pudding man!?

Originally an art blog, but now it just consists of the most random reblogs c:

fox-orian:

luniara:

ctchrysler:

Sorry for the lack of WIPs on this pic.  Here are jpg’s of all the steps (with not-so-very-clear notes).

All the work was done in GIMP.

Wait what? A grayscale shade layer??? What layer option do you use though, let alone change the color successfully?

This is a really effective way to color, actually. I do it all the time. When you make shade layer, make sure you’re ONLY shading SHADOWS and basic diffusion — NOT object/material color values (like, just because the socks should be a dark color, you’re going to completely ignore that in the shading layer.) There are two ways to mix the shading afterward. You can place the shading layer over the flats layer then set the shading to Multiply, OR put the flats over the shading and set the flats to “Color” blending. Then, you just paint some small variances in hue to whichever layer you’ve set blending mode to.

This is a great way to color because it eliminates the need to mix new colors as you pass from one flat to another. It gets less of a painterly look, but in this type of art you’re not going for that anyway. Excellent for comics.

(via yoyonaki)

eyecager:

Open Link in New Tab for bigger sizing.

Tutorials/Progressions done by Gimaldinov Arthur.

Head over to his DA for more! Also he has some killer brush sets. I really like this soft airbrush he made.

(via cinnanie)

faggot-san:

(Source: pixiv.net, via arc-finds-tutorials-references)

kats-in-space:

azuralunar:

flightofdeathfrench:

fuckyeahcharacterdevelopment:

Hey guys! Sorry its been so inactive around here. I’m slowly but surely getting finished with my finals.
Anyway, I found this and thought I had to share. The way body language can tell how a person is really feeling is something that I consider very interesting. I think it would be a great way to show, in a subtle way, how a character is really feeing.
Hope its useful! And good luck with finals! Hopefully, this place will be a bit more active once summer kicks in.

THIS IS FREAKING AWESOME

omg yes

Good.

kats-in-space:

azuralunar:

flightofdeathfrench:

fuckyeahcharacterdevelopment:

Hey guys! Sorry its been so inactive around here. I’m slowly but surely getting finished with my finals.

Anyway, I found this and thought I had to share. The way body language can tell how a person is really feeling is something that I consider very interesting. I think it would be a great way to show, in a subtle way, how a character is really feeing.

Hope its useful! And good luck with finals! Hopefully, this place will be a bit more active once summer kicks in.

THIS IS FREAKING AWESOME

omg yes

Good.

(via tomatopuppy)

Self reference: Writing a Character

PERSONALITY

Greatest source of strength in character’s personality (whether s/he sees it as such or not)

Greatest source of weakness in character’s personality (whether s/he sees it as such or not)


Character’s soft spot:
       Is this soft spot obvious to others?
       If not, how does character hide it? Biggest vulnerability:

Which of the 7 deadly sins does character fight (or give into, willingly or not)?
       (lust, gluttony, greed, sloth, wrath, envy, pride) Which of the 7 virtues does your character have (or fight against)?
       (chastity, abstinence, leberality, diligence, patience, kindness, humility)

ATTITUDE

Greatest fear:

Worst thing that could happen to him/her?

What single event would most throw character’s life in complete turmoil?

Character is most at ease when:

Most ill at ease when:

Priorities:

Philosophy:

How s/he feels about self:

Past failure s/he would be embarrassed to have people know about:

If granted one wish, what would it be?

       Why?

Daredevil or cautious?

       Same when alone?

Biggest regret?

Biggest accomplishment:

Minor accomplishments:

Character’s darkest secret:

       Does anyone else know?

              If yes, did character tell them?

              If no, how did they find out?

Source: http://www.eclectics.com/articles/character.html

Do start developing your character by giving him a problem, a dramatic need, a compulsion.

Even if you don’t have the foggiest idea what your story is going to be about yet, you don’t know where it’s going to take place, and you haven’t found anything compelling that you’d like to say to an audience of more than one, you can do this. Say “My main character wants _____ more than anything else in the world.”

What does the character want? Love, respect, courage, revenge, a kidney for his kid sister, to find the son she gave up for adoption when she was sixteen? Throw something down on the paper. It won’t be written in stone and you can always go back later and change it. Or you can, when you create the character, bank him for a later book if he doesn’t fit your needs once you get rolling. In writing as in life, nothing you do is ever wasted. So go ahead and jump in. Your character wants something. If he’s like most people, he wants several somethings, and about the time you allow yourself to start discovering them, you’ll begin to find out where your story is going, and what it will be about.

Source: http://hollylisle.com/how-to-create-a-character/

Motivation

The link between your characters and the plot (what happens to the characters in the course of your story) is motivation. Have you ever read something and thought: ‘they wouldn’t do that; it’s just not believable.’ What you’re noticing is a disparity between the way the author has revealed the character to you and your conclusions about how they should behave. The fault will either be with the characterisation or with the situations the writer has chosen to express that characterisation. In drama the first thing an actor does when getting to know a character is to discover his or her motivation. What makes the character tick? Why do they act a certain way? How would they react in certain situations? What do they want? This last question is the most important. A character who doesn’t want anything, even if it’s just to be left alone, will be useless to a writer. At the start of your story you must determine this central question and allow the plot to develop from there as the character pursues their desire. This is where action follows character. This will be the arc of your story.

