#sorry it’s very long lol
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rttnpnkpmpkn · 1 year ago
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how do you fight art block? do you like doodles or sketch? :)
Hello Anon! 👋 Thanks for asking ^^🌸
1) It really depends on your drive! Most of what I draw is to fulfill my own needs for a specific kind of content and to emulate the style for the lolz. The challenge stimulates the brain juice 🧠 🧃
For some, if I have the idea but not the motivation, it’s gotta be jotted down lest I forget. Don’t worry if it sucks now, that’s the purpose of rough drafts and preliminary sketches! Some of the finished works you see, they had been planned for weeks or even months.
Human Peter, who is my best example to come to mind, took around 6 months(?) in my noggin before I can fully flesh him out. My Ynsona’s current design is give-or-take 3 weeks at most, because I didn’t account for actually being into self-shipping. My style that is specifically developed for YBF is a whole year-and-counting process.
So after you sketched out your ideas to the side, this would be the best time to do some homework on the kind of style you wish to aim for. Like what parts did you liked from the referenced style, and what parts you think could have more oomf to apply to your own? For my example, I took on multiple styles to this approach. E.g. Classic Disney, W.I.T.C.H., Gorillaz… to add to the “YB” style. Anything that resembles that it came from the 2YK (best year for aesthetics fr 😩✨).
My explanation on how I fight art block can be nonlinear and convoluted. My apologies, Anon! 🙏💦
Best to summarize, I want to create something to eventually be worth leaving behind, so it’s a long term goal to work towards that. Drawing fanart and derivative works serves as a test rat to figure out my own approach.
As long you know what you want during burnout, allow yourself some rest and resume building when you do get into the mood. Don’t beat yourself up for having a drained battery 💪✨
Be like “It gets there when it gets there!”
2) Hmm! Both! Both is good 😤 and it depends on the mood! Doodles are fun and not serious, so it takes the pressure off to be perfect. It makes a good “scratch paper” in trying out new brushes or coloring techniques. You can use the breakthrough from that in your next project! :0
Sketches are fun as well, and it helps build the foundation of what could be the next finished work when the mood comes around. It helps me apply my developing knowledge of anatomy, composition, and posing. The sketches can both be a standalone or you can choose to finish it. The choose is yours~
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wanderer-clarisse · 11 months ago
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early morning sunlight at Bag End
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glitchedcosmos · 8 months ago
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Sonic and Shadow never really wanted to admit that they liked each other, especially to their crush's face, but that went flying out the window when Sonic took one of Shadow's threats during their sparring sessions as flirting, and he went for it.
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Sonic got gut punched immediately after.
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starspilli · 9 months ago
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may i ask if you could draw cassie sandsmark? your art style is so gorgeous!!!!
yes of course!! ty 4 the request sorry it took me so long to get to
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potato-lord-but-not · 4 months ago
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You said Oscar is John's second favorite person is cuddle on the couch with. Who's the first??
Arthur ofc <33 John’s the only one who truly appreciates his skinny ass
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falmerbrook · 6 months ago
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Falmer appearance and attire headcanons
(click on drawings for more details and notes!)
Hair
In Skyrim, we pretty much only see two hair styles to go off of: completely bald and the hair the "shaman" have (which are also the only females we see (a post for another day)).
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In concept art, particularly Adam Adamowicz's, we see more potential hairstyles. He draws it as wispy and messy, as well as containing braids and the ties we see in the shaman in the game. This art is largely what defines my own interpretation of their hair.
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I picture the typical Falmer hair as wavy, thin, wispy, and looking frizzy. Given the high number of hairless Falmer we see, I imagine baldness is common, particularly among males, and sometimes among females. Their hair can be commonly styled into braids or knots to keep it under control.
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The ability to grow long, thick hair is less common, but those who can tend to style it in other unique ways. Especially among females, long hair is commonly styled into large dense locs (akin to a Polish plait) and held into shapes using ropes or leather ties.
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(While I think the intention with the way their hair is drawn and modelled in the game models and concept art was that it was braided and held up with those ties, before looking at it closely I always sorta interpreted it as too stiff to just be braided. As a result, I developed the locs headcanon and have become kinda attached to it even though I have 0 in game or lore support for it)
Materials
The material used in their clothing is obviously dependent on what is accessible to them, and given their unique situation that makes the materials they use and value unique as well. In Skyrim, we see that almost all of their armor (which is mostly what we see them wearing) and homes are made of chaurus chitin (and potentially shellbug chitin), so this is likely the most common resource available to them for non-combative coverings as well. Other materials from their arthropods companions could include their cocoons, unhatched eggs, etc.
