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#I'm not a very skilled visual artist
frenchiefitzhere · 5 months
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Do you have a favourite piece of art? What about it attracts your eyes to it?
There are a few that came to mind. One is The Virgin and Child with Saint Anne and John the Baptist by Leonardo DaVinci. (I have a print of it hanging in my living room that I picked up at the National Gallery in London.) I don't talk about it much on Tumblr, but I'm pretty religious, so it means something to me in that respect, and I've always been drawn to images that refer to Jesus's humanity. I also love Auguste Rodin. The Gates of Hell will always be impressive to me just for the sheer amount of work that went into it, but I really, really love La Cathédrale because it's the kind of smaller piece that can just grab you as you're passing by in a museum. And the Musée Rodin in Paris is one of my favorite museums. Other sculptures I like include Apollo and Daphne by Bernini at the Galleria Borghese because the movement in it is just breathtaking. And Jean de La Fontaine in the Louvre is quirky and adorable and I think it's fun how many animals were worked into the sculpture. There's also a piece by Jay DeFeo that I won't list specifically by name because it would pretty much dox me, but I will always go out of my way to look at it again given the chance. My actual favorite piece is also one that I can't share for fearing of doxing myself because it's by my cousin who passed away. It's a black and white etching that I will always love because it's beautiful and grotesque, which is something he always balanced so well in his art. My printmaker cousin actually inspired my purchase of this piece (painted woodcut) from a little gallery in Ketchikan, Alaska: Owl Looking Out Over the Land by Karen Olanna , which I wanted because I've gotten to the point in my life that when I travel, I don't want to buy a bunch of dumb shit souvenirs that will end up in the trash someday: I'd rather invest in one thing that's truly unique. I love how the animals form the coast of the Pacific Northwest and, again, it's amazing to me how so much movement happens in a static piece of art. And the colors are doing their thing, too.
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P.S. Also: everything anyone has ever made me as a commission or a gift or as fanart 💕💕💕💕💕💕💕
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hopefulqueer · 10 months
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i rly like that i'm at a place with my art where i can literally see the improvement from one piece to the next
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tlcartist · 1 year
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I got selected to be part of a committee to decide who gets into a queer arts festival and I'm glad that I'm doing it and I'm getting some money from it but HOOO BOY is it a lot of work. We just did a 2.5 hour Zoom call and we only got through about half of the submissions. This is after the 3 hours it took me to review submissions. Truly a labor of love but I'm excited to see it all come together!
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magpiemirroring · 21 days
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Every time I see someone argue that AI is making art accessible, or making art possible for disabled people or whatever, I'm just....
Well, first: have you talked to any disabled artists? Some of whom were artists before they became disabled? Because I've yet to talk to any who would be content with a machine making art for them. The part folks yearn for is not really the idea magically being on the paper, it's the time spent making the piece. And artists can be very clever and very determined to find a way to make art in spite of any limits their bodies may have.
But really: Why are you so ashamed of being an amateur artist?
Like, I've been putting work into getting good at art since I was in preschool and paused while eating my crayons to consider that it mattered to me how many legs a horse had and I was damn well going to attempt to get it right!
But maybe that's not you. Maybe you haven't found the right art form for you yet. Maybe you haven't been willing or able to throw yourself at the challenge of getting better at any form of art.
There's lots of things I'd like to be good at, but I'm not. I didn't have it in me to throw myself at dance or music. I took music lessons twice in my life. Once with violin through my school, and once private piano lessons with a nice lady who taught piano in her living room. I murdered the violin. I was passable at piano. I wasn't passionate enough about either to practice frequently.
Any hope of dance or sports would have been nixed by my body. I'm flexible in the wrong ways and I have shoddy proprioception, so I would have inevitably torn something or broken something important in the process. And I didn't love either enough to sacrifice my body to them. (I love art like that and I am so careful of my hands and wrists and shoulders and I still have times where I can't make art or I have to make art slowly.) But I love to dance for fun, just for myself.
I'm an amateur chef and baker. I have a bare minimum of skill in sewing. I dabbled in making websites but coding gives me a headache. I love so many kinds of science and still do, but got burned out on trying to get my math to the necessary levels. I love history, but if you ask me to write a proper research paper I will probably cry from academic burnout but I will ramble about history if you give me an opening. I am frankly shite at any sport that involves running and the only sport I ever daydreamed about getting good at was archery. I love playing video games, but I despite the many many hours I have put into some games, I always play on easy mode and have no interest in Getting Good because that's not fun for me. I can't sing, I can't dance, and my acting skills are rusty at best. I used to do whatever theatre I could. I took theatre electives 3 years in a row in school and did summer school one year to make room for theatre. I sang and danced badly as required. I'm naturally shy, but I liked acting. A lot. But I didn't like it as much as I liked drawing and painting and digital art. I didn't want to throw myself into the grind to try to make acting work for me and I decided I didn't even want to devote my time to local theatre. It took so many hours that I would rather spend on art. But I exercise my dormant theatre kid muscles by DMing D&D when I can cram that into my schedule, lmao.
I am bad at so many things that I enjoy doing and I still enjoy doing them. Doing the thing is what's fun and fulfilling.
So when folks claim they need AI so they can make art, I'm kinda flummoxed, but that seems like you're letting the AI do the fun part, the important part, the part where the art is actually made. Do you actually like art? Do you actually want to make art?
Why are you so embarrassed and ashamed of not having professional level skills in something you never put professional level effort into? Look at all those things I'm shit at! There are professionals I can and will pay for if I need a thing professionally done with professional skill. But messing around with food, with learning, with video games, with theatre and improv skills, and making all sorts of things in areas of art and crafting that are not my focus? These are my side projects. My fun times with friends. They don't need to be good, just pleasing to do.
