Hey how did you do that line effect on your models? asking for a friend.
So for a simple outline the easiest thing to do is open up your properties window (which should be displayed by default on the rightmost side of the screen. It’s got all of your render and output info displayed) and go to the section marked “Post Processing”
Open it and check the box called “Edge.” This’ll give your model a nice little outline when you render it (you can change the color by clicking on the rectangular box underneath the threshold slider)
and that’s just a simple way to get the basic result.
NOW if you’d like something a little more dynamic-looking, like this
Then you’ll want to go back to the properties window and instead of clicking on “Post Processing,” click on the box marked “Freestyle” (it should be at the very bottom)
Now, at the top of the properties window, click on the “Render Layers” tab. It’s gonna look like a stack of photos, right next to tab with the camera on it.
Once you’ve clicked on that, scroll down to the very bottom of the window, and click on “Freestyle Line Style”
Once you’ve opened that up, click on the “Geometry” tab. This’ll let you alter the style of the line.
and now you can add your modifiers! There are a lot of different styles to choose from, so don’t be afraid to experiment with them! “Sinus Displacement” makes a sort of zigzag pattern, “Blueprint” adds in some fancy circles, and “Spatial Noise” or “Polygonization” will typically get you that sort of loose, sketchy look if that’s what you’re going for.
blender is pretty neat, huh!
Ok this is a real quick one but let me show you how to get more-or-less accurate sizes for child characters. Kids are tricky to draw, they are - from toddler up to about teens people change radically almost every year so pinpointing character’s size during those years is pure hell.
What you need to do to make everything super easy for yourself is to check their Head Proportion. What makes kids look like - well, kids, is that their heads are proportionally large in comparison to their body.
Average adult is about 7,5 heads tall in comparison to their own body, however with children under 10 that number is just under 6 heads with about 1 head shorter the younger you go down to 3 heads as an infant.
Easiest way to figure the so-so head-height of a certain age is to find images of said age group and do a quick count on them
at which after you can replicate it in your own works - don’t mind if it’s not 1:1 with reference, finding images that are actually of the age you need is tricky and kids in general vary a lot so someone might be a lot taller than others. You have a bout 0,5 -1 heads of wiggle room before it starts to look way older.
Proportions are super important in art and i lovingly recommend everyone to figure out basics of them - it’s the easiest way to get notifically better with art. I could go on about proportions but let’s wrap this up. Need to note however that head proportion is not same as character height - a character can be 15 feet tall but still have head-height of 6, HH is simply a way to scale out the body.
Hey got any tips of drawing in the cr style?
Well first off, study the sprite sheets of the characters. They can all be found on the Cookie Run wiki.To draw in a style it helps to study the style too and figure out the elements of how the characters are put together. For Cookie Run it goes hand in hand with my style because a lot of it is very Geometric. Even with cookies who are oddly shaped.
I talked about this with my Discord once about how basic shapes can really go into making the character design solid and this seems to largely be the basis of how CR renders it’s characters.
Even characters build like Purple Yam and Milk Cookie use this more basic geometry when building the foundation of the character. It all comes down to a more simplistic style based on shapes.
That being said, When I build characters I use basic shapes to do it. That’s why a lot of my earlier drawings of the CR OCs look so different compared to now, because back then I was learning it. The easiest way to do it is to try drawing a CR character, build them as you see them, and then adapt that into how you draw.
And obviously cookies aren’t all the same shape! Shapes really can go into how people will interpret your character and their personality! So don’t be afraid to think outside of the box and look at different shapes for different characters!
That’s about as many tips as I have for now, but that’s the fundamentals over how I go about it.
I was wondering what's your process for creating plants? Specifically where you have to create leaves/flowers/branches out of a stem.
i really enjoy making flowers. basically, when i find one that looks fun to model, i’ll get a few photo references of real flowers, like this one from Home Depot’s website
so i can get a basic idea of their colors and shapes.
after that, i pretty much just make each component separately, one piece at a time. the stem, pistil, and stamen are essentially just long cylinders that widen and narrow at the ends, the leaves and petals start out as circles that i shape and alter over time, and then after coloring and detail work is done i move each separate model into place so that they start to resemble a complete flower
it’s kind of like putting a puzzle together, except you also make each of the pieces.
A guide on my process for colouring like in the Arcana which I developed through studying the style.
Now, this is just for sprites or for neutral lighting. In the case of most memories/CGs, you have more interesting colours to use, but the process is identical. There are just extra steps.
Using my favourite memories for each character as examples (hopefully, you can tell which ones) you can see this process. All of this happens on layers above the base drawing.
