#especially in realistic proportions
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katyspersonal · 1 year ago
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dfhdshfds I will be thinking about Mal's fanart of Gratia, Maria and Izzy depicted together all day ;-; It is all I ever wanted ;-;
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skunkes · 1 year ago
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in a weird position where i threaten to quit art to myself every other week, but I could never do that. I'd always come back to it.
There's nothing else on this earth I'm capable of doing, why not continue it even if its bad. But it also feels weird, bc I'm doing it bc my body seems to need to, while knowing that I'll never be happy with it and that I'll never really learn what I need to learn to be happy with it. Knowing that I have no way to Learn bc its not something that can actually be learned. Im just missing what everyone else seems to have
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pankomako · 1 year ago
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haha yeah so reminder i can do This
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malusienki · 11 months ago
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i saw a lot of artists do this so whyyyy not. listen since the quality isn’t the best i put the full pieces under the cut!
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cherrysnax · 1 year ago
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actually one last thing. when I was like 16-20 I thought I was soooo cool for being able to draw faces without guidelines and it’s like. Bud. Buddy. Broski. the characters eyes are so far apart you couldn’t even tell they’re on the same face
#makes since I love code lyoko as a kid and the proportions on that show were wild#but they were pretty much consistent because the artists knew the fundamentals#they were able to have short hands because they did the work#im admittedly a lazy artist mostly because of my chronic fatigue#so shorthand’s r very important to me especially when it comes to comics n deadlines#however. one big thing abt me n my art that’s glaringly bad is#that until like last year I didn’t understand shapes and forms#I still have trouble drawing boxes#you can’t do shorthand’s that mostly require fudging with shapes and form#if u can’t do that 😭#at least for me#everyones art style has an end goal#I wanna draw comic/cartoony art with relatively realistic proportions#all of my main inspo actually comes from animated adaptions of comics#static shock btas jlu etc spiderverse does it the best but I can’t get Bruce timms style outta mine#also naruto. naruto was such a big influence for me#code lyoko for better or worse#x-men evolution probably has one of the biggest besides spiderverse#Fuck that one YouTuber kiwibyrd? I tried so hard to copy their style as a kid it never took#but now after doing fundamentals#my artstyle can kinda resemble theirs when they were the age I was when I started watching them#that was a hard sentence. my fault 😭#hell even Steven universe for its use of shapes and shit inspires mine#idk what I’m rambling abt now#but yeah so many different influences. all of these come from ppl studying and understanding fundamentals in someway#when I was younger my main fear of fundies was because I thought I was gonna lose my style. styles change#styles change. draw the fucking turnaround and consistency gets easier on god 😭
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Uh oh boys we’re really in for it now
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roguerambles · 2 months ago
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I understand the disappointment, I really do, but I think people might be blowing the whole world state thing a bit out of proportion. "This is SPITTING IN THE FACE of long-time fans" no it's not Steve, calm down.
The series has always had to compromise when it comes to the state of the world because so many of the choices (especially from the end of Origins) were so wildly different that trying to build a sequel from so many conflicting factors would be more or less impossible. It's why we've never seen the Architect again, because him being alive or dead has HUGE ripple effects that are damn near impossible to write around.
Heck, it was entirely possible for Anders to die at the end of Awakening, but the writers wrote around it by saying "oh no he actually faked his death" even though logically that made very little sense because at that point he'd have absolutely no reason to do that? But Anders was in the sequel so that had to come up with something.
Basically nothing from Dragon Age 2 was important in Inquisition - Hawke siding with Mages or Templars made no difference, Anders being alive or dead made no difference, whether Carver or Bethany were dead or Wardens or whatever made no difference. We got some flavour text and that was literally it, everything else played out exactly the same.
Hell, the Temple of Sacred Ashes gets blown to bits at the beginning of Inquisition, rendering everything to do with that quest from Origins basically moot. And we've never gone back to Orzammar, and everything we have heard from it has been kept super vague, because depending on who the King is and if Branka is still alive things would look WILDLY different. Crafting a new story there would be borderline impossible because the dozen different possible world states make the foundation shaky at best.
