Tumgik
#and also my art improves over time so its better to post it now than to wait for a time
dandelion-roots · 1 year
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[ID: a digital drawing of margot and christine against a gold background. margot is cradling christine's left cheek as she kisses her right; her other arm is around christine's shoulders. christine has her hands on margot's waist. both women are blushing. end id]
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dailyhatsune · 2 months
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hi! not exactly a request but i do wanna ask, whats your process when you're rendering more paint like art? (if that makes sense, English isnt my first language so apologies hdskhsjdbd) i really love how you use the colors and im curious how you do it :0
i’ve been meaning to answer this one for a while so here’s how i painted miku in today’s post (put under the read more because yeah prepare for a long post
i’d also like to preface this by saying that i never follow a set way of doing things, so in terms of what my personal process is like, these are only broad strokes of what i do! sometimes i’ll combine or skip parts entirely, depending on how i feel. also, this is not a tutorial, just how i do things, so please don’t treat it like one :’D this will read like the ‘how to draw an owl’ picture if you do
first, like every artist, i sketch. more specifically, i’m getting an idea of what i want to paint later on. this could be how a scene is set up or in this case, how a character is posed. here i’m not concerned about details or getting everything perfectly, i’m only planning how the thing will be composed. maybe a lot of canvas size changing, or adjusting what miku’s doing (note how busted miku’s right hand looks from all the transforming!) however, i still have to be concerned with how clear the sketch will be to future me, because the sketch won’t be any good if i can’t read what miku’s doing
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after that, i lay down a flat gray under the sketch, mainly focusing on giving miku a clear silhouette. this is also a good time to make adjustments to the composition on the fly if i suddenly feel like something can be improved upon, like shortening miku’s left arm from the sketch!
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after painting a flat silhouette, i start shading in grayscale, focusing only on lighting. i usually do it in two passes, one for the lightest and darkest tones i’ll use (not black and white) and then a second for midtones to blend them better with the base gray but i forgot to screenshot the result of the first pass 🗿 nevertheless, here is where i can start adding some amount of details. i’m not including any extra accessories yet, just focusing on the base design of the outfit and the character herself (for anyone wanting to draw characters from That Gacha Game, this is how i personally make the process more bearable for myself.) i still use the dark gray to separate where certain details (like the facial features and fingers) begin and end, mainly to make colouring more bearable later.
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now here’s where i get the Good Colours. it’s a cheat lol. i put a gradient map layer over the grayscale painting so that there’s a little bit of color to start. some gradient maps can be applied as is, some need the layer settings adjusted to make it look good. this one, for example, is a (free) gradient map set from the csp assets store that needs you to set the layer opacity to 20% and to set the blending mode to color to achieve this result. in general, i tend to pick which gradient map i want to use based on vibes, or basically whether i want the work to be warmer or cooler, colour-wise. but this does do quite a bit of lifting for the colors in my stuff.
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and then, finally, i add the colours. i add flat base colours in an overlay layer. at this stage, i’ve made the character silhouette clear enough that i don’t need to refer to the sketch anymore for what miku looks like. also, the gradient map layer does its magic by making the shading a bit more vibrant than it would’ve been without it. after that i paint over with a new layer to add details like the lace.
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and then i put some extra shading on top. basically this is where the ‘better lighting’ happens. again, this isn’t a tutorial, so i’m not here to say what each part of the lighting is, but i’ve labeled which layers do which job. in other works where the lighting within a scene is more defined (from a window, from a small crack in the walls, etc) the glow dodge layer may be more opaque and sharper, but since this isn’t a work with that, the lighting was applied using an airbrush. the linear burn layer is also there to make the whole thing darker so the glow dodge doesn’t end up oversaturating miku. i also usually match the lights to the vibe i want, and use a complementary color for the shadows. so here you can see i have warm colors on the glow dodge layer, but light purple on both the linear burn and multiply layer.
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and that’s it for the character—here’s a gif showing how each layer adds to miku! (sorry it’s so toasty)
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as for the background, depending on the complexity, it may go through a similar process, or if i can settle with flat image backgrounds, i just go for that. it’s ok to use external image materials. i didn’t have a background in mind for this miku in specific, so i got some default csp materials and threw together something
and that’s about a rough overview of what my process for more finished works looks like! again, art is a fluid process so i never specifically stick to certain steps all the time, and you shouldn’t either. i can probably answer why i’d pick this colour over another in one particular work, but it’s something that kinda has to be learned on a grander scale. i think everyone can already feel what colors work with what atmosphere or what setting, even if they can’t immediately explain why. colors and composition do take some level of experimentation to find what works best!
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whispering-ways · 10 months
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•♡✿⁠ tulips and katsudon ✿♡•
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✿ summary: you and izuku go on your first date after crushing on each other for quite some time
✿ pairing: midoriya izuku x reader
✿ tags: no warnings, just fluff! :)
✿ notes: hi everyone! this is the first fanfic i've not only posted to tumblr but also the first i've written in general, so any constructive criticism is appreciated <3 it's also on my AO3 (whisperingways)
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You’re searching for your earrings when you hear a soft knock at your door. You turn your head toward the door before calling out, 'Just a minute! I’m just finishing up in here.' Upon opening the door, you see Izuku standing there with a bouquet of flowers, looking as cute as ever. He is practically red all over as he all but thrusts the bouquet into your hands.
'Th-Those are for you; I remember you mentioning that tulips were your favorite, a-and I know that your favorite color is pink, so I picked them up for you. I hope you like them!' Izuku says with a slight chuckle.
'Thank you so much! Come in real quick while I put these flowers in a vase,' you say, opening the door wider so that he can come in. He carefully brushes by you and stands near your door as you fill up the vase at your table. As you run the vase under the faucet, you become more excited for your first date with Izuku.
You’ve been classmates for three years now, and while you've been friends for a long time, it was only in the past year that you started to fall for him. It has been hard not to, honestly. He is one of the sweetest, kindest boys you've met, not to mention academically driven and passionately loving everything and everyone he cares about, including you. He has also filled out over the years. All those years of training have given him a lean build, but he still retains that same old boyish smile that you love.
What you didn’t know is how he adored you as well. Yes, he thought you were absolutely adorable and gorgeous, but he also loves your personality. He admires how hard you work towards improving your quirk, striving every day to be the best hero you can be. He appreciates how sweet you are, not just to him, but to everyone around you. You have this caring aura about you that makes you so likable. He thought someone like you would never like him back, so he was content being friends. So, to say he was surprised to find a little note from you asking him out would be an understatement.
And that leads us to this afternoon, the first date. You two decided to go to a nearby restaurant for lunch, a tiny mom-and-pop shop that you suggested solely for its signature dish: katsudon. You"d have to admit, things seemed a bit tense at first, but as the day went along, you two slowly fell into your usual comfort.
"Wow! This katsudon is amazing! I mean, I really hate to say it, but it might even be a little better than my mom"s, but only by a little bit," Izuku said.
"It definitely is really good. I"m glad I got the spicy one though. You know, that reminds me of when Katsuki made that super spicy ramen. Kaminari took a bite of it, and he seemed like he was going to explode or something. Poor guy just kept drinking more and more milk!" you said with the most harmonious laugh Izuku had ever heard.
You both kept reminiscing about memories from the dorms until it came time for the bill. Although you insisted on paying for your meal, Izuku paid for both of you, saying that his mother raised him to be more gentlemanly than that. As you walked back to the dorms, the conversation continued, and as you neared the dorms, it was clear that neither of you wanted the date to end just yet.
"So um... would you happen to be free for just a little while longer? It"s okay if you"re not, but I know there"s this art museum nearby that I heard might be a little interesting," Izuku asked, wringing his hands. "Admission is free and all, so don"t worry about fees, but would you like to come with me?"
"I"d absolutely love to, Izu!" you said, elated that the date didn"t have to end just yet. "Would you maybe like to hold hands while we walk there?" you asked nervously, wondering if it would be too much too soon.
Izuku lit up like a Christmas tree. "Yes! I-I mean, yeah, that"d be nice. We can definitely hold hands," he said excitedly, offering his hand to you. You placed your hand on top of his, and you could have sworn you turned beet red. His hand nearly engulfed yours, and you loved the coarse feeling of it wrapping around yours. He interlaced your fingers together, and you both started the walk to the museum.
The museum was about a 15-minute walk from the dorms, making the stroll in the cool spring breeze absolutely lovely. Once you reached the museum, the receptionist informed you that they have a traveling exhibit about past heroes and art created with their quirks, which piqued both your and Izuku"s interest. You both looked at all the artwork pieces in awe while Izuku stood beside you, analyzing every piece, never letting go of your hand in the process. On the walk back, all you could talk about were the beautiful pieces of artwork.
