mgama doodles
#percy jackson#pjo#walker scobell#annabeth chase#pjo tv show




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mgama doodles

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Okay I did..
Bloody Barrels, Saltwater, Tea Party, Hottea uh...
DAMNNIT I FORGOT TEA BISCUITS!!
Maybe I can do the rest of the American Ferryman ships too maybe.
Anyway! Tea Biscuits for yall!!
I always wanted to make Jean Snap bucz bro can't be positive all the time specially when people are becoming zombies and dude saw the horrors. (And Karl is into it)
Just a lil get well gift for @teabiscuits Her farmer, Aura! for the game, Sun Haven!
I have to try so hard to make something that's simpler than what I normally draw but I think she's turning out good so far! Will post again when done but wanted to share what I have cause I'm excited with how she's turning out.
The left is my sketch and interpretation of the lovely adoptable my partner @symphonic-divide bought for me. Original artist of said adoptable is @teabiscuits
Tb meets a local street rat druid that sells flowers.
Said street rat is in luck that he can grow the flowers right then are there- a good way to make a few copper pieces.
A gold was NOT expected for one tulip but is HIGHLY appreciated :D

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some stupid doodles of TB. we discovered he has a high prey drive for small animals, especially when bored. because whatâs more fun than batting around a small animal before eating it?
Hey so I heard itâs a @techmommaâ borth dang over here?
âLeave it to me. This is nothing I canât handle with a little civil conversation.â
âCivil Conversationâ also happens to be the name of the dagger that Kenzie and Flaire and (reluctantly) Bagga and Gaiihl sent good olâ TB for his birthday this year. Kenzie has personal experience with plotting the downfall of societal rules that are just holding you back and go-getter attitude that comes with being a sword owner. Sassy bastard grandpa man can do a little stabbing, as a treat. Plus, Iâve given Eddy his fair share of arts, itâs about time this terror got some.
@techmomma upon request for critique and advice. This is basically just me going into troubleshooter info-dump mode, so please pardon any abruptness in tone or phrasing.
So when drawing for animation, simplification of design and silhouette is key because youâre not only going to be doing the same overall drawing SO MANY TIMES in a row, but also need to ensure that the visual remains instantly recognizable to the viewerâs passing glance. Consistency in silhouette is a big thing to work into the overall design of any character.
Iâve put up some solid examples above from Bruce Timmâs Batman, Disneyâs Kim Possible, and Disneyâs Lilo & Stitch. The highlights accent how a characterâs overall outline - or even just key elements that are most prominently used in gesture and expression - and form remains basically the same no matter what angle theyâre viewed from. Notice how the shape and position of the various angles remain in basically the same spot regardless of the angle. Notice how even when features are different in anatomy - such as an ear versus a cheekbone - they still tend to occupy the same general shape and position in the turnaround. Thereâs also cases like Ron Stoppable where his hair is essentially always in the same shape, angle, and direction relative to which way he is facing no matter what angle heâs viewed from. If heâs looking left, his hair shape is always left.
Another concept to always hold in mind with design is subtraction. One of my teachers - Art Leonardi - gave the advice that âa lazy animator is a good animatorâ. This isnât to say that you should be sloppy, but that you should be efficient. Every line you put down once is a line youâll have to put down a million more times, so figure out exactly what needs to be on the page to convey shape, expression, and meaning, and REMOVE EVERYTHING ELSE. If a characterâs clothing or hair shape can be fudged so that a portion of its shape that would logically be visible in the real world isnât there on the drawn version, and doing so doesnât disrupt the presentation of the character? Then donât draw it. Look at Harley Quinnâs design where her headpiece, collar, and ankles are in play. We should logically always see both her âhornsâ even when sheâs in profile, her collar should logically have more volume and thus appear lifted away from her body with a visible ridge, and weâd logically see the pointed flares at the back of her ankles more often. But those are more details for the animators to draw, so theyâre shuffled out. Whichever âhornâ is furthest from the viewer remains exactly the same position and angle in a 3/4thâs view as it is in head-on or from behind, while in profile itâs removed entirely. Her collar is flush with her shoulder line in all positions and extra detail only appears when sheâs in a total profile, which is actually rare in the cartoon itself since characters are infrequently shown fully from the side like that when a 3/4thâs angle would better serve the scene. If we donât need to see her ankle flares, we donât see them. If we do, theyâre identical in profile as from behind, same as her âhornsâ.