It's why I highly doubt we'll be able to side with Solas and help him tear down the Veil because that would result in basically a whole new world being created. Imagine them trying to make Dragon Age 5 and being like "okay 50% sided with Solas and tore the Veil down and 50% kept the Veil intact....wtf now what do we do--?"
Again, I understand the disappointment, but I just hope once the dust has settled and people calm down a bit they'll see that, realistically, very little has changed. Your saves are still there, your experiences and enjoyment of the games and the characters and the story are still there, but they were always gonna have to draw the line SOMEWHERE.
And that's not to say none of our previous choices will come back - if we get another game, or a spin off or something they'll probably do what they're doing with the Inquisitor now. They're just taking what's relevant to the story they are trying to tell, and leaving what they aren’t going to use presently ambiguous.
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calocera · 1 year ago
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Saw spiderverse here’s my main art related fave moments!!
The fact that Miguel’s shoulders always had a jagged cross of lineart that drifted off of his model
How in some frames you could see the internal rigging/ sketching of spot :000 just overall his design
Just everything about the watercolor bleeding effect in Gwen’s universe, the color theory stuff was cheesy but I don’t care
All of the live action integration was great, but also the integration of video games!! Very cool to see spiderman games getting recognized
Idk if this makes sense but the modeling and proportions on the designs are just soso good. It’s just all so smoothly done and it blends realistic movements (so real I thought it was mocap in some scenes!) but all with the very good proportion stylization
Everything about how spiderpunk was animated but ESPECIALLY the color blocking on his guitar
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wombywoo · 1 year ago
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Ok! I've finally decided to put together a (somewhat) comprehensive tutorial on my latest art~
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Please enjoy this little step-by-step 💁‍♀️
First things first--references!
Now I'm not saying you have to go overboard, but I always find that this is a crucial starting point in any art piece I intend on making. Especially if you're a detail freak like me and want to make it as realistic as possible 🙃
As such, your web browser should look like this at any given point:
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Since this is a historical piece, it means hours upon hours of meaningless research just to see what color the socks are, but...again. that isn't, strictly, necessary 😅
Once I've compiled all my lovely ref pics, I usually dump them into a big-ass collage ⬇️
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(I will end up not using half of these, alas :'D)
Another reference search for background material, and getting to showcase our models of choice for this occasion~
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When picking a reference for an actor or model, the main thing I keep in mind (besides prettiness 🤭) is lighting and orientation. Because I already kinda know what pose I'm gonna go with for this piece, I can look for specific angles that might fit the criteria. I should mention that I am a reference hound, and my current COD actor ref folder looks like this:
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Also keep in mind, if you're using a ref that you need to flip, make sure you adjust accordingly. This especially applies to clothing, as certain things like pants zippers and belt buckles can be quite specific ☝️
Now that we've spent countless hours googling, it's time to start with a rough sketch:
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It doesn't have to be pretty, folks, just a basic guideline of where you want the figures to be.
The next step is to define it more, and I know this looks like that 'how to draw an owl' meme, but I promise--getting from the loose sketch above to below is not that difficult.
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Things to keep in mind are--don't go too in-depth with the details, because things are still subject to change at this point. In terms of making a suitable anatomically-correct sketch, I would suggest lots of studying. This doesn't even have to be things like figure drawing, I genuinely look at people around me for inspiration all the time. Familiarize yourself with the human form, and things like weight, proportions, posing will seem a little more feasible.
It's also important at this stage to consider your composition. Remember to flip the canvas frequently to make sure you're not leaning to one side too often. I'm sure something can be said for the spiral fibonacci stuff, which I don't really try to do on purpose, but I think keeping things like symmetry and balance in mind is a good start ✌️
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Next step is just blocking in the figures. Standard. No fuss 👍
Now onto the background!
