rock and give its visible characteristics grain and complexity, c. single pixels constitute the very atoms of those previously recognized substances.
I mean "atom" in the traditional, classical meaning of indivisible, fundative object. That's a "quantized" part of information, which for pixel art is ultimately color (or a binary value, like yes/no black/white). If you were, for example, to crop some parts of my work - let's say 160x144 pixels (a gameboy screen resolution in pixels) you would see the substances that are characters and elements of nature, and when you zoom in again, every atom becomes visible as a single entity of color. There are 29 different type of "atoms" in Ruin Valley as in different, singularly hexadecimal colors that work together in different combinations and shapes to create different substances and characters. 18 of them are used for the different qualities of the environment, and 11 more for extra hues for characters and other elements to pop out a bit.
It's really interesting to see how many pixel artists push this "threshold" of pixel art canvases to the extremely small or the extremely big, whereas, notably, palettes are less open to growth: it is indeed my opinion that pixel art tends to quantize color (quality) over than dimension (quantity). Palettes, notably, do not grow exponentially, but tend to a lower, fixed, controlled amount of individual values instead. This usually gives the artist the true possibility and toolkit through which is possible to think about/with pixels. In other words: color (or its absence) is the founding unit and identity of pixel art as a digital medium.
B. Pixels as process or pixels as objective? Pixels themselves (as strange as that may sound!) are not to be considered an objective of pixel art, I think, but the founding matter of its research as a medium instead. I think that making pixel art is not just devoting oneself to show those jagged, squarey areas or blunt edges that we all know and love: this is just one of the possible aesthetics that pixel art conveys or adopts - especially on small canvases. Pixel art is not about denouncing itself as pixels, but, rather, embracing the square, atomic unit to build an ensemble that conveys a content or a style. That's the important part of the discourse that emancipated pixel art into being a medium, and not just an aesthetic choice or style of representation. Again: process makes this medium. Speaking of that, I consider pixel art as part of a broader family of "quantized art", namely media that operate on/with "indivisible, founding bricks and unities" that can assume a certain quality (color, mainly) within a certain quantity (palette, canvas size) and in relation to its surroundings to describe something. This puts pixel art, with its specifics and with a certain degree of semplification, among other mediums such as cross-stitch, bead art, construction sets, textile art (on a warp and weft basis), (micro-)mosaics and others.
A classic threshold example of process vs objective: oekaki art. Oekaki art - which I love and also happen to make from time to time - doesn't really work or "think" specifically on a pixel base: it doesn't place pixels per se, but uses pixel-based areas and textures on bigger canvases with a certain degree of freedom, like one would normally do with brushes on raster digital art programs (adobe ps, gimp, clip studio and so on) in order to convey an aesthetic with fewer colors and a certain line style and texturing. That way, oekaki uses and knows pixels in a deep way, but doesn't see them primarily in a quantized way. As a result the "overall picture" shows pixels to a certain extent, and it's possible to recognize distinct pixels for each part, but the objective is not an analysis and use of pixel and quantized information, but the use of an aesthetic based upon accessibility of resources, their control and a certain rendering style.
A huge part of pixel art is its absolute accessibility: everyone with a fairly outdated computer or screen and a basic drawing program can study the medium. To be fair, it's indeed considering accessiblity that I highly support an inclusive approach to the term "pixel art" and I think traditional oekaki is a close, beautiful relative that builds upon the rules and techniques of pixel art and pixel rendering, yet keeping its identity as its very own medium - somehow like a dress may be built around/upon textile design. Anyway, boundaries are meant to be crossed and I think there definitely are lots of oekaki and pixel-based art that meet traditional pixel art mid-way - or further. I also think the "is it pixel art?" discourse possibly ensuing - and generally speaking any media belonging purist ontology - is a treacherous, slippery terrain leading to excesses, and this is not my focus today, neither am I able to tackle that subject extensively at the moment.
C. Conclusions and a few good exercises Everything above may be farfetched or too complicated as a starting point. I tried to write all down as orderly as possible. The point of this (possibly discouraging) analysis and the reasoning between scale and process is that (pixel) art is about trying different canvases, and reasoning on one's subject and objective, rather than limiting oneself to presets sizes or styles. It's important to choose something that resonates with us and, in doing so, thinking about other, more interesting limitations: that's the discourse about quantity of space and quality in color. Limiting is the best possible exercise and one I wholeheartedly encourage: by doing so we are progressively delving deeper on the basics, as we learn the fundamental relationships between shapes and colors that we can achieve through pixels. A few good exercises that I too implemented in my own workflow come to mind: 1. Trying different canvases (or sizes) for the same subject (sprite, character art, illustration or so on). This helps a lot finding a comfortable size to apply pixel techniques, as well as getting a hold over fundamentals such as aliasing, linework, conventional representation and so on. 2. Trying different palettes for the same subject, both by varying colors themselves (therefore learning about values and contrast and readability, as well as atmosphere and mood!) or singular hues and their components, in order to discover possible relationship between them. Have fun! 3. Reducing the width of the palette progressively for the same subject: reducing the number of singular colors forces a reasoning on shapes, rapresentation. You may go from 1-bit art (just black/white) to 3 colors, 4, 8 and so on. We'll not talk about transparency as a singular color there, but if you happen to be interested in retro art, transparency counts to the palette size. This exercise is very useful in rendering, and possibly tricky. And definitely fun. :') 4. Choosing an objective and usage of our work: for example trying to learn about old pixel art limitations for games, in order to reason within specifics. Get inspired by traditional games (spriters-resource is your best friend here, in case you have a specific retrogame you're thinking of)! I will probably talk about limitations and style on another post. 5. Four eyes (and other multiples) are better than two: try to talk with people and friends and other artists you trust and feel comfortable with to get their point of view. This can be scary, I know, especially at the beginning. You're not forced to, of course, but if you do (in a safespace) there's lots you can learn about concepts such as readability, subject recognition, rendering and composition. Our eyes and brains get accustomed to something, and pixel art being a rather analytic medium made of synergies, subtle changes, limitations and conventions is especially tricky on the artist's eyes on the long term. Either way, the important thing about pixel art is understanding that this medium is about recognizing and enjoying the process rather than the eventual aesthetic and in order to do so the best choice is to start simple, small, with few colors and techniques at a time! Have fun and hit me up with your progress and considerations. :')
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So I may have a favorite lad
Surfer dude has my heart 👊😔
In all seriousness tho, I just wanted to do fanart for this lad I didn’t mean to turn it into a fully colored comic-
BUT HERE WE ARE
I actually rly like how this turned out? I gave it a slight paper texture overlay and I like how that looked.
