[Mawari-Raws] ETERNAL PROJECT PV - 03
d e v o n
art blog(derogatory)
Peter Solarz
Stranger Things
cherry valley forever

No title available

oozey mess

shark vs the universe
KIROKAZE
macklin celebrini has autism
Not today Justin
trying on a metaphor
ojovivo
PUT YOUR BEARD IN MY MOUTH

祝日 / Permanent Vacation
NASA
taylor price

tannertan36

Origami Around

No title available
seen from Kenya
seen from United States

seen from United States
seen from United States
seen from Romania
seen from Japan
seen from Italy

seen from Türkiye
seen from Germany

seen from United States

seen from Germany

seen from Brazil
seen from Brazil
seen from United States

seen from United States
seen from United States
seen from United States
seen from United States
seen from United States
seen from United States
@yoshikirishima
[Mawari-Raws] ETERNAL PROJECT PV - 03
Watched Mawaru Penguindrum for the 3rd time and it was as powerful, emotional, and hilarious as ever. Truly a masterpiece. It made me want to draw one of my favorite characters for practice, Ringo Oginome!
Youmu Konpaku character design sheet! Haven’t updated tumblr in a while. This was made a year ago. It was not only for drawing, but intended to be used as a design sheet for animating Youmu in my fanmade Touhou OP animation. However the project fell apart, as my friend I was collaborating with was too busy. I still want to make a Touhou OP one day, but it will technically be different from the one I originally planned with my friend.
【COUNTDOWN】 4 DAYS REMAINING
I joined ETERNAL almost a year ago as an illustrator. Now it’s time for the official announcement and reveal trailer at Anime Expo!
Youmu Konpaku design for a Touhou PV animation. Says version 1, but pretty content with it and probably won’t need to redraw it. Might add the 2 small flowers to her short sword’s handle though...
Marisa Kirisame character design sheet ver. 1 FINISHED! That took forever but it was fun and great practice to just draw a lot and not fear failure.
I say it’s ver. 1, but probably the design won’t change a ton, and I might not even update this (or at least not every Marisa on this sheet) even if we decide to change the look a little. I’ll just draw it differently for the actual animation if needed. Might be cleaned up and colored; if so then I guess I could add some minor design changes if needed / make the design more consistent X).
Fan collab between Yoshi Kirishima and Arc Dawn. Original storyboard concept by Arc Dawn. Storyboard draft by me. Music: "A Starry Sky of Small Desires" (O...
Going to be a long road, but if I ever want to do something, I gotta start somewhere. Doing a Touhou fan animation with my friend Arc Dawn. Full character design sheets and updated storyboard are next, then layouts then some key animation! For me, creating something is very stressful because of how many options you have, and I’m so indecisive. But I realize that doing something is better than nothing, and focusing on doing it step by step and sharing progress really help! The plan is to make this a kind of OP styled PV, with lots of motion graphics, not unlike the kinds you see in VNs, and we’ll just keep going as long as we want to continue it. If we finish the planned ~25 seconds, we’ll keep adding to it. Thanks for reading ~
Test animation with Paint Clip Studio. Really liking it, sad that I spent so much time learning Retas back then, but sunk cost I guess. Retas is very powerful but usually won’t be needed for most purposes unless if you have a large ish group animating something, or you want to use its Paintman program for coloring, etc. Seems like PCS is enough, probably going to upgrade from EX to Pro while it’s on sale. They deserve the support for making such powerful software.!
Did a quick drawing of Magical Girl Risu from ETERNAL Project, an upcoming Visual Novel!
Tried to go for a more rough/painted/sketchy look, still not there; it's so tempting to make it look more polished but that ruins the look At least the clothes/hair texture is not completely flat cel shaded coloring The style I'm trying to go for is actually hard, even if it looks simple:
"It takes a lot of effort to make something look effortless" Ended up being too boring so I just salvaged it by added her name in bubbly font and bright sharp color xD
Made in SAI. Wanted to have it decently polished but not too much. Was slightly faster than my 1st real try w/ SAI. Took 6 hours. Overall lots of things I coulda/woulda changed but I decided to just be done with it. Had a lotta fun! Tried out: Basic bread n butter eye coloring style Neon color effects added on top of eyes Sharp, 2D, comic-y kind of style Fade shading for the skin on the face Color blend for the hair, with normal cel shading over it for shadows Areas I feel I could have done with current skills but got too tired to do: Add 2nd hand/arm doing a kind of pose, maybe a V sign with her hand held in front, or just even a simple pose with her back arm held behind her horizontally Thoughts: Making a drawing look sketchy is hard, I can't just have even line thickness all the time or it'll look awkwardly polished, while also not polished due to imperfect lines Need to practice more with blending tool to get what I want before I try to do styles that need lots of blending Got lazy and did super basic eyelashes Hat and props look sorta too fake or cheap still I feel BG is ok for how little time I spent trying to make one Overall satisfied, significant improvement from the previous Could have added a little more lines/details on the hair, especially around the middle and towards the back, is pretty empty Totally would have added "Tenshi Hinanawi" along the top left and bottom right in bold bubbly and/or sharp font!