"I think my favorite piece had to be those stone sculptures done by the creation quirk artist. I mean, it"s gotta be really useful to create all the tools you need at your disposal and definitely a great way to store things. What about you? What did you like the most?" you asked, looking into Izuku"s eyes, which seemed so much brighter than you last remember.
"I loved that one installation by the strength quirk user! I"m no artist myself, but it"s very creative to use that sort of magnified strength to create a huge installation, not to mention the use of her engineering background. Using both the background and her quirk to create an interactive, domino-effect-esque installation that allows all ages to enjoy the art was absolutely ingenious in my opinion. Plus, the use of colors was really- oh God, I"m rambling, aren"t I? I"m so sorry," he exclaimed, looking down towards the ground.
"Don"t worry, you weren"t rambling at all. I think it"s cute, honestly," you replied, sending Izuku into a tizzy.
"W-Well, I"m, uhh, glad you like it. You"re pretty cute yourself," he said, beet red, squeezing your hand.
You both kept talking about the exhibit until you reached the dorms, and Izuku walked you up to your room. "Thank you so much for this date, Izuku. It"s been nothing short of lovely, truly," you said, gently holding both his hands in one of yours, with a soft smile painting your face.
'Honestly, the pleasure was all mine. I never thought you’d actually ever want to go out on an actual date with me, so this has all been like a dream come true. In fact, I was going to ask... whether you’d be interested in possibly having another date sometime soon?' Izuku asked tentatively.
'Yes, I’d absolutely love that! Just text me the day and time you’d be free, and we can plan something out if that sounds good to you?'
'Perfect! Well, I guess this is goodbye then, huh? I’ll see you in class tomorrow?' he said, looking up at you with that boyish smile that you oh so adored. It’s clear that neither of you wants the date to end, but it's a school night, and you both prioritize having a full night’s rest.
'I guess so, Izu. I hope you have a nice evening, though. And again, thank you so much for making this day as lovely as you are!' you beamed. You thought about it momentarily and then gave him a quick peck on the cheek before wishing him goodbye and closing your door, leaving him a blushing mess.
You slid down, back against your door, giggling like a schoolgirl at the kiss. Something about it just made your heart absolutely burst with giddiness. You were already daydreaming about what your next date was going to be like. There was no way you were getting any sleep tonight.
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feverdreamjohnny · 9 months
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Orbo's Odyssey - Post Mortem
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My Feelings About The Game
It's an odd thing to try and pull together your thoughts about something so chaotic.
I guess it'd be easier to just catalogue how my emotions evolved as the project went on, and then wrap it up by trying to pull apart how I feel now, as arcane as that is.
I've been a part of a private developer community for a bit now, and during a majority of my time there I felt sort of like a fish out of water. I guess it was just weird seeing people at the top of their craft while my work sort of paled in comparison. A majority of them had a background in developing character action games or platformers with intricate movement systems, and that was absolutely outside the range of what I understood.
Late 2022 I decided to try and make a movement system with a really strong focus on momentum so I could feel "at home" with the other devs. So I made a small tech demo where most of Orbo's moveset was formed.
In the end it didn't really make me feel more confident in my work, but at least I proved to myself that I could tackle unfamiliar waters and make headway. Regardless, I left the tech demo where it was and continued to work on Nowhere, MI for the next few months.
I made a lot of progress on Nowhere, and around late November a publisher reached out to me to offer help. I was desperate, after all. I didn't have a lot of money to my name and this was the kind of lifeline I needed to secure so I could finish the game.
To cut a long story short, they kept delaying talks about the game over and over and it became increasingly clear to me that my dream of being funded wasn't going to happen.
I was sort of in a bad spot now. It was early 2023 at this point, and I was going to have to make a tough decision: delay Nowhere and get a retail job to make money (potentially losing sight of the project in the process), or find some other solution to secure funding. No other publishers were going to pick me up (and I really didn't trust a majority of them so I only had my sights set on a handful I felt I could trust), so I came to a new conclusion:
What if I just made something short, say in the span of a month or two, and sell it? Surely that would be easy.
Surely.
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The Game
In March of 2023, I began working on the game. I wasn't sure what sort of format I wanted for the game at first, and I had initially considered a rogue-like arena combat game where you'd use the game's momentum mechanics to fight enemies, collect upgrades to improve your abilities, rinse and repeat.
The idea ended up feeling sort of strange when I began pre-production, so I ended up scrapping it.
I thought about the movement system some more and realized that it had a strange kinship to a game I had played just a month earlier: Super Kiwi 64.
Then I thought about Siactro's other games, how they were similarly small-scope platformers that seemed to perform well on Steam and Switch, and I realized that if there was something that would suit my own development style (focused around exploration and secrets), it was a 3D platformer.
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The first month was fairly strong. I moved at lightning-speed, hammering systems into the game piece by piece. Collectables were done. Time trials (and their records) were done. Movement had been refined further and felt better than in the initial tech demo. There was also a lot of underlying structuring that I won't get into because it's boring (but important).
About a week in I even started working with my friend Tim (who's a professional environment artist), and we began working together on the hub environment (we brainstormed the layout, I designed the greybox, and he wrapped it up with the environment art).
It was going great, but as March was nearing its end I began to realize what I was dealing with.
"Oh, well yeah I mean I knew it wasn't going to be possible in a month! I'm sure if I grit my teeth it'll be done by the end of April!"
So April came along. Tim and I finished the hub area, I got the world portals set up, and eventually we moved to the first level of the game, Shlarp City.
Tim managed to get a decent chunk of the decorative props done, but circumstances were changing and he had a fulltime job in the industry to attend to, so he had to leave the project.
I reasoned "well, I sort of know how to do environment art and I guess I can just go on without help."
Shlarp's greybox was done, and I was sort of happy about the layout. Some friends playtested the game and liked the movement, so I felt a bit more optimistic about the project.
Despite the boost in optimism, I was starting to feel some kind of dread leaking in. My nights were becoming more frantic and troubled, more than they already had been.
I moved onto the next level, reasoning that it'd be best to get the greyboxes for all of the levels finished first, then return for an art pass afterwards. It was the sensible thing to do, after all.
So I began work on Dunbarrow Mines, and this time I was alone. I finished the greybox, and while I wasn't a huge fan of the level, at least it was done. I moved onto Sleepytime Manor and similarly got the greybox finished. Even since the beginning of the month, something was starting to grow inside of me. April was coming to a close, and I still had another level to greybox, a boss fight, secret areas to add, and an art pass on the entire thing. I hadn't really developed much of a game at that point, just 3 barren levels.
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And so May came along.
And this was where it all went to hell.
I had been suffering from a lot of issues in my personal life for a while. The year prior had been particularly traumatic and the waves coming from it weren't done passing over yet. If anything the terror was that the major event from the last year hadn't even finished coming to fruition. The stress from everything had caused me to develop a disorder that made my blood acidic, melting away at my nerves. I fought hard and managed to improve my health, but the damage was done and the occasional return of the neuropathy was just a reminder that my life was spiraling downward.
I entered a period of intense stress and depression as waves of terrible memories came over me. I became neurotic. Started having trouble designing levels. It was already an issue for me, but as my mental state deteriorated I was hitting brick walls over and over.
I had my back against the wall. Game development was my only purpose in life, after all. I had been built for it, sacrificed so many hours to it, put everything else aside for it. The only thought going through my head was that I was dying, and that this stupid game was going to be my graveyard.
So roughly two months came by, with sparing work on the game. I finished Monolith station, but it had to be redesigned 3 times to reach the version you currently see in the game today.
The neurosis made me insane. Constantly seeing my peers succeeding while I flailed desperately in a pit was definitely not helping matters.
But something changed in June.
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The Garden
I always had an on-and-off again relationship with plants. I had a sort of preternatural skill with growing things, but my interest waxed and waned a lot. The main thing that stuck through this on-and-off relationship were herbs, since they were easy to cultivate and they needed very little maintenance during the periods where I was losing interest.
As I began to take game development more seriously around halfway into 2021, I stopped gardening entirely.
But something very strange happened in the June of 2023. I was frantically compelled to return to it. I raked, toiled and weeded until I had a plot. Then I started buying seeds and began cultivating vegetables again for the first time in 2 years.
And for the first time in this nightmare I was finally happy about something. I don't know what compelled me to start cultivating plants again, but whatever it was, it rescued me from a very long, dark road.
After 2 weeks, I finally finished the final boss of Orbo's Odyssey.
The game needed a lot more work, but I was finally getting a foothold after months of misery.
Eventually my friend Ben was able to help me with the project, and we made a lot of headway. We brainstormed new ideas for how the player could get gear parts. He modeled a load of props. I scripted a load of systems. Finally, the game actually began to look like a game.