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It's frankly hilarious how many people thought I was *hand-drawing* these maps and stuff 😂😂 I cannot even begin to comprehend how insanely difficult that would be. So yeah, we're just taking the lazy copy and paste way out 🤙
I almost always prepare my backgrounds first, and this is mostly to get a general color scheme off the bat. For collage work, it's really just a matter of trial and error, sticking this here, slapping this there, etc. I like to futz around with different overlay options until I've found a nice arrangement. Advice for this is just--go nuts 🤷‍♀️
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Next, I add a few color adjustments. I tend to make at least 2 colors pop in an art piece, and low and behold, they usually tend to be red and blue ❤️💙There's something about warm/cool vibes, idk man..
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Now we move on to coloring the figures. This is just a basic block and fill, not really defining any of the details yet.
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Next, we add some cursory values. Sloppy airbrush works fine, it'll look better soon I promise 🙏
And now--rendering!
I know a lot of beginner artists are intimidated by rendering, and I can totally understand why. It's just one of those things you have to commit to 💪
I've decided to show a brief process of rendering our dear Johnny's face here:
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Starting off, I usually rely on the trusty airbrush just to get some color values going. Note--I've kept my sketch layer on top, but feel free to turn it on and off as you work, so as to not be too bound to the sketch. For now, it's just a guideline.
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This next stage may look like a huge jump, but it's really just adding more to the foundation. I try to think of it like putting on make-up in a way~ Adding contours, accentuating highlights. This is also where I start adding in more saturation, especially around areas such as ears, nose and lips. Still a bit fuzzy at this point, but that's why we keep adding to it 💪
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A boy has appeared! See--now I've removed most of the line layer, and it holds up on its own. I'll admit that in order to achieve this realistic style, you'll need lots and lots of practice and skill, which shouldn't be discouraging! Just motivate yourself with the prospect of getting to look at pretty men for countless hours 🙆‍♀️
I'll probably do a more in-depth explanation about rendering at some point, but let's keep this rolling~
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Moving forward is just a process of adding to the figures bit by bit. I do lean towards filling in each section from top to bottom, but you can feel free to pop around to certain parts that appeal to you more. I almost always do the faces first though, because if they end up sucking, I feel less guilty about scrapping it 😂 But no--I think he's pretty enough to proceed 😚
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They're coming together now 🙆‍♀️ Another helpful tip--make sure you reuse color. By that, I mean--try to incorporate various colors throughout your piece, using the eyedropper tool to keep a consistent palette. I try to put in bits of red and blue where I can
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Here they are fully rendered! Notice I've made a few subtle changes from the sketch, like adjusting the belt buckles because I made a mistake 😬 Hence why you shouldn't put too much stock in your initial sketch~
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The next step is more of a stylistic choice, but I usually go over everything with an outline, typically in a bright color like green. Occasionally, I can just use my initial line layer, but for this, I've made a brand new, cleaner line 👍
And the final step is adjusting the color and adding some text:
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Tada!! It's done!
All in all, this took me the better part of a week, but I have a lot of free time, so yeah ✌️
I hope you appreciated that little walkthrough~ I know people have been asking me how I do my art, but the truth is--I usually have no clue how to explain myself 😅 So have this half-assed tutorial~
As a bonus, here is a cute (cursed) image of Johnny without his mustache:
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A baby, a literal infant child !!! who put this wee bairn on the front lines ??! 😭
Anyway! peace out ✌️
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etinceelle · 9 months ago
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Felt like drawing them trying more realistic proportions, especially for their eyes ♥♥
(lovingly longing at each other of course)
Life is Strange True Colors AU btw, with modern outfits !
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parisoonic · 2 months ago
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How the hell do you manage to superimpose the hilariously exagerated proportions of the tf2 mercs into a cohesive 2d style? I always struggle SO much with like, the way the mercs' models have huge hands, the way they have relatively low-poly definition on things like arms, shoulders, and legs... and Especially the way like, the models are kinda janky when you pose them for art purposes- when using movement tools, things like armpits and seams between body parts get all deformed... Which makes the study of form and silhouette rather difficult.
I assume that a lot of your ability to translate the concept of the mercs from their original mediums into your own works of art comes to you quite naturally- through experience you have with drawing and art style stuff, as well as through intuition. I was simply wondering if I could poke at your mind and get some insight into your process, any thoughts you have about the proportions and silhouettes of the mercs, any quirks you've found while drawing the mercs, or simply what you enjoy drawing about them. Like, don't be afraid to infodump about something just because you think people wouldn't find it interesting- I am here, I am sitting, and I am listening- if you so choose to speak.
