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I just found this fun little artifact from the early days of Keroro, specifically summer 2001, about 2 years after the manga started, and about 3 years before the anime.
After years of hearing Keroro being voiced by Kumiko Watanabe, it's a little surreal to hear somebody else voicing him, ut if anyone recognises this voice actress, let me know (^.^)
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laios in ep 15
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CHOBITS PREMIUM COLLECTION
VOL 1
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in tumblr culture the "unemployed" were reveared as a sort of poet/warrior class.
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I think I am very normal and sane. I am also never wrong and I'm basically a genius. I am cute and never evil
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Time traveller: *moves a chair*
Timeline:
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a comic of that bunny event
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Like, trying to say kind stuffs but with smirk🤌🏻
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art trade. i got to pick a twst character to draw and this guy is pretty
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Someone requested Chilchuck and Hatsune Miku
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Hi there! I really love your comics and how expressive they are. How do you go about making the characters in your comic so expressive?
thank you! 💚💜💚 I am REALLY bad at explaining things, so my apologies if this doesn't make a lot of sense, but maybe there's something helpful in here somewhere. :')
1. warm up! drawing is a physical activity, after all! so if I'm planning on sitting down and drawing for a while, I usually start off by taking a couple of minutes to doodle a bunch of circles and lines and random shapes, just to get my drawing arm goin' again and get back into the physical groove. just stuff like this:
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and just do that for however long you feel like! you can kind of feel when your arm starts to loosen up and your strokes get more confident. it makes it a lot easier to get those swoopy big lines and gestures!
2. play around with how you use your lines! paying attention to the shapes that they're making will change a lot about how much force and life your drawing feels like it has. (no way is better than another, it just depends on what effect you're going for and how it looks as part of the larger whole.)
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and you can also use lines against each other to get different vibes:
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it's not really a matter of "you need to make sure all your lines are always doing this all the time", it's more like...being aware of it, and getting that into the general thrust of a pose, if that makes sense? like a lot of smaller lines of action, beyond the big one that goes through the spine.
(just gonna use my own art as examples, apologies)
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if you have a good foundation of tension, then all of the little bumps and contours of a character's details won't get in the way of it, and it'll still come through.
and don't forget about negative space either! the spaces between things have their own interesting shapes too!
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I don't mean this to come off as, like, all these extra things that you need to be constantly thinking about and stressing over. more like...just try different stuff and then see how it works and how it changes the feeling! if you find a good shape, see if you can exaggerate it and make it more interesting, and how that affects things! angles and shapes are a LOT of fun to experiment and mess around with, especially when you're going more cartoony. :D
3. acting!
just...spending a little time to think about what the characters are actually doing! (aka the "figuring out what everyone is doing with their hands" bit.) this is more a personal preference, but especially in multi-panel comics, I like to have them be in the middle of doing stuff. not just big actions, but smaller things -- like even just how they're sitting or standing -- so that it feels like we're looking in on the middle of a scene, instead of a couple of characters just standing around neutrally and staring straight ahead while talking at each other.
this probably sounds really obvious, but it is one of the most fun parts for me! I love trying to find some little action or something that they can be involved in, especially if it's relevant to their character or adds an extra joke. (for some reason this usually involves me being mean to Sebek) (I'm sorry)
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it doesn't need to be everyone Always! Doing! Something! all the time, especially if starts becoming distracting (sometimes they do actually need to just be standing around neutrally and staring straight ahead, especially if there's a bigger action going on that you want the audience to focus on instead). but even just figuring out some kind of non-neutral pose for them to be in can add a lot and make it feel less generic!
3. thumbnailing!
this is, again, very much a personal preference; unfortunately, every artist really is different, and we all have different processes that work better for us. so I can only speak to my personal experience! but I find what helps is to start REALLY rough -- not so much as in messy, as in not trying to start right into actually drawing everything out. like, literally just starting with stick figures and :O faces.
it probably doesn't sound relevant when talking about Drawing Expressively, but I find it's really, really helpful to have already figured out what everyone should be doing (acting!) and what the overall general layout and flow of things should be, before getting into the actual meat of drawing the characters. like having a sketch for the sketch!
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(good compositional flow is something I struggle with, and text layout especially, so this stage also helps a LOT with making sure things are fitting where I want them and staying consistent/not breaking screen direction/etc.)
then after that, I can go ahead and focus on getting those Shapes and Lines and Angles and all that, without having to think too much about the layout or where things should go!
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(of course, the downside of that is that my thumbnails are usually way better than my actual drawings, alas alas.)
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4. this is more philosophical, but...give yourself some slack. the stress of Making Things Look Good is, ironically, often the biggest problem. (see: thumbnails looking better than the actual drawings.) so...let yourself draw shittier and without regards to accuracy. make things just for yourself without thinking about posting or showing them to anyone else. draw stupid faces and wrong proportions because they feel better that way. focus on what's fun and not on getting a perfect end result. "draw expressively, not well", as they say -- you can always tighten up things like proportions and details later, if you really want to.
that's all WAY easier said than done -- god knows I haven't really managed it -- but even just aiming for that attitude really, REALLY helps. if your lines are confident, they'll look a lot more alive and expressive than lines that are exactly technically precise but have no rhythm in them. (this is why tracing photographs tends to look so weirdly stiff and unrealistic, by the way -- even if you're drawing realistically, you usually need to exaggerate and stylize a little bit so it doesn't look lifeless.) it's a balance between caring about what you draw, but also being willing to let things go a little bit.
↑ I hope some of this helps! I don't know if any of this was actually what you had in mind, let alone much of it actually made sense outside of my head. :') but hopefully you (or other people) will be able to get something out of it!
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