Well said! # rickandmorty
trying on a metaphor
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Keni
Aqua Utopia|海の底で記憶を紡ぐ
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YOU ARE THE REASON

if i look back, i am lost
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Well said! # rickandmorty

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Notes on Character Design
Character design and drawing are tome-sized topics and even if I had all the answers (I don’t - I have a lot to learn), I’m not sure I could communicate them effectively. I’ve gathered some thoughts and ideas here, though, in case they’re helpful.
First, some general things: - Relax and let some of that anxiety go. This isn’t a hard science. There’s no wrong way, no rigid process you must adhere to, no shoulds or shouldn’ts except those you designate for yourself. This is one of the fun parts of being an artist, really - have a heady good time with it.
- Be patient. A design is something gradually arrived at. It takes time and iteration and revision. You’ll throw a lot of stuff away, and you’ll inevitably get frustrated, but bear in mind the process is both inductive and deductive. Drawing the wrong things is part of the path toward drawing the right thing.
- Learn to draw. It might seem perfunctory to say, but I’m not sure everyone’s on the same page about what this means. Learning to draw isn’t a sort of rote memorization process in which, one by one, you learn a recipe for humans, horses, pokemon, cars, etc. It’s much more about learning to think like an artist, to develop the sort of spacial intelligence that lets you observe and effectively translate to paper, whatever the subject matter. When you’re really learning to draw, you’re learning to draw anything and everything. Observing and sketching trains you to understand dimension, form, gesture, mood, how anatomy works, economy of line; all of the foundational stuff you will also rely on to draw characters from your imagination. Spend some time honing your drawing ability. Hone it with observational sketching. Hone it good.
I don’t think I’ve ever seen anyone do this sort of thing better than Claire Wendling. In fact, character designs emerge almost seamlessly from her gestural sketches. It’d be worth looking her up.
- Gather Inspiration like a crazed magpie. What will ultimately be your trademark style and technique is a sort of snowball accumulation of the various things you expose yourself to, learn and draw influence from. To that effect, Google images, tumblr, pinterest and stock photo sites are your friends. When something tingles your artsy senses - a style, a shape, a texture, an appealing palette, a composition, a pose, a cool looking animal, a unique piece of apparel, whatever - grab it. Looking at a lot of material through a creative lens will make you a better artist the same way reading a lot of material makes a better writer. It’ll also devour your hard drive and you will try and fail many times to organize it, but more importantly, it’ll give you a lovely library of ideas and motivational shinies to peruse as you’re conjuring characters.
- Imitation is a powerful learning tool. Probably for many of us, drawing popular cartoon characters was the gateway habit that lured us into the depraved world of character design to begin with. I wouldn’t suggest limiting yourself to one style or neglecting your own inventions to do this, but it’s an effective way to limber up, to get comfortable drawing characters in general, and to glean something from the thought processes of other artists.
- Use references. Don’t leave it all up to guessing. Whether you’re trying to design something with realistic anatomy or something rather profoundly abstracted from reality, it’s helpful in a multitude of ways to look at pictures. When designing characters, you can infer a lot personality from photos, too.
And despite what you might have heard, having eyeballs and using them to look at things doesn’t constitute cheating. There’s no shame in reference material. There’s at least a little shame in unintentional abstractions, though.
Concepts and Approach:
- Break it down. Sometimes you have the look of a character fleshed out in your mind before putting it to paper, but usually not. That doesn’t mean you have to blow your cortical fuses trying conceive multiple diverse designs all at the same time, though. You don’t even have to design the body shape, poses, face, and expressions of a single character all at once. Tackle it a little at a time.
The cartoony, googly eyed style was pre-established for this simple mobile game character, but I still broke it into phases. Start with concepts, filter out what you like until you arrive at a look, experiment with colors, gestures and expressions.
- Start with the general and work toward the specific. Scribbling out scads of little thumbnails and silhouettes to capture an overall character shape is an effective way begin - it’s like jotting down visual notes. When you’re working at a small scale without agonizing over precision and details, there’s no risk of having to toss out a bunch of hard work, so go nuts with it. Give yourself a lot of options.
Here’s are some sample silhouettes from an old cancelled project in which I was tasked with designing some kind of cyber monkey death bot. I scratched out some solid black shapes then refined some of them a step or two further.
Here’s an instructional video by Feng Zhu about doing much the same thing (only way better).
