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Walt Simonson

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Katia Managan Sketch, or âHow it looked before everything went horribly wrongâ
Lovely pic for a great webcomic (what sort of monster would want to make this cat cry?)
Bruce Lee // The Way of the Dragon (1972)  (gifs via x, y)
Yuen Qiu //Â Kung Fu Hustle (2004)Â
do you all understand just how much of a cinematic masterpiece âKung Fu Hustleâ is? because if not you need to rectify this immediately
SO GOOD.
YES, WATCH IT

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So Sally Rook, Walrus camera guy( Idk his name) Dollie Oâ hare, is there more Sonic based ocs in the AC universe
probably a bunch, just, possibly not that obvious. Walrus camera guy (still deciding what he'd be named- some variation on Joe Sushi feels the obvious answer. Zo Susi? (Side note, I'm intentionally using kunrei for JP words, so words we'd normally romanise as, say, Fuji, are Huzi within this setting) as her cameraman. I've got a vague idea for the Bunnie analogue, who yeah, Dollie O'Hare or some similar name. Unsure for an Antoine one or a bunch of other Archie ones. I got a good few StC ones, those are the most obvious- Jackie is evolved from Amy, etc.
Wouldn't want to over-emphasise this, of course, but yeah there's a few instances of character ideas I have that are "what if this Sonic thing but different".
Do you think Fang and Speedy would get well along? Asking because they're both designed by Touma so idk lol
We'd need to have a better understanding of Speedy to judge that, but I like the idea Fang doesn't get along with anyone really. He'd sell his mother for cash and then comedically lose the money by having his Marvelous Queen blow up in his face. He's Wile E Coyote thinking he's Han Solo, even if he can to some extent back it up (congrats Fang you've got one of the hardest bosses in the franchise). Would he get along with anyone? It's funnier if not.
Attibuted to Kano Sansetsu, The Old Plum, Edo PEriod (1615-1868), ca 1645, Japan. four sliding door panels (fusuma), ink, colour, gold leaf on paper, The Metropolitian Museum of Art
also I'll answer asks in a bit
as in, a couple weeks old asks I got here because I didn't think how to answer them while on the grind of drawing pages
but it means if you want to add in new asks it's probably the best time for me to see it
on understanding the POV of creatives in a corporate franchise
saw someone complain about me on another tumblr blog (that I'm vagueing about because I don't see the need to be drawing undue attention to). fair does, people can do what they want and feel how they want.
but in this case it struck me as worth opining on a bit because it indicated they felt hurt enough to miss the point of what was being said, and I do think it's an important point for people in this fandom to get- that Sonic isn't entirely some executive suit council committee product but has actual artists who've been involved from the start or near the start with it, and is closer to creator-driven than a lot of the fandom gives credit.
Rambling about Sonic, opinions on Sonic, creative ownership of a corporate franchise, etc follows

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1971-1972 PsychoFLAIRapy Calendar ad via Neato Coolville on Flickr.
Cover Art by Gray Morrow, 1970s
The big post of things about hands!!! I donât consider myself qualified to teach art at this point in my life, but I donât see any harm in sharing observations I have made. In learning to draw hands over the past few months Iâve tried to take a lot of notes, with the end goal of hopefully creating a video tutorial one day. I personally learn better from videos than written or illustrated instructions, but Iâve never found any one video that really demystifies drawing hands. I believe that in order to tackle such a difficult subject it is important to understand what makes it difficult, and this is not often addressed. If you understand the problems you can systematically solve themâŚ
Drawing the hand is almost like drawing a whole person. Similar number of âmajor massesâ and a big range of motion.
Because the hand is so versatile, itâs hard to pick a pose when practicing. Most individual body parts are drawn from different angles, whereas the hand must be drawn from different angles and in different poses.
Hands have a lot of moving parts and from any given angle many of these will be partially or wholly obscured by other parts. Drawing âthrough the formâ results in confusing construction lines that are difficult to interpret.
Hands are expressive and give big clues as to what a character is doing. Odd or unnatural hand poses detract heavily from your overall piece. Most people avoid drawing hands because of this.
The thumb flexes along a different plane than the four fingers and sits on its own deviant metacarpal. Drawing the hand in perspective is hard enough, but adding the thumb in relation to the rest of the hand at a convincing angle? Forget about it!
Hands are typically simplified into box and cylinder forms, but almost every part of the hand is a combination of angles and curves. No one simplified form really describes these parts.
Hands interact with other objects, like all the time. Theyâre tricky enough to draw on their own⌠this isnât helping anyone.
Hands have a lot of bony landmarks, veins, and tendons, all visible at the surface level. These are obstacles when trying to render them realistically.
Hands are asymmetrical from every angle. Every part, every time.
I think that about covers the major issues we face when trying to draw hands. Now here are some observations and facts that you can use to fight back!
The width of the first three fingers (index, middle and ring) is the same as the width of the wrist. The pinky and thumb both emanate from the parts of the palm that overhang this line.
The palm of the hand is more of a pentagon than a rectangle (Thanks, Jim Lee!).
The length of the middle finger is approximately the same as the length and width of the palm.
The length of the phalanxes (finger bones in this case) diminishes in size as they get further from the palm. The second (middle) phalanx is 2/3 the length of the first (proximal), and the third (distal) is 2/3 the length of the second. You donât really notice this since the first knuckle is âinsideâ the palm and we tend to think of the fingers as starting at the âfinger crotchâ.
The thumb has no middle phalanx, only a proximal and a distal one.
The thumb is rotated 90 degrees from the angle of the four fingers. So the fingernails point âupâ and the thumbnail points âto the sideâ. This obviously changes depending on the pose, but the thumbnail never really points âupâ with the other fingernails unless it is bent backwards, as in poses when all five fingers are pressed against a flat surface. It never really points âdownâ unless the hand is clamping or pinching⌠or operating a sock puppet.
The thumb has to sit lower than the palm so that it can flex underneath the hand. The first knuckle of the thumb is almost as far below the index finger as the pinky is far away from the index finger.
The âwebbingâ of the thumb connects exactly half way up the palm.
Hands are asymmetrical from every angle. Every part, every time.
That is all the knowledge I have so far, and now you have it too! I donât think any tutorial, video or otherwise, can ever teach you as much as the thousand observations you will make from drawing a thousand hands. There is no substitute for practice. So practice by looking at your hand from the normal vantage point, and from a mirror. Practice from 3D reference like the Handy Art Tool. Practice by copying other artists and animators whose hands appeal to you. Most of all, practice from imagination. PRACTICE! Below is every reference that I can remember that Iâve personally used while practicing hands:
http://www.handyarttool.com/
http://youtu.be/BAQb-5VKxmg
http://nk-chan.deviantart.com/art/mini-hand-tutorial-68320552
http://kibbitzer.deviantart.com/art/Hands-Reference-321600866
http://kibbitzer.deviantart.com/art/Hands-Reference-2-322546252
http://kibbitzer.deviantart.com/art/Hands-Reference-3-330102275
http://kibbitzer.deviantart.com/art/Hands-reference-4-428109721
http://characterdesignnotes.blogspot.com/2010/09/hand-reference.html
http://characterdesignnotes.blogspot.com/2010/09/hand-reference-part-two.html
http://characterdesignnotes.blogspot.com/2010/11/hand-reference-part-three.html
Do me a favor and share this around, will you? We could all use more light shed on this subject. -Aaron
Trans World Airlines (1982-1983)

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Tottori, 1988
@Kozo Miyoshi
Ferdinando Scianna Sicily Italy 1987.