Samir Surfsup belongs to @thelone-copper ! Y’all should go check’em out, their art is very very tight 👊😎
I based Wally and Home’s appearances off of this post by PartyCoffin, it’s so peaceful and cute.
Samir gives me the vibes that even if he’s surprised by something he just rly easily vibes with it? Like, for instance, there could be a giant sentient house on the beach and he’s just like ‘Yo thats tight’ and then move on. Or he forgets to put sunscreen literally everywhere but his nose and his reaction after getting severely burnt is just ‘Woah bummer, dude’ and then he goes and does the same thing cause he Ain’t Bothered™️
I could be very wrong about that but that’s just what I imagine when I see him 😅 gives me Effortlessly Cool Vibes pretty much
Full Page Ver. Under the cut! (W/Paper Texture and W/Out Paper Texture)
I’m still learning how to do comics, so little random stuff like this is a fun exercise. I may draw more fanart of this lad, we shall see-
Hope ya like the art and have an awesome day!
Likes and Reblogs are appreciated! PLEASE DO NOT REPOST MY WORK!
#welcome home#welcome home puppet show#myart#my art#Comic#comic page#wally darling#welcome home wally#wh wally#wally wh#welcome home oc#i was semi inspired to draw this because I saw the Lone Copper say they might try and draw more of their other two OCs#I uh#may have gotten a lil too excited#I should be doing artfight attacks rn#do I regret this?#Not in the slightest
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Hii first of all, I FUCKIN LOVE YOUR ART! ITS GORGEOUS AND IM SURE EVERYONE CAN UNDERSTAND YOU REALLY GIVE YOUR SOUL INTO THAT🤧 Your color palette looks so good, What do you pay attention to when painting? (Like when do you think its better to use multiply or something like that and etc.)
first off, I'M HAPPY YOU CAN TELL THAT I PUT MY SOUL INTO MY ART!!! im genuinely in love with drawing and am always finding ways to make creating art enjoyable and impress myself with what i can achieve and learn :D
second, thanks for asking your question!! i dont mind answering it, but my response is quite long. here's my thinking process:
(you specified layer modes like multiply, so im gonna gear my answer towards that a bit) 1. REFERENCE SEARCHING IS KING. color is actually extremely hard for me, so i search around for artworks with palettes i'd like to use and study how an artist uses it. some situations i have a clear idea of what i want, but usually the images in my head are extremely vague, so i borrow palettes from various other artworks that fit the vibe of what i want. an example is this one. my main palette reference were from these artworks. im looking at this artist's use of high saturates and how drawings are overlayed on top of each other. while looking at references, im asking myself how is this artist using warm/cools, where are these warm/cools placed, if their illustration used any form of texturing (like halftones, hatching), how do they use their palette to render form/shape/gradient, when/where do they saturate/desaturate their colors. those questions inform my decisions when using colors too.
2. USING LAYER MODES WHEN NECESSARY. i used to be reliant on multiply for everything, which atp i dont do since i can definitely push colors more first before using layer modes. only when i feel like my current colors are lacking do i start tinkering with tone curves and/or brightness/contrast/hue/saturation/luminosity settings. and if that doesn't work, then i start using layer modes. using layer modes do help with achieving certain effects, color corrections, or when i want to fuck around and find out. i think having a better understanding of what these modes can do makes you more decisive on how you can properly utilize them and to achieve a particular look (like using multiply for a cel shaded style). here's an example:
this leads into my next point:
3. BALANCING OUT VALUES. big thing that makes an illustration hard to read is if values blend together which affects the hues and contrast. i check for what elements need to be distinguished from one another and if it can be read clearly. using layer modes can either help with this or not help at all. it's very dependent on the type of layer mode. here's this example where i applied pin light:
back to #2, there are various instances where i'm using layer modes for quick color corrections and/or to help with readability:
other times, i start off having my entire subject in gray and to figure out main shadow/lights (similar to the multiply cel shaded process i linked ealier). im thinking about what this should look like if i only used 2 value tones:
when in doubt though, i check my artwork in grayscale to ensure values aren't overly blended into each other, especially if i didnt start with grayscale like this one:
painting for me takes into consideration a lot of different aspects. im thinking about how colors should interact, where/when to give contrast, checking/balancing out values, etc, but im also making it a time to study off of how other artists use their colors through the references i collected.
hope this answered your question! lmk if there's more :]
#answered art process questions#answered asks#this one took me a couple of hours to form out my thoughts while editing in examples ngl
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