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Reference blog

@just-a-little-reference

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lazysmirk

Just in case you forget this exists.

With those “when you want to design a character but you don’t know color theory” posts flying around I thought this would be relevant again.

SLAMs THE REBLOG BUTTON

there’s also Coolors website that gives you randomized palettes!

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tf2humbug

Don’t forget ColourLovers, either! It’s a social media-esque site where you can browse tons of palettes and share your own.

You can browse the most popular ones or search for certain colors, themes, and even specific hex codes!

When you find one you like, you can download a wallpaper swatch of it and also select the specific colors it uses to look at more palettes that use those same ones.

ColourLovers is my go-to for when I’m having trouble coming up with a color scheme! It’s also been around for over a decade, so there’s plenty to browse through.

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Tuesday Tips - Floating Hands I use this a lot when storyboarding a first pass of a sequence. Placing hands in the right, most appealing position can be tricky. In order to create a clear silhouette for the hands, I often draw them “floating in the air”. Then, using my general knowledge of anatomy, I just “fill in the arms”. This way I can create a much more expressive and clear pose than if I was just radiating out of the torso. That’s when structure and anatomy can get in the way of a clear message. And hands carry a lot of meaning, so I want to make them as clear as possible  for my audience to see them. I would say the same applies to life drawing. Since they often don’t carry the body weight (legs most often do), I feel like i can take the freedom of changing their position slightly to make a better visual statement. -n

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Myths, Creatures, and Folklore

Want to create a religion for your fictional world? Here are some references and resources!

General:

Africa:

The Americas:

Asia:

Europe:

Middle East:

Oceania:

Creating a Fantasy Religion:

Some superstitions:

Reblogging because wow. What a resource.

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Tuesday Tips — Long Lines : one way to bring a pose “together” and simplify it in many ways, is to forgo the small choppy lines and go for long uninterrupted lines that move through the figure and connect its parts more seamlessly. Push strokes to their absolute limit instead of breaking it down too soon. You can always go back and make it more complicated if you like. Overall, long lines bring a kind of unity to most poses. -Norm @grizandnorm #tuesdaytips #100tuesdaytips #longlines #arttutorial #arttips

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Breaking Writing Rules Right: "Show, don't Tell"

8 times you need to use Telling in your writing.

It’s one of the first rules of creative writing you’ll hear. It may be the rule you hear the most: “Show, don’t tell.”

Today I’ll explain what that rule means, why it’s in place, and then why following it too closely can actually harm rather than help your writing.

There are places in writing where telling is just frankly better, and even more powerful.

What’s the Rule?

The Rule:

Show, don’t tell.

Why it’s a Rule

Honestly, almost any beginning writer who is getting into writing needs to hear this advice, and probably several times. When I was in college, this was like scripture. I heard it every week, if not every day. This is because naturally, we are wired to “tell” a story rather than “show” one. Telling is easier, and if we don’t know the difference, we just do what’s natural and easy.

But what is the difference? And why does it matter which you use?

Here is an examples of telling:

  • Emily was tired.

Here is how you would change that example into showing:

  • Yawning, Emily dragged her backpack on the way to her bedroom. Her eyes drooped shut with each step. She fell into her bed and her shoes blackened the covers. She rubbed her eyes–mascara gritted against her skin–then flung her arm over her face to block out the light.

In my second example, I don’t just tell the reader Emily is tired, I show them. There are a few reasons to do this. First, if I simply say “Emily was tired,” as an audience, we don’t get a visual for what “tired” is, how tired Emily is, or what kind of tired she feels. It’s vague and general. Is Emily a bored kind of tired? Or physically tired from running a mile? Or sleepy-tired? But when I show it, it’s clear she’s sleepy-tired. How sleepy-tired? Tired enough that she can’t pick up and carry her backpack, so tired that her eyes droop shut and she doesn’t bother to take off her shoes before “falling” into bed. She doesn’t even wash off her makeup or turn off the room’s light.

That’s how tired.

Second, when you show instead of tell it immerses the reader into the story so that they feel like they are experiencing it instead of just reading about it. It’s like they are there in the house with Emily, or are Emily herself. One of the ways to do this well is to appeal to the senses: sight, sound, touch, smell, and taste. In my second example, I appealed to the senses of sight and touch. (In contrast, in my first example, I appealed to no senses.) It’s important to immerse the reader, so that they are experiencing the emotions in the story. If you “tell” them everything, you’re (almost) never putting the emotions in the reader, so the story won’t be as powerful. When you “show” the story to the reader, you are allowing them to interpret and come to their own conclusions, rather then you telling them what to think and believe. They become the character.

