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#also this is my first time using the colorize in csp
alangdorf · 1 year
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The aforementioned Forgotten Land cutscene redraw, which I ended up overpainting (for the first time in over three years) to make it all nice since I’m using it as my desktop background!
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devotion-disorder · 9 days
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Hi Devo! If it's okay to call you that, I just wanted to say I'm a big big fan of your work and you made me fall in love with your silly doodles and masterpieces. First time sending in an ask considering how long I've been following you but I've gathered to courage to write my little love letter to you. I just wanted to ask how you color/render and how you study art? I love how your colors flow seamlessly into one another, and how your art just tickles my brain.
Anyways! Kuuya is so boyfailure and I love him but Asa. OH MY GOD ASA.
I want him so bad it's uncanny. His ears are so cute I just want to bite them. I want to unlock new things inside him. I want to do things to him. Literally all your submissive and breedable ocs will make me drool like a dog. Kuuya was my first love but Asa will be my last. I will kidnap him, carry him bridal style while he's in a wedding dress, and then kiss him silly. He will work at home and will make silly little things for the bedroom /hj.
(我想要对他做一些难以启齿的事情。我希望他属于我,让他崇拜我。我真想揪他的头发,让他发牢骚。他是我可爱的狗。)
Thank you so much for all the kind words...!! here's a wedding dress asa for all your troubles
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putting the art questions under the cut!
I've addressed a little bit on giving out advice for coloring here, and tbh im surprised you think my colors flow together well because i pick my colors pretty haphazardly LOL but generally speaking, nowadays my usual line of thinking is “how do i express [a certain shade of color] without using that exact shade of color”. Like if im coloring an apple then im thinking about all the colors except red that i can be using.
as for studying art, sometimes id straight up copy and paste other artists’ work into csp myself and re-trace anatomy/ action lines over it, colorpick it etc etc to really get a feel for their techniques. of course, this is all kept to myself privately. sometimes i also draw things specifically with the goal of emulating said techniques, like “for this piece im going to draw clothing folds like how X artist does it” etc
akjdfjksjsjd i hope all that makes sense / is useful! thank u for likin my stuff 🥺
p.s. i can read chinese and your little passage has not moved me in the slightest /lh
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angelpuns · 1 year
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Kid Leo Au: Finding Home
Part 3!!
Shoutout to everyone guessing it was Carol O'Neill!! She was on a late night grocery run :)
her coloring kinda changes between the first two panels and the ones after Leo runs off because CSP decided to delete the palette I LITERALLY JUST MADE FOR HER!! and then I couldn't just eyedrop tool it because I use a gradient map layer over th color layer and coloring these pages was just a mess >:(
ANYWAY!! I really like my design for Carol and I hope everyone else does!! I spent a lot of time researching diferrent hairstyles for her but ended up going with the one that's most like her canon appearance! I also gave her a similar hair color to April ( coloring is messed up a bit in the other two panels cause again, palette issues). I also did a bit of research to get the texture right since I was giving her a slightly different hairstyle than her canon one ( v similar but not exactly the same ) so hopefully it reads well!!
I'll share the sketches I did of her before I finished lining/coloring this in a bit :)
Also hi it is in fact 3 AM im just feeling a bit silly :)))))
Kid Leo Au Masterpost | First | Next
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wyyrmwood · 1 month
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It's Yeehawgust!! I made "Brushfire" primarily out of one color and one brush,
#281E15 "Oil"
(Also notably was my first time using CSP, hence 1 color 1 brush 💀) (also also here's a little link if you wanna have a little cowboy sticker :) I have a frog one too just click these or visit my link in bio)
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blueskittlesart · 18 days
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what’s your process when drawing simplified and/or detailed backgrounds? any tips or tutorials? thanks!
the tiktok art critics are gonna crucify me for this one but genuinely my answer is that i trace. i find a reference photo (emphasis on PHOTO, do not trace other people's work) or take one myself, overlay it in my drawing program, and trace that motherfucker. this is what i do for almost every background. I've been encouraged to do this in art school. because most of what i draw is from video games, I usually either take my own reference photos from the game in question or use an online model resource like noclip to get the precise angles that i need. csp also has a bunch of free 3d models of like classrooms and other common buildings. there is legitimately no reason to kill yourself trying to draw complex backgrounds from scratch, and by tracing you ARE actually intuitively learning about how perspective works and spaces are constructed. in the event that there IS some specific background i need to draw that doesn't already exist somewhere, i find a reference photo with similar vibes/perspective and alter it to fit my needs during the tracing process (i.e. if i need like. a very specifically furnished room that doesn't exist anywhere but my head, i find just a regular room in the perspective i need and then add the right furniture in as i go. i've also gotten very good at frankensteining reference pictures together, which, again is a literal actual skill they teach you in art school if you get an illustration degree.)
the most important thing in terms of backgrounds imo is making it so your characters don't look out of place in your backgrounds. the only foolproof way i know how to do this is to draw the background FIRST, and THEN put the character into it. trying to draw a scene around a character is always going to look a little off, imo, and it will almost always be easier to account for perspective on a character than on a full scene. I also like to color my characters either at the same time as my backgrounds or after the backgrounds, because, again, it's much easier (and makes more sense in terms of how lighting and color work) to adjust a character's color palette to fit a background & lighting situation than it is to do it the other way around.
