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#TUTORIAL DESIGN
cowsabungus · 10 months
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A guide to designing wheelchair using characters!
I hope this helps anyone who's trying to design their oc using a wheelchair, it's not a complete guide but I tried my best! deffo do more research if you're writing them as a character
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anonbeadraws · 8 months
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I made a Room Building tutorial! Lemme know if it helps! 🧡
Tip me here| Commission info here!
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insertdisc5 · 5 months
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📚 A List Of Useful Websites When Making An RPG 📚
My timeloop RPG In Stars and Time is done! Which means I can clear all my ISAT gamedev related bookmarks. But I figured I would show them here, in case they can be useful to someone. These range from "useful to write a story/characters/world" to "these are SUPER rpgmaker focused and will help with the terrible math that comes with making a game".
This is what I used to make my RPG game, but it could be useful for writers, game devs of all genres, DMs, artists, what have you. YIPPEE
Writing (Names)
Behind The Name - Why don't you have this bookmarked already. Search for names and their meanings from all over the world!
Medieval Names Archive - Medieval names. Useful. For ME
City and Town Name Generator - Create "fake" names for cities, generated from datasets from any country you desire! I used those for the couple city names in ISAT. I say "fake" in quotes because some of them do end up being actual city names, especially for french generated ones. Don't forget to double check you're not 1. just taking a real city name or 2. using a word that's like, Very Bad, especially if you don't know the country you're taking inspiration from! Don't want to end up with Poopaville, USA
Writing (Words)
Onym - A website full of websites that are full of words. And by that I mean dictionaries, thesauruses, translators, glossaries, ways to mix up words, and way more. HIGHLY recommend checking this website out!!!
Moby Thesaurus - My thesaurus of choice!
Rhyme Zone - Find words that rhyme with others. Perfect for poets, lyricists, punmasters.
In Different Languages - Search for a word, have it translated in MANY different languages in one page.
ASSETS
In general, I will say: just look up what you want on itch.io. There are SO MANY assets for you to buy on itch.io. You want a font? You want a background? You want a sound effect? You want a plugin? A pixel base? An attack animation? A cool UI?!?!?! JUST GO ON ITCH.IO!!!!!!
Visual Assets (General)
Creative Market - Shop for all kinds of assets, from fonts to mockups to templates to brushes to WHATEVER YOU WANT
Velvetyne - Cool and weird fonts
Chevy Ray's Pixel Fonts - They're good fonts.
Contrast Checker - Stop making your text white when your background is lime green no one can read that shit babe!!!!!!
Visual Assets (Game Focused)
Interface In Game - Screenshots of UI (User Interfaces) from SO MANY GAMES. Shows you everything and you can just look at what every single menu in a game looks like. You can also sort them by game genre! GREAT reference!
Game UI Database - Same as above!
Sound Assets
Zapsplat, Freesound - There are many sound effect websites out there but those are the ones I saved. Royalty free!
Shapeforms - Paid packs for music and sounds and stuff.
Other
CloudConvert - Convert files into other files. MAKE THAT .AVI A .MOV
EZGifs - Make those gifs bigger. Smaller. Optimize them. Take a video and make it a gif. The Sky Is The Limit
Marketing
Press Kitty - Did not end up needing this- this will help with creating a press kit! Useful for ANY indie dev. Yes, even if you're making a tiny game, you should have a press kit. You never know!!!
presskit() - Same as above, but a different one.
Itch.io Page Image Guide and Templates - Make your project pages on itch.io look nice.
MOOMANiBE's IGF post - If you're making indie games, you might wanna try and submit your game to the Independent Game Festival at some point. Here are some tips on how, and why you should.
Game Design (General)
An insightful thread where game developers discuss hidden mechanics designed to make games feel more interesting - Title says it all. Check those comments too.
Game Design (RPGs)
Yanfly "Let's Make a Game" Comics - INCREDIBLY useful tips on how to make RPGs, going from dungeons to towns to enemy stats!!!!
Attack Patterns - A nice post on enemy attack patterns, and what attacks you should give your enemies to make them challenging (but not TOO challenging!) A very good starting point.
How To Balance An RPG - Twitter thread on how to balance player stats VS enemy stats.
Nobody Cares About It But It’s The Only Thing That Matters: Pacing And Level Design In JRPGs - a Good Post.
Game Design (Visual Novels)
Feniks Renpy Tutorials - They're good tutorials.
I played over 100 visual novels in one month and here’s my advice to devs. - General VN advice. Also highly recommend this whole blog for help on marketing your games.
