Exi’s art and writing blogmain: teruhiko-shigaki
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I know I say that I'm kinda nuts for doing the amount of visual research I do, but at the same time: Specificity is SO much more compelling and real feeling, and imo not getting references often makes things look more amateur.
Eg. drawing a sofa- my mental image of a sofa is something like this:
Like. Its a sofa. It works. But it's not very convincing, the pillows are kinda wrong at the back, and it's not really giving any information about the owner. Even if you want a basic sofa... What kind of basic.
comfy and cheap?
kinda rigid?
inherited? ------
who does this comfy cheap ikea sofa belong to anyway?
guy living alone?
teenage girl?
Grandma?
Anyway I'll get off my soapbox but specificity is sexy and fun and it can do your storytelling for you!
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It has been... a very productive week for amirite foraging!
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Uyuni Salt Flats, Where You Can Walk On The Sky
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Okay, another little lesson for fic writers since I see it come up sometimes in fics: wine in restaurants.
When you buy a bottle of wine in a (nicer) restaurant, generally (please note my emphasis there, this is a generalization for most restaurants, but not all restaurants, especially non-US ones) you may see a waiter do a few things when they bring you the bottle.
The waiter presents the bottle to the person who ordered it
The waiter uncorks the bottle in order to serve it
The waiter hands the cork to the person who ordered the bottle
The waiter pours a small portion of the wine (barely a splash) and waits for the person who ordered it to taste it
The waiter then pours glasses for everyone else at the table, and then returns to fill up the initial taster's glass
Now, you might be thinking -- that's all pretty obvious, right? They're bringing you what you ordered, making sure you liked it, and then pouring it for the group. Wrong. It's actually a little bit more complicated than that.
The waiter presents the bottle to the person who ordered it so that they can inspect the label and vintage and make sure it's the bottle they actually ordered off the menu
The waiter uncorks the bottle so that the table can see it was unopened before this moment (i.e., not another wine they poured into an empty bottle) and well-sealed
The waiter hands the cork to the person who ordered the bottle so that they can inspect the label on the cork and determine if it matches up; they can also smell/feel the cork to see if there is any dergradation or mold that might impact the wine itself
The waiter pours a small portion for the person who ordered to taste NOT to see if they liked it -- that's a common misconception. Yes, sometimes when house wine is served by the glass, waiters will pour a portion for people to taste and agree to. But when you order a bottle, the taste isn't for approval -- you've already bought the bottle at this point! You don't get to refuse it if you don't like it. Rather, the tasting is to determine if the wine is "corked", a term that refers to when a wine is contaminated by TCA, a chemical compound that causes a specific taste/flavor. TCA can be caused by mold in corks, and is one of the only reasons you can (generally) refuse a bottle of wine you have already purchased. Most people can taste or smell TCA if they are trained for it; other people might drink the wine for a few minutes before noticing a damp, basement-like smell on the aftertaste. Once you've tasted it, you'll remember it. That first sip is your opportunity to take one for the table and save them from a possibly corked bottle of wine, which is absolutely no fun.
If you've sipped the wine (I generally smell it, I've found it's easier to smell than taste) and determined that it is safe, you then nod to your waiter. The waiter will then pour glasses for everyone else at the table. If the wine is corked, you would refuse the bottle and ask the waiter for a new bottle. If there is no new bottle, you'll either get a refund or they'll ask you to choose another option on their wine list. A good restaurant will understand that corked bottles happen randomly, and will leap at the opportunity to replace it; a bad restaurant or a restaurant with poor training will sometimes try to argue with you about whether or not it's corked. Again, it can be a subtle, subjective taste, so proceed carefully.
In restaurants, this process can happen very quickly! It's elegant and practiced. The waiter will generally uncork the bottle without setting the bottle down or bracing it against themselves. They will remove the cork without breaking it, and they will pour the wine without dripping it down the label or on the table.
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Contrary to popular belief the biggest beginner's roadblock to art isn't even technical skill it's frustration tolerance, especially in the age of social media. It hurts and the frustration is endless but you must build the frustration tolerance equivalent to a roach's capacity to survive a nuclear explosion. That's how you build on the technical skill. Throw that "won't even start because I'm afraid it won't be perfect" shit out the window. Just do it. Just start. Good luck.