Why do you hold art to a different standard? Why is art all about the finished product's value in someone else's eyes and not the experience you have in making it?
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blujayonthewing · 6 months
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I never tell people 'wow, you're so creative!' because that feels like a patronizing twee compliment somehow I guess? but as an artist (more or less) who is NOT very creative at all I think it all the time with complete sincerity and admiration
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prince-geo · 7 months
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literally pleased with almost all of the new atla trailer except as per usual, Zuko's scar, idk why studios are so scared to commit to the intensity of the thing, its supposed to be shocking and obvious and textured and the first thing you see... that's the point, Zuko is supposed to struggle with feeling like it defines and brands him before finally coming to the point in his journey where he defines it.
Hollywood/big studios are known to hesitate or straight up avoid properly and honestly and unapologetically showing people with disfigurements/disabilities/facial differences etc. with the realism they deserve. Which is a shame in general for representation and humanization but ESPECIALLY in this case as its minimization actively harms it's narrative purpose as well
I promise making the scar more intense (shrivel up the ear a bit, make it intrude in his hairline, make his eye in a permanent squint due to nerve damage, for god sake REMOVE THE EYEBROW IT WAS BURNED OFF) will not make Zuko "ugly", (the actor is incapable of looking ugly and also the implication that scars make people too unappealing? yikes) but will actually do the character and his journey justice, not to mention really show Ozai's brutality, another essential narrative tool. Especially when he's bald like hello??? It should be even more stark and intense when he doesn't have hair to distract from it and cover his ear!!!
When transitioning from 2D to live action, of course some visuals are up for interpretation but that usually involved ADDING detail because the constraints of having to stay on modeling frame to frame is gone, not minimizing, removing or airbrushing. Doing Zuko's scar right to me is absolutely essential and I'm disappointed they seem just as as scared to go there as I thought they might. It doesn't have to be gory, if you've ever seen burn victims in real life or in pictures or even cosplayers/artists who are skilled in realistic burn makeup you'd know its possible to balance realism with humanity. It's possible especially with their resources to avoid the "scary Halloween makeup" route while not holding back on the brutality of the original injury.
Budget is definitely not an issue, or "scaring the kids" considering this remake is likely aiming to go a lil darker in tone than the cartoon (which was already super dark with its target audience of nickelodeon 7 year olds so no excuses) Audiences SHOULD be unsettled and upset when they see him but not because he's hard/disturbing to look at but because we are human and do not want to imagine someone doing that to a child.
It's a deliberate choice out of the all too common fear/hesitation to allow someone who is destined to eventually become a protagonist and is meant to be sympathized with to be "too ugly" while this hesitation is very rarely applied to straight up villains (again we come back to media's historic villainization of facial deformity). It's a trend that's always ticked me off in fanart too. The boy's face was melted, for gods sake. Zuko was always portrayed as an attractive boy in the cartoon (fire nation girls fawn over him) even with the intensity of his scar which is something I've always admired! People exist with scars similar to Zuko's in real life, and should not only be permitted to be represented as good guys and/or as attractive when their scars are toned down to be "palatable"
Like I said there's more that I loved than didn't love about the trailer, that can be a whole essay on it's own but I needed to get this very specific vent off my chest because it missed the mark so hard and stands out like a sore thumb in comparison to all the other visuals that hit the nail on the head to me
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tervaneula · 2 months
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WAHOO it's finally the 11th of March – my birthday! To celebrate, I'm hosting my very first draw this in your style challenge!!! Featuring the NQK Future Fam, of course. I love them so much. 😭
If you want to, you can change the framing, the poses, their clothes and expressions (but not the character designs, eg. turtle markings). All I ask is that the love is there.
//EDIT: The new end date is April 14th!// The competition will run for one month, March 11th – April 11th. You can join the DTIYS even after that (or without following me) but won't be eligible for the prizes.
Just remember to have fun, this isn't about the skill, it's about the heart. I love y'all so much and I'm so happy to have found such an amazing community of fans and writers and artists alike in the Rise fandom <3 Thank you for loving what I do as much as I do.
To participate in the competition, you must:
Be following me
@ me in the description of your piece
Tag your post with tervs33dtiys
More info and prizes under the cut:
If it's been days and I haven't reblogged your post I most likely didn't see it, so please message me the link! Sometimes tunglr likes to withhold notifications.
I will pick two winners myself and two will be left to fate – a randomised name wheel 😎 The prizes are all free digital character commissions and I'll draw any OC or canon character (with existing visual references) in my "better sketch" style.
Terv's pick 1st prize: A free full body commission of one character 2nd prize: A free waist up commission of one character
Lady Luck's pick 1st prize: A free full body commission of one character 2nd prize: A free waist up commission of one character
I was hoping to have prints and stickers as prizes but turns out that shipping outside the EU is pretty much a nightmare so sadly that won't be happening, but I hope the commissions are a good alternative!
There y'all have it!! Hope you have fun!!! <333
My commission sheet for reference:
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AND also the full dtiys pic without any text:
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The peepaws are boring and are wearing what they always wear when I draw them lmao. Casey is wearing a turtleneck with extra long sleeves (for maximum hands-tucked-in comfort) and a long skirt, complete with black boots! But as I said at the start, feel free to give them something else if you'd like to <3
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catskets · 4 months
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A more in-depth guide for creating visual novels, especially in the horror, horror-romance, etc circles
Some of you have seen my previous, smaller post on crafting visual novels, especially in this little space of Tumblr that a lot of us have found themselves in. Since that post took off, I've wanted to create a longer guide to help touch on some points I've thought about for the past few months.