Ben was really important. He was optimistic about the project and wasn't suffering from burnout the way I did, and he helped me get out of my fugue. I can't thank him enough for his help.
After around half a year of hammering, we finished the game.
3 weeks after that, we released it to steam.
And about 2 weeks after the release, we're here now.
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The Takeaway
Typically in post-mortems you talk about what you would've done differently, but I think this ending might be a bit different.
I'm not really proud of the level design. I think I also could've done better with my share of the environment art in some levels. I think there could've been more details. I think there could've been more content.
But there's no use kicking myself for what could've been. Of course the next game will be better. The mental state I was in during the development of this game was dire and it had a major impact on the quality of my work. I had to break out of a really bad mindset and try to find a better way of engaging with my life. That wasn't easy.
I think some gamers like to imagine that something that's fun to play was fun to make. It's true that sometimes there are moments where you get excited during game development, but at the end of the day the majority of it is just pure work and toil.
In the end, the reviews on Orbo were very kind. Even the negative reviews were at bare minimum sorta funny.
Hilariously the reviews that bothered me the most were actually positive. The perspective of these reviews was that the game was really the story of some little kid taking his thumb out of his mouth and naively making something he thought was fun. It mainly felt like a way for the reviewers to excuse the weaker elements of the game.
These are the reviews I hate the most. I don't care that they were positive. They're infantilizing. It makes it come across as though the shoddier elements of the game weren't a product of a person having a mental breakdown, but of a child smacking blocks together and making mistakes because he didn't know better.
If you really view art like that, I want you to lean in very closely and listen: Most of the time, people suffered to make something you could enjoy. You're welcome to praise or shun the art by itself, but don't patronize the creator for their effort. I didn't have fun making Orbo. I hated it. And even though I hated it I still tried to put passion into it, because I care about my work.
Anyway I'm glad it's over with. If I attempted to develop the game now it would probably be significantly better, but that's mostly because I've found better methods of managing my mental health.
I have to get back to work on Nowhere, and eventually I have to work on Peeb Adventures. For now, though, I'm taking a break. I'm tired.
Before I go I just want to thank some people.
Thank you Ben for being supportive and helping me make this game happen. I couldn't have done it without you, and I mean it.
Thank you Socpens and Grayfruit for streaming the game and for your kind words. It really means a lot to me, and it gave me a lot more confidence about Orbo's Odyssey post-release.
Thank you Tim for helping early on. I know it was a brief period between us, but I do appreciate the work you did.
Thank you (in no particular order) Bryce, Simone, Jett, Aaron, Quinn, Drew, Ian, and Cosme for being supportive of my work.
Thank you for the folks in the private dev server who were particularly supportive as well.
Thanks for reading.
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fruitbasket-gossip · 11 days
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liechi's platform announcement thing
hiii yall. its ya boy. your fave. the one and only. mod liechi. just sayin hi before we get to the actual platform thing. k bye
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Hi Rotumblr, it's me Liechi. As you may or may not know, I'm running for StuCo Secretary so I'm just taking the moment to talk about what I wanna do if/when I'm elected.
My first priority is always gonna be the students of BBA. While we're already a student-run school and we do a great job with that, at least compared to other schools, there's always room for improvement and we can always be better! That's why I'd love to hear from YOU about what big changes you want to see in the next school year.
Next! One thing I've noticed over the past year is that our clubs need to be more interconnected! Sure, you can always donate BP to other clubs in exchange for learning new throwing styles or getting decor for your club room, but what if we took it another step further? What if League Club and Baseball Club came together to host a seminar about sports involving Pokémon? What if Art Club and Science Club offered sessions to learn about how certain art supplies are made or pigments being synthesized in labs? The possibilities are ENDLESS! Plus, this would also help for StuCo to be more involved which ultimately means more of your issues can be tackled.
The last big issue I really wanna talk about is. Well, the Copperajah in the room.
Blueberry Academy has a massive fucking problem with bullying. Especially on this website. And while so many of us have attempted to stop this kind of behavior on our own terms, that clearly doesn't work as well as we wish it might did. BBA is an amazing school that's given me SO MANY opportunities but at the same time. I want it to be a place I can be proud of. That isn't what this school is right now and we can all agree on that. While yes, it'll never TRULY be solvable, if I'm elected as secretary I'm gonna do everything I possibly can to make sure this problem gets the attention it deserves and that we have bigger solutions than just individual users making text posts.
Oh, and don't forget!!
Don't vote in a rotten candidate, and boost your ATK with Liechi !!
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thatonekreachur · 3 months
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hhhhh finally I have time to now post this hshshshshhshs
anyways au
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so um, yeah, so um uh...
Some days ago I decided to listen to a song for the first time, Symbiotic by Starset, and then i thought "wow. this is absolute broppy material." until it came to me.
guys, hear me out... in this au the trolls have glowy markings all over their body, and the bergans are giant machines that feed on their energy.
Also, the colors of the glowy bits on the pop trolls are like the colors of stars... they can be blue, like a hot blue star, or red, like a cool red star, or yellow, like our sun (even though it's kinda white...). Just a little detail of think is cool, and it's gonna be overall space and glowy themed and such!
And it will of course focus on our famous duo over there! Some things under the cut
The perks of this au includes:
Space and glowy themed ofc
Adding in to the worldbuilding
It will cover all three movies, and I will rewrite the story of each
More interaction between characters
Extra action and suspense and violence
So I am like torn between turning this au into a ao3 fanfic or a comic, or maybe both... idk... let me explain.
So, for comic, which is what I am really leaning into more, my art would look a little... flat at the start, and I would improve and advance as I work on it a little more. One disadvantage is how long the comic will take to complete. One other comic that I read on Deviantart literally took ten fucking years to complete, and for something that's going to cover three whole movies, I don't really think it's gonna be plausible.
Like, the comic will have an introduction chapter, and will be divided into three parts, each representing the three movies, with more being added with future installments. Like, if it will take ten fucking years to complete one part, then I will literally grow old and die before I even start one that will cover the potential fifth or sixth movie, not to mention the high chance of hitting artist's block. So my solution is to keep this short, but not too short to not make the plot feel rushed, and not too long so it won't literally take more than 2 years to complete...
So, for fanfic, it will take a lot less time to complete, and I get to learn how to write, but not how to draw. And for doing both, I get to learn how to draw and write but then I might overstimulate myself doing a buncha things at the same time.
But one thing for both of them is that I have to overcome the fear of writing the characters names on there, so you guys have to help me out on this one. I have no idea why I am afraid of putting the names on there, like its a bunch a words... what harm can they do?
I might've made the conclusion, I will do the comic one better. Guys if this feels a little rushed and the grammar feels broken is because I am writing this at the point where I need to go asleep and the melatonin is kicking in. so, yeah goodbye
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tobiasdrake · 7 months
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As much as I loved DBS: Super Hero, it did also serve as a reminder for why modern Dragon Ball gives Gohan so little to do.
What it boils down to is that Dragon Ball writers seem to have difficulty finding new ways for Gohan to develop or evolve as a fighter. This is because Gohan himself isn't interested in developing or evolving as a fighter.
By contrast to the proactive Goku, Gohan is a reactive character. He doesn't want to be a big martial arts super-warrior. He has no ambition to become Next-Gen Son Goku. That doesn't mean he won't Do The Things. He's been Doing The Things since he was four. But he needs to have a reason. Something he's doing it for.
"To be stronger/better, to push myself, to become more than I am now," is Goku's driving motive. Goku is a martial artist driven to surpass his own limits, and this drives him to keep finding new mountains to climb.
Gohan's driving motive is, "To protect my family from that asshole." He needs a reason. Self-improvement for its own sake (or, as some have offered, "to be strong enough to deal with the next guy") isn't his passion. Plus, he's already one of the strongest people in the entire universe. How much stronger should he reasonably need to be?
There are all kinds of stories you can tell with a reactive character like Gohan. He's basically a superhero archetype. Spider-Man doesn't constantly train to make himself a better fighter with every waking moment. He doesn't need to; His genre isn't one of progressive escalation.
The problem is, Dragon Ball is dedicated to progressive escalation, arguably to its detriment as Modern Dragon Ball is well past the point where escalation no longer holds any weight. The powers of the characters are so abstract by this point that they have to be defined solely in relation to each other. "Bob is STRONGER than Alex." "Yeah, well now we're fighting John, who's way stronger than Bob and Alex combined." "Yeah well Mark is 100x stronger than John!" "Frank could flex Mark into oblivion with his pinky finger."
This isn't a problem for Gohan, so much as it is a problem for the mindset people have when writing for Dragon Ball. Whether it's Toei or Toyotaro or even Toriyama himself, nobody ever knows what to do with Gohan.
