the way ryoko kui draws women...

if i look back, i am lost
Claire Keane
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ā

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noise dept.
art blog(derogatory)
$LAYYYTER
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PUT YOUR BEARD IN MY MOUTH

Product Placement
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@arttuto
the way ryoko kui draws women...

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Work at academy
this is really frickin neato
vanillavalerian:
Again, not mine. But omg this is so good aaaaaaaaaah
ALL THE RESOURCES
āHow arw you paying for photoshopā im not LMAO
link
š
you know what heres a sai link too fuck the system
im back with clip paint studio
setup crack
download these two then setup paint studio right click one of the icons after its done and clickĀ āfile locationā copy the crack files into the main paint studio file then click on the crack.exe till it says ok open paint studio
good 2 goĀ š
REBLOG TO SAVE AN ARTISTāS LIFE
@faun-songs @jeongmihyo
I wanted to add to this post too because?! adobe animate is hell to find. so heres this, reblog to save a future animatorās life
adobe animate:
https://drive.google.com/file/d/1-UdrA23VmgT4lM7cTr1C9LaOHzNl5hWS/view
Krita and medibang are both free and you can animate on krita now~

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Found some hands tutorial by me
Not in English but hope it will help???????
A Timeline of Womenās Fashion from 1784-1970 (source: http://kottke.org/17/07/a-timeline-of-womens-fashion-from-1784-1970)
such a useful reference to see the transition of stylesĀ
@writingtipsandtricks
Iāve been studying the classic black tie dress code (mainly from here) so I thought I could share my notes. Maybe they can be helpful to someone else, too. If I made any mistakes or things are really confusing please tell me.Ā I also have some notes on white tie which I could share as wellā¦
No more melted tomblerones or mising skulls, yyeann!
This is my basic process for pretty much everything I draw. The key is understanding the shape of the garment youāre trying to draw and the shape of the body part youāre putting it on.
Drawing the body first forces you to make the shoe, hat, or clothes fit that body. With practice youāll be able to skip some steps. This method works the same no matter the perspective or pose. It just relies on your knowledge of what a hat looks like from above, or what the bottom of a shoe looks like. When in doubt, just google refs. Donāt necessarily need the exact angle youāre trying to draw. Look at different pics to give you an idea of how it works in 3d.
Shoes are always a bit tricky because feet are a stupid ass shape.
It might help if you think of hats as a cylinder fitted to the personās head to help you get the perspective right before you push in detail. note: heads arenāt circles. theyāre kind of egg shaped if you look at them from the top.
I got a lot of asks about this so I made a tutorial on how I was able to emulate the 80s aesthetic, please keep in mind Iām not an expert and what I put here is just what I personally did. I hope you guys like it and hope it helps
go crazy kids