Source: http://creative-writing-course.thecraftywriter.com/writing-characters/

Primary & Secondary: a Tale of Two Focal Points

dresdencodak:

In painting and general illustration, there are some basics everyone should know about composition.  Chief amongst these is the importance of a focal point.  A focal point is the primary focus of a picture, whether it’s a person, object or simply an abstract portion of the image.  Humans have binocular, mammalian vision and our action of “looking” instinctively relies on focusing, not just seeing.  Unless we’re looking at a magic eye 3D image, our eyes are only really comfortable with an image that has a clear focal point.  Once that’s clear, we allow our eyes to wander and take in the other details.

Achieving a solid focal point isn’t terribly difficult.  A few tools that will help are contrast (overall the most indispensable):

Complementary Colors (a subset of contrast):

And overall structure:

However, these are the conventions of painting and illustration, which have somewhat different goals from comics.  Comics, even in a single panel, employ the art of the visual narrative, which means there are unique demands for guiding the reader’s eye.  Having a single focal point can be enough for some panels or images, but oftentimes it’s necessary for comics to employ multiple focal points in a single image to not only draw the eye in a meaningful, sequential fashion but also to heighten the reader’s excitement and immersion in the story.

“Sequential art” doesn’t just refer to a sequence of panels, individual images also lead the eye in a sequential manner.  There is a hierarchy of focal points that guide the reader through the visual narrative.  In the above panel from Family Man, we see the above “focal point” tools being used to create a nice frame, but from there the composition is divided further, first focusing on the man, and then to the woman.  A clear hierarchy within the visual sequence is established with some more advanced techniques.

Gazes moving from left to right:

In Western comics, panels and text are read from left to right, so it’s in the best interest of the artist to take advantage of this natural habit of the reader’s eye.  Unless forced to do otherwise, the reader is going to look at the top left corner of a comic image and move to the right.  A reader will also instinctively look in the direction a character is looking, and in this panel the artist is taking advantage of both of these habits.  We start on the man, who is looking at the woman, upon whom we then focus.

Framing:

There’s a frame created by the books and bookshelf that keeps the eye from drifting downward.  This reinforces the previous technique of moving the eye from left to right.  (Notice too the slight dip in books near the woman’s hand, drawing the eye to a third and softer focal point, ie: the letter).

Soft division through negative space:

What largely separates the two focal points is a low detail negative space, where the contrast is low and the eye doesn’t linger.  It also creates a 3D triangle of sorts:  if we were shooting lasers out of our eyes, they would start at the man, ricochet off the wall and hit the woman.

Primary and secondary contrast levels:

It’s subtle, but the values surrounding the man are more contrasted than the woman.  This largely serves to reinforce the tools previously mentioned.

These types of techniques are also prevalent in the first image I showed, with Kimiko being the primary focus and her bag the secondary focus:

As you can see, the tools needed are slightly different, partially because of the larger colors used and other compositional requirements (for example, the image with Kimiko has a more complicated frame because it uses a 3-point perspective instead of 1).  The point to take home is that there’s no one way to make this work; you may use some of these tools and not others, depending on what the image requires.  Additionally, it should be noted we’re not limited to two focal points.  Depending on the comic, there could be more.  It all depends on what the visual narrative requires.

This is the key: no matter what the style, comics are a visual narrative.  If we establish a clear sequence of visual relevance, the reader’s eye is active and their mind is engaged.  Pull them into your world and keep them for a while.

Costumes: the Wearable Dialog

dresdencodak:

I mentioned before some of my favorite character designs in the world of comics and have been meaning to tackle this subject again.  I came to realize, however, that “character design” is itself a fairly massive subject, and that it would be best to break the topic down into separate installments.  Today, true believers, we’re going to talk about outfits and costumes, which are often a pivotal part of a character’s design.

3 Essential Questions

Clothing can convey quite a bit of conscious and unconscious information to the reader, but it should never be doing 100% of the legwork.  Body language, shape and overall behavior all come into play when building a character, and the trick is to figure out what clothing can do that these other elements can’t.  To get started, it’s important to ask some basic questions about your character before jumping into costume design.

1) Costume Hierarchy


How often does this character appear?  Is it a main character or a side one? Primary characters have more complex needs than side characters, which is to say that the more information you have about your character, the more that can be conveyed in their appearance.  Additionally, the more frequent the character appears, the more versatile the design needs to be.

2) Environmental Relationship


If it’s a side character that only ever appears in one setting, for example, you need only design the outfit to fit in that environment.  If they are a main character, though, chances are you’ll need the outfit to mesh with more than one setting.  

3) The Naked Test


Is your character recognizable without any clothes on?  Body types, especially those of the main cast, should be distinctive even without the help of any outfits.  The naked form is the foundation of all character design.  Before you start dressing your body, make sure it’s a body worth dressing.

Once you’ve sufficiently answered these questions, it’s time to jump into the actual design phase!

