🩸 🩸 I’ll probably do a few small edits to this on pc (it needs more bleed Ough) but basically all done! V happy with how it came out + was fun to work on
a poison type pokemon trainer I designed last year! she’s a makeup artist… in a hypothetical game she’s an NPC you run into periodically that gives you new player customization options if you beat her
i’m sorry i phoned it in but this is how i do literally every single shiny metallic surface. another tip is to add surface detail to something just so that you can pin highlights to it, that way you’re not faced with a big blank space to fill up
and to be honest, you can bullshit 99% of these armour embossing designs. i mean look at them. i didn’t even make them symmetrical. their only purpose is to help define the form
my last step is usually to go ham panting over the lines. most of what u see in a finished image is me having painted over the lines (u can see that clearly on the pendant). u can see in this one that i disregarded my lines in a lot of places and just kinda freestyled it.but u can also see that i place the highlights right up against the dark bits. this armour was very shiny so those dark bits are reflections rather than shadows (i guess?)
Legendary actions are one of the most important things a final boss can have in a D&D campaign— they’re terrifying, and signify just how much power the boss truly has. Lucien losing them when the M9 called out for Molly is such an important mechanic because it’s signifying that something inside of him is fighting to get out