In case you've never heard of me, I'm Kat, also known as catsket. I have a Bachelor of Fine Arts in Game Design. I've been making games for nearly 5 years, and I've been doing visual novels more "professionally" for 2. You may know me for Art Without Blood, 10:16, God is in the Radio, or Fatal Focus. I'm here to help you make your first visual novel.
Please note that my advice does not fit everyone, and you may disagree with what I say. That's okay! It doesn't work for all. That's why there's thousands of resources out there.
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FOR THOSE OF YOU WHO HAVE NEVER MADE A GAME
So, you have an idea for a huge visual novel. Horror, a shady and obsessive love interest, a little bit of woo-hooing. 100k words. Maybe a million. What is this, the 07th Expansion?
I notice a lot of people getting into visual novels are artists first. That's okay! I wanted to do art for games before I realized how much I enjoyed writing. And even less of you have probably touched Visual Studio. Again, perfectly okay. We all start somewhere.
My number one piece of advice? Make shitty games.
What does that mean?! My recommendation to those who have never done games is to make a bunch of shitty ones. Think of a theme, or hell, even join a game jam, where you make a game that fits a theme in a short amount of time. Spend about a week on your game. Focus on making something polished. Polish your mechanics. Polish your output.
I recommend, if you can, to make at least 4-6, if not more, kind of shitty games before hopping into longer projects. Making a game is a skill, just like art, just like writing. And game development is combining ALL of these together into one big soup being stirred by a skeleton hand puppet. You'll get into the rhythm and see what works for you.
It also helps you learn, perhaps, the second most important thing here: do you even like making games? There are cases out there where people have created video games (not saying visual novels) just for clout. That's no fun for you, that's no fun for your players. And you might go through this process and find that you don't like making games. That's completely okay! It's not for everyone.
Also, you can use these shittier games to gather an audience. I've built my audience because, for the past few years, I've been releasing games that slowly give me growing fields of eyes every day. A success story overnight is a rare one. It takes time. It's like building a brand, but you aren't a brand, you're an artist.
REV UP YOUR ENGINES!
Ren'py is the number one engine you will be recommended. It is very beginner-friendly, with lots of tutorials, assets on itch.io to use and download, and support. The engine comes with a few tutorials in the form of games, whose code you can freely browse. This is the engine I use most often. Most visual novels you see are made in this engine.
Twine is a text-based engine that most people use for interactive fiction. You can add images and audio, though, if you don't mind messing with HTML. I use Twine for text games and for outlining for my larger games. Ever played Degrees of Lewdity? Yeah, I know you have. Don't ask why. That game was made in Twine.
RPG Maker has multiple versions and has been used for exclusively VNs if you don't mind fucking around with plugins. It can definitely give your game a super unique feel. I recommend RPG Maker MV, since it has the most resources. This line of engines usually costs money, but it often goes on sale for under $5-$15.
People will recommend TyranoBuilder, but as a user and player, the lack of options and the format the games often come in is just...not fun to navigate. It advertises itself as little to no code, but it's often evident in the final results. Some good games have been made in it, though, so if you want to use it for prototyping/practice, you can. I'm not a fan, but that doesn't mean that fans don't exist! This engine costs money.
Not an engine, but check out Ink! Super useful scripting language that's used for more professional projects.
DEMOS, DEMOS, DEMOS
You've got an idea for a long-term project, and now you want to show it to the world! But wait, wait, don't do that yet!
When should I start advertising my game? This is a personal opinion, but I say that you should not start advertising your game until 50-60% of your demo is complete. Why? As I've discussed with some fans of indie VNs, they can name quite a few projects that have been in the "working on the demo" age for 1-2+ years. I've been in the Kickstarter MMO circles. If you, making a single-player experience with little mechanics to balance and polish (aka a visual novel), are taking that long on a demo, I am going to assume the game is not coming out. There are some games I have seen out here that have been in "working on the demo" phase where I haven't seen a single ounce of what the project will look like.
What should I put in my demo? The purpose of a demo is to showcase the mechanics and the vibes and the mechanics of your game. It's a demonstration. In my last post, I pointed to the Dead Space 2 demo that was showcased at E3 (RIP), that takes place about 2 hours into the story and shows how enemies are defeated, some animations, bits of the story, etc. Usually, because it's less about mechanics and more about vibes, visual novel demos showcase a certain percentage of the full thing (5-10%.) Can you showcase the vibe of the game here and what players should expect? If not, show off another portion.
How long should I work on my demo? Before, I said 3-4 months. That can be true, that can also not be true. Think about how long the demo takes you in proportion to how long the actual game should take you. Don't put too much effort. The demo is to showcase the vibe. It's to see how much the public and fans may enjoy the game.
My game is 18+, what should I do? Make a splash screen when the game is downloaded to let players know your game is 18+. If it's going to contain sexual content, you can hide it with itch.io's adult content filter. Write it on the page itself that your game is for adults only. Don't put your demo behind a paywall. This is genuinely ridiculous. The purpose of a demo is to showcase what a game is like before a player purchases it. That defeats the point of a demo. I've seen this happen, and it discourages players from approaching, especially because most demos never make it past the demo phase. So...I'm paying you $10 for 2-3k words of a game that may never come out?
Should I make a social media for my game? YES! Go for it. These anchors are how people will find your game. Make a Tumblr and open that ask box. Make a Twitter. Go to BluSky. Advertising is not bad. Some YouTubers even take e-mail suggestions from developers. Feel free to shoot your shot. The worst they can do is not respond.
