#especially in realistic proportions
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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 ;-;
#MAL TURNS DREAMS TRUE#in my defence: yes I did try to draw the same 3 times#but I never was satisfied with how Gratia was turning out so yeah..#I've been drawing very cute round cartoonish hoomans for so many years that I still struggle to draw big people#especially in realistic proportions#I should probably start with chibi stuff since it is my comfort zone and then walk from it#fandomry rambles#that fanart is just.... so good#thems... the old hunter girls
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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
#talkys#rollercoaster of emotions in todays posts sorry#idk. like. we've already established doing studies kinda makes my work stiffer#i only learn from copying bc i have no insps. and nobodys making the art i wanna make#but like. i dont even know what i want my art to look like which makes it harder#i draw and im like eugh these proportions are TOO realistic but these are TOO cartoony#/brain telling me the more cartoony ones are incorrect. and finally me not being able to tell what even looks good#bc it all looks bad. idk why. bc i cant find that blend. it just all looks bad.#it looks like misinformed art. like That Infamous Artist.#idk what i want it to look like all i know is it looks bad#how do you even fix that. what studies could i possibly do#especially when i dont even have a reason to draw lol....idk. idk. sucks.#long post
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haha yeah so reminder i can do This
#ive been wanting to try to develop a style thats like. realistically proportioned but still cartoony#but i feel like im Not succeeding at that. at least not in a way im satisfied with#i just need to practice i think#anyway i think i did a REALLY good job of drawing vinny there im super happy w it#just goes to show that when i draw real people in my cartoony style it is VERY much as accurate as i can be#well except for boat. his design is pretty out there especially w the hair but it's actually not that inaccurate i think
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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
#I figured out a way to hypothetically do a thing I thought would be impossible for me to do#and now I’m about to look at a scene from a movie I kind of didn’t like to compare the parameter of realistic results to it#Can’t say what the thing is because I don’t run that kind of blog as a rule; but uh— 😂#Not in a weird way. I’m overly-analytical of EVERYTHING and I like making comparisons to things I’m already acquainted with#especially if the thing being compared to something familiar is something I just started learning about#To give me some insight as to proportions and averages#You have no idea what I’m talking about but Tarrie From The Future will know#Tell me Future Me: How are you enjoying your low range these days? AHEHEHEHEHEHE#she’s gonna look back and say “oh my god this child is mentally ill”#Or this could just be the post-characterization afterglow talking and I’m not actually who I think I am#Don’t worry I’m not in danger; I’m in SAFETY for once#Not having an episode even though it sounds like it; I sound like this because I’m happy about something#which I will not reveal (right now)#anyway… I shall travel eastward!#That’s a pun#[sweats nervously because I know it’s the only one of its type with uh— aHem — that I’m aware of]
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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.
#dragon age#dragon age the veilguard#I get the disappointment but I think some people need to take a deep breath and calm down#it's gonna be okay
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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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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 !
#art#rwby#rwby art#rwby fanart#fanart#life is strange#life is strange true colors#true colors#ruby#ruby rose#penny#penny polendina#nuts and dolts#nnd#nutsndolts#modern outfit#au#alternative universe#exploding over their style i love them so much#wlw#queer#sapphic#love#qpr#lesbian#digital#digital art#digital painting#sketch#clip studio paint
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Do you have any advice with drawing boobs in general because I struggle with getting them to look right. I know how to draw fat rolls well but boob proportions confuse me. Can I see your process on drawing boobs (both bare and under a shirt, especially under a shirt that puzzles me) maybe to see where I can improve? If you're not comfortable with doing tutorials that's fine. I just want to draw bodies more like you do, our art styles are both semi-realistic so I think it would be helpful.
i can't find shirt examples
but!!! when I draw more exposed breasts I make them pointy at the tip where the nipples would be along with spacing them out because breasts carry weight to them like say, a water balloon!!! feel free to reference or trace my art!!! have a good one
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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)
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
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.
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
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? 💅
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)
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! 🙌
#tutorial#asks#sorry for any spelling mistakes whoops!#hopefully...this is VAGUELY useful or interesting to people ;;#TBH I'd much rather do youtube drawovers/videos of my own or others work as that is...my job...rather than doing writeups lol#its much easier to talk and vibe about a piece of art vocally than to try and make everything uber succint in writing
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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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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.
