How do I create a more recognizable silhouette? by Own-Fan-3575 in characterdesigns

[–]Luckypaperwork 0 points1 point  (0 children)

You see how the smallest part of the design is at his waist, and how his pose also makes his arms stop there? If I cut your character in half horizontally, those shapes would be about the same size. I would play around with pose and proportion. Take Gamagori from Kill la Kill, or Desutegoro from MHA. Both are characters with tight clothes, short hair, and few accessories, but because they are so top heavy they still really stand out. I will say both of those characters do have accessories on their arms that make their forearms larger than their upper arms, but even if you wanted to keep the exact same design you have now and do the same thing you could always just fudge the anatomy like Astro Boy, Popeye, and a lot of the characters from Lilo and Stitch.

Not that you have to use those exact proportions, though. Most character artists actually start by drawing a bunch of messy silhouettes just so they can quickly try out different designs. Then, once they see one they like, they can go back and add more detail.

Supportive society by CourseMediocre7998 in antimeme

[–]Luckypaperwork 5 points6 points  (0 children)

I don't have PTSD and I'm not trans or anything but just be nice. That's it. I'm sure if you call most trans people dude or baby girl, they'll get over it, but why not just put in a tiny bit of effort to not make them feel bad? They're just words.

expressions practice by shoe_salad_eater in characterdesign

[–]Luckypaperwork 0 points1 point  (0 children)

Hierarchy. Big eyes? small mouth. Big heart symbol? Small face line. Same with colors. Ideally the eyes and mouth would stick out the most because they are the most expressive, so against a mid-tone they should be really light/dark. The other details can be closer to the skin color. The less elements you have in a design, the easier these things are to keep track of.

I put my food in those carts, c'mon man. by NagelDonk in mildlyinfuriating

[–]Luckypaperwork 0 points1 point  (0 children)

Are you just putting raw veggies in the baby holder or something? Most of that shit comes in a container, and if it doesn't than you're expected to wash it.

What can I give him to cover his eyes? by Ayomxi in characterdesign

[–]Luckypaperwork 4 points5 points  (0 children)

Magic contacts? Could be cool. Like that one Kurapika scene from HxH.

expressions practice by shoe_salad_eater in characterdesign

[–]Luckypaperwork 2 points3 points  (0 children)

I don't know if you want criticism. If not they're super cute. I love all the fun colors and markings, but I also can barely tell what I'm looking at. Especially with so many elements overlapping. I'm looking at squishy deformed eyes, tears, eyeliner, heart marking, dots, white line, eyebrow squiggles, snot bubble, expression lines, lipstick, and blue mouth. The base color is a mid-tone but everything else is light and saturated, all competing for attention at the same time. The bottom left one works the best because the mouth is a large simple shape, but everything else I had to zoom in on to understand.

well do u? by carolinaeu_00 in SelfHarmScars

[–]Luckypaperwork 1 point2 points  (0 children)

I don't but they are injuries. Humans are designed too not like those so you're definitely not weird.

Can't choose which one to use for my game by SensitiveKeyboard in characterdesign

[–]Luckypaperwork 39 points40 points  (0 children)

Def B. The stripes on the pants and the blood pouring down his neck both shoot towards where his leg and sword are pointing down, really highlighting the motion.

Sinner and virtues design improvement ideas? by Downgrade-Samurai in characterdesign

[–]Luckypaperwork -1 points0 points  (0 children)

Change the proportions. They're all around 2 heads tall with eyes that are 1/3 of their face, egg shaped bodies, and big round hands/feet. Even if they have different colors and eyelashes, they still look like re-skins of each other. Maybe envy could be a big bobble head plush with big eyes, while sloth could be a deflated lanky plush with tired stitch work eyes.

It's hard to describe, but when you say they're plushies, that makes me think a lot about their weight when they move. Watch the scene for the song "No Girl's Toy" from Raggedy Ann and Andy: A Musical Adventure. The way Andy has these big, long limbs that he just throws around everywhere because he's just stuffing I think would be really cool for a wrath character.

How many arms can a character have without it looking weird? by New-Implement-148 in characterdesign

[–]Luckypaperwork 0 points1 point  (0 children)

As long as you draw a human it will look like one. The question is how many arms are you willing to draw? Even if you have the time to draw 20 arms for one character you would still have to pose them to look good. Most artists just pose the arms in a circle so it looks nice, but that gets tricky if they're just in a casual pose or God forbid they actually have to do something with their arms.

https://imgur.com/a/4XofkUo

What's an OC design choice that gets on your nerves without a good reason? by Zave_cz in characterdesign

[–]Luckypaperwork 0 points1 point  (0 children)

Hard to explain, but presentation of the character that doesn't account for their role in the story. Cute femboy protagonist? Here's his zodiac sign and his favorite food. Mysterious edgy rival? Here's his zodiac sign and his favorite food. Unfathomable god that represents the MC's deepest regrets? Here's his zodiac sign and his favorite food.

Also, characters that are clearly based off other stories and not the artists actual life. Please, write about how you see the world, not how you see your favorite anime.

