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The Lonely Artist

Hey there I'm Stray and i do art or something.

This is where I post all my original art, title cards for TGWTG, and various fanart for things. I also post tutorials that I think would be helpful/interesting so if you don't know how to do something, feel free to check those in the tutorial section at the top
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MONSTERFRIEND PROJECT

characterdesigninspiration:

amummy:

+++Imagine you had your own personal monster bound to you. A monster to emulates you in some way. The idea of this is to have people design there own personal monster, much in the same vein as pokemon and digimon. The monsters can be gruesome but not too much so (i.e. extremely gory). And they can be humanoid but not blatantly human, animal like but not just a carbon copy of a real life animal. Max size is as large as a building, minimum is small enough to perch on your shoulder comfortably+++

+++examples of personal monsters+++

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+++There are different categories of monsters but within those categories its limitless. Using earth also applies to plants and metal, wind can be storms, fire is also magma, etc etc. Use your imagination! You can also combine two types, but that’s the limit! As for space and spirit, try to think of its like magic and ghosts.+++

+++Different types+++

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+++example of a filled monster sheet+++

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Stat system is very similar to fallout, so if you HAVE played fallout it should familiar to you. If not, its very simple. 1 is the lowest, 10 is the highest. You get 5 points to allocate as you wish and you can subject or add points to customize your monster. Each stat starts at a 5 which is approximately average. A monster has to have 3 intelligence to be able to speak with humans that aren’t there human bond. 

blank monster sheet template:[x]

type icons are here/; fire / wind / water / earth / spirit / space

Rhobi and I would love to see what you come up with so please tag it #monsterfriendtag

This is a free and open project so anyone can participate!

Have fun!!!

This isn’t strictly ‘character design inspiration,’ but it sounds like a pretty cool project that some of you might be interested in!

Aug. 25th, 2014 - 1 week ago - Reblog - 138609 Notes

argonianbot:

i dont think you guys appreciate how rad this site is 

because first of all you got your basic fantasy and game race names for like

everything

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BUT AS IF THAT ISN’T ENOUGH

REAL NAMES WHICH ARE GOOD FOR BOOKS

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AND THIS THERE’S MORE????

BAM, PLACE NAMES

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AND STILL MORE

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SO YOU SEE THESE LITTLE OPTIONS HERE

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PLEASE, PLEASE

GO AND TRY TO HELP A GOOD PERSON OUT

(via perpetualvelocity)

Aug. 25th, 2014 - 1 week ago - Reblog - 3478 Notes

azirae:

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This is a very quick tutorial that goes over one function, the Onion Skin in Photoshop CS5. The Onion Skin is equivalent to the function of a light desk for traditional animation. If you haven’t already, please see my first tutorial about [basic timeline animation] if this is your first time animating.

Start by making a new document and drawing on Layer 1 (in this example, held for 2 frames).

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In the animation panel, on the bottom you will see a little icon that looks like an onion. When you hover over it, you’ll see “Toggle Onion Skins”.

Click on it.

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You won’t see its effect until you’ve drawn more, but before that, go to the animation panels settings. There will be two options: “Onion Skin Settings…” and “Enable Onion Skins”. Click on the first option.

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These are the Onion Skin options. Adobe has a description for each function on their site…

Onion Skin Count specifies how many previous and forward frames are displayed. Enter the Frames Before (previous frames) and Frames After (forward frames) values in the text boxes.

Frame Spacing specifies the number of frames between the displayed frames. For example, a value of 1 displays consecutive frames, and a value of 2 displays strokes that are two frames apart.

Max Opacity sets the percentage of opacity for the frames immediately before and after the current time.

Min Opacity sets the percentage of opacity for the last frames of the before and after sets of onion‑skin frames.

Blend Mode sets the appearance of the areas where the frames overlap.

Generally I don’t play around with these, and for this simple tutorial, they’ll remain at their default settings.

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Create a new layer, “Layer 2”. Although it is a blank layer, with the Onion Skin on you can see a light render of the previous frame.

Go ahead with your next drawing on Layer 2 using the Onion Skin’s function as a proportion and movement guide. I’ll be animating a sneeze.

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Continue on with the rest of your animation as usual.

A clearer example:

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And that’s all there is to it. When you’re done, turn off the Onion Skin and play your animation to make sure it looks good (although you should be constantly going over your frames (scrubbing) to keep everything in check anyway).

The final product:

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Achoo!

(via yabasha)

Aug. 25th, 2014 - 1 week ago - Reblog - 58033 Notes
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title01:

Character design challenges to consider:

  • Re-design a character of your choice as a different race.

  • Re-design a character of your choice / or a series of characters to fit a different genre of story.

  • Re-design a character of your choice to fid a different stereotype/archetype

Make your decision specific. Don’t change your decision half way through.

(via anatomicalart)

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