Drawing + animation practice with Sayaka Miki. The timing and smoothness didn’t turn out to be what I was going for. Since the three main poses were very distinct, I needed to plan more inbetweens. It turned out OK though, so I was satisfied to leave it as is and work on something else instead. With the low frame count that I wanted, I should have made the poses closer, especially between the 2nd and final smiling pose. Interestingly, the drawings may look better in reverse (the second gif) than in the intended order. In total, there were 9 drawings used. 3 hours were spent.
basic 3 frame hair blowing in wind practice
Wow, so turned out I was dealing with my busiest semester by far. I heavily underestimated how much school work I would have. I started this back in winter break, but I’m glad I finally got around to finishing it.
This is drawn from a part of a cut from Yozakura Quartet, by Ryo-Chimo (or Ryo-Timo). The first one is me slowing it down, and the second is timed similarly to the original. The original is 24 FPS (drawn frames). Usually 12 FPS is pretty fast, and they will have some effects and background moving between those to make it look smoother while not having to draw so much, so that it ends up being sort of 24 FPS. The original cut of this did some of that, but there were some frames that were drawn “on the 1′s” (once per frame). The original is so fast that it really needed all the intermediate frames it could get (the effects and background moving). Unfortunately this meant my redrawing of it was going to end up choppy since I only wanted to draw the character moving.
Yozakura’s animation is really quite a treat. Although the drawing consistency may not be very high, and the art style is low on detail, there are an outstanding number of drawings per episode (easily at least 7000-10000), which is way more than what would be considered good these days (2000-3000 for an action show, and 1000-2000 for anything else). This results in a show with lots of movement, expression, and life. Alright, next time I practice animation I won’t try to spend nearly as much effort on each frame. I did so for this exercise because I wanted to improve my drawing skills as well, but for now I think I’ll focus mostly on capturing the movement (and drawing rougher sketches). It takes literally 100 times as long to try to draw at this quality, >_<; Hopefully I can get at least a short cut done a week of basic movements X)
Random Update: Visual Novel project launched! Me and some good friends are working together. I’ll be working on character design, lineart, and music. May be posting things from that too. A short 2-4 hour game planned to be done by the end of summer. If time allows I’ll try to create some kind of short opening sequence or just something that loops and plays in the background on the menu screen, so currently I’ll be aiming to continue learning animation with the goal of being able to create something like that! /The first frame is drawn so badly, haha. It’s like I got better as I drew and learned from each picture. /Added a pause on the last frame to separate from the beginning. I guess it’s not too clear though. /Also it’s not supposed to loop but where I decided to stop drawing the cut, happened to be a decent area for the gif to loop! So that’s why the last and first frames don’t look right XP. Originally I was going to draw more of the cut but I stopped it short because I didn’t want to keep drawing with this level of quality. I stopped the cut in the middle of the movement so that’s another reason why the full speed gif looks too fast/choppy (you don’t get the full picture/cut).
Don't let the beginning fool you. This is a quick 1-minute compilation of Ryo-Chimo's sakuga in the anime Yozakura Quartet. He's so great at creating exciting but realistic motions. There's so much movement and energy! You can really feel the intensity, speed, and power of the character's actions. Also note how he sticks entirely to 2D effects. All the explosions, lights, beams, etc., are drawn and colored by hand. Anime these days almost always use 3D and CGI for the lights and effects, so it's great to see a new anime doing it the old fashioned way. (Example: At 1:01, when the man morphs his face, the morphing effect is done mostly by actually drawing the blurs and smearing.) I will be drawing the cut at 0:47 seconds as part of my animation studies. The reason I chose that cut is because it is a very fast movement, with exaggerated and stylish poses and facial expressions. It's really sharp, and I love this kind of animation, even if it's choppy. Also, I had a theory that picking a dynamic movement to draw would be several times easier than picking a slow movement where a character only moves a little from frame to frame. The reason? When you're animating a fast, dynamic movement, you only have to worry about the relative position of one frame to the next. You have a lot of leeway. You do have to make sure the poses are done well (add anticipation), so as to make the images flow from one to the next and feel connected, since the motions are fast and there aren't many transitional frames. Animating a slow or subtle movement is very difficult because the small differences between frames have to be very precise to get what you want, and the position of everything has to be spot on or else the final motion won't look the way you want it, with the character moving too fast or awkwardly at times. Drawing inbetweens would require you to look very carefully and draw just the character just in between those two frames (given the inbetween motion is desired to be right in between), and to have the distance from the parts of the character in