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bellanoche-oxo · 8 months
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I'm sorry this isn't a commission, but I just have a question about your art. Feel free to ignore this, of course. I was really amazed by your Miku drawing from December 16th. Seeing such a high-level piece, I wanted to achieve something similar, but no matter how much I try, I can't replicate your shading and highlights. I was so genuinely curious that I couldn't sleep. Could you possibly give me any hints or advice?
Hey, sorry for making you wait so much for this answer, i've been finishing some projects and i barely had free time. Anyways i'll try to do my best on explaing my coloring and lighting methos and you also asked me to explain how i create the folings of the clothes. Please take in consideration that 1 i am not native in english so it's a bit difficult for me to explain myself sometimes in this language and i may have some misspelings, sorry about that, and also 2 i am not great at explaing my drawing process bc i kind of turn off my brain when i draw lol, but i can explain the fundamentals that i know and help me create! Last thing i want to let you know is that i've started glazing my art, this is a metho to protect the images for AI images generators and it leaves a kind of pattern /effect on the image that i did not put there during the drawing process.
with all of this said let me start explaining things!
Learn the basics:
This may come as a cliche i guess, but yes my first ever advise to anyone is learn the basic theory on lighting and colors (on anything related to art tbh). You don't really need to spend a lot of money on books and such as there are lots of resources online like videos and documents you can read for free. It's not necesary to be an expert and even the smallest mount of knoledge is enought to inpruve your art a lot! , i find it very interesting to learn the way things work too so don't think you'll get bored of it!
To be frank, i am actually not very good at lighting lol. My lights and shadows are not very correct, but since i do have a lot o control over my colors and i know very well how to used them it kind of compensates and creates a very recognisable (i think) style.
just u know basic shitty advise that everyone is going to give you but it works! if you have free time try watching some videos or reading some documents about color theory shadow and lighting!
Your working space:
So this is something that works FOR ME not everyone likes it, you can try it see if you like it and if you do, cool! if you don't … that's cool too! When drawing on digital i prefer it when my base layer is grey instead of white. It helps with my headaches too but it's more about the fact that starting in a middle tone when coloring (in my opinion) makes the process of briging out both shadows and lights easier, let me give you an example:
Drawing from complete light (white) to compplete darkness (black) may condicion you to actually lose control in the contrast betwen these areas, i prefer staring in a middle place (grey) and that way is i want to show darkness i'll use a darkr color and if i want to show light i'll use a lighter color, but if i start on white i can't use anything lighter. I think i did a HORRIBLE job explaing myself there, but yeah it just helps me control my color valius a bit more lol.
this is the color that i used:
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Another inportant thing about your woking space is you brushes, in my case i prefer using textured brushes that mix well, and i prefer using very thick strokes, if it's too think i'll just color pick the transparent color and ease it! I work in CSP i don't know what you use, but just in case i'll give you the setiings of the brushes i use the most with their codes so you can find them
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Sculpting with lights and shadows
As i said before, i am not very good with light yet, so this is something that i do to help me with the process. When you think about it, lighting is used in art to give volume to the piece, not in every case bc rules in art are not there to be followed but to asist us when we need to take a creative decision. The way that we can start with our Sculpting is by creating a very easy first guide othe the shadows and lights and to do it with very big block, so that we get the general shape first,we don't neet to get lost in the detailds yet
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The actual coloring
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When drawing my process is divided in three stages. I first create the doodle/lineart, that doesn't neet to be super neat as i will fix it during the rendering. The basic colors, and the rendering.
During the preparation for the rendering when doing the base colors i recomend that you give special atention to the focal points of your illustration, in this case for example that's her face and the top of the hair, that's why i gave so much more atention for this part in comparation to the shirt, that it's literally not shadowed yet. Then another step that i use normally before rendering and that i can NOT RECOMEND ENOUGHT!!!! GO WILD WITH THE COLOR CURVES!!!! OMG!!!! THAT STUPID LITTLE TOOL IS SO FUCKING COOL!!!!!!!!! like for real, it gives effects that i have not been able to achive in any other way and omggggggg use the fucking color curves pleaaaaaaseeeeee
ok i'm notmal again , lets continue.