HOW TO SET UP YOUR ITCH.IO PAGE:
Getting your itch.io to a presentable state can be very challenging! There's many ways to do it. I highly recommend using this page image guide for learning how to size your images to make your page pop!
Itch.io themselves has suggested to not publish a page until the game or demo is released. You can make the page and keep it as a draft, but do not publish it until you're ready!
Your cover image is the image that will appear in the search of the website, on any front pages, in collections, and on your profile. What have I seen that works? Key art of one of the characters up close and the title of the game! If you can make it a .GIF, do it! Bitches love .GIFs!
Itch.io recommends 3-5 screenshots on your page. I recommend 1 of these 5 be a .GIF that shows how gameplay feels. This is effective, even for visual novels!
Write a 3-5 sentence summary about your game for the description. What is your story about? What is the draw?
DO NOT BE ONE OF THOSE PEOPLE WHO IS GOING TO SAY "This is not like other visual novels. It doesn't have that cheesy this or that or-" No one cares. Genuinely. You're putting down other games in your genre and elevating yourself to the pompous level.
TAG YOUR GAME! itch.io gives you a list of tags to choose from when you go to tag. DON'T USE THIS! Try to go for more specific tags. Arimia has a very good guide on how to use itch.io's tagging system to your advantage.
GENERAL GAME MAKING ADVICE
SCOPE KNIFE IS SUPER USEFUL! Everyone makes games that are way over their workload. It's okay to cut out features and add them later. Prioritize making a finished game before hitting those stretch goals.
PLAN, PLAN, PLAN! Writing outlines is super helpful. I use Twine for my outlines, because you can connect your passages together and make really well-thought webs.
IT'S OKAY TO ASK FOR HELP! Whether it's from friends, professionals, or anything in-between. They can help with assets, editing, etc.
HONE YOUR SKILLS OUTSIDE OF GAMES! Write some poetry. Do some sketches everyday. Improve on your craft to improve your games
MUSIC IS HARD. THERE ARE RESOURCES. Most of us aren't musicians. That's okay. Make sure the music you get for your game is allowed to be used. You can use anything non-commercial if your game will not cost money or donations. I try to do songs in the public domain or free to use overall with credit if I don't have a musician. Consult the Creative Commons website if you're unsure how you're supposed to use a certain piece of music. If you don't use the right stuff, not only can it put you in legal trouble, but it can put streamers in hot water if they play your game and they can't upload the video because music is copyrighted.
PLEASE, DO SOMETHING ABOUT YOUR UI. Wanna know an easy way to get your game to look more professional? Edit the damn UI for your game. Make a new textbox, even if it's just a black box. Change the font. Eventually, players recognize the defaults and patterns of games made in certain engines and may attribute a lack of UI changes to a developer being lazy. It doesn't take very long to change the colors around and move text! Please do it to add a little pop to your game.
DEADLINES ARE AWESOME. Not everyone works well under pressure, but if you give yourself an infinite amount of time to make something, it'll never get done. Set goals for yourself for how much you can work on something.
IF YOU HAVE TO GIVE UP, GIVE UP. Making things is hard, especially long-term. Emergencies happen, jobs happen, life happens. Let your fans know that a project isn't happening anymore. Don't leave them in the dark. You don't need to tell strangers your medical history or anything, but transparency + honesty are really hot traits. You should use those in your creative work. This is one reason why I advocate for not publishing or advertising things until you know it's stable.
SHOWCASING YOUR CONTENT
People love to see WIPs for games! This is what the devlog is good for! A devlog is a post where a developer talks about and showcases some things happening in the game? What can you add to your dev log?
PERCENTAGES! How much of the artwork is done? How much of this character's route is done?
SNEAK PEEKS AT ARTWORK AND SPRITES!
GIFS! GIRLS LOVE GIFS!
Anything else to showcase your game's content! Posting consistent updates retains and even gains a fan's attention for your work.
RUNNING YOUR TUMBLR
You've joined us, and you've made a Tumblr for your blog! Link it on the itch.io page, so people can come find you after playing your awesome demo!
Do I have to respond to every ask? No. It's your blog. Delete whatever asks you want.
I got a hate comment! What do I do? Delete it and move on. I have a more detailed section on hate below.
I want to interact with [blog]! How do I do that? Reach out to the devs for silly little collabs. If you come onto a developer slightly headstrong, they might feel you are being abrasive or using them for content.
If people make fan content, interact with it! Encourage it! Reblog it. Show your love.
OTHER IMPORTANT THINGS
PROFESSIONALISM IS KEY. These may be pet projects, but you want to appear some level of professional on your actual itch.io page.
Being dismissive of player and fan complaints or criticisms will make you appear childish.
If your game is broken, fix it. I have been told by some amateur developers to ignore game-breaking bugs. It does not make me, a player, want to engage with your content. It seems messy and unfinished.
With the above point, it's 100% okay to have bugs and errors upon release. Every developer and their brood mother has. To decrease these issues, get playtesters. Friends can play your games, spot any errors, and help you point out things that can be improved upon. I recommend having playtesters at every stage of development.
Make sure your game runs before you publish it. Please.
You can still be silly and giddy! There's no reason to not be, especially when you get positive comments! The point of this is to not be outright rude to potential players and fans.
IGNORE HATE COMMENTS. In this case, a hate comment is a statement that contains no constructive criticism and are only here to be insulting or malicious. People are going to leave you with actual piles of dog shit in your ask box. They are trying to provoke you. Giving hate comments any attention, even if you're there to "clap back" proves that they got to you, even if you don't take the hate to heart. They will continue to pester you. Delete any hate comments and ignore them completely. Laugh about them with friends in a private setting, sure.