the inbetween to the previous frame be equal to the next frame. This means you may have to redraw a lot of parts to try to get it right. I'm about half way done so far, and so far what I suspected is very true. In the future, I will concentrate on learning more dynamic, if "choppy" styles of animation, because it is appealing to me and is easier and faster to draw. There is a specific style that is taken to the extreme, and you can call it "pose to pose", as it focuses on the characters doing appealing or cool poses in the frames and doesn't care about how the character actually changes or moves from one pose to the next (no transitional drawings to connect poses to each other). A lot of animators specialize in this kind of style, like Hiroyuki Imaishi who directed Gurren Lagann and Kill la Kill, another of my favorite animators. More on that later X)
Anime production goes through a *lot* of steps. This is a scene from Noein. This video shows some of the many stages it had to go through while in production before finally reaching the viewer. After the storyboarding and layouts, the key animators create the key frames (or genga), then it goes through a few checks, it's handed back to the key animators, then it's given for the inbetweeners to smoothen up the animations by adding transitionary frames, then it's checked and revise again, and so on, before you get to the final product. That's a lot of quality control and polish! Ryo chimo animated this, as well as some other really cool parts in the anime Noein. He used a very rough, pencil-sketch style to convey harshness. He's a very talented animator who excels at conveying high energy motions in a realistic and very 3D manner. Although this means that sometimes detail and drawing consistency is sacrificed, we get some exciting animation. He's an animator I love to keep an eye on, and I will be using his works as a central means to my study of animation.
Animation #1: O_O
About: My first animation, done in RETAS, the program that virtually all professional Japanese anime studios use.
Although this is very short, I had a couple hiatuses on this project before I could muster the motivation to finish it. Including all the time it took to use the program and my bumbling around figuring out how to plan and draw this painfully simple idea, overall it took me over 30 hours to complete it. About half of that was trying out the tools and getting used to using RETAS. If I were to try something again of this calibur with this as my only experience, it would take 3 hours.
The character design was taken from Kyousougiga, but the motion (although inspired) is original. Layers and Planning Before I had attempted this, I didn't realize how much planning was involved before you could actually start drawing. Because you want to minimize the required time by avoiding drawing anything more than once that doesn't move from one frame to the next, you have to plan out which parts of the drawing goes on which layer, and which layers update from frame to frame. For example, in the first 3 frames only her eyes and eyebrows move. The eyes and eyebrows show over the hair, so I put this on the "highest" layer, layer A. This means if I turned layer A off and looked only at the underlying layers, it would be a blank face with hair and the body with uniform. Since it was my first time, I had to really think about how to split the parts up into different layers, and I found myself having to move things up or down some layers. Rotation and 3D Movement Although very subtle, she is looking at the viewer slightly to the left. Getting the layout was very important. At the end of it, she slightly leans her head forward and to the side, turning slightly to the right. It was very hard to portray this small rotation. In addition to the head's rotation was the hair's rotation. The hair is around her head, and furthermore it's very simple and stylized to look very 2D. How was I supposed to portray the hair following the motion of the head? In the end, I realized that while it is necessary for the hair to move correctly, it only has to in a general sense for it to look passable. The basics of animation don't have to be applied to every single part of the hair, though of course doing so will improve it (but can be negligible). To convey a sense of 3D, the "spikes" of her hair would grow thinner or thicker and shorter or longer. You can't just do it randomly though; you have to imagine hair moving in 3D, and capture each "screenshot" of that hair in a 2D drawing. Even though the result is a series of 2D drawings, they are a series of interpretations of a 3D object. It was very tedious editing the hairs in every frame trying to get a sense of 3D motion.
Thoughts Coloring was the most fun step. While sketches and rough animations are also beautiful, coloring is very exciting, because you are quickly bringing it to the final stages. It is much easier, but it isn't so easy that you use an eye dropper and bucket fill. Since you have series of frames consisting of multiple layers, you also have multi-layered line drawings, so it takes a little thought into how you use the bucket fill tool as well as making sure you don't leave any spaces uncolored. To check this, you can use a very sharp color like neon green to fill in the background, which will make any missed white areas in the drawing stand out.
Notes -Her hair is falling to the side, but the "squash and stretch" isn't done very smoothly. The hair falls, but it bounces back too stiffly because I didn't make the position of the hair between the last and the second to last frame subtle enough.
-If you look closely I did still manage to be inconsistent with the use of the colors. Tehee X)