Bones from other creatures (draugr, skeevers, trolls, adventurers, bandits, etc.) underground or from aboveground raids could also be used fairly often. These could also provide a source of leather or fur, albeit not a lot of it.
Falmer groups and subcultures inside or in close proximity to Dwemer ruins probably make regular use of the materials present in those ruins as well. With all the metal and machinery present in Dwemer ruins, metal probably makes regular appearances in their clothing (and general decorations) even if they can't manipulate it themselves. Falmer more separated from Dwemer ruins would make much lesser use of these materials, however. Additionally, We see implications of Falmer preparing, cooking, and potentially cultivating fungus in-game, but see nothing indicating they have any plants in their diet, and therefore it is unlikely they regularly make or use textiles or fabrics in their clothing, and if they do they likely come form Dwemer ruins or raided adventurers/bandits/settlements from the surface.
On that note, we know that there have supposedly been incidents of Falmer coming to the surface to attack its inhabitants and travelers, as well as instances of them killing bandits, adventurers, and researchers who venture below, so it's not far fetched to believe that they have access to some materials from the surface. This could give them some access to furs from surface animals, beads, glass, jewelry, textiles, metal objects, etc. they might not otherwise have access to. The rarity of these material among the Falmer would depend on the amount of access any given group of Falmer have to the surface, but among many of them these materials could be seen as more valuable for their rarity and the difficulty to gain them.
While gemstones and ore might be accessible from both natural deposits and underground ruins, unless they had some kind of auditory function or unique texture, they might not have much value to Falmer.
General Attire/Accessories
I like to imagine that the Snow Elves, and by extension the Falmer, have an innate cold resistance in the same way Nords do, and therefore don't require clothes for the purpose of warmth even in the chilly caves of Skyrim. Additionally, their blindness likely means that wouldn't dress for visual aesthetic either. My thoughts are that they are then left with the sense of sound and touch to communicate with each other, and their clothing and accessories could reflect that.
Falmer clothing, decoration, and society in general is very heavily based on touch and texture and little on appearances. They touch each other very often for both communication, movement, and just general day-to-day interactions, and their clothes isn’t very modest, but the tactile patterns and materials used can communicate certain things such as position in society, “wealth”/power, whether they are taken, single, pregnant, with a child, etc., their roles, their age, notable achievements/skills, who is who, etc. on both their clothes and buildings. The more noise one makes, the more attention they draw and the more they drown out other noises, and the more noise making things they can “afford” to have, so the amount of noise one makes in a Falmer settlement is a status symbol. Certain types of noises or noise makers are more coveted than others (chitin beads are common, while furs are less common, and materials only gained from raiding the surface are rare and coveted).
Some noise making accessories could include:
Dangling metal, bones, beads, chitin, etc. that hangs off of their clothing or ears and jingle/clank against each other (in my drawing I show them as pretty uniform in shape and size, but they would probably be much more irregular than I depicted them)
Bells (metal or other materials) that are affixed to or dangle off of their clothing or as earrings.
Hollow bracelets, anklets, necklaces, or other accessories that are filled with rocks or beads.
Rattles tied to the body (made of chitin, dried hollow chaurus eggs, dried chaurus cocoons, beads, etc.) with leather or rope.
Flute or whistle like tubes made of metal, chitin, or dried and treated tube-like fungus that makes a woodwind-esque noise when air passes through it in a certain way. They have been designed to make noise easily from even the slightest movements.
Dried grasses (more temporary) tied to the body that make a swishy noise. More permanently, a similar thing can be achieved with hair. The hair can be sourced from Falmer (either through just cutting hair or through taking it from fallen enemies) or killed humans/mer/draugr. That sort of thing can also act as a kind of trophy.
Necklaces with various materials dangling close together that jingle against each other.
Various materials can be tied into braids or the leather ties in their hair as well.
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Some textural accessories could include:
Beads. Since they wouldn't have the ability to tell the color of the beads, the patterning of beadwork would be based on the roughness, material, size, or shape of the beads. (I'm sorry I suck as drawing beads)
Furs. This wouldn't be as common since the Falmer likely don't have too much interaction with furry mammals, but some they may have access to that are big enough to make clothing/accessories out of include skeevers or trolls (and potentially rarely animals from the surface). A potential meaning of wearing furs could be as hunting trophies, but it could have other meanings as well.