THINK BEFORE YOU REFERENCE! I know one big thing in this community is adding references to other games in yours, such as plushies of other characters or putting them on posters. The best thing you can do it ask the developer before adding this. How would you feel if some random person you've never met put your character in a video game? Most of us would feel weird and potentially violated. Open communication with devs is awesome. I am usually okay with it as long as someone asks for permission.
As a complete aside, I prefer more tasteful references to other games as opposed to 523482346 plushies and posters. These have been slightly overdone. Why not theme a candy after another game's character? Maybe your characters know each other.
OTHER RESOURCES I RECOMMEND
Devtalk is a server dedicated to independent visual novel creators. You can find jobs, resources, advice, talks, and, like, everything there! Devtalk is super useful. Everyone in there is so cool. They have a really great and comprehensive list of resources that I could not even begin to cover.
Visual Novel Design is a great YouTuber. No other words, check the guy out!
Ren'py and whatever other engine you're using has documentation that's super useful to follow.
Arimia not only has amazing VN resources, especially for marketing, but she also just has? Amazing games that you should check out?
And for a shameless self plug, I'm the lead of Sacred Veins, a collective of devs creating narrative games, whether it be horror, humor, romance, or everything in-between. Come hang out with us!
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star-anise · 6 months
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Everyone's got a take, and I've got a take too, about the current Internet Villain: James Somerton, a gay Youtuber who just got exposed (in the back half of a 4-hour video) as massively plagiarizing the work of LGBTQ+ media critics, historians, and memoirists, and then exposed in another 2-hour video as just making up the wildest nonsense about the topics he demonstrably had access to accurate information on.
He achieved a six-figure income on his work by squeezing money out of his audience with claims...
That only he was creating content that preserved queer history and elevated the voices and experiences of the LGBTQ+ community (a lie)
He was in serious financial distress and would have to go out of business if people didn't give him tons of money (a lie)
That he was going to use some of that cash to make definitely good and not-at-all-plagiarized independent movies, a thing he was definitely skilled and experienced enough to do (a lie), and
That those plagiarism allegations were incorrect,, and frankly,,,, hurtful and homophobic. (a GIANT lie)
Like, here's a visualization of the script of one of his videos, "Society and Queer Horror". The highlighted bits were lifted nearly verbatim from the works of others—the 18 authors identified at the time the exposé was posted—and presented as Somerton's own work.
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So here's what drives me absolutely up the wall about this:
If he had just ADMITTED that it was the work of other people, THAT WOULD STILL BE COOL. If he had just said, up front, "We are going on a survey of thoughts and insights people have had about this topic", that would still be a good video with a real audience!
Like yes, he studied business in university, he might not have gotten the kinds of research skills and knowledge someone like Kaz Rowe uses to not just report on the history and analysis of others, but evaluate their relative validity and trustworthiness.
But honestly, since watching my niblings (oldest is 13) watch Youtube, I think you honestly can't underestimate the number of viewers who are really hungry for someone saying, "I don't understand this topic! Let's explore it together!"
But NOOOOOOO, Somerton didn't want to be just some schmuck waxing enthusiastic about homoeroticism on film and acknowledging the smartness of other people. He wanted to be HIM, MR. SMARTYBOY, very sophisticated and alluring and thoughtful and deep. Definitely an intellectual heavyweight who just happened to spout off his own personal ideas and analysis that put him at the forefront of all the scholarship on the topic he's come across.
I hate being wrong. Hate being wrong. But blogging for most of my life has forced me to confront constant textual evidence that two or ten or twenty years ago, I said some dumb-ass shit. Honestly, it'd probably keep me up at night sometimes even if I didn't have a written record. I absolutely understand the desire to scan the field, find the coolest people around, and quickly clothe yourself in as perfect an imitation of them as you can manage.
But if you want to be an artist or a scholar who produces something lasting, you can't prioritize coolness over truth all the time. To develop your true, independent voice, you need to find a time and place where it is just you and just the work you're doing, and you have pick up your tools and say, I don't know if I'm doing this right, but this is what feels right to me.
There are a lot of things in life to which we can only truly contribute our presence and our perspectives. Things we can only witness or hold space for. We cannot go back and bleed the pain out of history, or erase the complexity of another person's life. Not honestly, at least.
But those are the times that need our presence, our perspectives, our witness, and our space. When we gather round and tell sad tales about the death of kings, honesty can be the only thing you give that's worth a damn in the large scale of things.
If this dude had owned up to the truth and honestly showed the work of trying to piece together a queer understanding of the world, trying to draw the threads of culture together until he found a place he fit inside them, it would have been so much more valuable to our culture as a whole.
He probably made more money this way, though. While it lasted.
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illustromic · 1 year
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My thoughts on drawing wings (an unofficial tutorial)
Do you want to get better at drawing your favorite winged character? Do you have winged OCs? Just want to learn something new? I can't promise this post will help, but maybe it'll give you some helpful tips.
I know, I knowww, wing tutorials have been done to death. I don't care. This was initially inspired by a conversation on twitter, but actually I've wanted to write down my notes on the topic for a long time lol. Basically wings are one of my special interests so it's very important, for me, to draw them both nicely and also realistically.
On that note, let me first show you my resume *distant sound of floodgates opening*
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Like what you see? Read on! (Oh, and I will only be covering feathered/avian wings bc those are the type I know best.)