I am utterly fascinated and enraptured by the more behind-the-scenes aspect of art. The mundane things that come second nature to great artists yet seem so revolutionary to less experienced artists.
I love your work, I look forward to seeing more of it, and I hope you have a nice day :]
Sorry for the late reply! I've been a little…stuck on how to answer this but that's mainly because to me, drawing is composed of SO many different little skills - you have form, anatomy, shape language, silhouette, appeal, rhythm, acting and posing…not to mention everything AFTER your raw draughtmanship like line style, rendering and colour theory. Trying to distill a multiude of small skills into some pithy advice is overwhelming to my brain. So I'll take the invitation to ramble instead :))
I don't think I have any new or revolutionary insight into the tf2 guys specifically - more I'm using them as work horses to excercise general silhouette/posing/shape-language and further my skills when it comes to drawing characters!
I do agree though the proportions are rather silly when you stop and think about them realistically…they can be kinda tricky if you follow their 'actual' proportions. what looks great individually was maybe never meant to be directly compared (ie: Heavy's hand size against Spy's lol). It would've been funny if the TV show exsisted and we had more content to review…would the animators have had rules like Spy and Heavy can never shake hands? Would they cheated the proportions for shots? Or would they have said WHATVER it's gonna look weird and embraced it? (Like Kingpin in Spiderverse lol)
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Paul Lasaine for 'Into the Spiderverse' This is AWESOME. But it's also one of the silliest designs I've ever seen comitted to screen. The varied scales of the characters work because of the unifying treatment (lighting, rendering, consistant hand anatomy, consistant clothing fold treatment etc) and because they are sort of proportional within themselves. A common mantra is that hands should be about as large as a characters face....which they all are here!
Human brains are very flexible and forgiving though. It's totally fine for you to put a character with huge hands and head next to a teeny tiny character! Vanellope and Ralph from Wreck-It Ralph look grand next to each other! And in that film you even have varying levels of stylisation sitting against each other (unified by the look dev treatment of the shaders and lighting). I think as long as the chracter is proportional within themselves it sort of works out. IE: a general rule is that a hand should be as large as the face so…you can have some large arse hands as long as their placed on a body with a big arse head. Unifying characters with the same treatment (ie: lineart brush, colouring style will also help them look cohesive next to each other :) )
I don't actually reference the 3D models/animations very much at all and instead draw their proportions based on my tastes for stylisation following their general vibes/silhouette profiles. I don't stick THAT close to their in-game looks and there are artists who do that are so so so much better than me (Creedei and Flapjack come to mind). I'm not amazing at body-type differentation and TBH they're all wearing chunky clothes all the time so I usually draw the guys as one-of-three body shapes: Heavy is the uniquely wide guy; Sniper/Scout/Spy are all tall and slim and Demo/Soldier/Medic/Engie have a little more of the generic 'hero' bodytype with varying tallness and broadness of the shoulders
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Something like this! You can vary all these individual elements in terms of size, thickness, taper amount etc to create different characters. If you ARE going to reference the 3d works though you'll need to apply some anatomy knowledge to overcome the weird shoulders, armpits and knees which desperately need blendshapes to correct the 3D volumes and approach it a little more like an animation supervisor. There's a reason why you see in making-ofs and art-ofs character designers, character leads or animation supes doing drawovers of the models. These are character models that have had great effort put into their 'base' silhouette but it still needs to be reinforced in every frame for maximum appeal.
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Shiyoon Kim for 'Raya' This sort of thing will occur at multiple stages during the animation process. Shiyoon Kim's notes are post final model but pre-animation. Most likely for internal rig tests, exploring what blend shapes and alt shapes are needed for the rigs etc. If your production has time, this will continue all the way to final anim. IF! But it's interesting to see how he emphasises the shapes and enhances the character acting of the 3d model.