Chaurus chitin would like be the most common material in Falmer attire, and depending on the part of the chaurus body, the size of the chaurus, or the life stage of the chaurus it was sourced from it could have different textures. Some chitin parts could include large spikes and deep groves, while other parts could be smoother and less rough. The use of this chitin in clothing could take advantage of this contrast in textures. Additionally, chitin or shells from shell bugs might be a different texture from the chaurus chitin. (it's unclear to me whether shell bugs are exclusive to the caves around the Forgotten Vale or if we should consider them distributed throughout Skyrim's underground)
The placement of textured components on the body could have their own meaning to it alongside what accessories or textures are being used.
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Specific Falmer Subcultures
While most Falmer settlements we see in Skyrim are just a small-ish collection of huts and chaurus corrals, there are two distinctive settlements that are larger, seemingly more organized, and I like to think have their own distinct subcultures worth mentioning: Blackreach and the Forgotten Vale. The unique scope and environment of these Falmer cities (as I like to think of them) could lend to unique clothing cultures as well.
The Falmer of Blackreach have access to a vast Dwemer settlement and have has the space to spread out throughout it more fully since it seems to be more in tact than other Dwemer ruins we see. These guys would likely have a clothing culture much more heavily based on what the can access from these Dwemer ruins (metal scraps, leftover fabrics, etc.)
The Falmer of the Forgotten Vale would also have access to unique resources, such as Vale deer, Vale sabre cats, and frost giants for fur and leather. Additionally, materials accessed from the Chantry of Auri-El such as textiles from clothing, bedding, tapestries, etc. could give them a greater access to fabrics than other Falmer groups. We don't see many close Dwemer settlements to the Vale, so they would have less Dwemeri influence in their clothing than other Falmer groups.
I like to think that the Falmer's evolution exclusively underground has made them poorly equipped to handle the outdoors during the day and has made them particularly susceptible to sunburn, necessitating the need for covering for those in the Forgotten Vale who have significant settlements outdoors. With greater access to textiles and leather, they could use them as coverings when outdoors.
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Armor
I actually have very few notes on armor, for two reasons. 1) I hate designing and drawing armor. It is the bane of my existence. 2) I really like the armor they have in game! I think they look awesome aesthetically, and I like how clearly they are made from chaurus chitin. Per usual, Adam Adamowicz's designs seem to have been the major inspiration for the Falmer armor, and he did a great jobs (even if it isn't the most functional looking armor ever).
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(off topic but I also just want to add that he draws them with little hairs and tufts on their ears and I love it. ok that is all)
I do have a few thoughts about armor though.
Even attire made of textiles make noise when someone moves in them, and I can imagine moving around in armor, especially armor made of hard, insect shells would make a lot of noise when someone moves around in it. When you're relying on sound to navigate your environment and pinpoint potential threats or targets, wearing something making a lot of noise would not be ideal. On the other hand, getting into a fight unarmored would be a problem.
So here's my solution: heavy armor (see below) would only be worm within the camps/settlements where noise was already high and space is more cramped (and therefore more risky in a fight) as a sort of guard in case they were attacked. Those guarding the settlements along the outside might still wear armor as well, but less of it. Those going out to scout or hunt (if they do hunt) would wear as little armor as possible, and try to wear it strategically so that it wouldn't rub against itself and make noise. This is why most Falmer we encounter in the game are wearing little except for loin cloths and kneepads.
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One more idea I have for armor is a specific armor piece. On the note of guarding or protecting a camp or settlement, I imagine the noises of it all (especially with the noise based headcanons I've laid out here) would make it hard to actually catch any potential threats when you can't see. A large slightly concave piece of armor worn behind the head could block out noises from behind the wearer, as well as a help focus sounds ahead of them.
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That is all! Thank you for reading! A lot of these concepts around the culture of sound I think could also be applied to their buildings and even a culture of music, but those are posts for another time.
All of the concept art I used was taken from here and all of the Skyrim screenshots are from UESP.
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teaboot · 3 months ago
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if ur a murderbot nerd now do u have any fun opinions abt it yet?
Oh my goddd you have no idea
I really, really, really like Murderbot because it comes at life with this perspective we don't often see that is very real among people who have already been through traumatic experiences, who developed skills and abilities to suvive that were once useful but no longer have context- that search that traumatized people go through to recalibrate and reorient ourselves in a world where we no longer really need those things to survive.