Now, I'm not here to give you a step-by-step guide on wing anatomy and aerodynamics, because there are plenty of other resources that cover this already, and I'll list my faves at the end of the post. Right now, I'm going to give you some easy guidelines and tricks that I wish more artists knew.
1: Wings do, in fact, have bones (crazy, I know) and are actually very rigid because they have to support the weight of a living creature. There are some positions you cannot physically force a wing into irl.
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2: Flight feathers are not placed willy-nilly on the wing, because then they wouldn't catch the air properly. Again, like the bones, they are rigid and strong, so don't draw them like fur or ribbons. All wings have the same pattern of feather placement, with slight variation depending on species. If you learn the feather sections, it will automatically improve your drawings a lot.
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2.5: Feathers overlap each other like a handful of playing cards, and this looks different depending on which side of the wing you're drawing. They always do this unless they're extremely untidy.
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3: The size of the wingspan is important if you're going for a more realistic design. There is no "scientifically accurate" measurement when it comes to fictional creatures, but my general rule is when in doubt, you probably need to make them bigger. Personally, for my original winged human species, I give them wings that can be up to 12 feet long each (the artistic sacrifice is that it's really hard to fit the wings on the dang page lmao, so make your own call).
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4: Get used to drawing folded wings. Most of the time, birds keep their wings folded because it prevents them from getting damaged and it conserves energy. The trick is to get good at visualizing how the joints bend and overlap (look at plenty of photos!) In general, they can fold much tighter than you think.
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5: Wings and feathers take a lot of patience to draw, but the results are worth it. I've seen so so many incredibly beautiful and skillful artworks that are---well, maybe not ruined, but still negatively affected by a pair of wings that look like an afterthought, or not even like wings at all. You have no idea how much a little extra time and practice will add to your work until you see for yourself.
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Finally, some notes on "stylized" wings: Of course it's perfectly ok to draw more simplified/cartoony wings if that's your preference!! BUT there is a difference between a stylistic choice and a lack of effort/poor understanding of the subject matter. Even cartoonists have to learn the fundamentals of realism so they know how to make their designs logical and appealing. Here are some examples of more stylized wings that I feel retain the core principles of anatomy/aesthetics:
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And last but not least: A list of helpful links I use personally for reference and inspiration!
I made this pinterest board for general artsy inspo, and this board to curate my very favorite tutorials/refs/information, focusing on the scientific aspect of wings and flight in general. Feel free to use both! (I also suggest pinterest in general for pose refs and such, but try to only practice using photos at first and not other drawings.)
I highly recommend this blog and this blog if you want examples of artists who draw more realism-based winged creatures!! They are both huge inspirations for me and I think you should totally follow them even if you don't plan to draw wings lol <3
If you're REALLY serious about it, my favorite ref books are: Winged Fantasy, a lovely drawing book by Brenda Lyons; Proctor & Lynch's Manual of Ornithology; and Angelus vincens by R. Spano, which is essentially an artbook by someone who (I believe) designed biologically plausible "angels" for their senior thesis.
Ok, idk how to end this lol but I hope it helped! I know it's not my normal kind of post but I'm super busy with college stuff rn and this was all I had time for. If you guys have any questions or feedback, please let me know!!!
-Aloe <3
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serendippertyy · 1 month
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here's those two soarindash kiddos I was talking about!! i don't like soarindash anymore and haven't for like the past 7 years but mann these two were my first next gen ocs, they are my babies!! idk if I'm gonna squeeze them into my verse or not but I still love them and I updated their designs for funsies!!
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here we got thunder skies (named after his daddy soarin' skies ofc) he's aggressive and bold, and is fighting to uphold his parent's legacies by being a wonderbolt himself. but his true talent lies in manipulating the weather and making flashy patterns in the sky, so he isn't very happy about his cutie mark which he deems girly/kiddish. but really he IS passionate about his artistic talents and with a little encouragement, he learns to tone down his competitive nature and instead uses his skills to create eye-catching visuals at wonderbolt shows!
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and his younger sister, sunny side up! she's very bubbly and optimistic, and tries to make friends with everyone! she's big on teamwork and is very passionate about her role as a cheerleader, where her talent of being uplifting and inspirational really shines through! despite their personalities being polar opposites, her and thunder are very close and she's the one who really encouraged him to follow his artistic passions.
so yeahh I love these guys sm, i would lovee to keep them around some way or another despite the soarindash aspect 😅💗💗
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nekropsii · 1 month
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What a about Caliborn makes him so cool in your opinion?
Go keep track of his progression as an artist alongside his development as a character and think about how these are intrinsically linked. Ponder the fact that he is both at his most obnoxious and at his most amateur when trying to ignore his unique style explicitly brought on by his canonical learning disability and mimic others rather than truly be himself. Consider how his explorations of art are genuinely cool, not a bad thing, and how we get some really neat multimedia stuff out of it.
Caliborn may be a shitty little teenage wretch but the way he is portrayed as an artist and as a disabled person is both really good and very real. It comes from a place of love. His learning disability is handled with a degree of gentle care that you would not really expect from Hussie. The place Caliborn's art style ends up in is so fucking sick and I actually unironically love it. The technique he uses is really interesting. It's intentionally reminiscent of an Etch-a-Sketch, and I'm a little obsessed with it.
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This is so fucking good. I mean this seriously. He's right - that is some Pure Art Skill.