Even when Gohan's in the driver's seat, he's being written by writers who don't know how to write the kinds of stories that Gohan, as a protagonist, is suited for. So they always wind up going back and rehashing things from the well of past Gohan things.
Goku gets to move forward and do new things, but Gohan is trapped in an endless cycle of doing the same three things and nothing else.
1 - Piccolo's sacrifice. Piccolo throwing himself in front of an attack for Gohan or maybe Gohan throws himself in front of an attack for Piccolo if we're being spicy today. REMEMBER THAT TIME. DO YOU REMEMBER? 2 - Gohan gets a rage boost or turns Super Saiyan 2, and then things get real. Everyone loved his Super Saiyan 2 transformation. They loved it so much they're still finding excuses to have him turn Super Saiyan 2 for the very first time again. 3 - Gohan has the power within him to win but he can't unleash it so Goku appears out of nowhere to save him and give him a pep talk, and then he gains confidence in himself and becomes strong enough to win.
To my knowledge, I don't think #3 has appeared in DBS as of yet but it was all over post-Cell Games. After everyone went nuts for Father-Son Kamehameha, we had "Goku gives Gohan a pep talk so he can win" as the resolution for both Broly: Second Coming and Bojack. Then in the actual manga, Goku made the save on Gohan during the Super Buu fight and then got sick of having to do this and fired him from protag slot entirely, which is worse.
Most of Super Hero was a lot of fun. But that final fight turning into "Let's literally bring Cell back so that we can do 'Gohan turns Super Saiyan 2 and defeat Cell' again but it's actually Cell again for maximum uncreativity"? I see you, writers. I see your total lack of ideas for this character.
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onejellyfishplease · 6 months
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I am all about constructive criticism. I mean, how am I supposed to get better at writing/drawing if people won't be honest with me and give me tips to get better. I personally think that people who can't take constructive criticism aren't very bright. How are they supposed to get better at things if they don't listen to others who are just trying to guide them?
Also, I would love some more tips on how to make the shell better. If you are willing, of course. :)
I am horrible at drawing. I usually have to trace things to get a decent drawing. (For instance, I traced like five different things to make Mikey a pony.)
I'm so much better at coloring than I am at drawing. My writing needs work, too, but I'm getting better.
First of all, can I just say that you shouldnt worry about tracing art to improve your own (as long as u aren't posting it as soley your own but thats a whole other rabbit hole) I did too! It helps build ground work for a good understanding of anatomy and poses.
However there are a few holes in tracing. Forst of all it is quite limiting in the outcome of your work, as your art is stuck static in one pose. this can alkost hinder your ability to see things in '3D' and visualise objects for multiple angles. it can also lead to 'skin wrapping' , which i think is the hole you fell into here (and also a term i just made up now)
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with the shell, you only coloured it within Mikey's trace lines - this caused the shell to loose a lot of its mass - making it look, quite frankly, not like a shell.
a way to improve on this is to look at more references of Mikey's shell in the show and its shape from different angles. this can help you get a good idea of how it should look, and it is a good idea to practice drawing it from these angles. this will improve your ability to think in a 3D space, (which is so darn hard, but seriously useful)
however, and you may have noticed this yourself, when you add new additions to the figure, the line art just doesnt line up! the line quality is different!
This is because the line you have done for the addition is Your Line. And we love your line.
so lets make the rest of the traced lineart fit into your style, instead of you fitting yours into theirs okay?
You may notice that when you trace art, the line work is just not the same, the lines are shakier than the original and it just doesn't look as good. this is not a reflection of your skill.
It is because, usually, (at least when I did it) you follow the original line so closely that it turns out shaky, probably taking your pen off the page a few times to take a break from the oen stroke. while the original artist did that line in one sweeping stroke.
a way to fix this, and make the line arr cleaner and more you, is to instead use the drawing as a very close reference. for example:
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instead of tracing the exact lines of the art, merely trace the general shapes of the art. not only then do you add your own flair and gesture to the drawing, you are then more free to add more shapes to this sketch.
You can still use the reference drawing as closly as you want, but try to focus less on getting the exact lines copied, and more on the general shape. you linework wont be perfect the first time, it might be really messy compared to your usual tracing, and thats fine! you should see some of my sketches before i refine them!
But these will be your lines, theyll be smoother and more gestural, and overtime you will get better control over your penstrokes doing this.
Okay I cant really think of anymore to add here, I hope this helps! i think this was just one big word vomit lol. Keep drawing!! cause no matter what you do, as long as you are actively drawing you are always improving! dont be afraid to push yourself out of you comfort zone! who cares if it doesnt turn out the way you wanted it to? Its your art, You Created That with your Own Hands, and I think that is amazing.
<3
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6ad6ro · 2 months
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ok. i finally finished final fantasy vii rebirth. and i wanna talk about it. i guess you could call this my "review". this post will be vague and spoiler-free unless you click on the "read more".
i do love this game, but it's an absolute mixed bag: story: 10/10 combat mechanics: 9/10 music: 9/10 art direction: 10/10 voice acting (jp): 10/10 open world (non-quest stuff): 4/10 sidequests: 6/10 minigames: 3/10 pacing: 1/10 does this game have flaws? yes. is it as good as the og ff7? no. but is it worth playing? absolutely. i almost feel like this game needs a "cheat sheet" in order to know what parts to play and what parts to avoid. but the good parts (mostly the linear main story stuff) is SO gd good that it's still a must-play game. ok but now i'm gonna go into details (and spoilers) under the rm cut.
so i'll go over some of my scores. firstly, the story is the main reason to play this. they def fuck around a lot, maybe they bait and switch a bit too often, but in the end it makes for a very compelling (or at least interesting) narrative. at first, i was REALLY worried that this game was gonna turn into just some "fan pandering nightmare". and it felt like it was "ff7 without it's claws". esp when everybody was dancing like pop stars and aerith and tifa kept high fiving. but... it def got into that good ff7 trauma we know and love later on. and respect to them for following through with killing aerith. yes, they did what i sorta expected. they teased tifa dying instead, teased aerith NOT dying, and then killed aerith anyway. they EASILY could have left her alive, but they didn't. they kept in the loss angle, which imo is what makes ff7 "ff7". i kinda LOVE that now you have a batshit cloud "seeing" aerith's ghost like it's star wars. and everyone else seems almost... afraid of him. and rightfully so. also i LOVED the zack stuff, even though it was absolutely confusing. i like that they're hinting at zack somehow breaking through his reality into the rm universe. i also like the tease that... idk... will there be another "party" involving zack, kyrie, biggs (if he's still alive or not)? regardless, a great story!
the combat feels mostly improved over rm. the gameplay is fantastic with very few flaws. difficulty is way more balanced than rm, with easy feeling a bit harder and normal feeling less unfair. the only times i felt frustrated by the gameplay was when they laid the "stone" status effect on too thick in parts bc it felt cheap. is it as good as the og combat? no. it still def has the unfun "you desperately need to heal but don't have a charge and the enemy is immune to everything so you just die" thing. but credit where its due, the "free item a few times per battle" materia fixes a lotta those issues.
the music is incredible. the remakes of old songs generally kick ass. some of the new music was pretty good, too. though it gets a point off because a lot of the open world stuff music felt... generic? this is just a situation where the og game's music is TOO GOOD, so the new music will always be fighting this sort of uphill battle.
the art was perfect. just the shading alone... like jesus this game is absolutely beautiful. i took so many goddamn screenshots in game, and they'd often end up looking like key renders, even tho it'd just be a random ss i could take at any angle. this game went above and beyond all expectations.
the voice acting... there was SO MUCH and it was all SO GOOD. tho i did switch to jp voices. bc... in this sorta storytelling, eng just sounds like "drama club"? idk there's a reason the language of origin cast is usually better and that's just how it is. it was perfect.
ok now we're gonna get into some of my issues, starting with the open world. it's not ENTIRELY awful? some was genuinely fun and exciting. but the majority was busywork. like it's so weird when the mainline stuff was so good that this would feel like a shitty ubisoft game. and chadley... fuck that dude. worst character in the series. but for SOME gd reason he ends up talking to you nonstop! i hit the point where i'd wince any time i heard his "radio" turn on. he took an already mediocre open world and made it way worse. fuckin chudly.