As for 'mundane things' - I wouldn't say they're second nature! (If that makes you feel better!) I have to actively really persue certain advice and try to figure out how to best apply it. This can sometimes involve redrawing and redrawing an element of the drawing until I've grasped the nettle of whatever I'm after or…..until I get frustrated and either delete the drawing or just call it done lol
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Here, I'm looking for a really specific flow of the head that sells both the acting and a subtle head tilt. I'm also trying to apply the general mantra regarding faces that converging lines (set by the eyebrows and mouth) are more appealing than parallel. It's tough! I also tend to use a drawing I've already done as a template/reference on the page too. Oh! This page is an amazing example of why I'm not an animator or storyboarder…consistancy? Who is she? 💅
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Converging lines (that form tapered shapes) are always more appealing than parallel. Using this logic you can loft the facial features across converging lines to create dynamic appealing espressions. Combining this with anatomy, perspective and rotation is the tough part though. I'm still learning o7
The things I probably think about MOST are always flats vs curves, simple vs complex and general line of action/flow...and then eliminting tangents. Each of these can be a dedicated visual-essay on their own - hence my stumbling as to answer your question. Anyhow, not sure if it's ever come up on this blog but I looove dinosaurs :)) so i'm using a wee piece to demostrate these ideas! (but also to demostrate these concepts apply to everything from humans characters to animals, props and background design)
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Okay, I'm getting self-aware that this is getting really long :') I have a wee tutorial tag for my blog if anyone wants to comb through my garbled art-thoughts. Learning, studying, repetition and practice will always be the greatest teachers! I'm glad you like my art- thank you so much for the lovely comments - I feel like such a noob still and not qualified to give people advice but we're in it together learning! High-five! 🙌
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arainmorn-art · 1 year ago
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Okay, on the topic of artstyle let me say something about Ace Attorney Investigations. Edgey there looks so much prettier than in the original trilogy.
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Take a look at this ugly ass ear in the original and refined pretty ear in AAI, for example, and a more precise lines for neck muscles. Nothing to say about much more competent shading and lineart.
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It's still cool to see how original trilogy's artstyle was clearly influenced by oldschool anime with its expressions and especially proportions.
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And that's where AAI struggles the most.
While I love Edgeworth's face in Investigations, his body proportions are killing me. Original trilogy gave him cupboard wide shoulders and yaoi shovel hands, BUT IT WORKED as Edgeworth's head was also more stylised.
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It DOESN'T WORK when you draw Edgeworth in a semi-realistic style. And as a professional artist myself I guess, that at first Edgworth's shoulders were drawn in normal human proportions until there weren't some artdirection notes to redraw them in this laughably bad way.
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How could I know? Because the gorgeous motherflipping Lang was drawn from scratch with proportions of an athletic wide-shouldered man - and this bs wasn't happening!
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The same goes to Badd. He is very wide, but he doesn't look unnatural.
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Come on, guys, Edgey already gave a flirty bottom energy near this hot mess, wider shoulders woud not help his twinkiness.
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Ahem. Also, jeez, can we appreciate the way how masterful the drawings of hands are?
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And this von Karma. Goddamit. Even if I am very vanilla, this is some hot daddy dom material. The facial structure, the precise shading, the detailes, the wrinkles, the hair, the smirk, the stare, daaaaaaaaaaamn that's a sexy drawing.
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While here he looks like a f*cking toad.
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That was my TED talk, thank you for reading.
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a-dragons-journal · 7 days ago
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Draconic Beauty Standards
Dragon Brain is really picky about other dragons sometimes. It’s vain and judgemental and thinks there are two ideal draconic body types: its own, and what I have named the Draconic Chad, a dragon with similar proportions to myself but a thick, strong neck and barrel chest, powerful forelimbs, and a Roman nose.
It is also, unfortunately, very mean sometimes about dragons who don’t fit its ideas of what a dragon “should” look like. There comes a point at which a given dragon is so different from it that it stops registering as my kind of dragon at all and thus abruptly snaps back to “that’s fine,” but if a dragon is similar but Not Quite Right, my draconic instincts don’t like it at all. Too thin a neck, too short a tail, too small of wings (this is a big one), too small of horns, too long or short of limbs, and my instinctive reaction is a haughty little huff of I’m prettier than you and I know it.
