Looked alright, thought I'd post.
I'm pretty sure the person I'm drawing for don't have a tumblr.
So have this Howl im doodling:)
$LAYYYTER

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★
🪼

pixel skylines
YOU ARE THE REASON
almost home
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Sweet Seals For You, Always
h
i don't do bad sauce passes
One Nice Bug Per Day
Monterey Bay Aquarium
hello vonnie
sheepfilms

祝日 / Permanent Vacation

blake kathryn

if i look back, i am lost
Today's Document
2025 on Tumblr: Trends That Defined the Year

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@nightmare365
Looked alright, thought I'd post.
I'm pretty sure the person I'm drawing for don't have a tumblr.
So have this Howl im doodling:)
a guide on how to enjoy: LEAF 🍂
Honda TN-Acty Big Cab, 1982. A face-lifted version of the first generation Acty truck with a cab extended by 100mm (note the small window in the C-pillar).
⚠️DUNGEON MESHI MANGA SPOILERS
The demon
Song: LUNCH by Billie Eilish
why are yt to mp3 websites always the shadiest fuckin sites I feel like I’m going down a dark alleyway risking the chance of getting drugged and/or stabbed just bc its the only place where I can find a guy to deal me some decent fart with extra reverb dot mp3s
I like made my own ad free yt to mp3 site partly because of this: https://y232.live
I'm working on a big update to y232 at the moment. Now's a good time to recommend updates or report things that need to be fixed.
Dreaming of Good Times
A wonderful Pokemon chinese animated short film directed by DaiWei (All Saints Street) and produced by MTJJ / HMCH studio (Legend of Hei) for Chinese New Year.
Youtube link
How to start reading books in Japanese
This is a great blog on how to start reading books in Japanese. Even if you already read in Japanese, it has some interesting things to think about in the way you approach Japanese books.
Reading books in Japanese might sound intimidating, but once you start to practise and improve your reading skills, you can make progress fa
This is the money Marge. Reblog for good fortune
noose
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I learn by working backwards!
While working on a commission, I noticed my knowledge on drawing ear details has suffered over the years, so I decided to brush up by learning how I learn best; tracing and breaking down reference material. What do you think? Does this kinda thing seem helpful to you? Or interesting to see? >w<
was researching anatomy for purposes and i am inexplicably angered by this discovery. what the fuck.
Storyboarder makes it easy to visualize a story as fast you can draw stick figures. Quickly draw to test if a story idea works. Create and show animatics to others. Express your story idea without mak
HEY Y’ALL, THIS IS FREE.
I know a lot of my followers want to storyboard someday, and this is a good starting point. :) Enjoy~
THANK YOU, ANNA
@possessed-opossum 👀
Manga Edit Tutorials Masterlist
Cleaning:
Tutorial For Text Or Other Obstructions by t-o-k-i-d-o-k-i
Mangacap Cleaning Tutorial by animeps
How To Clean Manga Caps by syun-syun
Scan Cleaning Tutorial by bakamura
Manga Cleaning Tutorial by laetia
Clean And Edit Scans by shoujomangapictures
Mangacap Cleaning Tutorial by shoujomangapictures
Basic Editing:
Tutorial For Mangacaps by t-o-k-i-d-o-k-i
Tutorial For Mangacaps by itechi
Tutorial For Fab Caps by fairymangacaps
Mangacap Tutorial by shojomangapictures
Coloring:
Manga Color Tutorial by kamikukisama
Manga Coloring Tutorial by animeps
Tutorial: Manga Coloring by mangastories
Manga Coloring Tutorial by ukitakejushirou
Simple Coloring Manga Tutorial by suouh
Manga Coloring Tutorial by hitsuyo
Basic Coloring Tutorial by bakamura
How To Color Manga by gaywin
Manga Coloring Tutorial by shishiopls
Colored Manga Tutorial by shoukomangapictures
Manga Coloring Tutorial by laetia
Manga Coloring Tutorial by floralnin
Specific Coloring:
Hair Highlighting Tutorial by bakamura
Change Color of Black Hair by bakamura
Creating Shadows by bakamura
How To Make Blushes by futaba.tea
Remember To Show Appreciation By Liking The Original Post(s)!
Masterlist created by codegesse, if a poster does not want their tutorial on this list send a message here and it will be removed.
(via 무릎 그리는 방법)
Zora is one of the two main characters in our second game, In the Valley of Gods. Quite a few people remarked on Zora’s character design, in particular her hair, when they saw our announcement trailer. Indeed, creating Zora’s hair is a challenging problem for intertwined technical and cultural reasons. I would like to talk about our explorations and aspirations so far, and why it’s important to us we get it right by the time we ship.
In 2015, Evan Narcisse wrote an important essay on natural hair and blackness in video games. You should read it. It was the first time I’ve really thought critically about hair and representation in video games, and the yearning in the piece struck me.
Hair is very personal. As an immigrant woman of Chinese descent with atypically frizzy wavy hair, my hair is, to an extent, an outward expression of my struggle with who I am and where I belong (or don’t). I want to love my hair the way it naturally is, but it’s never quite simple as that.