For the rendering i usually convine all the layers of the drawing on one layer, then use a textured brush that has low opacity of mixes very well fot the actual work. Tbh here is very i can't really help you a lot, bc i have no idea what i'm doing when i render i just don't know, the only thing i recognise is that i try to esare or clean the lines from the doodle/lineart, and i focus a lot on creating volume in the places that are more important.
Skins
An specific thing that i do a lot when it comes to coloring skin is using an undertone in red (literally) I will put the basi color, use the brush to mark where i want shadows to be in a very vibrant red and then use a blue / green / pruple (depends on the skin) to finish the shadowing. Thios metho is nice for lots of occasions, but take in consideration that it doesnt work for example for very dark scenarios where the character is suppoused to be in the shadows, as that red tone works as a outline for the light. It just depends on the situation.
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Clothes foldings:
Ok so here the only thing i can give you an advise with is to remember that the way that clothes fold dependes on gravity and that gravity works in curves most of the time that have two (or more) attachment points that are going to determinate theit trajectory. Example:
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And remeber that this creates (again) a volume, that there is an inside part, that it's probably going to be draker, and an outside part, that it's going to be lightter. With this info you can start practicing with images of clothes.
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this is as much information as i am able to recolect on my coloring process bc i am horrible explaining , spacially on text and in english, and i am also not very much aware when i draw, i kind of disconect. I still hope this is enough to help you a bit on your learning journy.
I may try doing a video at some point if i ever have the time so i can explain my coloring while i actually do it bc if not in that situation i'm not sure i'll be able to remeber what it is that i did.
My last piece of advise is to watch speedpaints and livestreams of artists you like during their drawing process and maybe even tray to imitate them while they are drawing to see what it is that they do exccly.
hope you have a good day and lot of lucks ! be proud of being able to create and be proud of being an artist!
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beybuniki · 9 months
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would u ever consider posting a time lapse vid of a drawing ? its totally chill if not, i just think its neat to see different artists processes
either way i hope u have a lovely day ur art is so so cool :]
ehhhh tbh i dont know.... my process is very simple and boring fdnvbhf but i know how you feel im also so nosy when it comes to other artist's processes like baby what do u do...... i might try that once i have enough storage lol (csp crashes on me all the time i need an sd card...)
in the mean time, here some step by step if that helps you! I do my line art first, fill it in with this base color, then i shad eit very roughly in a color i like, rn its this teal? then i do the colors and as u can see i keep them very simple and limited, then i add a pinkish overlay + grain texture and thats basically it for most pieces! also i use the same brush at each step i am not an experimental artist vjckdvn
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spearxwind · 2 months
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I love the map you made for broken horizon! I've always wanted to make maps for my own worldbuildling, but Ive never figured out how. Did you draw that by hand, or use some kind of map generator, or some other option? im excited to see what else you have in store :)
Thank you!! And I'm flattered people think its done using a generator but its all done by hand!!
Also, I only recently figured out how to make maps that look decent myself recently so I want to share the techniques that helped me because it made making maps sooo fun fr. So here's kind of a walkthrough?
First off I blocked out the rough shapes of the continents, settled on what kind of biomes more or less would be in the different areas
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If you want inspiration, or if you need help placing biomes, THIS SITE is super helpful for this stuff!! It can generate landmasses for you, and give you some misc biome info as well. I drew the continents on it and set parameters to get the types of biomes I liked and used it as an inspiration.
After the first block in, you just have to work hard un-refining the edges, and making them rough. Looking at real maps or at google earth helps for reference :] follow ur heart!!
Here's a screenshot of somewhere with less refined borders, this was me going over all the edges with a rough texture brush and making it look more natural. It just takes a lot of work to go in and refine stuff bit by bit but personally I find it really cathartic -w-
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I did all of mine in black over white so I could see the silhouette of the coast easily
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If you have any textured brushes that have rly rough edges, this is the time to use them, just make sure you aren't using any transparency!
Something that I found helped me a lot, if you are using a program like clip studio paint (the one I used) is use the edge feature. Maybe if you don't have csp you will have a similar feature on it? What it does is it creates an edge of the color of your choosing around everything on that layer. (This layer setting also negates any transparency that I mentioned earlier)
If you look here you can see it around the whole coast:
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Here is how it looks like without the edge:
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it's a lot different isnt it? This is up to personal preference but I think the edge helps a lot with the vibe of the map being hand drawn.
If you look close you can see that all of the edges are very jagged and pixelled, I think this helps a lot with realism as well since coasts are usually jagged (and they needed to be especially so for my headworld)
After doing this you just need to color in the biomes (or not! you can always do an old timey map and just write cities and stuff on there)
What's most important is that you go Out There and make maps and have fun!!! If you make any feel free to tag me in them 👍 I hope this helps!
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life-take · 4 months
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Making a Gamut Mask in CSP
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Strap in folks! I'm going to show you how to make a "gamut mask" and palette using nothing but a color wheel and Clip Studio Paint!