A bit personal here, but my own issues personally involved a lot of psychological abuse that made it difficult to trust my own perceptions of reality, and as a result I found I was very easy to lie to and manipulate.
To handle this, I became obsessive over writing things down, cataloging details and making notes of things as they happened- I'd carry recording devices and make audio recordings and stay up late at night to transcribe what they'd picked up, read those over and over again to reassure myself of things I wasn't certain about.
While doing this, there were others close to me that I felt responsible for, who I had to protect from others and protect myself from at the same time. Life was about two things: Evidence, and defusing threats
Over time, I learned to trust myself as my memories matched what had been recorded where their narrative didn't, but I never really kicked the habit. Like Murderbot, I had added something to my own programming that reassured me I was safe, that I was in control of myself, that I couldn't be mistaken or crazy or broken or used.
I'm only on book two, but already I see myself in Murderbot again. No spoilers here, but when I left home- left that dangerous context- I didn't need to repeat these patterns to survive anymore, but I still did, because I didn't know anything else anymore. It felt safe, comfortable, knowing knowing that the past couldn't repeat itself, because I'd written that flaw- blind trust in myself-  out of my programming and replaced it with something else.
Still, though, I'd become something specially suited to thrive in a very specific environment. Nothing else felt right like followinghigh-risk situations, like witnessing and watching and recording and knowing I had proof of the truth where others might not.
People took notice. I wound up in security by accident, but's an environment that I thrive in due to the same patterns and behaviours I originally developed when I had no other choice. I climbed the ladder pretty quickly, once supervisors caught on that my reports were the most accurate, most objective, most factual, detail-oriented and timely. I keep others and myself safe and prioritize public safety above all else, and I perform well under pressure
Now I'm in a position where I often wonder, do I enjoy this job, or is it just what I'm good at? I have a set of skills now, but do I have the option of choosing not to use them? What would I be, if not this? Could I be anything else? Can Murderbot be anything else?
It has a set of skills that set it apart, make it different, special. It does what it knows best. But is it free? Does it want to be? What does it want? Does it have to do what it was built to do? What if it didn't?
I know what I'm good for. The idea of deliberately leaving what I'm good for for something uncertain, that I might hate, that I might be useless at- the choice to give up what was so important to me for so long and become deliberately obsolete?
Let go of my entire purpose? The only thing I know, that I fit so well into but don't actually know if I enjoy? Now that I can choose? Now that enjoyment is a luxury I can afford to consider?
Yeah, that resonates.
I like the Murderbot series so far because it feels the way I feel: Like the most significant and formative part of my story, the part where I became what I am, has already happened
And now I have to just. Keep going
Into... what?
It feels absurd. Like a microwave giving up on reheating food and deciding to start a life around abstract dance.
So, uh. Yeah. It's really very wild to see this same philosophical-ish dilemma I've been digging over in the back of my mind and in therapy for the last forever laid out so plainly in a genuinely exciting and enjoyable story like this. I feel much less alone, and I... kind of really need to see how it resolves, I think.
So, uh. Yeah. Read Murderbot, I guess
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caluski · 1 year ago
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would you sample her....
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kaiju-krew · 7 months ago
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finally made a weird lizard of my own......
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kidovna · 8 months ago
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I still can’t believe I got about 50% of his outfit colour-blocking right over a year ago
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jarrows · 1 year ago
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extremely late to the party, but s3 trent was great :)
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failyaoi · 2 months ago
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big big BIG fan of jealous Kenshi
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alien-bluez · 1 year ago
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errrrmmm cheesed to meet you?
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marybatson · 2 months ago
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the only reason I hc billy as an emancipated minor is literally just so that mary can still live with the bromfields and freddy can be fostered by the vasquez family. so rosa and nora have no actual relation to each other or have the rights to tell billy what to do but theyll pick him up for school and have extra bedding and a toothbrush saved for sleepovers and knuckle down his head (rosa) and fix his collar (nora) and. will pick up a household object and swing harder than any mlb player could trying to protect him faster than he can blink
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drawnfamiliarfaces · 2 months ago
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saw this post and was like JAKE LONG??? LOOK AT HIS LIL CUTE GRUMPY ROUND FACE i just had to do a little redraw 😭
and its an absolute travesty that Jake didn't get to roast Dr. Doofenshmirtz (im sure he would have such fire *snort* bangers)
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also bonus doodle because ;3
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11thsense · 1 year ago
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Going through my files of my more illustrative work and this is a bunch of studies, abandoned pieces, and Wips. Some of which I posted then deleted.
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