#the connies and the quences!!!!!
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riggedbones · 2 months ago
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ok now that chapter 2 of my fic is out I can finally share nearly everything consequence related I've been drawing over the last two months. so let's start with my design process!
it's probably pretty obvious, but I wanted consequence's design to pretty closely mirror loop's. I don't want to go into all of the reasoning behind what I decided to keep similar and what I decided should be distinct (some of it is spoilers for my fic), but generally I kept a lot of the more general design elements that seem to be a result of whatever the fuck wish craft did to make loop Like That. loop is naked? consequence is naked. loop has an objecthead? consequence has an objecthead. loop has a shape on their chest? consequence has a shape on its chest.
this all being said, I did also want to make sure that consequence was distinct. of course. my initial focus was pretty resolutely on the objecthead, as you can see in my first page of concept sketches, but I did explore some other elements early on as well!
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you can also see my first concept sketch for odile's death screen, and just a smidge for the looping animation that is something i might also animate for a chapter, who knows.
more drawings and discussion under the cut, i'm realizing this is getting a bit long.
i had the node object head concept on that first page, but it was definitely something that needed iteration. which is where this page came in. i settled on the diamond shaped geode at around this point too, but was still struggling a tad on what to do with the general body texture. this was also, clearly, WAY too many squares. my beta kris told me as much.
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i may be an animator but by god i love making my designs as animation unfriendly as possible sometimes. still wouldn't call consequence animation friendly at all, but i've done a lot since to cut back on the sheer volume of squares.
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this was my second pass in an attempt to cut down on the complexity, still way too many squares, but this is when i started drawing the head as a foreground later of nodes with a more abstract cloud of squares behind. for the most part, just shading behind the foreground layer is still how i draw the head traditionally.
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aaand then i started playing around digitally and i realized i did not like how that looked digitally. these are both doodles i did via mouse (for the second one i traced an odile sprite to help with proportions), so they're a bit looser in general, but this exercise generally let me know that i needed to slightly rethink how i was going to express the idea digitally.
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because this, the final talksprite design i landed on, looks more complicated, but between the smaller amount of foreground squares and the fact that the ones in the background were just made with the rectangle tool, it's honestly not that bad. a pain to replicate? sure! but id5 reused loop's head shape for all of their art in the game, so i can do that too.
i think i solidified the idea of its body having strata before the talksprite (not sure which doodles that would be), but doing the talksprite really helped solidify the idea of a gradient in my mind, and also is where i decided on the textural element. i also decided to look at a reference image for the geode. that helped a Lot.
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...i still do like drawing a more simplified consequence though. the key in my eyes is to just get the general shape of the head down, make sure you get a few of the squares floating in the air, and emphasize the nodes around its eyes. also make sure the eyes are offset vertically, it REALLY helps with the character of the design, sometimes i'll doodle a connie quence and think it looks a bit mid, move the eye on its left up, and then boom it's fine.
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or you can just not do that because you drew it 2 crumbs big lol
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riggedbones · 2 months ago
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