*I made this tutorial using CSP Pro 1, but the same principles should apply for any version.
Introduction
First, what's a gamut mask? The term comes from physical painting and printing, where artists only have so many pigments to work with. A 'gamut' is the set of all colors that can be mixed from a certain set of pigments. Painters and printers have been looking for 'wide' gamuts for a long time -- so they can make the widest variety of colors from the fewest number of base pigments or dyes. Some base-color sets you may have heard of are CMYK, RGB, or RYB.
One of the easiest ways of making a painting harmonious is to use color theory to limit the number of colors of your palette. The technique of covering up, or 'masking' your reference color wheel also lets the artist see what intermediate colors can be mixed and still remain part of the cohesive palette. And in the physical world, where more pigments means more tubes of paint you have to spend money on, it's important to know exactly how few pigments you can get away with.
In digital art, painters have access to every possible RGB color right out of the gate, which can sometimes feel overwhelming or make it harder to see relationships between colors. So let's try gamut masking! Using this tutorial, you'll make a general-purpose file you can change and adapt to your liking for future projects!
Part I: The Setup
In this tutorial, I'm using a color wheel image obtained from Björn Ottosson's blog, showcasing the OKHSL color space. I like it because the OKHSL space has perceptually constant lightness and saturation per hue. Try out his comparative color picker here. (I also like this image bc it has a transparent background)
You can use whatever color wheel you like! Just one thing is important-- it should gradually become more unsaturated toward the center of the wheel. This saves you some manual color mixing down the road.
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Here's our basic layer template. To get started, follow this:
Open your color wheel in Clip Studio Paint. It will be the only layer.
Select the "Frame Border" tool (U), pick the shape or subtool you think is best. I've picked 'polyline' since I'm making a triangle. (HINT: if you want an elliptical/circle shape, click the wrench in the tool properties window, then the "Figure" submenu, then you should see the option to choose an ellipse shape.)
Create the frame shape on the canvas over any section of the wheel. If it's not quite right, choose the "Operation" tool (O) and adjust the rotation, corners, or size of the frame!
You'll now see your frame border shape over the color wheel. Drag the color wheel layer into the Frame folder and it'll be masked!
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That's the very basics! Here's some extra steps I took to make it extra helpful:
*In the Frame folder, I added two correction layers: a Hue/Luminosity/Saturation and a Color Balance. The first is in case I want to work with darker/lighter tones. The second is if I want to apply a tint to my gamut while preserving the color relationships of the mask! eg: if I want to make a painting that's overall blue, but still want colors that 'feel' red, yellow, etc compared to the strongest blue.
*I've created a uniform neutral grey layer at the very bottom, so I can judge tones and colors without bias.
*("Folder 1" was unused, just some layers not relevant to this tutorial)
With that mask, you technically have everything you need! For each new painting you want to make a palette for, just edit the shape of the Frame Border layer and change the adjustment layers to your liking. Then you can save it as your favorite image type to use for reference!
But let's talk about how you can further use the mask...to be continued!
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dailyhatsune · 6 months
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hi! not exactly a request but i do wanna ask, whats your process when you're rendering more paint like art? (if that makes sense, English isnt my first language so apologies hdskhsjdbd) i really love how you use the colors and im curious how you do it :0
i’ve been meaning to answer this one for a while so here’s how i painted miku in today’s post (put under the read more because yeah prepare for a long post
i’d also like to preface this by saying that i never follow a set way of doing things, so in terms of what my personal process is like, these are only broad strokes of what i do! sometimes i’ll combine or skip parts entirely, depending on how i feel. also, this is not a tutorial, just how i do things, so please don’t treat it like one :’D this will read like the ‘how to draw an owl’ picture if you do
first, like every artist, i sketch. more specifically, i’m getting an idea of what i want to paint later on. this could be how a scene is set up or in this case, how a character is posed. here i’m not concerned about details or getting everything perfectly, i’m only planning how the thing will be composed. maybe a lot of canvas size changing, or adjusting what miku’s doing (note how busted miku’s right hand looks from all the transforming!) however, i still have to be concerned with how clear the sketch will be to future me, because the sketch won’t be any good if i can’t read what miku’s doing
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after that, i lay down a flat gray under the sketch, mainly focusing on giving miku a clear silhouette. this is also a good time to make adjustments to the composition on the fly if i suddenly feel like something can be improved upon, like shortening miku’s left arm from the sketch!
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after painting a flat silhouette, i start shading in grayscale, focusing only on lighting. i usually do it in two passes, one for the lightest and darkest tones i’ll use (not black and white) and then a second for midtones to blend them better with the base gray but i forgot to screenshot the result of the first pass 🗿 nevertheless, here is where i can start adding some amount of details. i’m not including any extra accessories yet, just focusing on the base design of the outfit and the character herself (for anyone wanting to draw characters from That Gacha Game, this is how i personally make the process more bearable for myself.) i still use the dark gray to separate where certain details (like the facial features and fingers) begin and end, mainly to make colouring more bearable later.