the sidequests that weren't just repeated busywork were usually neat. tho some were bad, and others withstood their welcome. the cutscenes/dialogue were usually fun or genuinely great, but they too often came at the cost of wasting your time. they often had shit rewards. and they often incorporated the shittiest "minigames" ever (i'll go into this more in a minute). example: you gotta find ingredients for a character who is learning to cook. but it isn't just going out to find them in the world. no no no. you gotta follow a dog (ftr i love the song) as they slowly meander through a jungle, running into every mob they see. and when you finally get to where the "salt" is, there's a dumb scavenger hunt minigame where you need to find only the 5(?) salt piles that look like the photo. THEN you gotta get on your chocobo and look for mushrooms in a confusing, puzzle-like terrain. which also involves a smelling/follow the direction minigame, which always leads you into mobs. and once you get to each mushroom? there's this STUPID picking minigame. after all that, what reward do you get? an accessory that functions like maybe the worst materia in the game, but also takes up the accessory slot, making it even more unusable. FUCK this game sometimes, lol.
speakin of "fuck this game", the minigames. the 200 minigames (exaggeration, but it really feels like that many). some are genuinely incredible, like the piano minigame? which might be one of my favorite minigames of all time, it's legit THAT good. or "red xiii rocket league". but for every good minigame, there was a mediocre one. and then a terrible one. or one that gets WAY too hard in higher difficulties, like the mog game which starts fun but ends up dogshit and unplayable a few levels in. even tho the good and passable minigames are the majority, the bad minigames? they're maybe some of the worst minigames i've ever played in my goddamn life. like, by design, they're almost anti-fun. i genuinely believe some of the people in charge of the bad minigames should be blackballed from the industry. it's bewildering.
and finally that brings us to the pacing. if you play the game the way they seemingly expect you to play, getting to each new area and sidequesting a bit before continuing on with the story? then you'll spend five hours of mediocre/bad sidequest for each hour of good story. that's even worst if you're a "completionist" at all, you can triple or quadruple that number. we all loved remake because it "expanded the midgar section". we were all hoping they'd do the same with the og open world. the very idea of "big open world, but so much bigger" seemed incredible. but they certainly gave it to us! like they gave us exactly what we said we wanted, lol. when i first started playing rb, i was mostly completing each area. by the second or third area, i was more than 50 hours in. "burnout" is a gross understatement. all the mediocre sidequests combined with the sometimes unplayable minigames ALSO COMBINED with fuckin chudly? and i actually started to hate this game. it made me miserable. i'd get to a new area and just roll my eyes. i'd see a new minigame tutorial pop up and i'd mash "cancel". but wouldn't you know it, once i started skipping most minigames/sidequests? i started havin a ton of fun. turns out this pacing issue can be mitigated a lot. straight up you can ignore most of the open world, and i would actually strongly recommend it. if you DO wanna sidequest a bit between story, i'd say put on a podcast, set the difficulty to easy, and turn the voices down (bc chudly). and don't do everything. oh no. just do enough to unlock the chocobo, to buy the best materia chudly has from that area, and maybe get the summoning. even THAT is probably too much. bc near the end of the game, you get the opportunity to go back and finish a bunch of the stuff you missed the first time. and i actually enjoyed a lotta that stuff then! it was almost like a period of rest and relaxation before the end story stuff.
there are ways, intentional or not, to make this game feel even BETTER than remake. when you skip most of the side stuff, it's paced incredibly well. so it's hard to say it's a bad game. it's actually a really GOOD game with "too much side content". if you treat the open world stuff as just like, a living, detailed world you glance at as you zoom by? it's actually really cool that it's there. i have a couple more pros/cons that i wanna mention, but i don't know where else to put em. like the end fights. thematically, i adored em. in execution, it went on for way way WAY too long. it was like a 15 (yes FIFTEEN) phase fight. on normal, i swear it felt like it took close to two hours, full of unskippable cutscenes and only like one checkpoint. it also takes away al of your team composition too, consistently forcing you to use characters you don't wanna use in the hardest fights in the game. first time, i got through to the very last sliver of final sephiroth's health, only for him to cast some dogshit unblockable "everyone is at 1hp" move at the end. it was ok bc "i'd prepared for this". so i instantly had one character use a gigapotion on the other, who i switched to so they could dodge just to be extra safe. the potion... missed? how? and then before i had a chance to use another, he killed the remaining character. bad game. shit game. but whatever, i hit retry. and i couldn't believe it. it sent me back 7 phases. i was livid. it had sucked the air outta the room. so i said fuck it and restarted the whole fight from the start on easy, because i can't tolerate that kind of scumbag game design that wastes a player's time. and wouldn't you know it, turns out i'd been at the very end of the fight when i died. if the potion had gone off like it shoulda, i would have won, no question. ironically even on easy, that trash situation happened again, but the potion actually went off this time, that was the only difference. but yeah. fuck that fight. it was cooler thematically than the final fight in rm, but it was three times as long, and three times more unfair. fuck whoever designed this fight, they too should be blackballed from the industry, lol.
the last thing i wanna talk about is queens blood. bc my feelings on it are sorta all over. so it starts out kinda boring, like as basic as ff8 triple triad, but wayyy less fun. and you're very limited in who you can play and what cards you can add to your deck. the ai seemingly "cheats", but it's so "linear" that you can win anyhow. and they musta known they'd lose most players, so they legit give you the ability to "flip the game board" at any point in the match and start over with zero punishment. they knew the game wasn't rly fair by design. but it's still good they had the easy retry feature, or they woulda lost me too. the qb experience sorta continues this way until you get to the latter junon area, where suddenly you run into... idk what to call it. intense difficulty spikes? like this dickwad who's playin a rockabilly guitar. FUCK that dude's deck and FUCK his ai. almost single-handedly got me to drop qb altogether. i was absolutely done, had decided qb was just a poorly designed game. thankfully, right after junon they have this big tournament on the boat to costa del sol and it's really fun. you suddenly are getting cards that have actual strategy. and suddenly qb opens up. there was a slight misstep after the boat where they make you play these stupid "puzzle" versions of qb, but you can look up guides and, even if they aren't fun, they help teach you about the game. anyways, i cautiously started playin more matches in later areas (skippin fights that seemed too lame), and before i knew it, i'd kinda fallen in love w the game. it also helped that they started incorporating this fun n bizarre story, too. so idk. i'd say play qb the same way you play the side content, skip a lot of it until you get to the end game? and then go back with cards you bought or won and finish the ones u missed. it's so weird that so much of this game works this way. and i could see someone arguing that "it's just a bad game". because when most games hand you content, even side content, most players expect they should at least give the content a fair shot. it really is kinda poorly executed. but! there are so any ways to mitigate the bad and focus on the good. knowing what i know now, i like this game even more than remake (which i really REALLY love). rebirth was fuckin great. and thank fuck i didn't get spoiled, tho i never wanna hafta try n rush through a 100+ hour open world ever again. i'm really excited for part three, just hopin i can remember to skip over a lotta the optional stuff. also hoping i won't have to buy a fuckin ps6 or whatever just to play it.
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rabble-dabble · 1 year
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hi. i know it's been a while and i'm sorry for that.
i guess if you'd just like to know what's going on click the readmore?
if you don't wanna read that though, tldr is that i'm starting to draw hs characters for art practice, and that i'm doing this art "series" (i guess?) for myself to improve. oh, and that life is hard sometimes.
so this isn't really easy to say, and especially not to the internet with a buncha strangers following me (haha) but truthfully, i've been having a hard time both with art and with life lately.
i feel like i'm not keeping up with consistency or the expectations i set for myself with art both on this blog and off. i keep finding myself unsatisfied, disgusted, or just disappointed with how my art turns out, or the ending piece. i feel like i used to know where my art was going, and now i've somehow lost sight. i know the individual things i need improvement on (backgrounds, objects, animals, feet anatomy, colour techniques, body shapes, etc etc etc) but it all just feels like so much and if i get practice on one thing, i stop drawing for a while and i just lose the practice i learned.
so i kinda came up with a solution. draw all the hs characters again - interesting, right? (/s). but i'm not gonna do this for the blog (so, sorry followers). i'm gonna do it for me. no expectations, i don't have a set time limit so no stressing myself, and i just draw the characters as i'd like, trying to improve. this is also to just help myself with wanting to draw again - i draw IRL almost everyday, but nothing that i want or that's...well, artistic/creative. i want to create, like it's eating underneath me in my soul, but i can't find myself to do anything more than pencil sketches.
that kinda brings me to my other problem lately: real life. haha.
if you've been following me long enough, you know i don't really post about my IRL problems here, or especially not to this extent. yeah, i've had my one or two vent posts, but i try to keep it off here because a part of me knows its no benefit to have that kind of depressing, low-self esteem stuff on an art blog that i reblog minecraft and john/kat to.
but truthfully, i don't just wanna pretend it's sunshine and rainbows on here. i'm so tired, and i'm stressed, and i've been through the emotional woodchipper lately that i can barely keep my head on straight. yes, i'm trying to get help for all this (i have a doctors appointment soon, and i'm gonna try and get all my diagnosis in order and get therapy, etc) but i'm not coping well with everything that's been happening to me lately, and i can't keep trucking on the same way i have been like i'm more emotionally stable than i actually am.
i'm sorry if i've been acting more bitter, distant, or just different lately. i'm just exhausted, mentally, physically, and emotionally, and i'm starting to run out of energy to just function in my day-to-day. i actually cried at work the other day (for the first time!) for feeling so overwhelmed with everything i had to do (both in my job and outside of it, fuck retail btw it sucks). i have small support in friends and family, but they're not the type of support i genuinely need to function and keep myself healthy. and i can't rely on them in ways that aren't their responsibility, or that i truly need help with.
i'm not trying to air out ALL my dirty laundry here (hehehe) but i just felt like it was better to say i'm struggling emotionally then to just pretend i wasn't struggling at all. if i was a healthier person i probably wouldn't be venting here in the first place, but then again i probably wouldn't have all these problems hanging over me either, lol.
just...have patience with me, please. i just want life to be a little kind, or at least kind enough to get me to my first therapy appointment.