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Tips on Writing Breakup Scenes
✦ People don’t always cry. shocking, I know. sometimes someone just sits there like a polite zombie, nodding and saying “okay” while their soul quietly packs a bag and moves out the back of their skull. They might want to cry, but also they might just go numb and stare at the salt shaker for ten minutes. Both are valid guys.
✦ Most breakups aren’t a single moment, they’re a slow unraveling that ends in a conversation, so even if your character feels blindsided, it should still carry that surreal “I should’ve seen this coming” haze. Because breakups rarely just drop out of the sky.
✦ The dumbest details stick, like seriously, no one remembers the whole speech, but they’ll remember the scratchy napkin, the weird buzz of a light, that their ex had mustard on their cheek and didn’t notice.
✦ You can always feel a breakup coming. no one says “we need to talk” out of nowhere, because people act different right before. overly nice. extra distant. weirdly cold or weirdly warm. characters should notice that, even if they can’t quite name what it is yet.
✦ Sometimes people still love each other. like, actually still love each other. it’s not always about the love being gone, no. It can be timing, fear, baggage, a hundred other things that get in the way. let your characters say “I love you” and still not stay. It hurts and it’s real.
✦ Closure? lol. most people don’t get it. a lot of breakups end with “wait, that’s it?” or a message that never gets sent or that one thing you almost said but didn’t. There’s rarely a satisfying ending.
✦ No one speaks in perfect sentences mid-breakup. people ramble. they say sorry three times and mean something different every time. Someone’s trying to keep it light. someone else is cracking. sentences trail off. someone forgets how to use words entirely.
✦ After it’s over, people don’t always sob into a pint of ice cream. Some people shut down, some go out and party, some clean their entire room, rewatch a comfort show, or post a spicy selfie with “new era” energy. Everyone breaks differently, so let your characters be weird about it.
✦ And if your character is the one doing the breaking up, let them feel complicated... just because they’re ending it doesn’t mean it’s easy. They might feel guilty and relieved, or they might cry after. Maybe they might mourn the version of the relationship that only existed in their head.
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GUIDE: NAMING A TOWN OR CITY
This post was originally from a FAQ, but since the original link is now defunct, I am re-posting it here.
There are many things to keep in mind when naming the town or city in your novel:
1) Genre/Theme/Tone
It’s very important to consider the genre and theme of your story when choosing a town name. Take these names for example, each of which indicates the genre or theme of the story: King’s Landing (sounds fantastical) Cloud City (sounds futuristic) Silent Hill (sounds scary) Sweet Valley (sounds happy and upbeat) Bikini Bottom (sounds funny) Radiator Springs (sounds car-related) Halloween Town (sounds Halloween-related) Storybrooke (sounds fairytale-related) 2) Time/Place It’s also important to consider the time and place where your story takes place. For example, you wouldn’t use “Vista Gulch” as a name for a town in Victorian England. You probably wouldn’t use it for a town in modern day North Carolina, either. Vista is a Spanish word and would normally be found in places where Spanish names are common, like Spain, Central and South America, the southwest United States (including southern California), Cuba, Puerto Rico, Dominican Republic, and Florida. 3) Size/Settlement Type An isolated town of 300 people probably won’t be Valley City, but a sprawling metropolis of 30 million could be called Windyville, because it could have started out as a small town and grew into a large city. 4) Geography Words like gulch, butte,and bayou tend to be regional terms. You probably wouldn’t find Berle’s Bayou in Idaho, or Windy Butte in Rhode Island. Words like mount, cape, and valley are dependent upon terrain. Most of the time, you won’t have a town named “mount” something unless there are hills or mountains nearby. You wouldn’t use “cape” unless the town was on a cape, which requires a large body of water. 5) History Is there a historical person or event that your town might be named after? The Simpsons’ hometown of Springfield is ironically named after its founder, Jebediah Springfield. Chattanooga, Tennessee is named after the Cherokee town that was there first. Nargothrond, in The Lord of the Rings, is an Elvish town with an Elvish name. 6) Combination of Words
person name + geographical term = Smithfield, Smith Creek
group name + geographical term = Pioneer Valley, Settlers’ Ridge
descriptive word + geographical term = Mystic Falls, Smoky Hill
person name + settlement type = Smithton, Claraville
landmark + settlement type = Bridgton, Beaconville
Word Lists
Types of Settlements