- Shapes are language. They come preloaded with all sorts of biological, cultural and personal connotations. They evoke certain things from us too. If you’re ever stuck about where to go with your design, employ a sort of anthroposcopy along these lines - make a visual free association game out of it. It’ll not only tend to result in a distinguished design, but a design that communicates something about the nature of the character.
Think about what you infer from different shapes. What do they remind you of? What personalities or attitudes come to mind? How does the mood of a soft curve differ from that of a sharp angle? With those attributes attached, how could they be used or incorporated into a body or facial feature shape? What happens when you combine shapes in complementary or contrasting ways? How does changing the weight distribution among a set of shapes affect look and feel? Experiment until a concept starts to resonate with the character you have in mind or until you stumble on something you like.
If you don’t have intent, take the opposite approach - draw some shapes and see where they go. (It’s stupid fun.)
You might also find it helpful to watch Bobby Chiu’s process videos in which he feels out his character designs as he paints.
- Cohesion and Style. As you move from thumbnails to more refined drawings, you can start extrapolating details from the general form. Look for defining shapes, emergent themes or patterns and tease them out further, repeat them, mirror them, alternate them. Make the character entirely out of boxy shapes, incorporate multiple elements of an architectural style, use rhythmically varying line weights - there are a million ways to do this
Here’s some of the simple shape repetition I’ve used for Lackadaisy characters.
- Expressions - let them emerge from your design. If your various characters have distinguishing features, the expressions they make with those features will distinguish them further. Allow personality to influence expressions too, or vice versa. Often, a bit of both happens as you continue drawing - physiognomy and personality converge somewhere in the middle.
For instance, Viktor’s head is proportioned a little like a big cat. Befitting his personality, his design lets him make rather bestial expressions. Rocky, with his flair for drama, has a bit more cartoon about him. His expressions are more elastic, his cheeks squish and deform and his big eyebrows push the boundaries of his forehead. Mitzi is gentler all around with altogether fewer lines on her face. The combination of her large sleepy eyes and pencil line brow looked a little sad and a little condescending to me when I began working out her design - ultimately those aspects became incorporated into her personality.
I discuss expression drawing in more detail here (click the image for the link):
- Pose rendering is another one of those things for which observational/gesture drawing comes in handy. Even if you’re essentially scribbling stick figures, you can get a handle on natural looking, communicative poses this way. Stick figure poses make excellent guidelines for plotting out full fledged character drawings too.
Look for the line of action. It’ll be easiest to identify in poses with motions, gestures and moods that are immediately decipherable. When you’ve learned to spot it, you can start reverse engineering your own poses around it.
- Additional resources - here are some related things about drawing poses and constructing characters (click the images for the links).
Lastly…
- Tortured rumination about lack of ability/style/progress is a near universal state of creative affairs. Every artist I have known and worked with falls somewhere on a spectrum between frustration in perpetuity and a shade of fierce contrition Arthur Dimmesdale would be proud of. So, next time you find yourself constructing a scourge out of all those crusty acrylic brushes you failed to clean properly, you loathsome, deluded hack, you, at least remember you’re not alone in feeling that way. When it’s not crushing the will to live out of you, the device does have its uses - it keeps you self-critical and locked in working to improve mode. If we were all quite satisfied with our output, I suppose we’d be out of reasons to try harder next time.
When you need some reassurance, compare old work to new. Evolution is gradual and difficult to perceive if you’re narrowed in on the nearest data point, but if you’ve been steadily working on characters for a few months or a year, you’ll likely see a favorable difference between points A and B.
Most of all, don’t dwell on achieving some sort of endgame in which you’re finally there as a character artist. There’s no such place - wherever you are, there is somewhere else. It’s a moving goal post. Your energy will be better spent just enjoying the process…and that much will show in the results.
Largest Batch of Earth-size, Habitable Zone Planets
Our Spitzer Space Telescope has revealed the first known system of seven Earth-size planets around a single star. Three of these planets are firmly located in an area called the habitable zone, where liquid water is most likely to exist on a rocky planet.
This exoplanet system is called TRAPPIST-1, named for The Transiting Planets and Planetesimals Small Telescope (TRAPPIST) in Chile. In May 2016, researchers using TRAPPIST announced they had discovered three planets in the system.
Assisted by several ground-based telescopes, Spitzer confirmed the existence of two of these planets and discovered five additional ones, increasing the number of known planets in the system to seven.