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now here’s where i get the Good Colours. it’s a cheat lol. i put a gradient map layer over the grayscale painting so that there’s a little bit of color to start. some gradient maps can be applied as is, some need the layer settings adjusted to make it look good. this one, for example, is a (free) gradient map set from the csp assets store that needs you to set the layer opacity to 20% and to set the blending mode to color to achieve this result. in general, i tend to pick which gradient map i want to use based on vibes, or basically whether i want the work to be warmer or cooler, colour-wise. but this does do quite a bit of lifting for the colors in my stuff.
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and then, finally, i add the colours. i add flat base colours in an overlay layer. at this stage, i’ve made the character silhouette clear enough that i don’t need to refer to the sketch anymore for what miku looks like. also, the gradient map layer does its magic by making the shading a bit more vibrant than it would’ve been without it. after that i paint over with a new layer to add details like the lace.
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and then i put some extra shading on top. basically this is where the ‘better lighting’ happens. again, this isn’t a tutorial, so i’m not here to say what each part of the lighting is, but i’ve labeled which layers do which job. in other works where the lighting within a scene is more defined (from a window, from a small crack in the walls, etc) the glow dodge layer may be more opaque and sharper, but since this isn’t a work with that, the lighting was applied using an airbrush. the linear burn layer is also there to make the whole thing darker so the glow dodge doesn’t end up oversaturating miku. i also usually match the lights to the vibe i want, and use a complementary color for the shadows. so here you can see i have warm colors on the glow dodge layer, but light purple on both the linear burn and multiply layer.
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and that’s it for the character—here’s a gif showing how each layer adds to miku! (sorry it’s so toasty)
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as for the background, depending on the complexity, it may go through a similar process, or if i can settle with flat image backgrounds, i just go for that. it’s ok to use external image materials. i didn’t have a background in mind for this miku in specific, so i got some default csp materials and threw together something
and that’s about a rough overview of what my process for more finished works looks like! again, art is a fluid process so i never specifically stick to certain steps all the time, and you shouldn’t either. i can probably answer why i’d pick this colour over another in one particular work, but it’s something that kinda has to be learned on a grander scale. i think everyone can already feel what colors work with what atmosphere or what setting, even if they can’t immediately explain why. colors and composition do take some level of experimentation to find what works best!
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trickstarbrave · 10 months
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Gold Tutorial
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hiiiii i got asked for how i color gold. tbh most of the time i just blob shapes in but i can try to explain my process too <:v
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(i was trying to write more b4 giving up bc my handwriting is a mess)
here is an elf ear to start with! i just paint on top of my sketch for gold but feel free to line art or do whatever is your normal process
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we need to keep in mind gold is reflective! so while picking a light source keep in mind there will be light bouncing back. typically i do this by not coloring the shadows all the way to the edge, but if there are multiple sources be ready for some bounce light action too
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heres some colors! the second lightest shade is the base color we'll be working with. feel free to make the gold cool or warm toned, i just usually make my gold warm toned. in theory this also works with rose gold and silver, so feel free to play around with colors!
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we're gonna keep in mind the light source, which i will be using the same as the example photo roughly. again i'm really messy with gold i just slap it on on top and it usually works okay but refine the shapes if you wanna!
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first shadows! i keep these towards the middle to build shape. playing with different shapes of shadows will give different form to the metal but tbh.... i build most of my form in the highlights
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second shadows: i focus these usually closer to the light source, but you can also do darker near the rebound light. again, try not to color directly to the edge to keep it looking very shiny
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darkest shadows! like before, but smaller. here you can also add in different colors blobbed in the shadows if you want. i find its easiest to see reflections in the 'shadowed' parts of metal. add in your character's hair color, clothing color, or even the bg color if you want!
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example with my nerevar picture of the reflections: you can see the blueish-grey of his collar in the gold to give it more dimension! even if you're working with abstract shapes it can help sell the illusion with more detail.
next up is highlights which i use a blending mode for (actually every highlight in anything i draw uses it but i feel for metal it REALLY helps): Add (glow)
or at least, it's called that in CSP. in other programs it might have a different name.
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first highlights i like to draw rays of light from the light source and blend the parts furthest from the light. you can curve these according to shape but tbh most of the time i just do this. or you can softly add it in very blended like the nerevar picture above for a brighter look
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second highlights: i add them in around the top and bottom. keep it organic really if im being honest.
ANDDDDD UR DONE! it should hopefully look like metal. tbh i have no idea what im doing <:v
i hope this helped a lil!