Geographical Features

Place Words

Common Suffixes

Other Descriptors

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Something I'm fond of saying is "The villain drives the plot but the hero sets the tone." Something that's very important about this is that the resolution to the conflicts presented need to match the hero's tone. If your story doesn't believe problems can be solved the way the hero wants to solve them... why is this the hero?
If you want your problems to be solved with brutal catharsis, then your hero should be someone who believes in brutal catharsis.
If you want your problems to be solved with forgiveness and reconciliation, then your hero should be someone who believes in forgiveness and reconciliation.
They don't have to begin there. This can be something they come around to over the course of the story, as they grow and change per their character arc. But by the time of their ultimate encounter with the villain, their values should be the values that drive the story forward.
There's this thing in D&D that some DMs do. Where, when you roll enough damage to deplete the monster's hit points, they'll turn to you and say, "That's a kill. Describe for the group how you take the monster down." And you're allowed to come up with some cool maneuver or something that your character did in order to deliver the finishing blow.
The hero's ultimate triumph over the villain is a lot like this. More than any other part of the story, this moment is their apotheosis. It should be a celebration of everything they are and everything they stand for.
You have defeated the villain; Now describe for the group what form that victory takes.
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More nonblack artists should have black ocs just because black characters are so fun to design like come on! regular ass black people get so creative with their style and you 🫵🏾 should draw them!!







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🍖 How to Build a Culture Without Just Inventing Spices and Necklaces
(a worldbuilding roast. with love.)
So. You’re building a fantasy world, and you’ve just invented: → Three types of ceremonial jewelry → A spice that tastes like cinnamon if it were bitter and cursed → A holiday where everyone wears gold and screams at dawn
Cute. But that’s not culture. That’s aesthetics.
And if your worldbuilding is all outfits, dances, and spice blends with vaguely mystical names, your story’s probably going to feel like a cosplay convention held inside a Pinterest board.
Here’s how to fix that—aka: how to build a real, functioning culture that shapes your story, not just its vibes.
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🔗 Culture Is Built on Power, Not Just Style
Ask yourself: → Who’s in charge, and why? → Who has land? Who doesn’t? → What’s considered taboo, sacred, or punishable by death?
Culture is shaped by who gets to make the rules and who gets crushed by them. That’s where things like religion, family structure, class divisions, gender roles, and social expectations actually come from.
Start there. Not at the embroidery.
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2.🪓 Culture Comes From Conflict
Did this society evolve peacefully? Was it colonized? Did it colonize? Was it rebuilt after a war? Is it still in one?
→ What was destroyed and mythologized? → What do the survivors still whisper about? → What do children get taught in school that’s… suspiciously sanitized?
No culture is neutral. Every tradition has a history, and that history should taste like blood, loss, or propaganda.
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3.🧠 Belief Systems > Customs Lists
Sure, rituals and holidays are cool. But what do people believe about: → Death? → Love? → Time? → The natural world? → Justice?
Example: A society that believes time is cyclical vs. one that sees time as linear will approach everything—from prison sentences to grief—completely differently.
You don’t need to invent 80 gods. You need to know what those gods mean to the people who pray to them.
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4.🫀 Culture Controls Behavior (Quietly)
Culture shows up in: → What people apologize for → What insults cut deepest → What people are embarrassed about → What’s praised publicly vs. what’s hidden privately
For instance: → A culture obsessed with stoicism won’t say “I love you.” They’ll say “Have you eaten?” → A culture built on legacy might prioritize ancestor veneration, archival writing, name inheritance.
This stuff? Way more immersive than giving everyone matching earrings.
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5. 🏠 Culture = Daily Life, Not Just Festivals
Sure, your MC might attend a funeral where people paint their faces blue. But what about: → Breakfast routines? → How people greet each other on the street? → Who cooks, and who eats first? → What’s considered “clean” or “proper”? → How is parenting handled? Divorce?
Culture is what happens between plot points. It should shape your character’s assumptions, language, fears, and habits—whether or not a festival is going on.
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6. 💬 Let Your Characters Disagree With Their Own Culture
A culture isn’t a monolith.
Even in deeply traditional societies, people: → Rebel → Question → Break rules → Misinterpret laws → Mock sacred things → Act hypocritically → Weaponize or resist what’s expected
Let your characters wrestle with the culture around them. That’s where realism (and tension) lives.
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7.🧼 Beware the “Pretty = Good” Trap
Worldbuilding gets boring fast when: → The protagonist’s homeland is beautiful and pure → The enemy’s culture is dark and “barbaric” → Every detail just reinforces who the reader should like
You can—and should—challenge the aesthetic hierarchy. → Let ugly things be beloved. → Let beautiful things be corrupt. → Let your MC romanticize their culture and then get disillusioned by it later.
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📍 TL;DR (but like, spicy): → Culture is not food and jewelry. → Culture is power, fear, memory, contradiction. → Stop inventing spices until you know who starved last winter. → Let your world feel lived in, not curated.
The best cultural worldbuilding doesn’t look like a list. It feels like a system. A pressure. A presence your characters can’t escape—even if they try.
Now go. Build something real. (You can add spices later.)
—rin t. // writing advice for worldbuilders with rage and range // thewriteadviceforwriters
Sometimes the problem isn’t your plot. It’s your first 5 pages. Fix it here → 🖤 Free eBook: 5 Opening Pages Mistakes to Stop Making:
🕯️ download the pack & write something cursed:
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We need to bring back the athletics body type post
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Source
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GARFIELD EVOLUTIONARY TIMELINE