Shape

Every character, no matter how complex, should be designed around an overal unique visual shape.  This theme should not repeat in any other character.  This shape should be readable enough that if you were to shrink all your characters into a super-simplified cartoony state, they should still be distinguishable.  Character designs follow a hierarchy: you grab the reader’s attention with the most essential information and then invite them to investigate the details.  If important elements of your design are only evident in the details, then it needs to be reworked.  If your character is not completely distinguishable in silhouette, it needs to be reworked.  Detail should always radiate from the core theme.

Kim and Vonnie stay distinct in a few ways.  

The primary difference in shape between the above two characters is one of curves versus triangles.  Vonnie is very angular, and her clothing’s angles mimic the scaffolding of an art deco building to emphasize her height and posture.  Kim’s outfit makes her look shorter, but jaunty.  There are a lot of soft curves going on there to make her seem younger and more innocent.

Action

What does your character do?  In what way would their clothing reasonably convey how they spend their time?  This is an easy question if it’s a uniformed occupation, but it certainly doesn’t stop there.  A more bookish or socially inept character is often prone to mismatched clothing, while a person of a very high social status is often wearing clothing that is physically less practical than those of the working class.

How does your character move?  What are their default postures and body language?  A good outfit should accentuate the body movements that you deem most important.  If a character stoops and hunches a lot, their clothes can augment that behavior.  For example, Kim is frequently hunched over, so I tend to dress her with a hood that’s shaped to go with poor posture, as well as a repeating “arch” shape to suggest this basic form.

Communication

How much does the character wish to communicate with their clothing?  Not everyone wears their personality on their sleeve, nor is everyone especially fashion-conscious.  Nothing’s worse than having a cast where everyone is immaculately dressed and overdesigned.  A more outgoing character might be more aware of their appearance, while a more introverted one may be less concerned.  To add another layer, a character may dress a certain way to disguise something they don’t want to show to others, just as someone might act overconfidently to hide their insecurities.  You can tell your audience a lot about your character through what that character chooses to display to others.

Repetition

Core shapes and patterns should repeat on the outfit.  The entire design should exhibit some bilateral cohesion, which is to say if you were to cut the character in half horizontally or vertically, each part should look like it belongs to the other.  

As mentioned, Kim has a lot of solid colors and arch shapes which are broken up by fabric and metal seams, with very few sharp edges.  

Vonnie, on the other hand, is structured almost like a building, with vertical lines and triangles that take the shape of supporting beams on the surface of her outfit.  Her triangles and broad horizontal planes repeat throughout her outfit, including her glasses.

This extends to multiple costumes worn by the same character.  Even if a particular character changes clothes, the core shapes should still be evident.  Scott Pilgrim is a good example of this.  Most of the cast change clothes frequently, but in each scene it’s generally easy to recognize the characters by the “type” of clothing they choose.  The details change, but the essential shapes do not.

Color and Contrast

Different colors can imply different moods.  ”Winter” colors like cooler blues and purples can suggest an introspective or reserved personality, while warmer colors like yellow or red can imply a more energetic attitude.  If your character only ever interacts in one type of setting, you only have to worry about how those colors will fit in one environmental color palette.  If, however, your character needs to mesh well with more than one environment (as is usually the case with protagonists), you have to make sure your character’s colors will fit with multiple settings.

Also, don’t be fooled by superhero comics: it’s generally bad form to have two dominant colors in a single costume.  My personal rule of thumb is to have no more than one prime color in an outfit design, followed by a secondary and then supporting colors.  

In the case of Kim’s outfit in Dark Science, the primary color is black, with the secondary being off-white.  These are then supported by the muted blue and silver accents that appear in both her prosthetics and clothing.  Color and value contrast is very important, especially for a main character, which is why Kim’s basic palette can be reduced to black and white without losing any essential information.  

Vonnie’s outfit is more colorful, but less contrasted as a whole.  Green dominates and is blocked in by a secondary, warmer black.  Green is the complementary color of red, and so her clothes naturally bring attention to her hair and reddish skin tone, inherently highlighting more sexual elements than Kim (whose black outfit essentially matches her hair).  White is also present, but it’s only a supporting color here.

Simplicity

Above all else, keep it simple.  Comic characters are not pin-ups or other illustrations; you have to draw them over and over again, from various angles.  If you pile on too much detail, you’ll wear yourself out slogging through all the bits every time you have to draw them.  

If you follow all these rules, good costume design should create this basic pattern when presented to a reader:

  1. Read:  Silhouettes and essential shapes should be instantly recognizable
  2. Inform:  The costume should then tell the reader essential things about the character
  3. Compel:  The costume should then invite the reader to learn more about the character
  4. Move:  The costume should never impede the flow of action within the comic

If you stick to these basic guidelines, you’ll never fail.  Next up on character design: bodies and faces!

(via cinnanie)

ignitethepowderkeg:

korrawatch:

Holy crap, this is cool. 

Dear Korra,

get it together!

OMG OMG OMG OMG OMG !!!! *¬*

(via ephemeral-reveries)

pipopapo:

鎖のめんどくさくない描き方

pipopapo:

鎖のめんどくさくない描き方

(via tryph)