If telling still doesn’t seem that “bad” to you, look at what bland telling looks like sentence after sentence in this example:

They went to their friend’s house to see some cats. They liked them a lot. When they got tired, they called their mom to pick them up, but their mom couldn’t come for two hours. It was cold out, so they went inside and got something warm to eat. Then they drew some pictures before watching t.v.

How much emotion do you feel from that? Do you feel like you are in the story? Does it have you on the edge of you seat? Probably not.

Most all beginning writers write stories this way, which is why learning to show, not tell, is preached just about everywhere. Telling is easy. Showing takes work.

But like any writing rule, if you treat this one like a commandment, it can actually hurt your writing and take the power out of your story.

Why You Need Telling

Here is why you need telling.

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happydorid

PSA for artists: learn 3D! There is a strong need for concept artists who can translate their own unique 2D art style into 3D ! Especially in games/ interactive media! 

People will seek you out before they hire two people who can only do one skill. 3d isn’t intimidating once you get the hang of it! Just another tool and one that could give you very strong advantage job-wise.

I am self taught and use Maya. I started it in college w/ a free student version.

resources:

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this is going to kill my hand jfc why did i decide this was how I wanted to do the hair wh y 

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dizmama

here is a MUCH HAIR tip that will probably make your life %10 easier! pick any brush u want and freely sketch yo hair

ctrl + click the hair layer to select it

increment by 1 or 2 depending how thick you like your lines

Image

make a new layer under your hair layer

fill with desired color

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modmad

here’s an old patreon reward to fill in the drawing-hiatus void a bit; something I get asked about a lot is the ‘acting’ in my comics and how to be subtle with conveying emotions. The answer is mostly experience and constantly observing people in real life to learn about expressions, but knowing when to ‘dial up’ or ‘dial down’ emotion is very important! context is king- this is basically the same advice that Carl Barks gave on one of his reference sheets here (in a much more succinct manner!):

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jollylines
Anonymous asked:

I've seen lots of discussion about compiling a good portfolio, but what about artist resumes? Particularly for someone who's never been to art school it seems rather difficult to start out. I suppose looking for freelance experiences could help? Do you have any tips? Thanks for taking your time to read this!

Hey there!  So the reason people discuss portfolios so much is because they’re not only the most important thing, they’re basically THE thing.  Commercial art is such a bizarre business, because it operates very differently from normal work.  I don’t know that anyone has ever asked for my resume.  I remember interviewing for my job at WB, everyone wrapping up our time together, and me finally exclaiming, “WILL SOMEONE JUST TAKE THIS RESUME?  I WENT TO THE TROUBLE OF PRINTING SO MANY.” They took one just to make me feel better.  I’m 99% sure it was in a trashcan within 4 minutes.  hahaha.  

You get jobs by creating an appealing portfolio and either contacting recruiters, connecting with other artists, or getting your artwork noticed (which an online presence can help with).  Once you get work from one of those avenues, you continue getting jobs by treating people well, being a hard worker, and using the connections you’ve made along the way.  This is all I’ve done for the past five years, and what I’ve known everyone else there with me to have done.  haha

Hope this helps!

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jollylines

Hi Amanda. Ur characters are amazing! Can You give me 3 advices how to get so cool and alive characters. aspecially faces. How did you learn to draw so expressive characters. I know that i have to draw a lot of gestures and life drawings for motions and poses. but what about faces i heads. how did You learn to draw so cool head shapes and expressions? (sorry for my english).

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Your English is great, so no worries!  Regarding faces, it really is the same as studying bodies.  You’re looking for what exists - both in terms of how faces are structured (so that your versions seem grounded in some reality), and in terms of the variety of faces that are out there.   Whenever I watch people, on TV or real life, I’m looking at what features stand out.  Sometimes the feature is within the face (close eyes, large nose, thin lips), but sometimes it’s the shape of the face itself (long and oval, sharp and boxy).  What you need to know about how I approach design is that I see everything by shape, so when I go to do faces or bodies, I’m thinking in those broad, broad strokes, and starting there.  I’m looking for squares, triangles, circles; I’m looking at how those shapes are spaced next to each other; I’m looking at the size of those shapes in comparison to each other.  All of those options create very different looking people.  Hope this helps!  :D

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Hi Celine, I love your PofO portfolio. I understand you made it into Dreamworks feature with it which is amazing and well deserved! Right now I’m trying to build a vis dev portfolio also geared towards feature animation but I’m having some trouble deciding on a story to develop. I read a lot and widely but I wonder if it’s too simple, too complex, dark or scary, or strange. I was wondering if you could give any insight as to what made you settle on PotO over other stories? Thanks so much!