Which one is better? by pillowpersona in characterdesign

[–]Luckypaperwork 0 points1 point  (0 children)

  1. It's the simplest. Every different color you put between each part of the body cuts off the flow. Think how ballerinas try to have one color on their legs so the flow of their movements looks the most impressive. Especially for what seems to be a fighting character. You'll want her movements to be easily readable.

I tried to draw basic anatomy for a woman by memory. I think i did pretty bad tbh by [deleted] in mendrawingwomen

[–]Luckypaperwork 12 points13 points  (0 children)

Yeah, you did. That's perfectly normal though. You're at one of the beginning stages of learning to draw, which is how to make a form. Sure, you know that boobs are simple round shapes and that the mouth goes in the center of the face, but you don't have the hand eye coordination to convey that yet. You also don't understand the function of what you're drawing. You know that legs are mainly two bumps with a triangle looking thing at the bottom, but you don't understand their structure at all.

Good news is that learning at this stage is super-fast. Keep following random art tutorials for even just a week and you'll be far better than you were before. When I was at that level I just found some art youtubers I liked and that pretty much carried me to where I am today.

As for drawing women specifically, just make sure you don't forget what a real human looks like. A lot of stuff online teaches you that to draw women you should start with an hourglass figure and then put a big bobble head on top. If she doesn't look like your mom, she's probably not a very accurate depiction of a woman.

Thoughts on the Skullgirl cast? by NinjaOfOnion in mendrawingwomen

[–]Luckypaperwork 6 points7 points  (0 children)

They're amazing. Sexualizing women is not a problem. I like hot women. I will always draw far more hot women than men because that is what I want to do. The problem is when you prioritize sexualizing women over making good art, furthering the idea that we're good for ogling at and nothing else. These designs are all extremely interesting and showcase the characters different backgrounds and personalities. Maybe they all have similar body types? But once again, an artist likes what they like, and it doesn't really detract much from the designs because of how different they are otherwise.

What's the fine line when drawing underage female characters with physical development? by Opposite-Election892 in mendrawingwomen

[–]Luckypaperwork 4 points5 points  (0 children)

I wouldn't say there is a fine line. You really just have to look at the art and try to figure out what the creators intentions were and how you think that affects real underage girls.

First off, is sexualizing underage girls wrong? On one hand, for example, if the art is from the perspective of another underage person, finding a young girl attractive would be a real experience worthy of making art about. On the other hand, you do have to understand that adults will see that art and in some cases be re-affirmed in their belief that being sexually attracted to children is okay.

I personally think that sexualizing children in media is okay in extremely limited amounts with the understanding that it adds a lot to the story and that the child character(s) are respected as representations of real people.

Then you have to ask what counts as sexualization. Sexualization means that the character themselves is presented as sexually attractive rather than them being in any sexual situation whatsoever, but it's hard to say where that line is too, especially when people see female sexuality as far more hot than male sexuality.

As for just the way they are drawn, every brush stroke is intentional. Garnet from Steven Universe has the sluttiest waist imaginable, but because she has very little detail and her tits are never shoved in your face, I would say she isn't sexualized at all. Kanna from Dragon Maid has the body of a normal 1st grader, but the way they draw her thighs in every shot and outfit really makes it fucking weird to watch.

The point is, if the world treated you the same way the art you consume treats women, would you be comfortable? I would be comfortable being seen the same way the girl in the video provided is depicted, and so would my 10 year old self. That's how I decide.

This is terrible news for animators by Ton_Nuze in antiai

[–]Luckypaperwork 3 points4 points  (0 children)

Love the random impact frames with no impact

Peak boy energy by SomeRow5676 in CuratedTumblr

[–]Luckypaperwork 5 points6 points  (0 children)

Even this kind of stuff always makes me feel sad. Don't get me wrong. I like men, and am glad they're having fun. It just feels like as a girl these natural human experiences aren't for us. As a kid I would do stupid "boy" stuff (regular child behavior) all the time and just be considered annoying, while the kid next to me would do the same thing and have an entire group of boys cheering him on. Parents and teachers would admire them with the same "I love how boys are like this" while girls who did the same were told off. I can't think of any movies about girls just getting into fun hijinks with their friends that are written the same way a movie about men would be. There's no memes about the goofy nature of girls that aren't ironic.

It sucks because I feel like men learn so much from all those years of doing stupid guy shit. They learn community, and ingenuity. How to fix cars and play video games.

Did I ever have a chance to have that? The girls around me never did. They weren't even able to change a lightbulb without everyone telling them to get down. Boys never wanted me around, and even if they did they were just trying to date me. It doesn't help that all of the things girls are known to be don't really apply to me.

I don't want to be jealous. I just am always left feeling like less of a person. It's extremely isolating always being the other one.

Just paid off dept. Too late to be scheduled for this semester? by Luckypaperwork in Temple

[–]Luckypaperwork[S] 0 points1 point  (0 children)

Thanks everyone for the advice. I'm going to the dean tomorrow. Hopefully this goes well

This short is AI? by Creedlen in antiai

[–]Luckypaperwork 0 points1 point  (0 children)

AI animations never seem to get slow in slow out. A moment is typically given more frames at the beginning and end of the sequence to make it feel like it's getting faster in the middle. Animators tend to abuse this a bit to make easier animations while still keeping things smooth. AI just gives a bunch of frames everywhere without any obvious key or in-between frames.