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dotmander · 1 year
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How To Get Your Character Models Out Of A Game: Tips And Tricks For Bitches That Have Never Used Blender
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(it's me, i'm bitches)
(also ignore how messy that lighting is it's 1am and i should have been asleep hours ago. he's there for proof of concept 💕)
a couple people (specifically @forsaken-constellation and @ratasum) asked for a tutorial on how to rip models out of the game. this is not that, but it is a compilation of resources i used to learn about ripping, blender, and 3d modeling in general. i desperately wanted a post like this to exist when i was trying to figure this out, so here we go! all the resources below are completely free, with the exception of a link to the patreon of the person that created ninjaripper.
disclaimers:
there are probably more efficient ways to do the things i am doing. i watched a tutorial to learn shortcuts and then skipped to character models. if you have tips to add, corrections to make, or other thoughts, please feel free to share! i'll link to your post here. ^^
i do not know if any of this will get your account banned. i've ripped several models, so i'm going to assume it's fine as long as you don't try to make money off of it. use your best judgment, be an adult, etc etc etc
last updated: june 30, 2024
PROGRAMS & WEBSITES
ninjaripper 1.7.1 - there's a newer version on the creator's patreon, presumably with support for newer versions of blender and fewer bugs, but i haven't tried that
blender 2.79 - the import addon that comes with ninjaripper 1.7.1 is outdated for the current version of blender (3.5 as of this post), so 2.79 is needed to combine the .RIP files into a .BLEND (blender) file
noesis - ninjaripper saves your textures as .DDS files, noesis lets you view them and export them as .PNGs
blender 3.5 (optional?) - i just like it better than 2.79. if you're completely new it might not matter to you. all of the tutorials linked later are for later versions, though.
mixamo (optional) - rigs your character for you and lets you put them in Situations (like my guy above.) there's a whole library of free animations and poses you can try!
TUTORIALS
how to use ninjaripper - most of what you need to know about actually ripping the files and using ninjaripper is covered here. do not skip this one.
how to use blender 3.5 - full disclosure i haven't finished this series because it's uhhhh many hours long. but if you are a complete newbie to blender, i do recommend at least the first few videos; you'll learn about shortcuts that will make your life easier, how to unfuck your model when it fucks itself for no reason, and different terms that will help you google things you don't know later on. possibly he even covers some of the things i'm about to link! anyway.
what's a uv map?
how to apply textures
how to apply bump maps (note: for our purposes, you wouldn't add a color ramp node, you would add an image node with your bump map, and attach it to the bump node as the person does in the video)
there should be stuff here about weight painting, cloth physics, emission maps (makes your sylvari glow), and other stuff, but um. i haven't figured those out <3  
TIPS
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TURN UP YOUR GRAPHICS BEFORE YOU RIP - if you don't, you might end up missing certain textures/glows/etc. HOWEVER, you should turn animations down, because apparently high animation can make your meshes misplace themselves
rip from the character select screen, rather than an instance, because you will have 100 meshes to sort through instead of 1400. i am not exaggerating either of those numbers. if you are new to blender, please love yourself and start with character select.
your textures will be fucked up the first time you try to apply them. this is because the UV maps (the things that tell your textures where to go) of your models are flipped upside down in relation to the texture image. you can flip them back over manually, ooooor you can just flip the entire texture file in something like CSP or photoshop.
for some reason all eyes are red in the texture files. i have not figured out why. i recommend editing the .PNG to have the correct eye color before applying the texture.
that's all i can think of for now - if you have other questions, feel free to shoot them my way, although i can't promise i'll have a straight answer ^^;;
mixamo only works for humanoid characters with tight clothing (or without clothing at all). if you try to use it to rig a charr or asura, or someone with a skirt or big sleeves, you will most likely be disappointed.
2024 edit: sometimes parts of hair meshes just...disappear. i have no idea why. if you can figure it out please let me know LMAO
information from bookahlogy about character proportions, fixing normals, and other fun tips
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chubsonthemoon · 7 months
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next round of binderary books are done! these are some paperbacks of three wonderful fics by dear friend @bisexualbluesargentt! they are:
savior complex: the first fic i ever read by bisexualbluesargent that altered my brain chemistry...so so good. Great Pretender, laurent/makoto, post-case 4, phone calls, the ocean...as they say in their tags, it's all here! tried to mirror a lot of those elements in the design, heh. also had to google which font iPhones use and went down a rabbit hole there, which was great fun.
