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@thelegendofsilverfang
My entry for the @gingafanzine! Go buy it when it comes out.

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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Whoof, itās been a while, huh? Iāve been having to focus on more serious artwork lately because, well, I need art jobs. That doesnāt mean I wonāt be doing Ginga stuff every now and then, though, Iām still redesigning the entire cast. Iāll just probably be spending more time on the actual designs and the occasional bit of fanart based around those designs then on a lot of the pre-production work Iād be doing for an animation project of a greater scale.
Hope you guys will still enjoy what Iām doing.
Yo hi I just wanted to say I adore ur art it's gorgeous but like, do you have any tips when it comes to keeping characters looking consistant? Like doing references and profiles, my characters always look different in each picture and Idk how to fix it but yours is stunning?
Thank you! Glad you enjoy my stuff.
Iām gonna admit it right now, Iām really not the best as consistency or angles or teaching, but I made some images to illustrate some tips I have, mostly because Iām a very visual person and find it easier to explain this way. I feel like itās important to include both how I go about keeping my characters looking the same on each draw AND keeping them looking the same from different angles because letās face it, you wonāt just be drawing ¾ views of your character forever.
This is my Gin design for my Ginga fan project. I picked him because he seems like heād be easiest to illustrate and Iām familiar with his design.Basically, Ginās head is a very simple conglomeration of basic shapes when you get down to it: the base is a sphere, the muzzle is somewhat cubic, like a square styrofoam cup, he has a solid dent in his head for his browline, his ears are triangular, and his eyes are beeeg balls in his head. Notice how I refer to his body parts as things likeĀ āspheresā andĀ ācubesā and notĀ ācirclesā andĀ āsquaresā. Thatās because when constructing a 2D character in a 3D space, you should make an effort to understand them in 3D terms. It takes some practice, but you should be envisioning them as essentially a 3D model on the page.This is essentially how I draw Ginās head, regardless of angle. His head is a squashed sphere, so I turn it like a sphere depending on where heās looking (like forward, for instance.) His blocky muzzle also gets turned to a different angle if necessary. The key here is that heās made up of solid shapes to start with, not just lines. If youāre in the habit of composing characters of purely lines while you draw and youāre having trouble with consistency, try breaking them down into basic shapes instead.
Another tip that helped me when I was younger (and occasionally does now) is laying down extra lines on my references, even if those references are just the original character drawing, to communicate proportions. Youāll probably notice the line running down the center of Ginās face in the first image, which is typically all I need, but it might be useful to someone else to draw him with three lines running down the center of his face to understand where to put his eyes.This grid-looking Gin can be helpful. The three lines in the middle of his face, fore example, run through both his eyes and his nose. The line extending from his browline runs to the edge of his ear. He has a line immediately over his eyes and one immediately under them. That can help you align some of his features. The paranoid looking Gin was draw freehanded, not traced, and though itās not perfectly exact, itās fairly accurate to the originalās proportions.Something I didnāt illustrate here is how I quicklyĀ āmeasureā different body parts while drawing them. Ever seen a characiture of an artist holding up a paintbrush? Thatās a real technique used to see how something in the reference image measures up to something on the page. I typically do this in my head by approximating, likeĀ āHmm, if I say the eyeball is 1, then the ear is 2 eyeballs longā or something similar.Donāt be embarrassed of using a lot of guidelines if youāre getting into the swing of things. Nobody will need to see your sketch anyway, especially with digital lineart, or you can erase away the mess later if you need to. All that matters is understanding your subject.
This is sort of a combination of the above two things. I erased a lot of the more distracting construction lines, but you can typically still see the lines running down the middle of Ginās face and maybe the lines of the sphere forming it as well. I primarily tried to illustrate that the centerline of his face (the eyeline) and the browline curve and follow the angle of his head, which shows me where to place his eyes. This could be expanded out to help place other features of his too.When using guidelines like this to keep consistency, think of the angle the subject is being viewed from. e.g. when his head is turned up and back, the centerline is also curved in a way that shows his head sphere is turned up and back. If his head is pointing downwards, the lines curve in a downwards slope.Despite the curve of each line, I tried to keep each line approximately the same length, even if it wraps around an unseen part of the head.Another thing is that when his head is angled back, his eyeline and browline are placed further up on his head, and when itās angled down itās the same thing in reverse. This is also something to remember when constructing a character from different angles - you canāt have everything in the same place it is from a neutral position and expect it to look right.
Itās also much easier to tell if youāre keeping everything in check with references. Just because a reference is realistic doesnāt mean it canāt show you how your stylized character might look from a different angle - not only will you pick up on the subtle details that you might not have included before, but it will be easier to fit your characterās relative proportions to match. e.g. Rikiās mouth in the bottom ref is smaller then it usually appears since heās at a downward angle, so i can take Ginās already fairly small chin and make it smaller and it looks fine (though I probably couldāve stood to make his upper jaw a little longer⦠whoops!.)
Another thing that often works: try something new, and slow down. The sketch of my design of John on the left took me maybe 5 minutes, and it shows, even with references. I wanted him to have his head at an upward angle, showing his prideful attitude, but it wasnāt working. So I angled him a little differently, slowed down, and corrected myself as I went along, and he started looking more on model. He also began looking more like himself, as in he showed more of his personality, which also makes a character seem more āaccurateā. It took more time, at least half an hour, but I was satisfied with the results. You can see I erased a lot more guidelines in the second one from all the left over pixely mess, which is fine given nobody has ever seen this sketch⦠til now!Youāll notice similarities between the two, but in the end they ended up looking very different despite being constructed in a pretty similar way.
TL;DR -
Build a characterās design out of shapes. Remember those shapes and practice drawing them.
Use as many guidelines as necessary to keep yourself in check.
Wrap those guidelines around a characterās form to keep consistency at different angles.
References are a godsend.
Be willing to spend time trying a new approach if you donāt get it right the first time.
General tips -
Learn to draw basic 3D shapes. Use them as often as you can.
Become familiar with your subject - Iāve been drawing dogs for years so it was easier for me to adjust then someone who hasnāt.
Actively look for the shapes that could potentially make up a characterās form.
Practice with simple designs with easy to see construction shapes and forms first.
Be patient with yourself. Improvement doesnāt happen overnight.
Some (more eloquent and pretty) tutorials on construction:
Nsio explains: Constructing and AnalysingĀ
human skull - sketch tutorialĀ (centered around the human skull obviously but has wonderful examples of construction)
Lackadaisy Construction
Figured Iād reblog this post from my main blog since it features my Ginga designs. Having gobs of ready made material of them made compiling this much easier.
It's always cool to see how differently people reinterpret/stylize these characters and their designs!
I agree! Itās one of my favorite things to see among Ginga fans - itās like everyone has their own way of drawing the cast.
Finally another design. Say hello to Cross! Thereās been a lot of strong women in my life who have reminded me of her, so I based her facial structure on a couple of them. Something that always bothered me about Crossās canon appearance is how little she looks like a Saluki; no big fluffy ears, no feathered tail, and not very skinny.. Designing her was a bit of a challenge despite her simplicity because I was constantly trying to avoid being influenced by all the Salukis in 2D animation (which is almost an archetype itself at this point!). Iām not sure how much I like her coat colour, but I do want to keep some semblance of theĀ āminty blue/greenā colouration she had in the anime. Despite how sheās white in (most) canon, I think giving her a tinge makes her stand out from the rest. Thereās a lot of white dogs in Ginga, after all.

