*sh2

First off you need to look at Masahiro Ito’s concept designs for the first 3 games. You can also try watch the making of SH2 and 3 on youtube to get the research needed. I always research before I try make something alike a specific style/design:

https://youtu.be/E1VKvED76WQ
https://youtu.be/KiH4wOkSzGs

A good tip for making a good SH monster is to keep it simple!

You can’t have a figure with multiple elements sticking out like tentacles or spikes, that’s just too many things going on at once. You need to stay as close as you can to a human form and then add a disturbing deformity or some metal thing like Pyramid Head’s head or Pendulum’s blades

Then there’s the sexual theme that makes an important part of the monsters. Sex is often portrayed in the games but always very subtle, and plays with your mind on a subconsciously level. So, keep in mind that a monster with a obvious penis head will not be the best design for a believable SH monster.

Also, many monster are designed for a specific purpose connected to the characters in the story, so pay attention to that if you’re designing monsters for a SH fanfic.

Lets take a step by step with the Candy Monster from Dipper’s Guide to the Unexplained episode 01…. this guy

Doodle until you get an idea, then start with a soft sketch.

I sketch with a medium soft red pencil and then I work further with a hard regular pencil.

Then I shade with some FaberCastel pens and finish off with a black Artline 0.1 size and highlights from a white pen thing for covering spelling mistakes (I think)

and that’s pretty much how I work traditionally on my GF/SH monsters. If I did this digitally I’d only use the first or second sketch and then paint on top of that with some nice gritty and bloody textures.

I hope this was helpful to you c:

Now draw me some sexy monsters.

flic.kr
Sh2-119 Sharpless 119,emission nebular in Narrowband
Sh2-119 the defuse emission nebular in Cygnus only a few degrees away from the North America Nebula. The object consists mostly of hydrogen, with some sulfur-II and faint amounts of oxygen-III. This is a two panel mosaic. Imaging telescope or lens: Vixen VSD 100 f/3 Imaging camera: Sony ICX814 Mount: Software Bisque Paramount MX Guiding telescope or lens: Vixen VSD Guiding camera: sx loadstar Software: Sequence Generator Pro, Photoshop CS5, PixInsight 1.8, PHD moonrocksastro.com/index.php/2016/07/11/sh2-119-sharpless... ‪#‎Astronomy‬ ‪#‎Space‬ ‪#‎Science‬ ‪#‎Nebula‬ ‪#‎Astrophotography‬

Playing Silent Hill 2 with @bakasara

First boss battle against Pyramid Head - I navigate her, so we both know what’s coming.

“It’s just a bundle of pixels… and sounds…” *covers face*

“How can it have such a power of suggestion??”

“I’ll go water my aloe.” *actually stands up and goes to water the aloe* “I’m buying time.”

“Anything to buy time. Hah! That’s Dean [Winchester]! Bi time!”

flic.kr
Sh2-119 a splash of Ha
Sh2-119 a splash of Ha from the defuse emission nebular in Cygnus only a few degrees away from the North America Nebula. The object consists mostly of hydrogen, with some sulfur-II and faint amounts of oxygen-III. This is a two panel mosaic. Imaging telescope or lens: Vixen VSD 100 f/3 Imaging camera: Sony ICX814 Mount: Software Bisque Paramount MX Guiding telescope or lens: Vixen VSD Guiding camera: sx loadstar Software: Sequence Generator Pro, Photoshop CS5, PixInsight 1.8, PHD Filter: Chroma Ha 3nm ‪#‎Astronomy‬ ‪#‎Space‬ ‪#‎Science‬ ‪#‎Nebula‬ ‪#‎Astrophotography‬
flic.kr
Cave Nebula (SH2-155) Ha-RGB
This colorful skyscape features the dusty, reddish glow of Sharpless catalog emission region Sh2-155, the Cave Nebula. About 2,400 light-years away, the scene lies along the plane of our Milky Way Galaxy toward the royal northern constellation of Cepheus. Astronomical explorations of the region reveal that it has formed at the boundary of the massive Cepheus B molecular cloud and the hot, young, blue stars of the Cepheus OB 3 association. The bright rim of ionized hydrogen gas is energized by the radiation from the hot stars, dominated by a bright blue O-type star. Radiation driven ionization fronts are likely triggering collapsing cores and new star formation within. Appropriately sized for a stellar nursery, the cosmic cave is over 10 light-years across. [Source: APOD] Telescope: TMB92SS Camera: QSI583ws Mount: Skywatcher NEQ6 Exposures: 90x300s/21x600s L 42x1200s Ha 9x600s R,G,B Total: 29,5h

there’s this scene in paris texas that i think inspired some really iconic imagery in sh2 but i can’t find any discussion on it so im just

Like damn when I look back on Homecoming I feel it tried too hard to follow in the footsteps of Silent Hill 2 while missing a lot of why SH2 is so widely regarded as the best game in the series. It seemed to be in this thought process of

Everyone loves Pyramid Head so let’s put him in there Silent Hill 2 had a twist and everyone loved that so let’s put a twist in there!

Pyramid Head’s presence didn’t make an ounce of sense from a storytelling and lore perspective. Pyramid Head is, of course, something that the town, or arguably James himself, had very much created specifically to punish James. (Of course games prior to Homecoming had been following SH2′s lead in regards to titty nurses, which has similar problems to P-Head being in Homecoming.)

And then the twist… This is something I’ve been meaning to more or less write an essay on for a long while now but I’m godawful at writing cohesive things of any even kind of substantial length. But the tl;dr version of it is:

One of the central themes of SH2 is what it takes for someone to reach the point where they’d take another person’s life. You learn Angela reached that point and Eddie reaches that point so, combining that with other ways the game had been hinting at why James was called to SIlent Hill, the twist winds up making a lot of sense in hindsight.