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and eat it, too: THEE hisoillu fic for me. i reach for this fic mentally any time i need to write hisoka or illumi, it's just. SO good and so delicious! was quite pleased with this cover paper--it's a blend of dark colors (there's like...a very faint purple gradient I couldn't get to show up on my camera) and neon hisoka/illumi color-coded sprinkles which i found v fun and fitting. also did some coloring in CSP with sections of the cake graphic on the title page to make it look a little like blood/innards :3
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there are violets in your eyes: MY BELOVED. this is a rebind of the same fic from 2022, which I made a post about here! it's almost exactly the same in terms of materials used and the typeset, except for the size--I'm really into quarto letter books right now, so wanted to make another to complete this set! this is such a great tamaki/kyouya fic that has lived rent-free in my mind for years now and will continue to do so for the foreseeable future. bisexualbluesargent is SO good at nailing the kind of push-pull ship dynamics that make me go insane.
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(and some comparison pics with the pamphlet bind! matchy matchy heh)
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and that's all for today!! making these was such a blast, and I got to reread some of my favorite fics all over again when I was typesetting them :D
@bisexualbluesargentt thank you so much for letting me bind your work, friend!! i can't wait for you to receive your copies soon <333
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babyrdie · 7 months
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Achilles if he was the Champion on Olympus instead of Theseus and Asterius, inspired by a fic (by @baejax-the-great) I read recently.
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I ended up drawing Achilles because I wanted to train more metal and Patroclus in this fic doesn't have much metal in his design. Maybe I'll try to do Patroclus too, but I can't promise anything because trying to imitate Hades has already taken me a long time for a train.
I tried to use Hades' style as a kind of observation study. Honestly, I already knew it was going to be difficult all along because I don't have stylization as my strong point, and also the style of this game seemed so unique that it gave me the impression that it would be difficult to replicate. All said and done, it really is. Even if I cheated by establishing a firmer pose on Achilles to avoid the need to draw a good gesture, it doesn't change that the rest is still outside my comfort area.
My conclusion was: the head is the hardest part for me, which I didn't expect. My facial style is very different from Hades' style, so it complicates my life. Plus, using just one brush for the whole thing is surprisingly good. I should practice gesturing instead of avoiding it.
And here I'm going to put some notes about Hades' style that helped me try to replicate it, but that's it: in Jen Zee's case, perceiving characteristic X is more complicated than doing characteristic X! I still think I need to train a lot to really be able to replicate it, especially in the head area. I don't know if this counts as a tutorial of sorts? But that's it, expect lots of images and explanations from here on in this post.
SHAPES
You can easily see "geometric" aspects of the drawing. It's easy to "disassemble" characters into shapes, which is a kind of basic concept often used in drawings.
I think that trying to be "sharp" is a good thing, as most of the shapes I saw on the characters were more sharp than rounded.
I got the impression that Jen Zee focuses on the macro and then goes to the micro, not micro for macro. In other words, she first establishes a visible and well-made shape and then cares about details.
This is very good in terms of anatomy, because a common mistake artists make, for example, is to care too much about detailing things like the face and muscles instead of creating a well-done silhouette. It turns out that the detailed parts are realistic, but the character as a whole has questionable anatomy. Typical case of a perfect face, but too big or small for the body.
I think the most obvious example of Hades' style is its hair. There is no separation of hair strand by strand, but rather making a large, recognizable shape that will later be further molded.
LINEART
The line is always black. Don't paint!
Lineweight: the outer line is thick but the inner lines are thin. There isn't much more line weight variation other than that.
It's mostly consistent but, in some parts, it's purposely interrupted or less polished. It's nothing so noticeable that if you do it completely polished it will greatly affect the result, but if you intend to get as close as possible I would advise you to purposefully "fail" in some parts.
Even with these "flaws", it's a CONFIDENT lineart. This means that you will have more luck copying the style of making your drawings in firm, quick strokes at once rather than slowly retouching stroke by stroke. Draw a line and if it looks bad, just do it again. I don't recommend drawing over it to fix it.
I don't know if this fits in line, but I'll put it here. There are some random lines of striking colors here and there. At first glance, you don't even notice them, although they actually help the drawing stand out, but they are there.
COLORING
Color blocking is your friend.
Don't use blending tools, and use a hard brush and hard eraser. I used one of CSP's default brushes for the entire drawing. It's a style that doesn't require fancy brushes.
From what I saw, Jen Zee doesn't paint this style in grayscale but directly in color. If your fear is getting the color wrong, using layers is a faithful companion because it's easy to change a specific part.
It's IMPOSSIBLE to do the Hades style without inking, which is that part where in the traditional drawing you would apply the ink. In Hades, this is visible in the parts that are shaded black.
Inking is MAINLY used in areas where there is less light, such as the neck, but it's also widely used on metal surfaces.
Don't insist on gradients and blurring the drawing! The shadows here are more solid, quite easy to point out where they start and where they end. In some parts, the transition is made by putting an "edge" on the shadow in a tone that is between the shadow tone and the base tone, not by blending. In others, there is no transition at all. Faces, in particular, seemingly have no transitions.
In the illuminated parts, I particularly found it easier to use rubber to shape them. First paint straight and then start erasing and making the shapes.