I just love the way art is employed as a necessary component of his character arc. It's so neat. You don't see visual cues that intricate too often. Usually it's just in character design, but watching his entire art style and even his medium of choice change several times over is fascinating. You can really tell Hussie had a lot of fun with him. He's also just really, really fucking funny. Just about every sentence that comes out of his mouth is Grade A Absolute Fucking Gold, and I'm honestly obsessed with his dynamic with Dirk. This may get me thrown to the wolves, but I personally think Dirk and Caliborn have way more chemistry than Dirk and Jake. Maybe that's because we actually see Dirk and Caliborn interact on screen... Lmao.
Necessary Topic: I don't know why people hate him so much. Like, I understand hating his misogyny and fatphobia, sure, but those are deliberate character points and not just Hussie-isms. I see people act like Caliborn is indicative of Hussie, as if Homestuck-era Hussie wasn't, like, famously really fucking good at writing female characters and absolutely not a misogynist. Caliborn's a parody of Homestuck Anti-Fans - which is a term we really ought to bring back, god, anti-fans are absolutely still a thing and good lord they're everywhere - who really were just shitty little bigoted haters. Calliope, the opposite side of his coin, was representative of, essentially, "the best kind of Homestuck fan" - an ultimately sweet young teen girl who willingly dedicates almost all of her time to this piece of fiction she loves so, so much, who draws a lot of fan art for the joy of it all, has OCs that don't fit any of the design conventions in Homestuck whom she pairs with the characters in it for innocent fun. Someone who has a lot of theories and analyses, writes a lot of fanfic, and is genuinely just having a lot of fun. Everyone loves Calliope. Even the characters in Homestuck love Calliope. They just think she's the cutest, sweetest little thing they ever did see. Caliborn was the worst kind. He sucks on purpose. No one likes him. He is a total nuisance to characters he is by all means trying to impress. I love them both.
It's also just funny that he's a canonical Intersex Transmasc who is probably Gay and this has, like, no relevance to anything about him, really. So no one really talks about it. Gender Hilarious, Gender Nefarious.
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galaxygolfergirl · 4 months
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Hey there! Long time no see! Here’s some rough hypothetical Frozen III concept art of Helsa!
Now, I can’t predict what they’ll do for the next two movies, nor am I the best digital artist, but I wanted to try my hand at conceptualizing Hans and Elsa’s visual identities for this next chapter in the franchise.
With Elsa, I decided to evolve her travel outfit from the last movie and color her in some darker blues that don’t wash her out like her white dress. I incorporated some of the rosemaling from her coronation outfit and some Northuldra stylings as well into this coat and dress combo not only to honor her roots, but also to reflect her newfound wildness and freedom as protector of Arendelle and the Enchanted Forest. That even though she has these god-like powers bestowed upon her, she's still grounded and she's still human, with newfound determination in her skills.
Hans, on the other hand, has dropped all of his facades. No longer concerned with keeping up appearances, I decided to make him look more disheveled and intimidating than his younger, cleaned up self. I've always been a proponent of the bearded Hans concept, but here I think it fits as he has no incentive to perform anymore. His only motivation is vengeance, whether at Frohana or a different antagonist, an "enemy of my enemy is my friend" situation is anyone's guess. He's colored grey and his intentions are grey, no ornamentation, nothing, only the light blue of his shirt hints at any kind of sympathy or redemption.
I also wanted to show that these two share a lot in common, and I've stated this before: Hans and Elsa are two sides of the same coin. Both were isolated during their childhoods, resulting in years of loneliness, misery, and bitterness; both try to appear poised and reserved, hiding their inner self-loathing; both are intelligent and cunning, both have a definite aggressive streak, and both seem to be be on equal footing with interesting chemistry in their very few scenes together.
Here, they are now wild and unrestrained, the main difference being that one of them succumbed to their worst intentions and desires, while the other freed themselves and learned to embrace love and peace in their life.
I'm working on doing concepts for Anna and Kristoff as well, and I'll do Honeymaren and Ryder as well to round out the party, so stay tuned! Digital art takes a long time! Especially when you're still learning how to do it! 🙃😅
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jade-gemstone · 3 months
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Danganronpa Ultimate Categorization
Welcome back to another episode of: Jade is a nerd about something absolutely useless! Today's topic: Talent classification in Danganronpa/Fangans.
In the process of making my own fangan/s, I've created a classification system for the types of talents you can give characters. These classifications are...
Arts: Talents that are involved in the visual arts, performing arts, or fashion. Encompasses performers of all types, any type of visual artist, or anyone involved in fashion. (Ex. Actor, Abstract Artist, Model)
Practical: Talents that focus on a specialized skill or work with your hands. Also includes any talents that are religious or spiritual in nature. (Ex. Mechanical Engineer, Detective, Shrine Maiden)
Academic: Talents that are recognized by how much knowledge or experience a character has in an academic field. Covers most science, literature, math, and research based talents. (Ex. Chemist, Theologian, Archaeologist)
Sports: Talents relating to athletic skill. (Ex. Footballer, Kickboxer, Bowler)
Novelty: Talents given to a person who is special simply by existing. Can also be given to characters who win a contest for their talent. Includes Lucky/Unlucky Students, royalty, and non-human characters. (Ex. Lucky Student, Student, Princess)
This system of classification was based on my experience in the community over about three or four years, seeing many other people's original characters as well as creating my own. I found many fell into these categories. My "perfect" ratio, which my friends and I used as a guideline for making our fangan casts, is 4 arts : 4 practical : 4 academic : 2 sports: 2 novelty. I felt this ratio kept things even and grounded.
A few months ago, I began to wonder if my "perfect" ratio was more of my own creation than an actual pattern I saw. I thought, in the event it was, that I would come up with a mathematically accurate ratio that better represented the talent distribution of Danganronpa and its fan projects. This was my attempt at doing just that.