This is, of course, fundamentally insane of me. Which I recognize, consciously, and it takes only a split second to break up the instinctive judgement and shut it down. But here we are. It’s something that needs to be managed and shut down because it’s fucking rude to think that way about other people, especially other dragons in the community. And consciously I don’t even agree - I love seeing the variations between dragons, it’s really cool! I love seeing all the different things that "dragon" can mean! But my instincts have opinions, presumably born of survival instincts that drive my kind to find traits that speak to survival skills attractive and/or beautiful.
On the flipside, occasionally I come across a dragon clearly not of my species that Dragon Brain adores. Bright, saturated colors, large crests and wings, and confident posture are all big hits with my draconic instincts. (Hell, the color and luster of certain cars, anything that’s got a nice subsurface shimmer, happens to be very similar to my species’ scales, meaning sometimes I see a particularly nice paint job and my head snaps around for a second to admire it and imagine what that would look like on a dragon.)
It’s the weirdest thing. And I can’t decide what’s odder - the fact that Dragon Brain is so mean sometimes about dragons that are similar to me, or the fact that once another species gets a certain amount of removed from my own, it snaps back to being totally fine with it. Realistically it’s uncanny valley effect, but it’s just… odd. I never know quite what to make of it.
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mmmwafflesart · 10 months ago
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evil art style challenge!
my art style: lineart, deep dark vibrant colors, leaning towards realistic proportions (nose, eyes, mouth especially)
evil art style: NO lineart, softer pastel colors, exaggerated features and more cartoony
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za0mbie · 1 month ago
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How do you make Julie sooo…. Well, Julie??? Like her body is still puppet like and yet she’s so pretty and graceful!!
If I try to draw her, her limbs look too “realistic”. But that might be because I keep looking at the references too much |:(
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I stick to simple shapes and a big ol' noggin'. limbs wise I think flowy tube-like arms never fail and legs without too much detail yk!!
my art of her isn't very consistent especially with the proportions so take this with a grain of salt lmao
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pinkaditty · 2 months ago
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Tokyo Debunker Headcanons
so. im insane LMFAOOOOOO but no seriously. im not even gonna elaborate. im posting these strictly as an interest check bc if anyone's interested ill keep posting them.
Body Type/Various Measurements Tokyo Debunker hcs:
FROSTHEIM ONLY (interest check!)
a/n: hihi as most of my consistent readers know, i am a biomed major and work in a med field. i love human anatomy. i couldn’t resist the urge to do this once i noticed that Lucas has a wider and taller frame than Kaito. it’s soso interesting i was just like “oh wait, lucas looks… larger than kaito?” and then i confirmed he was, his shoulders were broader and his waistline, albeit proportional, was wider. it’s so interesting. i had to. sorry!
cw: ??? hcs i guess! not trying 2 be insensitive but if u have an ed and seeing weights triggers u or something don't look at this post. i think that's it? oh also ts is not proofread i fear! i spat this out on paper and decided it was good 2 go!
MINORS DNI THESE HCS INCLUDE NSFW THINGS!! THANK YOU!!
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PLEASE READ THIS BEFORE READING HCS:
note that the measurements may be misleading: for example, a waistline that is several inches smaller than bust or hip does not imply an hourglass shape unless specified. smaller waistline is proportionate to larger bust and hip, provides “normal” rather than “hourglass”. waistline larger or in similar value to bust or hip also does not imply overweight unless specified. subject may have different body type (i.e. pear or triangular), which consists of a larger waistline while still appearing lean (used a body visualizer, so feel free to input the values into one to better see my vision!). i did use a bmi calculator for this, but it is important to note that while some may appear obese or overweight based on weight, these boys have been trained for combat and usually consist of high muscle composition, which weighs more in less quantities than fat. either that, or they’re just unusually tall with a higher body mass and are inevitably going to weigh more. as for penis length: as much as we all appreciate monster cocks, i wanted to make this as realistic as possible. in japan, the penis length is generally equivalent to 7.9% of the body height. most, if not all lengths here, are based off of the values calculated. for our sakes, though, i rounded up a little teehee!!!! and i will admit, some of them i increased a little bit to fit my specific interpretation of the characters (specifically, the tall ones; for example, Tohma landed at around 6in like Jin, but i gave him 7in to account for some diversity in endowment + i jus feel like he'd be longer LOL). girth and other proportions are based purely in my own speculation. 
