Wolves by Ivan Bilibin.
i am SO sorry for the super long response, but i thought this might make a nice little tutorial opportunity, since soft body physics can be… frustrating, to say the least. i’ve noticed that it tends to respond better to spherical meshes than most others, so getting it to work with something with a lot of hard edges and flat planes can be a little tricky (at least in my experience).
so! to get started, here’s my basic setup
the only thing i’ve done so far is place my object in the scene, along with a plane to act as the ground and a camera to record everything.
next you want to select your object, and in the properties menu on the right, select the physics tab (should be the very last one, the icon looks like a bouncing ball)
and for your object, you want to apply a collision and a soft body modifier (some people use rigid body instead of collision, so if you have issues with one there’s a chance the other might work out better. as for me, i usually stick to collision)
then select your plane and apply the collision modifier only.
now when you hit the play button at the bottom of the screen, this happens
it’ll just kinda float in place.
so to fix that, you select the object, go back into the physics menu, and look at its soft body settings
now uncheck the box that says “Soft Body Goal” (this’ll let gravity do its thing)
now when you press play after that
poor dude just kinda dies.
so there are a couple things i like to do to help it not… do… whatever that is.
go back into your object’s soft body menu and click on the tab that says “Soft Body Edges”
now underneath where it says “Collision:” you want to make sure that you have either “Edge” or “Face” (or both, why not live a little) applied to the object (this can help prevent clipping!)
we’re trying to make it wiggle n’ jiggle while still maintaining its shape, so what usually works for me is to crank up the “Bending” spring as high as it’ll go (which is 10) and enabling “Stiff Quads”
and we’re left with this!
and that’s how i do it! there are probably more efficient ways to get this effect, but for me
Pearl is one of my favorite characters from cartoons.
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
Can you give any tips on how to draw big bulky people like Hazel/Muriel/Gretchen?
I hope this can be helpful to you!
I don’t really think about how I draw characters with different body types at this point because I’ve practiced it so much but these are some rough notes on what I do.
The core of it is to just draw using thicker shapes. Don’t worry too much about exaggeration as it’ll help get you out of the mould of drawing smaller characters by default. The neck, the arms, the torso, the legs, just draw them thicker.
Study references of fat or muscular to see how the definition changes but in principle, it isn’t that much different to drawing any body type.
I draw Hazel and Gretchen to be quite bulky but because they’re teenagers when I draw them, they’re still quite soft and lack extreme definition or sharp lines, unlike when I draw Muriel who’s meant to be extreme and musclebound. Changing how soft you draw the character or how much detail you draw changes whether they look bulky from fat or muscle.
so playing andromeda and drawing kaleans got me thinkin’ on another minor complaint i have about ME and it’s this:
dang they can’t figure out how to make digitigrade legs work on a humanoid character and they end up adding extra joints to the legs to try to make it make sense
like i watched the animation cycle of that angara working out at the resistance camp and when he started doing crunches and his legs made an M shape i was just like smdh
i mean i think they handle it better with the angara since they have those weird little hand-feet (angara are so cute i cannot stand it) but the worst offender is probably the salarians
anyway i love the concept of humanoids with digitigrade legs so here’s some notes about it. it’s not beautifully formatted or anything but maybe it’s helpful!
basically the main thing to get out of your mind is that you’re not going for “backwards knees.” i am sure backwards knees could work and would be an interesting design, but it’s gonna change how this character moves and sits, it’s gonna affect the character’s center-of-gravity, it’s gonna be a much bigger overhaul of the anatomy than creating a digitigrade leg requires.
when you’re thinking of a digitigrade leg as having backwards knees, it’s probably because the joint you’re thinking of as the knee is actually the ankle
both plantigrade and digitigrade legs will have four major points of articulation: the hip the knee the ankle the toes and a digitigrade leg isn’t a plantigrade leg backwards, but on its tiptoes:
that’s basically all you gotta do! then you exaggerate the effects by changing the proportions of the leg, starting with making the knee-ankle length shorter, and the ankle-toe length longer.
the benefit of drawing digitigrade characters like this is that they can sit in chairs without looking ridiculous!
and finally, if your character doesn’t have paws or hooves or talons, they probably want to wear shoes! hell, even if they do they still might wear shoes. the ground is nasty! think this through and let it be another cool design opportunity. a good place to start if you’re stuck is looking at wedge heels, then drawing them without the heel!
aaaand here’s some aliens
now get outta here and draw some weird-ass legs aight
Face tutorial for Anon!
I wasn’t sure whether you meant heads or facial expressions, so here’s a very basic head tutorial! Of course not all faces are the same so proportions and the size of ears/eyes/noses etc. can vary! Feel free to explore and play with them to create unique and interesting characters! I hope this is somewhat helpful, and let me know if you’d like a tutorial on expressions as well!
Start off with a crappy scanned/phone taken picture like so
Mess around with the SAI Filters, I usually go color deepen all the way to the left then mess with brightness and contrast until I find a good balance I like, then to top it off with a copied layer on multiply to make the lines darker
Click what I boxed off and the magic has already happened
you now are left with a clean lineart layer that you can color underneath to your liking : 0 Hell you can even color your lines however you want as well for a colored lineart
some puppies studies ( ͡° ͜ʖ ͡°) 🐶 | Instagram
(Edited) + more studies lkdafña
Here’s the first half of slides from my comic class on Lettering!
Rest of the slides: https://gingersnappish.tumblr.com/post/616487287636803584/the-rest-of-the-comic-lettering-slides-first
Sylwester | i will mostly post sketches, because i'm too lazy to end them
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