1976: Proto-Garfield, side-character to Jon

1978: Earliest properly-recognizable Garfield, visual overhaul accompanies syndication and retitle of comic to Garfield

1979: Transitional state between proto-Garfield and 80s Garfield, marketed by increased anthropomorphization and larger, cartoonish expressions, while retaining a realistic body shape

1980-1984: 80s Garfield, facial structure has largely stabilized save for dimensions, noticeable retention of quadrupedal motion in most situations

1985-1992: Emergence of modern Garfield, shift towards predominantly vertical locomotion, expansion of feet, facial structure begins to horizontally compress and vertically extend

1989: [REDACTED]

1993-1999: Continued anthropomorphic shift, separation of head from torso and reduction of belly fat, noticeable

2000-present: stabilization of modern Garfield, head size reduced in final proportion alteration. Jim Davis had divined the final, perfect version of his pop culture homonculus.

...but the end of the road for one man is a broad horizon for the next...
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i had a thought of "do people not know what AUs are anymore?" and then i remembered nobody explains fandom stuff to new people anymore so it is entirely plausible people genuinely don't know what AUs are and nobody has explained it to them, so for today's lucky 10,000:
"AU" stands for "Alternate Universe" or "Alternative Universe" (same difference) and is basically any thought scenario for a fandom that isn't canon and can't fit within the canon universe. If it takes place in the canon universe but something is notably different, that is typically what's known as a "Canon divergent AU," because it diverges from canon.
an AU can be absolutely anything. There's a couple of widespread pan-fandom au scenarios that often get thrown around, like coffee shop aus, genderbend aus, hanahaki aus (hanahaki is a whole thing in itself i'd recommend researching on your own), etc. One you might hear sometimes is "crossover AU" which is when you have characters from one fandom interacting with characters from another.
You can have as many aus as you want. They can be whatever you want and you can do whatever you want in them. It's a sandbox for you to play around in and explore how things would be different or how the characters would act in those circumstances or environments. Maybe they have different relationships with each other. Maybe they behave slightly differently. Or you can just say "Okay, [x] is true. How did they get here? How would things have to be different for this to occur?" which can also be fun.
If you are ever confused about why people ship something that seems completely out of the blue or doesn't make sense to you in the canon setting, there's a good chance they like it in an AU setting! Not everything everybody is interacting with is necessarily the canon! Not everybody wants things to exist in canon and just want to explore playing dolls in a different sandbox and that's okay. And their sandbox might look a lot different than yours, and that's also okay. You have the freedom to make your sandbox whatever you please. Do whatever you want forever. Get funky with it. AUs are fun.
Okay that's my schpeal. everybody go have fun and play nice now.
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