Jin Kamurai: Height is abt 6’2, so taller than average, but not super tall. Weight is abt 187 lbs or 84.8218 kg (not much muscle definition, but strong core and muscular arms needed to wield heavy sword), 40in underbust circumference, 30in waist, 42in hip. Triangular body type.
Excess notes: Upturned eyes, sharp nose, strongly defined cupid’s bow lips. Broad, unusually flexible shoulders. Hands are long and slender, wrists unusually small. Flatter than a wooden board in the back. Thighs and calves not very well-trained, but strong enough to give him a good base for combat. Penis length 6in, not particularly girthy or lengthy. Happy trail is present but almost invisible, silver hair against white skin relatively hard to spot. Keeps it hairy but does trim occasionally. 
Tohma Ishibashi: Height is around 6’1.5, taller than average. Weight is around 185 lbs or 83.9146 kg (enough muscle definition to be skilled in combat and wield axe, that and generally large height explain larger weight), 39in underbust, 29in waist, 42in hip. Rectangular body type.
Excess notes: Straight almond eyes, long straight nose, regular cupid’s bow lips. Long neck, very pronounced collarbones. Palms especially wide, fingers long and slender. Does not have much of an ass to work with I fear. Similar to Jin in that calves and thighs aren’t well-trained, but good enough to provide a strong base for axe-swinging. Penis length 7in, more in length than girth. Slight curve to the right. Well trimmed, no happy trail. 
Lucas Errant: Height is around 6’, taller than average, but not super tall. Weight is around 213 lbs or 96.6152 kg (large muscle definition despite being shorter, which is why he weighs more), 42in underbust, 30in waist, 46in hip. Hourglass body type.
Excess notes: I hc him to be mixed Jamaican/British + suffers from Acrofacial vitiligo (spots appear typically on face around openings, but in his case it appears on the back of his head which causes the lighter hair color there; has light spots on inner eye, under nose, and on hands, feet, and genital area). Wide, upturned eyes, small pronounced button nose, thicker lips with slight cupid’s bow. Broad shoulders. Hands thicker but wider, very heavy-handed. Has largest ass in Frostheim. Thighs and calves very well-trained, less likely to lose balance than Jin or Tohma during combat. Penis length 6.5in (used a different avg, as he’s not japanese but jamaican), thicker than usual, some varicose vein, slight left curvature. Likes to upkeep happy trail. Doesn’t trim often.
Kaito Fuji: Height is around 5’10, closer to average height. Weight is around 134 lbs or 60.7814 kg (not much muscle definition, gets minimal exercise, has defined core for archery’s sake), 34 in underbust, 28in waist, 36in hip. Rectangular body type.
Excess notes: Wide upturned cat-like eyes, sharp upturned nose, thin upper lip, bottom lip typical size. Long neck, pronounced bone structure (slightly visible spine). Hands are small and slender. Comparable to Jin in that he doesn’t have much of an ass, but isn’t quite as flat as Jin. Has more core strength than thigh or calf strength, but can establish an okay base for archery. Penis length is 5.5in, somewhat thick. Light happy trail and doesn’t grow much pubic hair. 
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i want u all 2 be honest with me... am i insane 4 doing this LMFAOAOAOAOAOOO
need 2 find a new roommate bc this one keeps egging me on like "ok u ate with these descriptions" like yes thank u hype man!!!! im gonna get full of myself if u keep saying this shit
anyways. i hope you all enjoyed! im honestly not expecting this 2 do numbers but if anyone wants me 2 continue then i will!! im also working on requests in the background so things may take longer to pump out, but i will do them! until next time, my loves!
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