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.
It's still cool to see how original trilogy's artstyle was clearly influenced by oldschool anime with its expressions and especially proportions.
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.
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.
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!
The same goes to Badd. He is very wide, but he doesn't look unnatural.
Come on, guys, Edgey already gave a flirty bottom energy near this hot mess, wider shoulders woud not help his twinkiness.
Ahem. Also, jeez, can we appreciate the way how masterful the drawings of hands are?
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.
While here he looks like a f*cking toad.
That was my TED talk, thank you for reading.
#lang is... something else#am I shipping langworth? I won't tell you#ace attorney#not my art#miles edgeworth#ace attorney trilogy#ace attorney miles edgeworth#ace attorney investigations#manfred von karma#detective badd#shi long lang#tyler badd#gyakuten saiban#gyakuten kenji#mitsurugi reiji
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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!!
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.
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!
#tokyo debunker smut#tokyo debunker#tokyo debunker x reader#tkdb smut#tkdb#tdb#tokyo debunker jin#tokyo debunker tohma#tokyo debunker luca#tokyo debunker kaito#jin kamurai#tohma ishibashi#lucas errant#kaito fuji
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Ancient Greek Sculpture
The sculpture of ancient Greece from 800 to 300 BCE took inspiration from Egyptian and Near Eastern monumental art, and evolved into a uniquely Greek vision of the art form. Greek artists captured the human form in a way never before seen where sculptors were particularly concerned with proportion, poise, and the idealised perfection of the human body.
Greek sculptural figures in stone and bronze have become some of the most recognisable pieces of art ever produced by any civilization and the Greek artistic vision of the human form was much copied in antiquity and has been ever since.
Influences & Evolution of Greek Art
From the 8th century BCE, Archaic Greece saw a rise in the production of small solid figures in clay, ivory, and bronze. No doubt, wood too was a commonly used medium but its susceptibility to erosion has meant few examples have survived. Bronze figures, human heads and, in particular, griffins were used as attachments to bronze vessels such as cauldrons. In style, the human figures resemble those in contemporary Geometric pottery designs, having elongated limbs and a triangular torso. Animal figures were also produced in large numbers, especially the horse, and many have been found across Greece at sanctuary sites such as Olympia and Delphi, indicating their common function as votive offerings.
The oldest Greek stone sculptures (of limestone) date from the mid-7th century BCE and were found at Thera. In this period, bronze free-standing figures with their own base became more common, and more ambitious subjects were attempted such as warriors, charioteers, and musicians. Marble sculpture appears from the early 6th century BCE and the first monumental, life-size statues began to be produced. These had a commemorative function, either offered at sanctuaries in symbolic service to the gods or used as grave markers.
The earliest large stone figures (kouroi - nude male youths and kore - clothed female figures) were rigid as in Egyptian monumental statues with the arms held straight at the sides, the feet are almost together and the eyes stare blankly ahead without any particular facial expression. These rather static figures slowly evolved though and with ever greater details added to hair and muscles, the figures began to come to life.
Slowly, arms become slightly bent giving them muscular tension and one leg (usually the right) is placed slightly more forward, giving a sense of dynamic movement to the statue. Excellent examples of this style of figure are the kouroi of Argos, dedicated at Delphi (c. 580 BCE). Around 480 BCE, the last kouroi become ever more life-like, the weight is carried on the left leg, the right hip is lower, the buttocks and shoulders more relaxed, the head is not quite so rigid, and there is a hint of a smile. Female kore followed a similar evolution, particularly in the sculpting of their clothes which were rendered in an ever-more realistic and complex way. A more natural proportion of the figure was also established where the head became 1:7 with the body, irrespective of the actual size of the statue. By 500 BCE Greek sculptors were finally breaking away from the rigid rules of Archaic conceptual art and beginning to reproduce what they actually observed in real life.
In the Classical period, Greek sculptors would break off the shackles of convention and achieve what no-one else had ever before attempted. They created life-size and life-like sculpture which glorified the human and especially nude male form. Even more was achieved than this though. Marble turned out to be a wonderful medium for rendering what all sculptors strive for: that is to make the piece seem carved from the inside rather than chiselled from the outside. Figures become sensuous and appear frozen in action; it seems that only a second ago they were actually alive. Faces are given more expression and whole figures strike a particular mood. Clothes too become more subtle in their rendering and cling to the contours of the body in what has been described as 'wind-blown' or the 'wet-look'. Quite simply, the sculptures no longer seemed to be sculptures but were figures instilled with life and verve.
