TEAM RAYA JAKARTA VLOG | First time Raya in Jakarta | Fangten
AnasAbdin
trying on a metaphor
d e v o n
i don't do bad sauce passes

pixel skylines
🪼

shark vs the universe
2025 on Tumblr: Trends That Defined the Year
ojovivo

izzy's playlists!
Today's Document

Janaina Medeiros

roma★

Origami Around

Discoholic 🪩

blake kathryn

if i look back, i am lost
Not today Justin
todays bird
YOU ARE THE REASON
seen from United States

seen from France

seen from United States

seen from United States
seen from United States
seen from Malaysia
seen from Argentina

seen from Canada

seen from Türkiye
seen from Canada
seen from United States

seen from Türkiye

seen from United States
seen from United Kingdom

seen from United States
seen from Türkiye

seen from Argentina
seen from Türkiye
seen from United States
seen from Türkiye
@faannggteenn
TEAM RAYA JAKARTA VLOG | First time Raya in Jakarta | Fangten
Background & Movement in TV
Since TV animation tends to have smaller budgets than feature animation, we are often times limited in the kind of animation we can do in terms of backgrounds. Â Here are a couple workarounds I have to show movement in a background. Â
The first is a tracking shot into cam where our Character is running without gaining away or from cam (but they could if you wanted) The foreground is the ground plane which is just a simple looping set of lines. The BG is actually a static image that would slowly drift down towards the horizon line imitating movement away from the background.Â
The second is also a tracking shot where the character is more in profile. This one requires some soft focus and low detail background drawings (usually not a lot, maybe 3 looping images. I only used 2 here but the theory holds.
The last one only requires a single background layout, but we use the camera to imitate action as it pulls out over a static image.
This is all based on my own experience rather than hard rulesets, so you know as usual take it with a grain of salt.
I’m more than a little embarrassed about this, but here’s a Powerhouse Animation Pro-tips video where I talk about shape language in character design. I know it’s not really profound knowledge, but I hope it helps spark some ideas for people starting to design their on characters.
An EXCELLENT animation joke here! Please note that all of this has been animated on 1’s(which is to say that each drawing is only being held for 1 frame), where most anime is animated on 3’s(each drawing held for 3 frames). This makes the animation look especially fluid, but is extremely time consuming to do - even classic Disney cartoons tended to animate on 2’s as much as possible! Also worth noting is the beautiful flow of S to C curves in the long hair - this is another thin that is often heavily simplified in anime. What’s more, the entire shot is complicating the animation - the low angle with multiple head turns, the way the hand interacts with the hair, and the extreme foreshortening of the hand as it moves towards the camera. Lovely animation combined with a wonderful awareness of the skills and pitfalls of the industry! (This clip is sourced from an anime called Joshiraku, and the rest of it appears to be animated in a more traditional anime style)
Hey there! Random question but I'm curious, how would you go about drawing chainmail? I have a D&D character that has chainmail under their armour and every time I try to draw them I'll start off by drawing all the links by hand then it gets way too tedious so I go look for chainmail pattern on google and paste it lmao but it feels like I'm cheating by doing that, and it clashes with the style I'm going for. I was wondering if you had any tips or tricks?
I don’t feel particularly great at drawing chain-mail either but there’s a technique I learned from a tutorial a bunch of years ago that I think makes a pretty good texture. It’s fast and the end result is cartoon-y enough to match a less photo-realistic style. I can’t for my life find the tutorial so I’ll recreate it here (using Photoshop):
1. Fill your canvas with black or white. Filter -> Render -> Clouds
2. Filter -> Filter Gallery -> Glass (under the Distort category)Keep smoothness as low as possible, play with the other settings
3. Find a filter in Filter Gallery that you like and apply it. Combine them, if needed.
4. When applying texture to the drawing, use Edit->Transform->Warp to make it fit the shape you’re trying to convey
You can stack more filters on after the texture is placed or draw over it with a textured brush to make it look less uniform if that’s what you want. Add a shine to it with a big soft brush, colorize it, go crazy. I go with whatever looks best to me atm.
This is how I did Geralt’s armor too, though since I knew the final print will be smaller than 1.5″ I didn’t worry about details much.Â
Hope that helps!
when the others are not around
Some quick animation smear guides I put together for a friend! not sure if it works as a tutorial without my in person commentary, also more intended as a guide to show examples of basic/common smear types :O
…might make a tutorial on how to use smears another time…
Knowledge!
NEW YEAR RESOLUTION ANIMATION || FRIENDS
Travel vlog 5 KONYA | MEVLANA MUZEUM
Sabrina the witch
Ittadakimasu
go
Tumblr — Twitter — Facebook — Instagram — Buy my books — Support me on Patreon
When the spirit of halloween officially kicks in 🎃
New GIPHY!