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Hi Chrispycrust!

I know you just sent me a similar question but I thought I should answer this one since it is more elaborate:P You just caught me when I actually had some free time to answer questions!

I chose PotO purely based on stories that I liked..and thought what would mostly give me a chance to push my skill to the next level. When I began planning for this project, I wanted to make sure that I get a 100% design and painting based portfolio(not character design) because I really, reallyyyy wanted a solid portfolio to get me into the feature industry as a visdev artist. PotO was perfect since it gave me so many ingredients and materials to do set designs, and a lot of their location/set were strongly tied with the characters and the distinct art style of that time period. What more is better then that for a visdev portfolio!

Also, I am personally a bigger fan of villains in Feature films, especially those with strong back stories. Phantom for me was the perfect material to play it as a strong villain(hence why he is much more sinister in my version).

In the end it’s all about showing your “Skills” and “Visual Ideas”. Not all feature portfolio has to be Gummy Bear and Princess stories. In fact..I think most people in the industry are sick of seeing the same fairy tale over and over again. So might as well just do something that you love and unique:) OR give your unique take to it.

My other candidates at that time were “The Great Gatsby” and “Pan’s Labyrinth”… all pretty dark haha

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jollylines

I have a question if you have time! :) how do you make, like, an appealing but "ugly" design? Like obviously there are rich characters to be had in the craggy villians, the misshapen anti-heros etc, but how do you make a crusty old monster appealing without turning them into a bunch of friendly round shapes and destroying their fear-factor? Thank you!!

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So first of all - awesome Tangled/Varian art.  hahaha.  WOOHOO A VIEWER.

Secondly, great question.  Artistic appeal is a very different term than “cute” or “attractive.”  It doesn’t hold those connotations, but I think people get tripped up thinking it does because of how we usually use “appeal” colloquially.  Appeal in animation is this kind of nebulous term that essentially boils down to: a design you want to keep looking at.  

Because appeal isn’t synonymous with “cute” or “attractive”, an appealing design doesn’t have to consist of a bunch of friendly, round shapes.  Those shapes maybe make for an appealing sympathetic character, but likely won’t for your typical villain/crone/etc.  One of the key components to appealing design across the board is a mixture of curves and straights - rounds and sharps.  That mixture creates a rhythm and flow when you look at a design, telling the eye where to rest and where to speed up and where to focus.  To paint with a broad figurative brush here, your villainous characters would have a higher percentage of straights than your sweet, charming sidekick characters, BUT the villain wouldn’t be devoid of curves.  And because the villain would have some of those curves mixed in, she would likely have more visual appeal.  

If you look at my Mrs. Peacock design, she’s older, she’s kind of sinister, but she’s not un-viewable.  haha.  You still want to look at her (OR I HOPE SO).  Her basic facial construction consists of a flat jawline, flat sides of her hair, sharper cheekbones, eyelashes that are straight and then fork out.  BUT her lips have some curves, so does the top of her hair, so does her costume, and even where the flat planes of her face meet each other, they curve into each other versus just meet at a point.  Those secondary curves soften her just enough and give her enough visual interest that she still reads as not-nice AND holds onto appeal.  

It’s a BIG topic.  I could literally devote a whole class to it.  Actually, I have before.  HAHA.  But I hope that gives you some good direction to start out.  

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HEY ARTISTS!

Do you design a lot of characters living in not-modern eras and you’re tired of combing through google for the perfect outfit references? Well I got good news for you kiddo, this website has you covered! Originally @modmad made a post about it, but her link stopped working and I managed to fix it, so here’s a new post. Basically, this is a costume rental website for plays and stage shows and what not, they have outfits for several different decades from medieval to the 1980s. LOOK AT THIS SELECTION:

OPEN ANY CATEGORY AND OH LORDY–

There’s a lot of really specific stuff in here, I design a lot of 1930s characters for my ask blog and with more chapters on the way for the game it belongs to I’m gonna be designing more, and this website is going to be an invaluable reference. I hope this can be useful to my other fellow artists as well! :)