So when I first saw the character design for Zora, I had an understanding of what task lays before us as a team. None of us has Type 4 hair, characterized by tight coils and common among black women. In fact, none of us have even made video game hair before, but we are committed to giving Zora the hair she loves, the way she chooses to wear it, with all the care and effort we can.
Building Zora’s hair will be a continual effort that lasts the whole project. Our first milestone for the hair was getting it in shape for our announcement trailer, when Zora was first introduced to the public.
As a small team without a dedicated character modeler, we hired a couple of specialists to do Zora’s character sculpt. Their task included sculpting a static version of her asymmetric bob so we could evaluate the scale and silhouette of her whole body. We knew the static sculpt would serve only as a placeholder and reference while we figured out a longer term hair solution.
Hair is a complicated combination of geometry, shader work, and texturing, and it requires a very tight and frequent iteration loop to get right. It made sense for us to do it in house even if we haven’t created hair before. The task of modeling “good enough, first pass” real-time hair for the trailer fell to me; the shading and rendering work to our graphics programmer Pete; and the copious texture and oversight work to our art director Claire. We started by investigating what other developers have done.
Real-time hair geometry, as far as I can tell, falls into two broad categories: “hair helmets” and “hair cards.” A hair helmet is what I call completely opaque geometry, as one would see on a plastic action figure or Lego figurine—think Princess Zelda’s hair in The Legend of Zelda: Breath of the Wild. Hair cards, on the other hand, use many sheets of hair strands to portray more free-flowing hair —think many characters in Uncharted 4. That approach is well suited to hair types that can be abstracted into sheets, which works well for any length of straight hair. There are also hybrid approaches, such as this wonderful tutorial of a game-ready afro by Baj Singh.
Claire designed Zora’s Type 4 coily hair to have a lot of texture and volume, but it also has a “big-chunky-tubes” structure allowing fluid “floppy” movement. Neither of the two previous approaches is ideal for Zora’s hair.
The closest in-game hair reference I found is Nadine Ross from Uncharted 4, but on closer inspection Nadine has Type 3 hair with very defined curls, quite different from Zora’s tighter Type 4.
Sometimes the only way to solve a problem is… just by making something, even if it sucks in the beginning. So I started off with a variant of the hair cards approach by making “big tubes” of three cross-cards to follow the shape and flow of Zora’s hair helmet sculpted by Ted Lockwood. It was important to have some geometry that remotely resembles what we will ultimately create, to test the shader Pete has been writing.
I would work on the hair for a few days at a time whenever I wanted a break from creating the trailer’s environments. After two months of wrangling various placements of polygon tubes, flat cards, and cross-cards, as well as bending all their normals as if her hair were a shrub, we had the following result as of October 2017.
Part of the challenge of all this is that not only are we making Type 4 hair, we are making stylized Type 4 hair that evokes Claire’s distinct style. It became clear very early that the way Zora’s hair interacts with light would be a key part of the shader work.
I’m not able to go into the technical details of the shader in this post, but we ended up adding individual controls for each type of lighting we wanted the hair to respond to, based on Claire’s specific concept art: for instance, light striking from the back, from the side, ambiently, and so on. This got finicky, but taught us a lot and provided enough variation to create the trailer. It will take much more experimentation and iteration for the hair to behave according to the style guide under all necessary lighting conditions, but making the trailer gave us a lot of direction for our next steps.
Right now, we have an intensely stylized back-scatter effect in the hair when backlit, but we still lack the ability to do high-quality rim lighting without relying heavily on post-processing.
We are currently only using alpha-cutouts for the hair cards (alpha sorting is a whole different topic outside the scope of this post) and I’ve been advised by character artists that some number of alpha blend cards for flyaway hairs usually works well.
For the trailer, James rigged Zora’s hair and hand animated the movement, but we plan on applying physics simulation to the hair rig for the shipping game.
There is a long way to go before we’re truly happy with Zora’s hair, but this is a good first step. As the rest of the game’s visuals become more solidified, it will become more clear what we need to tackle next.
some of our early work on Zora’s hair! That painting at the top is still one of my faves that I’ve done/