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frowny:
adriofthedead:
sweetappletea:
ohcararara:
creativeinspiration:
Color Palette Generator
Iām not sure why I just found out about this butā¦.amazing! So fast and simple!
MAGIC.
Instant bookmark.
oh my shit ā„
This is lovely! Iād also like to recommend Design Seeds for colour schemes.
hellllooo help for electronic illustration project
Trying to draw buildings
yo hereās a useful tip from your fellow art ho cynellis⦠use google sketchup to create a model of the room/building/town youāre trying to draw⦠then take a screenshot & use it as a reference! Itās simple & fun!
Sketchup is incredibly helpful. I canāt recommend it enough.
Thereās a 3D model warehouse where you can download all kinds of stuff so you donāt have to build everything from scratch.
reblog to save a life
This is an incomplete tutorial, and it drives me crazy every time I see it come around.
We live in a pretty great digital age and we have access to a ton of amazing tools that artists in past generations couldnāt even dream of, but a lot of people look at a cool trick and only learn half of the process of using it.
Hereās the missing part of this tutorial:
How do you populate your backgrounds?
Well, hereās the answer:
If the focus is the environment, you must show a person in relation to that environment.
The examples above are great because they show how to use the software itself, but each one just kind of āplopsā the character in front of their finished product with no regard of the personās relation to their environment.
How do you fix this?
Well, hereās the simplest solution:
This is a popular trick used by professional storyboard and comic artists alike when theyāre quickly planning compositions. Itās simple and it requires you to do some planning before you sit down to crank out that polished, final version of your work, but it will be the difference between a background and an environment.
From Blacksad (artist: Juanjo Guarnido)
From Hellboy (Mike Mignola)
Even if your draftsmanship isnāt that great (like mine), people can be more immersed in the story you tell if you just make it feel like there is a world that exists completely separate from the one in which they currently reside ā not just making a backdrop the characters stand in front of.
Your creations live in a unique world, and it is as much a character as any other member of the cast. Make it as believable as they are.
Great comments and tutorials!
Iām a 3d artist and have been exploring the possibilities of using 3d as reference for 2d poses. I want to add a couple of tips and things!
Sketchup is very useful for environment references, and I assume itās reasonably easy to learn. If youāre interested in going above and beyond, I highly recommend learning a proper 3d modeling program to help with art, especially because you can very easily populate a scene or location with characters!
Using 3ds Max I can pretty quickly construct an environment for reference. But going beyond that, I can also pose a pretty simple āCATāĀ armature (known in 3d as a rig) straight into the scene, which can be totally customized, from various limbs, tails, wings, whatever, to proportions, and also can be modeled onto and expanded upon (for an example, you could 3d sculpt a head reference for your character and then attach it to the CAT rig, so you have a reference for complex face angles!)
The armature can also be posed incredibly easily. I know programs exist for stuff like this - Manga Studio, Design Doll - but posing characters in these programs is always an exercise in frustration and very fiddly imo. A simple 3d rig is impossibly easy to pose.
By creating an environment and dropping my character rig into it, I have an excellent point of reference when it comes to drawing the scene!
Not only that, but I can also view the scene from whatever angle I could ever want or need, including the character and their pose/position relative to the environment.
We can even quickly and easily expand this scene to include more characters!
Proper 3d modeling software is immensely powerful, and if you wanted to, you could model a complex environment that occurs regularly in your comic or illustration work (say, a castle interior, or an outdoor forest environment) and populate the scene with as many perspective-grounded characters as you need!
reblogging to save a life
!!!!!!!!!!!!!!
Look at this amazing addition! This is fantastic!
someone asked me how i made the ripple effects and i didnt know how to explain without visuals so i hope people find this helpful
Watch the full lesson above to get all the info on drawing hands from imagination
Drawing Hands from IMAGINATION
In this lesson Iāll show the process that has helped me to draw hands accurately from imagination. Itās also a great process if youāre drawing from reference.Ā
The Idea
The first step is to get a clear idea of the hand youāre gonna draw. Donāt jump in blindly and start drawing. Figure out the angle weāre looking at the hand from.Ā Imagine this clearly in your mind before you make a mark. And you always have your own hand that you can use to figure it out.
Once the idea is clear, weāll start constructing the hands using simple forms.
The Palm
The palm areas can be simplified to a boxy form with equal height and width. Thatās a good place to start, but if you want to be a little more precise, itās good to start thinking about the nuances.Ā
Weāre looking at this box from the top. We can see the right side and the front plane of the knuckles. Before we add the fingers, letās split the front plane into 4 parts. That way we know where each finger extrudes from. Donāt forget about the foreshortening!
If you can do that, you have a really good starting point and youāre on your way to drawing an awesome hand.
The Fingers
At this point you can start extruding the finger segments, but it helps me to start with some kind of gestural or wireframe guideline. Iām gonna give you 3 options that you can choose from. Everyone has their preferences and different poses might call for different approaches.
1.Ā Mitten - If the fingers are grouped together, you can try to imagine a mitten shape for all of them. If one or more of the fingers is separate from the group, draw it separate. Group the ones that you can and decide if theyāre bending.
2.Ā Dots ān Lines - Another way is to throw down some lines and dots for the knuckles. This can help figure out the position and length of each segment with minimal lines that are easy to adjust.
3.Ā Gesture - The third option is to draw the gesture of each finger. Donāt worry about separating each phalanx. Ignore the joints and just identify the motion of each finger. Do this very lightly.
Different poses will call for different approaches or combination of them. And, everyone has their preferences. Try them out and see what you like.
Now letās add some structure to the fingers. Usually I like to use cylinders for each segment. Cylinder because theyāre easier and quicker than boxes. And itās pretty easy to turn a cylinder into a box later, if I want to indicate the rotation of that cylinder. An indication of the box at the joint is enough.
Thereās 12 segments in the fingers, and that doesnāt even include the thumb. Thatās a lot of cylinders and boxes to think about. Itās tempting to rush through them, but fight the feeling of urgency. Get them in the right spot, with the right proportions and perspective.Ā Do your best to keep your lines light and clean throughout the construction process. Donāt scribble and create a mess. Think through the drawing.
The Thumb
In the hand bones lesson we learned about the triangular box for the base of the thumb. This triangular box can be stretched, squished, and rotated depending on the position of the thumbās metacarpal. Look at your thumb and see all the different ways it can move. Sometimes I imagine the metacarpal bone to make sure itās position is believable and the length relates correctly with the others.
The Wrist
On the surface, the wrist curves to fill the gap between the palm and forearm. So, a good place to start is the 2Ć4 form of the forearm bones. The wrist would be a transitional plane when thereās a bend. Look at Bridgman for inspiration when designing the wrist. Hereās a few different poses so you can see how the wrist behaves. Notice how he puts a little step down from the forearm to the hand. Itās a nice design that can make your drawing more interesting and dynamic.
Muscles
Learn about them in Part 1.
Shading and Details
Learn how to shade and add details from imagination in the premium anatomy drawing course.
WATCH:Ā Ingenious Hack for Sketching with Two Point Perspective Using an Elastic StringĀ [video]
Oh look⦠MORE AWESOME SHIT NOBODY TOLD ME IN ART SCHOOL