I hope that was useful! If it was. Maybe. You'd like to buy me a coffee. Or maybe you could check out my comics and games. Or just my new critically acclaimed game In Stars and Time. If you want. Ok bye
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hattiestgal · 6 months
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If you don't mind my asking, how do you go about drawing fat? :3
JUST THE EXCUSE I WAS LOOKING FOR
So, for me personally, a lot of the time when I draw fat characters, I'm not looking to specifically capture the specifics of fat as much as the feel of fat. Bulkier, rounder shapes in the right places that has a feeling of weight to em! A lot of that is intuition and simplification at this point, but it all works on the same frame as just any ol' person. Like take this-
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For example. This is the basis for any body shape, not just the more average one that it may imply. Sure- it can be that average body shape:
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But also a fat one too!
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And a big part of that is knowing where fat usually tends to bunch up on the body, so lets take a look piece by piece! (Please keep in mind this is very simplified, and not completely precise in some parts)
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THE FACE: Cheeks (in purple) and especially the chin (in light blue) are the places where a lot of the fat is gonna wanna gather and round out on your face! Additionally, theres a small pocket of fat beneath the cranium on the backside of your head. It's small, but it is there. I believe fat can build up elsewhere like the bridge of your nose and forehead, but generally speaking, you're gonna have a whole lot more buildup in other places first.
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THE TORSO: A lot of the fat built up on the torso is gonna be sent to your tummy. More cushioning for vital organs, mostly out of the way, it just makes sense. Additionally, the lower backs fat builds up and joins with a patch of fat on your sides that forms what is typically referred to as the love handles to make that double belly look. Along with this, the immediate next target for the torso is the breasts, followed by the upper back!
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THE ARMS: For this limb, a VERY notable amount of the fat present builds up on the tricep and bicep areas, lessening once you get towards the flexor and extensor areas. You can almost think of the arm as a sort of triangular shape, wide side starting from the shoulder and tapering towards the hand, which itself mostly builds up fat around the back of the hand and the fingers. The shoulders themselves don't build up too much fat unless you got a lot
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THE LEGS: And finally, you can think of the legs having pretty similar curves to what you're probably already used to thinking. The front of the thighs getting a big buildup, along with the back of the calves, the other parts being flatter in turn. As far as the feet go- similarly to the hands, the top of the feet, along with the heels get most of the buildup, as fat on your soles would impede mobility. The glute, hip and crotch area will also especially build up fat, lending to the same triangular shape that you can see in the arm!
A big thing to note with fat is that it tends to taper off towards joints. Your knees, elbows, shoulders, hips, and all the other places are gonna have significantly less fat so that you remain mobile and flexible, as that's important!
Now that we have an idea of where fat builds up on the body, you might have something that looks kinda like this
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Which yes, does demonstrate a solid understanding of the places fat builds up, lacks the weight you're probably trying to convey, which brings us to out next point! Fat is well... heavy! Gravity is what gives fat much of it's shape, especially as you tread towards larger and larger bodies.
This is demonstrated really well on the arms especially-
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Those big ol' bits of fat'll really start to sag when left hanging, and they will squish like hell if they run into something. I like to think of these bits of fat as big ol' ovals that squash and stretch depending on if there's an obstacle in their way or not
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These are the important shapes to remember when it comes to the weightiness of fat! If you take all of this into mind, you should be getting something a lot closer to that shape you've been after!
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Oh, and always remember that fat bodies come in all variety of shapes and sizes! Play around with a whole lot, and seek out all the resources you can! it'll really lend to your knowledge when it comes to this kinda stuff!
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And as I always recommend when it comes to learning art- look at what your favorite artists do with fat bodies. See what you really like about the fat bodies they draw and try to replicate it in your own work, I promise you it's one of the most helpful things ever.
This is like the most basic of basics when it comes to drawing fat bodies though. If there's any additional thing about fat bodies, or maybe you want clarification on something, don't be afraid to ask! If there's enough to cover, I'll make an addition to this post!
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prokopetz · 5 months
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One of the better examples of integrating video game conventions of play into the narrative is how the game mechanics tutorials in the opening stages of Final Fantasy VII (the original) flip the customary script and have Cloud, the player character, be the one explaining things to other characters, thereby establishing the unspoken expectation that his narrative function is to be the guy who knows what the fuck is going on and lending greater weight to the eventual revelation that he has no idea what the fuck is going on.
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iniro · 3 days
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O_O...HI
sooo i'm officially making another little art tips and tricks pdf - this time focusing on approaching character and shape design !!
is there anything you guys are curious about regarding those topics that i might be able to explain in a tutorial? ie: drawing character interactions, contrast in shapes/lines, color palettes for a chara, expressions, how do you draw ___, etc ?
feel free to reply here or send an ask :-D
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shoomlah · 1 year
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how do you consistently draw the same character without it looking weird or off every different time?? also how do i coordinate faces, i always make the eyes too far apart or too big or too small or make the mouth too close to the nose or chin edge. If you have any advice I'd really appreciate it since it looks like you have your art shit figured out 🙏
Oh man SO so much of it is just practice, and you're not alone! I honestly think everyone struggles with a sort of "generification" of their characters' features the more they draw them, even seasoned professionals. There's a tendency to just sort of average everything out into an unrecognizable mush over time, and it takes a lot of conscious effort to push back against that.