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caddeter · 1 year
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Skimming through the RWDE tag after the Volume 9 final aired reminds me of how the FNDM will defend the show by saying ‘people make mistakes’ and ‘the writers are only human’ because now the show seems to be sending that message.  It also reminded me that I wrote over 1000 words explaining why I think that’s terrible.
‘People make mistakes’ is the absolute worst argument in defense of something that I have every heard. I find it even more insulting than the infamous ‘don’t like, don’t watch,’ because it implies that putting effort into your craft is optional.  What this argument says is that I am in the wrong for expecting anything more than garbage. You are legitimately saying, ‘It could have been better, but you’re wrong for saying so.’  Yes, I realize that nobody is perfect and that they are going to screw up every now and again.  That’s why I’m criticizing it.  I mean, when was the last time you heard people get criticized for doing something right.
This argument of ‘people make mistakes so you can’t complain’ also ignores the moment after, where they look back on what they did wrong and learn from it.  That’s why we make mistakes, so that we can grow as people.   Why should we try to improve ourselves if we’re already ‘good enough.’ ‘People make mistakes,’ is a fact of life, but that does not mean we should throw up our hands and give up all attempts to get better and it certainly doesn’t mean we should accepting bad stories.
But enough about my philosophy on mistakes, let’s talk about this one, specifically how situational it is:
Twilight is recognized across the globe as one of the worst books ever written.  Even ignoring the way it bastardizes the concept of Vampires, it’s a story that reads less like a romance and more like a drug addiction. The lead characters have all the chemistry of a brick and a dead rat.  The relationship it tries to push as beautiful and grand is downright abusive at points.  And this isn’t even getting into all the misogyny and racism and pedophilia in those books.  But people make mistakes, so I guess we shouldn’t hold it against Myers.
Sword Art Online is one of the most infamous anime there is.  Despite its large following, whenever someone looks over it with a critical lens, they come to the conclusion that it’s utter crap.  The plot and worldbuilding are inconsistent. The characters (Kirito especially) exist more to fill out roles in a fantasy than as actual people.  It’s all about making Kirito look good and ensuring he comes out better than when he came in, no matter what.  It goes out of its way to include some kind of sexual assault of the lead female character in a given arc with no respect for the subject matter, to the point where it’s hard to tell if Reki Kawahara thinks rape is the worst crime a man could commit or if he has a fetish for it.  But people make mistakes, so the critics are more in the wrong for making videos on it.
In spite of (Or rather, because of) its troubled production, Sonic 06 is one of the worst video games in existence.  It’s so glitchy, it borders on unplayable.  The story is bland at best, flat out terrible at worst.  The new characters it introduced were all unlikable for one reason or another.  Level design was horrendous and boring.  People have made numerous videos and blogposts explaining why it is one of Sonic’s worst games, if not one of the worst games period.  But people make mistakes, so we should stop complaining.
Post season 4, Spongebob Squarepants took a downward dive.  Characters became little more than one unlikable trait.  It crossed the line from mischief to malice, so good characters suffered while the bad ones triumphed.  It was extremely evident that they had already run out of ideas, because they kept rehashing the same episode plot over and over again and needed to pad out some episodes.  But people make mistakes, so they should never have tried to fix this.
Lucy is the most boring movie I ever sat through.  It’s just ‘This girl gains reality altering powers, be amazed at how easy everything is for her.’ There is never any point where she is in any sort of real danger or anything actually threatens her.  She loses all empathy for her fellow man and has no problem throwing them away like broken toys (In an Asian country when our main character is white, mind you), yet it expects you to see her as the good guy throughout. Instead of being terrified by her rampage, it expects you to be amazed.  And maybe that would have worked if it used said reality altering powers in more creative ways.  But people make mistakes, so I guess it’s a good movie.
I could go on for ages and never run out of examples for any given form of media.  And this is all ignoring examples that are actively malicious, like stories that are intentionally sexist, racist, or homophobic.
And then there’s that other group of people this argument conveniently doesn’t apply to:  The critics.  If people make mistakes and you think we should just ignore that, then you can’t challenge the critics on any ground, because they made a mistake by talking about the writer’s mistakes.  If we are not allowed to judge your writer, then why are you allowed to judge ours?
Not to mention how this logic is almost self-refuting. When you say this, what you are saying is that the only thing wrong with the criticism is that it is criticism.
Furthermore, this argument also somewhat undermines the effort other artists and writers will put into their craft in order to make something as best as they possibly could. If we should all just accept when someone fails to make something good, then why should we recognize how Fictional Games ensured that Amnesia The Dark Descent had an atmosphere which on its own could leave you terrified rather than relying on cheap jumpscares?  Why should we praise Tatsuya Endo’s writing for blending heartfelt, humorous, and action-packed when he wrote SpyXFamily? Why should we celebrate Avatar the Last Airbender not just for its amazing story of multiple cultures coming together and strengthening one another, but also for its fully realized and fantastical world?
By saying that we should accept mistakes and that it’s wrong to criticize bad writing, you wind up saying that all of their effort was pointless.  Why bother trying to make something as best you can when people will accept anything?  If we’re not going to pay attention to what a story or writer did wrong, why should we pay attention to what a story or writer did right?
‘People make mistakes,’ means just that, that people make mistakes.  So how about we treat those mistakes as mistakes and hold people accountable for them, rather than act like everyone and everything is perfect and infallible?
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ubike-official · 13 days
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hello everynyan, i've been spending the post wisdom teeth removal process (i'm doing fine, very minimal pain) doing a lot of art and i came to a realization abt the way i've done art for my life that i posted a bit abt on my ig but abridged to hell and back bc yk instagram. but yeah, i've always had a very messy art style. lots of paint splatters and running ink splots and collage. I never did anything clean or in one medium only. I had a very disordered and messy style which often fit the theme of the piece as a lot of my trauma was represented in my art. and now i'm doing like a pop color esque portrait of my dog and I think it's the cleanest piece I've done in a very long time for a personal piece. I had "clean" pieces i made for projects that had to be clean, but not many things i made for me. and, it's very interesting. bc like, i honestly think I used to have that messy art style because I was afraid. Like the style I had was also cool as hell and I really like it still. but another layer of it was I was too scared to commit to doing something realistic, clean, and defined and it looked bad. Bc if it's messy and bad, it's almost part of the style. but with clean, highly technical work, there is no room for error. If it's off then it really looks off and needs to be corrected. And I never liked that. i never had the patience. I wanted my art to be a cathartic, messy, one take release of feelings. I never wanted to have to actually focus on skill and that's not wrong. there is nothing wrong with that if that's what art is for you. but for me, i wanted a certain level of technique and skill that i never really had the guts to commit to. and I saw other try to do that while having less talent than me, and i never got it. my ex was like that. It's mean but i did always think my art was better than his while we were in hs. It kinda made me question why he tried so hard to be good at art when he art wasn't bad but was always missing something. It was missing some sort of spark, and I saw him trying to find it and was like, why? Which again, was mean. I was very wrong for that and was honestly just bitter bc i didn't have that sort of work ethic. (but like i was a traumatized 17 year old with little going for me. like it made sense. )This is bc i did always had a raw talent for art and i feel like a lot of ppl could see that that. He always came to me for color mixing and a bunch of things, like line or design. Like i knew that i could more effortlessly pull of certain things from young. I'm actually not sure how much was talent but rather i spent more time thinking abt art than my peers. But as I got older and ego became mixed in, art felt like something only I and a handful of other sad weird kids could have. It felt wrong to see people try and improve when it felt like their lives were normal. which was so wrong and short sighted of me, but i felt it. It came from a very hurt, insecure place and I am over that now. but it was true, that's how i felt. and it was wrong. And now that i can look back on my past self and her body of work, I think i can appreciate what she did and how far she came and now i can create art from an empowered place. now i can dare to do what i hesitated from due to fear of failure. to fear that all i had wasn't good enough. and its liberating bc now i can create to truly create and that's wonderful. I'm still not fully there yet. Like, there is a lot more I want to do and routines i need to create and mental blocks to overcome before i'm really back in my creative flow like i was when i had more time on my hands. but yea, it's nice, it feels really nice. Like looking back and seeing how far i've come. so yeah. just wanted to share. love you all and hope you all are in a good place in your creative journey's or are on the way there. peace .