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stellartusks said: I think it would look better if it blurred just after the ribs or front legs rather than the neck
Youāre probably onto something there. I originally focused on referencing a pic of Riki when making it
and it really, really looks like heās just a spinning head. But I wasnāt even sure if I liked the end product myself. Maybe next time Iāll try for something more akin to how Gin looked.
Maybe the neck and upper chest so the tucked legs are included. Might make him look a bit more solid. Heck, even extending the necks outwards and making the blur in the middle bigger to imply more body mass might do. Iāll mess with it a little. This was my first attempt, after all, nothing saying I canāt try anything new.
Trying to figure out the Battouga.
Long time no see! I wanted to make up for that by sharing this: some of the traditional explorations I did of Gin in my old sketchbook. Iāll post more later while I get back to work making more interesting stuff for this project.
Most of these are much more simplistic and doodle-y then the other art Iāve posted here. I didnāt feel too much of a need to get really detailed at this stage, I just really wanted to find his essence.
Hey guys!Ā āNother post about how progress will be slow, but I have a good reason: Iām getting ready for surgery. Itās nothing life threatening, but itās a necessity, and itāll be slowing down my progress a little while Iām recovering.
Thanks for the enduring interest in the project, Iāve got more things to show off soon!
Sorry for the delay in posting new developmental art, guys. Iām really pushing myself to work on my other portfolio projects since theyāll take much less time, so progress on Ginga has been slowed a little. I promise Iām still progressing, though, and there will be new art and new character designs posted in time.

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u should draw all the characters of ginga nagareboshi gin( mainly dogs)
You should check out myĀ āAboutā page ;)
Trying to find out how to animate blood a bit more naturally since thereās a LOT of that in Ginga. Not quite there yet, so Iāll probably have to fuss with the process a little more.
Some variations of Benās eyes. I forgot the technical term for the condition that caused his blindness (yes, there apparently was one), but I figured that I could get away with a bit of inaccuracy. Given he regained his sight for a while in the wolf arc upon getting smacked upside the head, I figure Iāve got some leway for realism. That being said, my main focus was to come up with something that looked painful and progressive, something that actually felt like his eyes were being affected and changing, but without going overboard and keeping it in a way that would be easy to animate.
A Riki doodle from late 2016 that I managed to dig up from somewhere I didnāt expect it to be. He obviously was inspired by the earliest Riki redesign I did and clearly helped inspire the final product. Aside from the collar and how prominent the ears and dome shape of the head are, the only thing majorly different about him are his facial markings and his colouration. I remember wanting him to lean more towards a mix of his manga and anime colours, but even then I considered the combination to be both unattractive and veryĀ āun-Riki-likeā.
An extremely early - and I mean EARLY, like 2014 early - Riki drawing that was solely supposed to be a screenshot redraw but ended up inspiring my Rikiās design. This has basically been the version of Riki Iāve had in my head since then. Heās been made to look more like an Akita and his hair tufts have been simplified for animation, but this is essentially him.

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As the cast slowly expands, Iāll be trying to more accurately determine everyoneās heights.
The Boss himself, Riki! Iāve had a pretty solid idea of what my version of Riki would look like since about 2014, so he was actually surprisingly easy. Heās less blatantly Akita-y then Gin, but heās much what I was hoping for - a sort of adult counterpart to Gin. Creating family members is pretty tough, so I hope I achieved some resemblance between Riki and his son. As for his colours, Japanese Akitas donāt come in a stark brown and tan like in the anime, but blaring red Riki has never really been the preference of fans, so I tried to settle somewhere in between.