This is the FIRST time three terrestrial planets have been found in the habitable zone of a star, and this is the FIRST time we have been able to measure both the masses and the radius for habitable zone Earth-sized planets.
All of these seven planets could have liquid water, key to life as we know it, under the right atmospheric conditions, but the chances are highest with the three in the habitable zone.
At about 40 light-years (235 trillion miles) from Earth, the system of planets is relatively close to us, in the constellation Aquarius. Because they are located outside of our solar system, these planets are scientifically known as exoplanets. To clarify, exoplanets are planets outside our solar system that orbit a sun-like star.
In this animation, you can see the planets orbiting the star, with the green area representing the famous habitable zone, defined as the range of distance to the star for which an Earth-like planet is the most likely to harbor abundant liquid water on its surface. Planets e, f and g fall in the habitable zone of the star.
Using Spitzer data, the team precisely measured the sizes of the seven planets and developed first estimates of the masses of six of them. The mass of the seventh and farthest exoplanet has not yet been estimated.
For comparison…if our sun was the size of a basketball, the TRAPPIST-1 star would be the size of a golf ball.
Based on their densities, all of the TRAPPIST-1 planets are likely to be rocky. Further observations will not only help determine whether they are rich in water, but also possibly reveal whether any could have liquid water on their surfaces.
The sun at the center of this system is classified as an ultra-cool dwarf and is so cool that liquid water could survive on planets orbiting very close to it, closer than is possible on planets in our solar system. All seven of the TRAPPIST-1 planetary orbits are closer to their host star than Mercury is to our sun.
The planets also are very close to each other. How close? Well, if a person was standing on one of the planet’s surface, they could gaze up and potentially see geological features or clouds of neighboring worlds, which would sometimes appear larger than the moon in Earth’s sky.
The planets may also be tidally-locked to their star, which means the same side of the planet is always facing the star, therefore each side is either perpetual day or night. This could mean they have weather patterns totally unlike those on Earth, such as strong wind blowing from the day side to the night side, and extreme temperature changes.
Because most TRAPPIST-1 planets are likely to be rocky, and they are very close to one another, scientists view the Galilean moons of Jupiter – lo, Europa, Callisto, Ganymede – as good comparisons in our solar system. All of these moons are also tidally locked to Jupiter. The TRAPPIST-1 star is only slightly wider than Jupiter, yet much warmer.
How Did the Spitzer Space Telescope Detect this System?
Spitzer, an infrared telescope that trails Earth as it orbits the sun, was well-suited for studying TRAPPIST-1 because the star glows brightest in infrared light, whose wavelengths are longer than the eye can see. Spitzer is uniquely positioned in its orbit to observe enough crossing (aka transits) of the planets in front of the host star to reveal the complex architecture of the system.
Every time a planet passes by, or transits, a star, it blocks out some light. Spitzer measured the dips in light and based on how big the dip, you can determine the size of the planet. The timing of the transits tells you how long it takes for the planet to orbit the star.
The TRAPPIST-1 system provides one of the best opportunities in the next decade to study the atmospheres around Earth-size planets. Spitzer, Hubble and Kepler will help astronomers plan for follow-up studies using our upcoming James Webb Space Telescope, launching in 2018. With much greater sensitivity, Webb will be able to detect the chemical fingerprints of water, methane, oxygen, ozone and other components of a planet’s atmosphere.
At 40 light-years away, humans won’t be visiting this system in person anytime soon…that said…this poster can help us imagine what it would be like:
Make sure to follow us on Tumblr for your regular dose of space: http://nasa.tumblr.com
Wtf is this???
a revolution
meme culture on tumblr is fascinating
well then
Deep

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You ruined my childhood!!!! And I kind of like it. <3 Oh God what is wrong with me?! @.@
A quick drawing in train of Jacksepticeye. :P
Jack is a fucking SAVAGE and I love it!
Fun Fact: I actually hit him super hard in the forehead completely by accident. I mean to knock the hat off but full on back handed him. His reaction is 100% genuine lol
Oh lol. I love how jack totally dominate pewds.... :P fanfiction material?
My heart was smashed as well.
NO! Not the table!
there was this guy at the pizza place and he was cleaning tables like fucking sonic
worker of the year

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Video: Stranger Pugs
Biggest CONGRATS to @markiplier for receiving his diamond play button!! And an equally hearty CONGRATS to @therealjacksepticeye for reaching 11million today!!
He really got “excited”
XD
I am not ready for this.
Jack, your the bestest.
I love how you can always tell if Jack liked a game by the way his conclusion and outro reaches a whole new energy level. Just look at this hyperactive little fluffball. He’s having so much fun. (◍•ᴗ•◍)♡ ✧*。

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.
Free to watch • No registration required • HD streaming
This just made my day! <3
Y are these so fun to make??
Omg so cute!!!