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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 |:(
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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It’s interesting to me that Voyager has so many episodes where Tuvok becomes disabled and then stops being disabled by the end of the episode. The obvious examples are Year of Hell where he becomes blind before the timeline is restored, and Riddles where he experiences a major brain injury whose symptoms are cured at the end of the episode. But then there’s also Endgame, where alternate timeline Tuvok is in the later stages of a degenerative illness, and Meld, where what happens to Tuvok when he mind melds with Lon Suder could arguably be considered a disability (especially from a Vulcan perspective). Arguably Flashback counts too. These types of plots aren’t uncommon in Star Trek, but I think it’s interesting that such a large proportion of these storylines in Voyager happen to Tuvok in particular.
So, why Tuvok? I think it partially comes down to the fact that many people find it narratively interesting to see the most in-control, stoic, and independent characters stripped of their skills or strengths in some way. In other words, disabling them. How does a character who is defined by their self-control and discipline deal with a sudden loss of ability to control themselves? How does a character who deeply values their independence deal with a sudden necessary dependence on others? Tuvok is arguably the Voyager character who most represents competence, ability, and control. If being disabled is to be unable in some way to measure up to the standards of what a person “should” be able to do in society, then Tuvok in his typical state represents or possibly strives to represent the opposite of that. So, from this perspective, making Tuvok disabled affects him as a character more fundamentally than it would other characters, which is theoretically more narratively interesting.
From an able-bodied perspective, it could be argued that such a storyline represents a deep-rooted fear of becoming disabled. Able-bodied people fear disability because it represents the weakness and dependence that anyone can find themselves embodying under the right circumstances. Accidents and illness and old age can happen to anyone, and happen to almost everyone in time. Disability is a fact of life, but for many people, it is a looming cloud on the horizon – something they might ordinarily choose to ignore. To explore such a theme in fiction is to thus look at a subject tinged with discomfort. To give such a storyline to a character that represents the peak of control and ability could serve either to heighten that discomfort by showing even the “strongest” person being vulnerable to disability, or to lessen it by displacing that fear from an ��ordinary” and thus more relatable character to one who is unusually skilled or strong (in this case, Tuvok being Vulcan on a ship of mostly humans). Either way, though, if the character is cured in the end and their disability is gone by the next episode, that discomfort is narratively relieved. Disability affects able-bodied characters only temporarily. There’s nothing to fear – they’ll be returned to “normal” next episode.
This might make it sound as if I entirely dislike the disability storylines centered on Tuvok, but that isn’t true. To a certain extent, the cures or time resets that bring Tuvok back to his able-bodied state after every episode are an inevitable part of a mostly episodic show like Voyager. Beyond able-bodied fears and miracle cures, I do think there can be something compelling about telling a disabled story centered on a character like Tuvok. I like that Year of Hell shows Tuvok skillfully using a tactile console and navigating the ship while blind, while at the same time having much more difficulty with certain tasks than he did before, because that’s realistic – that’s how it often actually feels to become disabled. Some tasks that were easy before become impossible. Some tasks seem at first to be impossible, but over time become possible as you adapt and learn new strategies. A skilled and resourceful character can be skilled and resourceful in adapting to disability, but they are still disabled. I also like that Riddles asks the question of what it means for a person to feel less valuable when they become unable to perform the tasks they did before. That kind of question can become more profoundly unsettling when applied to a character who defines himself fundamentally by the abilities he has lost. I do think it would have been interesting if Tuvok had been disabled for longer – if disability had been a more defining element of his character rather than merely a frequent theme. But I also think that what is there in the text has interesting elements as well.
#star trek voy#tuvok#lane posts#lane's disability meta#here’s the tuvok disability post that i've been thinking about for a while#wow i wrote a disability post about a character other than seven#this is in no way meant to detract from any potential headcanons about tuvok being neurodivergent#to me his frequent lack of conformity to social rules reads as cultural difference and personality rather than neurodivergence#but of course alternate readings are equally valid
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