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coffee-cait · 11 months
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Hi there @tea-n-ink !
Figured it'd be easier to try and answer this as a post rather than in comments. I'll try to answer the best I can but in all honesty I'm not entirely sure how to answer this question in a way that will be satisfying or insightful. Because while I have an education in visual media and work in the field (which contributes to the studying and progress), a lot of my personal work has been (for lack of a better way to phrase it) "fucking around and finding out" for better AND for worse. A lot of how I work is both in contrast to what's required of me of my job but also based on habits built to perform that job. So I'm not confident in how much I could recommend approaching art the way I do or how applicable it will be. I can only speak to my own experience. Everyone will want to achieve and pursue different things with their art so I don't think there's going to be a specific answer of exactly what to do. I think I can only recommend some amount of framework to consider at best? I'm also not a good writer and struggle to articulate specifics especially when it comes to my creative process because it's very uh…. soupy? unstructured? But I want to make an attempt! I'm so sorry if this ends up being a rambling mess.
I haven't done studies/ brushing up on basics for a few years and I'm actively feeling the limits of how I draw because of that. So I absolutely would recommend brushing up on the fundamentals and doing studies every now and then to help prevent that kind of rut. I feel like it's something to do relatively consistently? It's like stretching and exercising a muscle to keep it in shape. However, how much and how frequent a person does that is going to be up to them based on what their lifestyle is and I feel this is more of something to consider to do long term over time rather than in short term bursts. But if you have the time to do a lot in the short term and won't impede life responsibilities then that's great! Just remember to take breaks because sometimes what you've learned and observed needs time to sink in. But also to protect your hands and physical health.
As for the "just do studies" / what studies to do, I guess a bit of a combination answer incoming? Because of the nature of my job (what is asked of me and MIGHT be asked of me), doing studies is going to be of the vague/broad variety because of how much possible ground I might need to cover. So I've done studies, sketches, looked at reference material etc. of a bunch of different things for years. A majority was outside of my comfort zone and I think it's important to try to to challenge yourself in such a way every once in a while. And definitely trying to explore many different topics (people, plants, architecture, animals, etc) will give more knowledge and possibilities of things to draw. However, it's also not very realistic to expect anyone to study everything to its minutia. I sure can't! I can try my best to draw some basic structures but I don't have enough knowledge and practice to make a convincing cityscape. And even with all the dabbling in different topics I've had to do, I still focus in more on the most likely things that's required of me or what I personally enjoy to draw on my free time. That tends to be characters. So when I do need to brush up I lean towards anatomy, musculature, human observation, that sort of thing. And I feel regardless of what anyone's style is, If you want to draw figures of any sort, practicing and revisiting that is always helpful! Also doing studies of specific things you want to improve on or things you are aware are your weakness is also an avenue I recommend. I think the last studies I did was of hands because it was something I wanted to improve on at the time. And I think it's high time I give buildings another shot.
As for style it wasn't something I actively worked on or envisioned. Rather, it was the inevitable mishmash of the aesthetic choices I liked in the artwork I enjoyed, habits I formed and not wanting to draw how I needed to during work hours. And this was a slow and gradual process over my whole life so far and it'll keep on going as long as I continue doing art. And I wouldn't consider it a linear progression either as there were many points where I backpedaled on certain choices because I didn't want to do things like that anymore and went another direction. As for how to develop and refine this actively, I can't say for sure. But what I can say is a person's style will be a love letter to the things they enjoy. Inevitably you'll be influenced by the things that speak to you and you might not realize it until years down the line. In my case, Jet Set Radio was something I played as a kid and it deeply impacted how I drew and what art I gravitated to for years before I realized how formative it was. The more you consume what you enjoy, the more it'll show in your art whether consciously or not. I suppose a potential exercise that can be done is maybe looking at several pieces of art you enjoy and trying to figure out exactly what it is about them that you like? Especially if maybe you find a common element to their styles that really speaks to you that you'd like to incorporate into your own art? While I can't say how effective this'll actually be, if I were to say, "Jet Set Radio, The World Ends With You and Dogs: Bullets & Carnage are things that had a lasting impression on me," and then you were to look at my art I think that statement would track.
But I also want to note that when I create I'M ACTUALLY VERY UNSURE OF MYSELF. I REALLY DON'T KNOW WHAT IM DOING WITH COLOURS AND I'M CONSTANTLY JUST HOPING FOR THE BEST EVERY TIME EVEN THOUGH I DID GO TO SCHOOL FOR WHAT I DO AND I SURE DO WORK HERE NOW. I rely a lot on my gut for things and end up trying over and over, sometimes fully scrapping and then unscrapping before my art gets to whatever I post online. And many things just never end up online. Sometimes things don't work out, and that's ok. And sometimes it feels like things won't work out but then they do. So don't feel discouraged when things don't work out the way you planned. I've found for myself, having a plan in my head of how i want to progress would just contribute to my already abundant anxieties so just letting things happen as they do was really helpful (outside of actual critical deadlines and professional responsibilities). There's always chances to try again and sometimes all you need is a break and to come back to what you were working on with fresh eyes.
I dunno how well this answers your question but I hope you were able to find something helpful amongst my brain soup.
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femboycatofmystery · 1 month
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So my post about how you should draw (YOU SHOULD DRAW!) blew up beyond any precedent since my return to tumblr and someone in the FRANKLY KIND OF TERRIFYING NUMBER OF REBLOGS mentioned downloading a free DAW to make music and that got me thinking,
HOBBY SOFTWARE MEGAPOST GO
All of the below software is free to use, and most of it is Open Source (which is its own thing I recommend learning about, its entire existence and success gives me hope for humanity) so GO GET SOME TOOLS! Make things like nobody's watching and then SHOW IT TO THEM ANYWAY! Or don't! Even if you hide your work from the world (lord knows I do!!!) you will have created something! And it feels amazing to create something!
VISUAL ARTS:
Inkscape: Adobe Illustrator replacement, pretty solid if a bit quirky.
Krita: Painting software, if anything slightly overpowered and sometimes more complicated than you want, but can do bloody anything including advanced color management. A wonderful tool.
Blender: You have probably heard it is super hard to use. This is CONDITIONALLY true. Because the developers are working day and night to improve everything about it it's always getting better and now like, 80% of the hardness is just because 3D is hard. Aside: Blender Grease Pencil - A subsystem in Blender is concerned with 2D animation and it is. Surprisingly good. Some annoying conventions but totally possible to literally make professional traditional 2D animation.
MUSIC:
LMMS: A free and open source DAW that can do a lot, except use most modern VST plugins. The practical upshot of this is that if you are just starting out with music it is totally serviceable but over time you might start to long for something with the ability to load hella plugins. (I'm currently trying out Reaper which has a long free trial and is technically nagware after that point...)
PlugData: You GOTTA TRY THIS, it's not mentally for everyone (not HARD exactly, just WEIRD) but if your brain works well with this kind of flow graph stuff it's a magical playground of music. (If you have heard of PureData, PlugData is based on it but has a lot of nice graphical upgrades and can work as a VST if you have a proper DAW)
Surge XT: A big ol' synthesizer plugin that also can run standalone and take midi input so you can technically use it to make music even if you don't have a DAW. If planning notes ahead of time sounds intimidating, but you can get your hands on a midi piano controller, this might actually be a great way to start out playing with music on your computer!
Bespoke Synth: Another open source DAW, but this one is... sort of exploded? Like PlugData you patch things together with cables but it has a wild electrified aesthetic and it can do piano rolls. Fun though!
GAME DEV:
Yeah that's right, game dev. You ABSOLUTELY can make video games with no experience or ability to code. I actually recommend video games as a way to learn how to code because the dopamine hits from making a character bumble around on a screen are enormously bigger than like. Calculating pi or something boring like that. ANYWAY:
Twine: Twine is what I might describe as sort of a zero-barrier game dev tool because you're literally writing a story except you can make it branch. It has programming features but you can sort of pick them up as you go. Lowest possible barrier to entry, especially if you write!