Usually, you set a colour-filled layer to the setting “multiply” over the entire drawing, then using a “screen”, “add”, or “hard light” layer, you add the lighting. Depending on the intensity of the lighting, the outline will be coloured to be lighter.
The shading colour rarely changes, aside from slight hue changes.
Misc advice/tips/tricks below. I may update it depending on if I get further questions.
Czytaj dalej
Since I have a long-form comic taking place in a sorcerer’s tower, I did a little study to level myself up on the subject of stonework walls. These are my notes on what I want.
Especially focusing on an effective way to render the background walls without drawing every single stone because aaaaa
If everything is prioritized, nothing is prioritized.
hey yall its me the Art Mom™ to help you shade pretty
rule 1: DO NOT SHADE WITH BLACK. EVER. IT NEVER LOOKS GOOD.
red- shade with a slightly darker shade of purple
orange- slightly darker and more saturated shade of red
yellow- i think like..a peach could work but make it a really light peach
green- shade with darker and less saturated shade of blue or teal
blue- shade with purple
purple- a shade thats darker than the purple you’re using and maybe a little pink (MAYBE blue)
pink- darker shade of red
white- a really light lavender or blue..or i guess any really light colour??
black- okay listen dont use pure black to colour anything unless you want to leave it with flat colours because you cant really shade black lol
grey- a slightly darker shade of purple or blue (less saturated)
brown- slightly darker and less saturated shade of purple or red
aaaaand thats all i got lol. let me know if there is anything i should add to this list!!
here comes small shading…tutorial? set of advises?? name it whatever you want. hope someone of y’all will find it at least a bit helpful!
special thanks to @cozy-capybara for literally inspiring me to make this thing
Hello!! This may be a weird question but I too am heavily interested in birds but unlike you, I cannot draw them as well. :,^( If it's not too much work (if it is just ignore this, i don't mind), do you know of any good references or sources to learn more about birds from facts to anatomy? I know this is a pretty wide range so again, I totally understand if you can't! I just thought it was worth an ask. Thank you so much!!
i don’t really have any specific reference places but here’s some things i do.
drawing birds is arguably one of the hardest animals because of their feathers. unlike fat and fur that folds to the body in a way that’s usually readable to whats underneath, feathers sort of create a ‘bubble’ around the body which makes a lot of body parts indistinguishable to where one ends and another begins. so its important to always think in terms of skeletal anatomy:
birds are dinosaurs and therefore reptiles. looking at birds this way, it’s a lot easier to see their evolution.
with that in mind, say we wanna draw this dude. owls are pretty tough because their outward appearances are so deceiving.
we’ve got a neutral pose, feathers are generously surrounding most of the body so its no sweat, we don’t really know whats going on. but we can hide it. but now we want to make him move and look cool. without really knowing whats going on we might get stuck on something like this:
its always kind of stiff and frustratingly unrealistic. mostly this is because we just don’t have enough knowledge of the skeletal structure to work with. eyeballing anatomy on our first drawing might get something like the left, more than anything people aren’t generous enough with leginess of birds:
owls do indeed have regular proportioned necks with the rest of their bodies. and their skulls are like that of any other stereotypical raptor under their mask of feathers (minus their freaky eye sockets and ears)) they can open their mouths wide just like a hawk or eagle can. it’s important to remember that birds with large wingspans do not magically lose their length when hidden. they are just conveniently folded in against their bodies.
knowing this we can try again. suddenly things seem to click in place more and have a believable-ness to them.
the rule of thumb for most birds is they have less body mass and more leg/neck than one thinks. they are lanky dinosaurs.
when we are looking at this:
we are seeing this:
with that rule, drawing birds becomes a lot less confusing. with practice you might just eyeball their feathered appearances but if not, going back to skeletal/muscle structure gives the base you need to draw convincing birds.
when it comes to specific body parts, the most challenging part for me personally have always been feet. birds with super twiggy feet are easier because one line per toe is easy to get away with. but when you get to birds with meatier feet, especially raptors, it gets difficult. my way of getting around this is to think of the actual ‘feet’ last. drawing each separate toe first gets confusing because you just find yourself trying to get them to each fit evenly together at the base of the foot. one always seems kind of skinnier or fatter than the others in my experiences, and by the time you correct it the gesture gets muddled and lost.
so i just skip that part until later, i draw talon first.
perhaps this is very unorthodox, but just like artists might square in the hands first on a human before working out the arms, i square in the talons to know where i want them before worrying how they go on exactly.
that way we have a clear gesture captured, and in my experience it is much more readable.
thats’ really all i can think of now in terms of my techniques, i hope this helps :V
Sylwester | i will mostly post sketches, because i'm too lazy to end them
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