A nervous, curious forest spirit: meet Gigi's redesign.
YOU ARE THE REASON
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Aqua Utopia|海の底で記憶を紡ぐ

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@makardraws
A nervous, curious forest spirit: meet Gigi's redesign.
Just reposting my Judy Hopes/Jill valentine mash up for reasons.
oop more thumbnails from my playthrough
Lunge.
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Timelapse for that Spyro fanart 🎨🖌
still cant skateboard!
Every time I draw my OCs wrestling, It's just me playing with them as if they were action figures. 🤣
Will you look at that o_O
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Do u have any advice for artists who draw ridiculously slow???
draw faster
jk haha. here's some tips:
1. identify what's making you draw so slow. can't figure out pose/anatomy? too perfectionist about inking? getting caught up in details? indecisive coloring?
2. timed gesture studies. draw a loose figure w photo reference in 10 minutes. do that a bunch of times. then 5 minutes, 3 minutes, 1 minute. train yourself to omit as much detail as possible while keeping the figure recognizable.
3. the dot/line exercise, sometimes called the "target practice" warmup. draw two dots, then a line connecting them. keep moving the dots farther apart while drawing the line as fast as you can while keeping it STRAIGHT (not wobbly!) and hitting the second dot. the line is ONE stroke. it's harder than it sounds. this should help you get an idea of how fast you can make a controlled stroke
4. look up tutorials on coloring more quickly in whatever art program you're using if you do digital art. chances are there's a tool or setting that can make it easier to fill in shapes. i almost never color by hand, i fill bucket everything
5. free yourself of "clean line art"... 9 times outta 10 people think sketchy lines are more visually appealing anyway. it's faster and they have more life. in my opinion at least
6. use lots of references. spending hours on a complicated pose from memory instead of just looking at photo/3D model reference isn't impressive it's just stupid and unnecessary
7. study with intent. if you struggle with leg anatomy for example, do lots of studies from photos (eyeballing and tracing), then try it freehand/from memory, rinse and repeat 9000 times until it's not something you get stuck on when it comes time to do an illustration/comic page
8. less detail. simplify. you can have ultra detailed art or you can draw fast. pick which is more important to you
9. bullshit it... draw ugly and bad but do it fast. done is always better than perfect
10. thumbnail. it's not just for comics. do a teeny tiny sketch of your drawing beforehand with colors. then use it as reference. helps to finish the actual piece faster when it's planned out
bonus: be impatient and easily bored. i rarely spend more than 2-3 hrs on any one drawing, including comic pages. i got other shit to do!!!! like nap
"Nightmares & Memories" Page 1 and 2 I'm working on a short fancomic about my World of Warcraft character Tarscale, and a moment from an adventure she was part of with my RP guild. This was originally for a guild writing prompt of 'visions and nightmares'.
I'm hoping to work on the rest of the pages throughout the summer to finish it up!
Hey hello!
Maybe you've realized I havent posted a page of The Merchant comic for some time. It's just that I'm giving priority to other paid projects right now. I really miss drawing the comic so as soon as I finish those, I'll start again.
Meanwhile, Hazel is selling watermelons somewhere, so you don't have to worry about him 🦊🍉
I'm back!
This concept happened somewhat by accident. I was in the process of updating some old mockups. While looking at my original pitch mockups for Ducktales Remastered, I came across an old revamp of Chip & Dale on the NES back in 2014. Given that I had to isolate all the elements to apply the changes, I suddenly had workable game assets and some extra time on my hands. Things just snowballed from there.
One thing I did want to address from the original was to properly show the scale of things. The NES game was all over the place (mouse sized rhinos for example.) So making sure the big robot dogs from the first level where actually appropriately imposing was important. The game also implied you travel to locations by plane, but you never got to see it.
While the mockup is scaled for modern systems, I've composed the music and sound effects using SNES limitations to give it that old Capcom home-console flair.
This video is not endorsed or licensed by CAPCOM CO., LTD or THE WALT DISNEY COMPANY and is not a game under development. This is made only for fun.
LET IT RIP
Harriet trying to keep her hat on at the beach! My half an art trade with @foxpopvli.
1K Followers
Forgot I reached 1K here! Thanks everyone! I'm not very active here but I'll do my best to post art on the blog.
study break