Data Collection
For this, I tried to collect as varied of a sample as possible. I included the three mainline Danganronpa games and sixteen fangans, ranging from very popular ones to very obscure ones. The fangans sampled for this analysis were...
Danganronpa Another
Super Danganronpa Another 2
Danganronpa Despair Time
Brave Danganronpa Coward's Paradise
Project Eden's Garden
Danganronpa He(art)less Deceit
Danganronpa Hushed Whispers
Danganronpa Muave
Danganronpa Despair's Revival
Danganronpa Re:Birth
Danganronpa Twisted Truths
Danganronpa Survivor's Guilt
Danganronpa Despair's Flame (my fangan! also the one where the talent ratio originated)
Danganronpa Cyberspace
Danganronpa Akeda Amusements
Danganronpa Lost Paradise (my other fangan that isn't released anywhere but I'm counting anyway)
I figured out the talent ratio for each individual game by looking through their casts and sorting them with my classification system. Ultimate ???'s were thrown out if possible (such as in the case of Akeda Amusements, where Hanari was thrown out due to the fangan having seventeen participants) and if not, they were counted as novelty.
Also, shout out to Yuki Maeda and Teruya Ōtori for managing to count for two different data sets despite my best efforts at finagling a way to keep them confined to one.
Observations
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The first thing I noticed in looking at the ratios for canon Danganronpa was that Academic ultimates are underrepresented compared to what I initially remembered. It had been a while since I revisited the mainline games, and it was a shock to be reminded of that. I was also reminded, but not quite as shocked by the greater emphasis on practical ultimates.
In fangans, the focus on practical ultimates continues to be heavy, with none having less than two. There was also less focus on sports ultimates, with the majority having only one or two compared to the three that the mainline games had a majority of the time. They also tend to have more academic ultimates.
I think that this could be explained by looking at the types of people who make fangans. The majority of people I know who make fangans have very particular knowledge about certain fields due to experience or heavy research, and more often than not these fields do not include sports. They are more likely to make characters based on their experiences and knowledge that they can then insert into the story to make it seem more authentic.
I also, unsurprisingly, found that my "perfect" ratio was not reflected in many of the fangans I looked at. There was only one besides my own that followed that ratio.
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Now, if my "perfect" ratio is not the mathematically perfect ratio, then what is?
According to the data collected for the canon games, this is.
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This just so happens to also be the ratio for Trigger Happy Havoc.
According to the data collected from the fangans, this is the perfect ratio.
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The only fangan that followed this ratio exactly was Akeda Amusements. V3 also had this distribution.
When considering both mainline and fan made games, the perfect ratio was this.
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Ironically, not a single mainline game or fan game followed this ratio.
Out of curiosity, I also calculated the standard deviation for each data set.
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Canon Danganronpa has little to no variation, conveying that talent ratios are quite consistent between games. The biggest variation would be in the novelty category, making sense as V3 scaled down the amount of novelty ultimates compared to the other two games.
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The fangans are shown to have a much larger variation. Though I can't be surprised by this, as perhaps it is an unfair comparison. The mainline Danganronpa games were written by mostly the same team and had less to sample from, while the fangans have not only a larger sample size in which to deviate, but many different writers that think differently about talent distribution.
Final Thoughts
In putting this all together, I found that my classification system, while not perfect in any sense of the word, has some validity to it. If I wanted to, I could definitely make some improvements to it (especially in distinguishing between certain academic and practical fields from novelty), but as of now it works perfectly fine as an aide in cast creation for me.
My ratio is also not perfect, which was an expected outcome. Really none of the ratios I found are perfect, with none of them representing more than one or two of any mainline or fan made game. While ratios like the ones I found can be good for making sure you have a balanced distribution of talents, they aren't required to make a good cast. Personally, I'll continue using my personal "perfect" ratio as a baseline for any cast I make in the future.
I also had a lot of fun making this, and hope I can find a way to make more posts like this in the future. Thank you for reading this.
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2ndalt · 3 months
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Paulina is the least artistic Thea Sister.
There, I said it. Someone had to.
She is TRASH at drawing.
I mean, look at these works of art:
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This is Colette's drawing of Violet, very good yes yes.
There's also this one, where she sketches out a plan to break into a building to do investigative shenanigans.
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(also colette this is a time sensitive matter why are you taking a thirty minute break to make a visual diagram) BUT ANYWAYS
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we have Pamela's sketch of Paulina, very simple, very cute, very sad that she didn't get to adopt the kitty cat.
AND THEN THERE'S PAULINA
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WUT IS THIS 💀
I'm in no position to say this since I can't draw. but. Paulina. Girlie. The only time your artistic skills will be useful is in the field of memeposting.
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woetoy · 1 month
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Have you ever wanted to draw something but you fought due to your skill level at the time you decide not to do it
I think I always do try even if I don't succeed. My artistic aspirations usually center around drawing and designing cute characters, so getting even a vague sketch down is already good. If I'm not in the mindspace to follow through, I can check back on the sketch later when I do feel ready! And use tools! Collect references, use 3D posing models, check how other people solve things in their art to make your own attempts easier.
What helped me is also changing my mindset! I now accept that what I draw won't always match the mental image I have in my mind. But starting and making something similar is better than not having done anything at all :))) You can always go back and refine it later!
A lil visual example is my hagraven hound lady Synn! I couldn't figure out where I wanted to take her design and I wasn't feeling the first sketches all that much.
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And some months later I figured it out! And ended up with this design I'm very happy with. Sure the differences are not that many, but to me the vibe is very different and matters a lot 😌 Her coat was also a surprise through coloring and trusting the process.
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