Gonna post this silly little tutorial thing here too, just in case it helps anyone else out or if anyone was curious about how I personally like to colour stuff!
Enjoy reading my chicken scratch :^)
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Gonna post this silly little tutorial thing here too, just in case it helps anyone else out or if anyone was curious about how I personally like to colour stuff!
Enjoy reading my chicken scratch :^)
quick frills/layering walkthrough I posted on twt but never got around to putting in here :0
The big texturing tutorial
1. Definition
Texturing is a technique that involves adding local shading and details on surfaces to better represent the material of an object. This technique is of course closely linked to shading in general. This is usually applied after defining a global shading.
From left to right :
Lineart
Global shading
Completed sprite
One of the big differences between global and local shading is homogeneity. The very principle of global shading is to give a sufficiently contrasting effect between the shaded and lit areas to bring out volume and depth. Conversely, a texture must be as homogeneous as possible. It must be able to be applied on large, uniform surfaces, without making it look bad.
2. Applying a texture
A texture being homogeneous in terms of its luminosity/contrast, if it is applied to an object without taking into account the global shading, we will lose any effect of volume and depth.
A texture applied to a sphere without shading. Only the deformation of the texture can give us a clue on the shape of the object, but it is still difficult to discern. Homogeneous contrast When applying a texture to an object, shadows must also be taken into account. It is therefore important to maintain a uniform contrast between colours. A dark line separating a light zone from a dark zone should not keep the same colour between these two zones.
The color of the line will be lighter on the lighter side and darker on the darker side to preserve its contrast with the background. In the same way it is possible to apply a texture or pattern on a shaded object, by proceeding to a simple color shifting in our palette.
Combination of a texture (left) and an object that is not textured but shaded (middle).
3. Local shading
Since shading is used to highlight the bumps, there are generally two possible cases:
A groove
A bump
Each of these cases can be more or less accentuated by playing on the colors, the intensity of shadows and lights.
On the upper line, troughs ranging from the weakest to the strongest bumps. On the second line, these are bumps that stand out. The mastery of these light bumps is very important, it is the basis of the textures, and will make it possible to manage all the simple cases, such as wood or matte plastic. Example of application on a simple object:
4. Reflections
The application of a reflection is done in a simple way, by applying diagonal strips of light of varying thicknesses, and following a few rules.
A trough or bump will create an offset at the reflection level (proportional to the height change). As for the shadows, there is no absolute, depending on the palette or the material represented, it is possible to lighten or not the area at the reflection level. It is also important not to have parallel light bands on faces that are not oriented in the same direction, as on this cube:
Concrete example of the application of a gold texture on our drawers:
Or, added reflections on our previous crate:
5. Dithering and granularity
Dithering consists in creating a new false color from a checkerboard or other regular pattern of two colors close enough to give an illusion of mixing. The closer the colours are, the stronger the illusion will be. The more the colours are contrasted, the stronger the granularity effect will be.
Dithering is basically used to obtain fake intermediate shades on limited palettes, but it is also very useful for making complex and rough textures.
Example of complex dithering separating 3 colors over a wide area.
The nature of the pattern totally changes the roughness aspect. Example of the application of a sandy rock on our drawers:
Or add grain to our crate:
6. The art of destruction
The more complex a texture is, the more it will combine fundamental techniques such as bumpiness, reflections or granularity. However, some materials need to go further, by cutting, slash or breaking the base support.
Cuts It works much like bump, but on a much finer surface. We are subject to the same rules, of which here is a summary image:
From the finest to the most pronounced, on the first line of the cuts, and on the second of the bumps. A concrete example on our crate:
Exercises
Since nothing beats practice to learn, here is a series of examples from the simplest to the most complicated.
For each exercise resolved, post your results.
Mastering tools
Add a strong bump on the text of this image, except the ‘x’ which must be a groove (the center must be dug more strongly than the rest of the ‘x’):
Palette:
Add reflections on the image obtained between the two red lines shown below:
Now cut and break the letter ‘e’ as well as possible.
Add grain to the letter ‘l’.
Finalize a sprite
Texturize/colorize this sprite:
Palette:
Add reflections on the inside of the doors to give the impression that there are windows.
Add damage (cuts etc) on the right side of the wardrobe.
Make a variant of this cabinet by redoing it in gold using the palette of the gold drawers example in the tutorial. Palette:
Do the same with the sandy rock. Palette:
Sample solutions
Here are some solutions by a talented friend :
Gif process
The end.