Godot: I use this engine all the time! It's got great tutorials all over the internet and is 100% FREE AND ALWAYS WILL BE. Technically there are more Unity tutorials out there, but Godot has plenty enough to learn how to do things. It's also SUPER LIGHTWEIGHT so you won't spend your precious hobby time waiting for the engine to load. There are absolutely successful games made with this but I think the best thing about it is that the shallow end of the learning curve is PRETTY OK ACTUALLY.
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Unfinished, Ugly, Overpriced
Genuine answer for the autistic anon and a discussion point for general commentary. Feel free to disagree and post your own thoughts on this, I feel like it’s important. While this may vary and we aren’t a bjd hive-mind, there are some basic minimum quality standards for artisan-made resin dolls, things that we have just kind of come to expect in the hobby, and many of the recent artist dolls that have been posted about here are posted because they don’t meet it. A lot of us don’t judge the doll worthy of its price and classification if it doesn’t meet these standards. Can you make what you want, how you want and charge what you want and ignore what anyone else thinks? Sure, but that might not be your best option if your goal is to continue to make and sell dolls. It’s not that big of a hobby and you need to appeal to a minimum number of actual paying customers to continue to meet your casting minimums and business expenses.
‘Ugly’ is subjective, a doll can be ugly to me and be wonderful to someone else but some degree of symmetry, a certain level of detail and evidence of artistic merit is usually expected for a doll over $100 not to just be considered ‘ugly’. ‘Finished’ is also subjective - many companies have refined their body sculpts and re-released them to look better and pose better, a few do it compulsively enough that it’s confusing to sort out all the versions even - but each version usually meets what we have come to expect as some kind of ‘finished’ state at the time of release, a range of motion, a refinement of the parts inside and out, consistent sizing within a proportional aesthetic, a good fit for the parts where they meet and few to no defects in the resin or overall design that could cause problems later. ‘Expense’ is another thing that is subjective, but price expectation is usually tied to both doll quality and skill of the maker, and in a more complex way, to rarity at release time or later. It’s true there have been a few utter potatoes that have held their value but those are exceptions. For me, since my doll gang has a really wide price range - basically if you can’t produce something that matches my aesthetic preference on a quality level that is consistent with other similarly sized dolls within your price range, I give the doll (and often the doll maker) a miss.
Another thing I’ve noticed is that the in past, doll critique in some circles has been both more blunt and more honest. When I started painting dolls, I received more helpful feedback in my own work and improved faster than I would have otherwise with only likes and nice comments. Now it feels like there’s more expectation to just say something nice and encouraging when someone posts a WIP and the actual critique areas are forgotten. I believe that part of the difference also is that some of the digital sculptors today don’t have a basic art background and they aren’t asking for and receiving valid constructive critique and re-printing & refining their dolls accordingly before casting, especially to work on the joints. But I also do know of at least 2 doll sculptors who will nearly throw a tantrum if they post a digital WIP asking for critique and don’t get praise, so no one bothers to give them any good critique anymore. Yet they expect to charge competitive prices for doll preorders that IMO do not meet the quality standards that merit the price they are asking.I mean yeah it's cool to make a doll that is inspired from book, video games, anime etc but I think this should stay a personal project, not something that you want to sell in several quantities.
~Anonymous
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sandradoodles · 2 years
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Hi! i just started reading your confessions comic and i am OBSESSED!! and i didnt want to spam you by rbing all of your posts so i am going to write my Thoughts here :3
First of all i just wanted to say how much youve improved over the course of making this comic!! the lineart is so much Smoother and neater, the shading is so PRETTY, i love how youve done the backgrounds, whether you actually draw them or put flowers or something else behind the characters, and the layout looks so much more proffesional and puts the focus on the right things!! ALSO your anatomy has improved sm and i love all the wild expressions!!
Also i LOVE the teal colouring with pink accents, its such a pretty combo and its kinda like your trademark now!!
And obviously the whole story is so GOOD. i love how you cranked up the Idiot Meter to 1000000 bc YEAH theyre IDIOTS!! I loved the whole Clownbug part with ladybug discovering chats in love with marinette and being ANGRY abt it, its one of my favourite flavours of love square, and pt 6 of the comic was also SO entertaining!! miscommunication my beloved <3
I also love the first panel of pt nine, its just so pretty!! and ofc the shenanigans with the design contest, it feels v realistic and you absolutely NAILED mari's character!!
And the bee miraculous akuma is GORGEOUS!! it looks v menacing but also rlly cool and i would KILL to see the full design
i also love the way you showed marinettes progress with the jacket!! the montage of them bonding and working on the jacket is so cool <3 (and the shoulder gag is rlly funny lksdjhghjkgfdkjh)
FINALLY the jacket itself is just. BEAUTIFUL. the design on the back is absolutely stunning, and i love how you incorporated the miracle box and roses (did mari draw inspiration from chat? 👀👀) and the pink inside is so cute!! and the paw mark w marinette's signature!! (also i see you have a weakness for bomber jackets and you are RIGHT they ARE the pinnacle of fashion)
and buttercup reveal my beloved!! the blush!! the awkwardness!! the wild expressions and gestures!! i LOVE IT!!
also, i love all the small details!! like how you shaded marinettes palms as hearts, its so cute! <3
Anyways im just REALLY exited to see where youre going with this comic!! <3
omg omg omg okay I woke up to this, immediately read it FIVE TIMES IN A ROW, and have spent all day trying to figure out how to reply to so many lovely compliments 😭😭😭
THANK YOU SO MUCH OBVIOUSLY it means the world that you read every part and then took the time to type this up! This comic is such a labor of love for me and I'm always trying to work in a lot of fun and cute little details/moments so when people notice and point out those things it makes my heart SWELL WITH JOY. (If you like the hearts on her palms, part ten has some hidden hearts as well heehee)
When I started this my only goals were to scratch my lovesquare itch and get comfortable drawing again after being out of the habit for years. I had, idk maybe ten followers and did not expect anyone to read it or that I would actually manage to draw more than five parts or so AND NOW HERE WE ARE lol. I am so happy that you can see an improvement in the art, not just in how the characters are drawn but stuff like backgrounds and the visual storytelling as well. I hope to get better and better with each part!
Reading your comments about the characterization makes me wanna screech with happiness because I LOVE. THESE. IDIOTS. SO MUCH it is ridiculous!! RIDICULOUS! And as much as I adore leaning into them being incredibly stupid, it is important to me to show how much tenderness lies at the heart of their interactions. They are so, so stupid because they’re so, so sweet. Confessions is very much “journey over destination” because I just want to indulge in as much insanity, humor, awkwardness, confusion, affection, devotion, and partnership I can manage to tease out of their relationship in one story.
The color palette btw was a complete and total happy accident! Sometimes a thing works because you put lots of thought and effort into it, and sometimes a thing works because you fell on it. The color palette is an example of the latter but THE JACKET is an example of the former, haha. The amount of time it took to develop not just the meaning of it but literally the physical design (gotta look like something Marinette might actually make, gotta be something that I can draw a bunch of times, gotta be something that [spoilers redacted], gotta be something that fits over Chat’s shoulders, gotta be something that actually looks good, omg.) I have a whole post about it already but still more to say because I always have more to say! this is so much rambling I’m sorry
One of the big challenges I’ve had in trying to make a comic is figuring out how to balance what to say, what to show, and what to imply. The jacket is first and foremost exactly how Marinette presents it, a means to hopefully reach Adrien and deliver the card from his classmates. The specifics behind the design are more implied. Marinette pours a week of blood sweat and tears into creating this jacket, and as far as Chat Noir sees, she is single-mindedly focused on that task. But we all know she’s ALSO carrying the responsibilities and concerns of being Ladybug. Losing the Miraculous is obviously like... the biggest thing, a terrible and invisible weight that she carries alone!
Except not, because Chat Noir is there. He’s there for Ladybug, he’s there for Marinette, he’s a constant presence in her life and his support allows her to move beyond the shame and horror of losing the Miraculous. Marinette embroiders the symbols of the stolen Miraculous centered around the ladybug and surrounded by irises (sorry they aren’t roses!), and it looks like a topical show of support for her local superheroes; Ladybug embroiders the symbols of the stolen Miraculous centered on the ladybug and surrounded by irises and it’s a promise to her city that she’s going to get them back. (That she stitches the symbol of the cat in the left-hand side of the lining so that it zips over the wearer’s heart might mean something too but that was... more subconscious.)
ANYWAYYYYYYYYYYY I hope that my long-winded rambling comes across appropriately as a sign of JUST HOW THRILLED I am to have received this beautiful thoughtful ask. Hopefully the behind the scenes talk was fun to read haha. I am so honored and I hope you continue to enjoy the story!!
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