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Attention ALL artists!
You sure have seen this post. It has spread like wildfire over the past few days so I doubt there is any artist out there who hasnāt seen it. But even if you didnāt, you should read on because Iām about to tell you a handy little thing that can help you to protect your art from such assholes as the anon who submitted this bullcrap, as well as art thieves in general.
The magic word is Metadata.
Metadata is like an invisible signature that is embeded into a file. It can contain all kinds of information, like Title, date, keywords for online seach engines, and copyright information. And the best thing is, since this information is āhiddenā in the code of your picture, itās hard to remove it.
There is a nice basic tutorial on how to add Metadata, or āadditional file informationā to your images in photoshop. Itās really, really easy so check it out!
āAdding Your Contact And Copyright Info To Your Photos With Photoshopā on PhotoshopEssentials.com
Iām not sure if you can do the same with any other art program. If you know how to do this in other programs / can confirm that it works the same way there, please tell me so I can add the information to this post.
Adding the Metadata will not stop idiots from taking and reposting your art. It also wonāt make them stop editing out your signature. It WILL however, help you prove that you are the original artist whenever you have to. Always remember my friends. You, the artist, are protected by law. No one has the right to take your intellectual property and hard work and repost, use or edit it without your permission. Ever.
art thief: well how can you prove its yours??
me: /opens metadata
apparently ppl donāt know about waifu2x??? despite its⦠concerning name itās literally the most convenient website iāve ever come across as an artist
it allows you to resize artwork without it becoming pixellated. this is a MASSIVE help if you, for example, make lineart too small or something. it works best with things that 1. have no textures 2. have smooth lines 3. have cel shading, but it still works really damn well for things that donāt fit that profile
hereās an example:
normal size
2x in paint
2x in waifu2x
so like, thereās that. go wild