Moving onto TBâs specific design here, this all leads into some fundamentals that can be applied to make the figure easier to animate. TBâs age gives him plenty of wrinkles and lines, but too many causes clutter for the viewer and tons of extra work on the animator. Compare Alfred to TB - both are wizened (albeit to different degrees, admittedly), but Alfredâs deforming facial details (lines above and below his eyes, and his mustache) are limited to a total of six lines that remain fairly parallel with each other. TB, on the other hand, has twice as many in order to convey his age, expression, and depth of his facial structure. Those can be reduced a lot in order to simplify the design. TBâs signature elements would be his cheekbones, smile lines, and heavy-lidded eyes. Things like the extra brow wrinkles and the wither lines on his neck arenât necessarily as important to convey.
I marked a handful of points that I felt needed attention or removal. The arrows indicate parallax errors; places where exterior lines meet in a way that makes their shape confusing. You want to generally avoid that on the silhouette - it can be okay on interior elements, but you want to keep your overall outline as clean and easily readable as possible. In the basic outline - and especially with the parallax errors in play - we donât really get a sense of how skinny TBâs neck is because the outline of his high collar and fluffy hair all come together, appearing much bulkier than he actually is. Some easy ways around this would either be to tighten the collar flush along the neck (like Harleyâs, as per my previous example) or to lower it away from the jaw and hair line to make the thin neck visible while keeping the sharp angles of the collar itself.
In the profile image, I marked a spot at the neck with an arrow. Thatâs because you changed the shape of TBâs neckline where it meets the underside of his jaw. In all other angles his neck goes straight up, but in the profile it now has a subtle slope. Thatâs one extra line and one change in silhouette you donât need. Similarly, we donât need to see the fluff of TBâs hair thatâs furthest from the viewer in that same profile, as it obscures the shape of his nose and face. It can be removed, thus freeing him up for more expression in profile while speaking or emoting.
The X marks I placed are elements that simply donât need to be there. Things like shoulder creases or the fluff of his hair from behind are nice in illustrations, but superfluous in animation. Same goes for being able to see TBâs chin at a 3/4thâs rear view, which clashes with the fluffy curve of his hair. Again, more lines and more work. That sort of volume can very easily be done via shading or with far more simpler incidental lines. You donât need to draw three or four dips to show the volume of his hair when two would suffice.
The final image I placed is a general breakdown of TBâs anatomical structure and outline. In this case I mirrored the general silhouette of his hair, collar, and shoulders, while also mirroring the interior detail of his jawline and neck. Your knack for making good illustrations can work against you when drawing for animation, as every element that differs from its opposite side (such as TBâs hair having slightly different heights and slopes on its right or left sides) makes it that much harder to maintain their relative volume in movement. Itâs better to simplify the shapes, mirror them, and match their placement relative to one another. Youâve got a solid hold on anatomy already, so itâs clear TBâs general physical features line up properly as drawn, but when animation is in play you want to anchor features to one another. I picked the base of his collar line as a radial point and drew outward - his physical elements should follow those general lines in order to make for a design thatâs easier to replicate consistently. So the same line that starts at the primary dimple in TBâs hair should always go straight down through his eye, along the edge of his nose, along the edge of his mouth, down the shape of his jaw, to that collar base. The center-line of his shirt should go straight up through the center of his jaw, the center of his nose, and the center of the space between his eyes. You should be able to draw a line straight from the point of his lower-most hair curls directly down the outline of his collar, as that makes it easier to maintain their volume and position as well as keeps his overall shape easy to read at a glance.