For those of you that like everything neatly organised, here’s links to EVERY ONE of my first 150 how to THINK when you draw TUTORIALS, in ALPHABETICAL ORDER for #SkillUpSunday! Enjoy, link, pin, share! Cheers! Lorenzo! How to draw ANGRY EXPRESSIONS How to draw BIRD HEADS How to draw BOOKS How to draw BOXES How to draw BREAKING GLASS How to draw BRICKWORK How to draw CABLES and WIRES How to draw CAR CHASES How to draw CATERPILLAR TRACKS How to draw CAVES How to draw CHARACTERS (3-SHAPES) How to draw CHARACTERS (FLIPPED-SHAPES) How to draw CHARACTER SHAPES How to draw COMIC COVERS How to draw COMPOSITION How to draw CROSS-CONTOURS How to draw EARS How to draw FABRIC How to draw FEET & SHOES How to draw FEMALE HANDS PART ONE How to draw FEMALE HANDS PART TWO How to draw FOREGROUND MIDGROUND BACKGROUND How to draw GAME BUILDINGS How to draw GEMS and CRYSTALS How to draw GIRL’S HAIR How to draw GRASS How to draw HAIR (1940s styles) How to draw HAPPY EXPRESSIONS How to draw HORNS How to draw HORSE HEADS How to draw IMPACT DEBRIS How to draw IN 3D How to draw INTEGRATING LOGOS How to draw INTERIOR BASICS How to draw IN-WORLD TYPOGRAPHY How to draw JUNGLE PLANT CLUSTERS How to draw JUNK HOUSES How to draw LAMP POSTS How to draw LAVA How to draw LIGHTNING and ELECTRICITY How to draw MECHANICAL DETAILS How to draw MUSHROOMS and FUNGUS How to draw MONSTER HEADS How to draw MONSTER TENTACLES How to draw MOUNTAINS How to draw NEGATIVE SPACE How to draw NEWSPAPERS How to draw NOSES How to draw PERSPECTIVE BOXES How to draw PIGS How to draw POD HOUSES How to draw POURING LIQUID How to draw ROBOT ARMS How to draw ROCK FORMATIONS How to draw RUNNING FIGURES How to draw SAUSAGE DOGS How to draw SEA WEED How to draw SHADOW COMPOSITION How to draw SHOULDER ARMOUR How to draw SIEGE WEAPONS How to draw SILHOUETTE THUMBNAILS How to draw SMOKE EFFECTS How to draw SNOW How to draw SPACE BIKES How to draw SQUIRRELS How to draw STICK FIGURES How to draw THE HORIZON How to draw TIKI STATUES How to draw TREASURE CHESTS How to draw TREE BARK How to draw TREE ROOTS How to draw VEHICLES How to draw VINTAGE PLANES How to draw WATER How to draw WOODEN HOUSES
African-American Hair Styles in Depth Row 1 & 2 Row 3, 4, & 6 Row 5
could you do a body tutorial please? i always get stuck on the shoulders once ive drawn the head because they always look so board? i’m sure id struggle with the rest of the body too but once i fail with shoulders i usually give up and just draw creepy floating heads...
ooofok so
I’m gonna make u a shoulder tutorial cause a full body tutorial would be absolutely gigantic.ok so u got ur head right, i’m going for a straight forwards view point on this so
there they arenext is the neck, i typically make this thinner than the jawline and bring the length down so that the chin falls about half way between the jaw and the slope of the shoulders.
next i draw the slope of the shoulder on both sides and connect them with a horizontal line. The horizontal line is where you’d put the collar bones.I draw the slopes so that they extend past the ears. I tend to angle them at 45 degrees when standing normally.
I use this bit to quickly sketch in the collar bones and the tendons (?)the actual shoulder joint though i draw as round with a kind of, rounded corner????? both sides are p much even on each joint. I draw the joint as roughly the same width and the shoulder slope.I am god awful at maths so this bit doesn’t add up but it kinda ends up looking as if it’s split into thirds.
as u rotate the shoulders they over lap each other but the basic elements are still there, just shortened or behind something.
i’m not great at explaining shoulders all that well but i hope this helps at least somewhat.
Crystal. Tutorial by Anastasia-berry
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Reopening my talksprite commissions after forever, so lets do a rundown of what all this says under the cut!!
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some sketches from the lil original rp server i have going 👌
threw together a quick trickster autumn for an event so, have her 👍
hey its ya boi
uh
skinny penis Josias
*shrug*
important for any artist
Heck, show this to every man in the world who assumes he knows what boobs look like.
how do u like,, make ur talksprites, or like layer them.
anon lemme tell u its a fucking M E S S but i can uhhh try and explain it the best i can???? ill put a lot of this under a readmore or itll get long-bearing in mind i use sai, but im sure this works universally?
time for freddies TALKSPRITE TUTORIAL LETS GO
i usually start off with a featureless face + armless body like this:
the head is on a separate layer to the body, because sometimes i like to tilt the head for expressions. i put the head and body in separate layer folders for organisation.
next comes ears + arms. the frontmost ear goes in a layer above the head, and the back ear goes in a layer set behind it. i use layer sets for the ears so i can do different ear positions. the arms i do in separate layer sets too, so i dont get mixed up. do as many arms in as many positions as you like
[rest under readmore]
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guess who has sprites now :3c
An anon asked me for tips on the Dangan Ronpa style. The pictures are captioned for some extra commentary.
I’ve learnt most of this through observation and one thing I whole heartedly recommend is looking closely at the sprites, beta artwork, and design references. You can find them on the Dangan Ronpa wiki and it can be very helpful to understand how they’re drawn.
I didn’t go into detail with how I colour them because I’ve made some videos on youtube and even though one is quite old, how I colour sprites hasn’t really changed.
https://youtu.be/2UyzgTDCjHU (My video tutorial) https://youtu.be/Fu9wEbJwAhg (How I drew Ryota’s sprites)
If you want to see how you can diversify the designs more, I’d recommend looking at Gokuhara’s art on aminoapps or their fangan here. It’s not a 100% imitation of the style colouring-wise but the designs are very well done.