Here are a couple tips and tricks that I've found to be helpful over the years:
Make turnarounds and model sheets. There's a reason animation/game studios do this, and it is because we are all still bad at drawing a consistent face. Despite being gainfully employed. What are we, graphic novelists?? We wish. Anyway it's a great way to familiarize yourself with your character's face from multiple angles, and it gives you a single source of truth to return to anytime you need a refresher:
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Gather real-life reference. Anytime I'm designing a character I'm pulling together a ton of reference of actual people who look, to some degree, like the character in my head. It's always a collection of analogues, never just a single person, but it can be a great cheat sheet for understanding how your character might move, emote, etc:
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Make a 3D model. I know it seems daunting, but with the advent of programs like Blender and Nomad Sculpt it's becoming remarkably more accessible. Heck, even James Gurney was sculpting maquettes out of clay for Dinotopia back in the day! It doesn't have to be particularly detailed—just a sort of proportionate lump will do—but it's another great way to have dynamic reference that you can rotate and light accordingly:
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Practice, practice, practice. Make expression sheets for your character! Either right there on the spot, just start drawin' expressions, or you can slowly collect drawings of your character that you like, as you draw them, and compile them all in one place for your own reference. Need to draw your character's head from a weird angle? Maybe you've already drawn it before and you can copy your own homework! Doesn't count as stealing when the call's coming from inside the house 😎
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I'd love to pretend there's a magical point where you can just immediately rotate your character's head in your brain like some sort of photorealistic apple in a twitter meme, but a lot of the time it's reference, hard work, and whole lotta repetition. 😐👍🏼
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animaxvi · 3 months
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🎨 ~ Color Theory & Design Tutorial ~ 🖌️
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I've been thinking about making tutorials for a while now. So I thought I'd share about a subject I'm really passionate about! I did my best to make this beginner friendly & also as a review sheet 💜
(Please note this is from my own knowledge/experience! There are waaaay more resources, like books & videos, out there that are super helpful and go further in depth of this topic!)
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tvnorvestt · 8 months
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➩ Tutorial on a Paper Star 🌱
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ramonn90 · 11 months
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Get access to my brushes, art tips, process videos, and files here https://www.patreon.com/ramonn90
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marcanimation · 6 months
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'ello folks, my Cleanup tutorial is finally done and out! hope you find it useful
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catboymoments · 3 months
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I’m really not sure why this took me a week but here’s a little tutorial on how I design clothes for characters ??? I hope it’s somewhat comprehensive, making tutorials can be hard for me because I have so much to say LOL
While I used a preexisting show in this example, this method can really be applied to any oc universe or story as long as you establish the basics :]
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capesch-arts · 2 years
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Character Design tips when creating a Hijabi Muslim OC
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Note: Sleeves or a head appearing is okay IN CERTAIN SITUATIONS. Like working in a garden and rolling up your sleeves OR going to the hair salon OR checking up in a hospital. In other Mazhab or fiqh, it's much more lenient and it's okay to show ankles or neck. (depends on country or Mazhab)
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Note: Camel Hump hijab in certain tafsir could mean a haughty attitude rather than the camel hump shaped hijab, but there are also others that take it literally too, so it depends on the person.
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zarla-s · 6 months
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So I spent the last couple days making a HeavyMedic fansite and it is the most ELABORATE SITE I'VE EVER MADE and I'm so unbearably proud of it, it looks SO COOL!! Especially the Fictracker page!! It's even responsive!! You have no idea how long it took to get everything looking right and spacing it and everything. I've never made a site that looks this fancy before! I'M SO PROUD OF IT LOOK AT IT!! LOOK AT IT!!! LOOK AT IIIITTTT plz
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Also made some link buttons! Still don't really have an official name for the site as it is but WHATEVER maybe I'll decide on one later. YOU CAN USE THESE TO LINK TO IT FROM YOUR OWN SITE you have your own site right, you should make onneeee (here are some resources if you don't know how) and if it's a TF2 site TELL ME AND I WILL LINK BACK TO IT
[patreon]
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munkiey · 1 year
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Do you have any unique differences in how to draw Wukong compared to Macaque? And if so would you ever be willing to make a post on it? 👀
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diddybu · 6 months
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I love your robots!!! Do you have any advice for drawing those types of characters?
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i hope that responds your questions (i didn't know what to say but then had a lot of fun doing this lol)
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