Highlights are very important in this style, and they are generally in a more saturated tone.
It seemed easier to follow the order of base color > lighting than base color > shading. That is, first paint in the darkest tone and then add lighter tones instead of painting light and then making it dark.
-Use of complementary colors and analogous colors in certain palettes.
Color picking can make you a little insecure about the base colors, but trust the process because color theory is crazy. The base skin tone of Achilles in Hades is a yellow that is strange at first glance, but together with the other added tones it simply looks like a normal tan. Believe me, I was surprised at first! But, sure, it doesn't all have to be color-picking.
SOME EXAMPLES IN IMAGES
And now trying to explain what I already said, but visually. If you look at the images, I recommend zooming in. Very simple images because some of them were actually loose studies and not something made with the intention of posting so don't expect anything beautiful lol
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blueskittlesart · 1 year
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What advice would you give beginner artists?
it's fine to want to do more stylized art, but nothing will help you improve quickly like studying from life. even if you want to draw very stylized figures, life drawing is still going to help you understand how the human body works and then you can build your stylization off of that understanding. I also recommend studying specifically things you're looking to improve--if you feel like your poses aren't dynamic, ask your model to do some quick (1-2 min) dynamic poses and work on getting the gesture down. if you're looking for anatomy, ask for longer, more static poses and really study the contours of the body. this also applies for portraiture and character art--my expressions and facial structure improved like CRAZY when i started doing portrait studies from life! (note: i know live model sessions aren't accessible for everyone. i'm a huge advocate for nude models, if you can find a studio nearby that's affordable to you that offers sessions, that's the best you're gonna get. however, there are sites that will give you photos of nude models to draw from, too, or you can even just ask friends or family to pose for you when they aren't busy, that's what i did before i started getting model sessions from my school!)
materials are not everything but sometimes a good material can make a difference. it's important to know what's worth it and what isn't for your skill level. invest in some decent-quality supplies or a good art program, but understand that you're still going to need to work to understand your materials and use them to their fullest potential. (if you're a digital artist buy csp. trust me on this. get it on sale. it will change your life. also do not fucking use photoshop)
tracing is ok. listen to me. TRACING. IS. OK. tracing is how you learn. don't trace other people's art and pass it off as your own, obviously, but there is literally no problem with tracing real-life reference photos. I routinely trace references for backgrounds and the like. there is no reason for you to kill yourself trying to make complex perspective and shit up from your head when you can very easily just overlay a photo and get what you need.
in that same vein, USE REFERENCE PHOTOS. find pics online or take pics of yourself and USE THEM to see how your poses work. it makes it SO SO SO much easier. the understanding that you need to create a pose out of nowhere will come with time but you're not going to get that skill unless you have a foundation of understanding how the real human body works, and the easiest way to get that understanding is by copying photos of real people.
last but not least, there's generally a sort of 'rulebook' that new artists are expected to go by, especially online, when it comes to digital art. when i was first learning, it was all about lineart and cell shading, two things that I didn't really like. Nowadays it seems to be all about rendering. the single most important thing i can tell you is if it sucks you don't have to do it. if you hate lineart just color your sketches. if you hate shading don't shade, or find a different way to shade that you enjoy more. if rendering is annoying or difficult for you DON'T BOTHER!! art is supposed to be fun. if part of your process is annoying or upsetting to you, cut it the fuck out. don't torture yourself just to do art the "right" way. i guarantee your art will look better when you're having fun making it anyway!
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ambrosialdesire · 4 days
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FINALLY CREATED THE WHOLE YANDERE OCS PICS/REFERENCES 💞💞
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achelous and sung-jae are naked underneath too but i put clothes on them so tumblr doesnt blow me up, but for steinar and pollux, i got lazy so that’s where the hearts come in 💀😭 both valerius and levy were drawn with clothes on, nothing underneath 🙇‍♂️
USING CSP WAS SO FUN, this was really a practice using it for the first time so that’s why they’re all lined different or colored a little differently 😩
achelous, pollux, and steinar are all drawn partially transformed btw (tho it can be argued that steinar constantly looks like that due to him being fully born a werewolf). valerius is in his crazed expression, love doing that the smiley face. sung-jae’s dyed hair usually fades away when he transforms so it’s different every month. levy is just levy LOL ALSO I THINK I MADE HIM TOO ATTRACTIVE LMAO CAUSE W/O THE GLASSES I WAS LIKE DAMN HE A LITTLE CUTE 💀💀💀
anyways, HOPE YALL LIKE EM CAUSE I CERTAINLY DO SM THEYRE SO FINE 🤤
DONT REPOST ON ANY OTHER SITE OR BE A MINOR LIKING MY SHIT OR WE BOTH TURNING INTO SMITHEREENS ‼️‼️😡😡
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