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my fanart dump

@parisoonic

he/him (30) / i work in animation / posting the fanart that my pro account can't handle / @parison is for my other art escapades
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How the hell do you manage to superimpose the hilariously exagerated proportions of the tf2 mercs into a cohesive 2d style? I always struggle SO much with like, the way the mercs' models have huge hands, the way they have relatively low-poly definition on things like arms, shoulders, and legs... and Especially the way like, the models are kinda janky when you pose them for art purposes- when using movement tools, things like armpits and seams between body parts get all deformed... Which makes the study of form and silhouette rather difficult.

I assume that a lot of your ability to translate the concept of the mercs from their original mediums into your own works of art comes to you quite naturally- through experience you have with drawing and art style stuff, as well as through intuition. I was simply wondering if I could poke at your mind and get some insight into your process, any thoughts you have about the proportions and silhouettes of the mercs, any quirks you've found while drawing the mercs, or simply what you enjoy drawing about them. Like, don't be afraid to infodump about something just because you think people wouldn't find it interesting- I am here, I am sitting, and I am listening- if you so choose to speak.

I am utterly fascinated and enraptured by the more behind-the-scenes aspect of art. The mundane things that come second nature to great artists yet seem so revolutionary to less experienced artists.

I love your work, I look forward to seeing more of it, and I hope you have a nice day :]

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Sorry for the late reply! I've been a little…stuck on how to answer this but that's mainly because to me, drawing is composed of SO many different little skills - you have form, anatomy, shape language, silhouette, appeal, rhythm, acting and posing…not to mention everything AFTER your raw draughtmanship like line style, rendering and colour theory. Trying to distill a multiude of small skills into some pithy advice is overwhelming to my brain. So I'll take the invitation to ramble instead :))

I don't think I have any new or revolutionary insight into the tf2 guys specifically - more I'm using them as work horses to excercise general silhouette/posing/shape-language and further my skills when it comes to drawing characters!

I do agree though the proportions are rather silly when you stop and think about them realistically…they can be kinda tricky if you follow their 'actual' proportions. what looks great individually was maybe never meant to be directly compared (ie: Heavy's hand size against Spy's lol). It would've been funny if the TV show exsisted and we had more content to review…would the animators have had rules like Spy and Heavy can never shake hands? Would they cheated the proportions for shots? Or would they have said WHATVER it's gonna look weird and embraced it? (Like Kingpin in Spiderverse lol)

Paul Lasaine for 'Into the Spiderverse' This is AWESOME. But it's also one of the silliest designs I've ever seen comitted to screen. The varied scales of the characters work because of the unifying treatment (lighting, rendering, consistant hand anatomy, consistant clothing fold treatment etc) and because they are sort of proportional within themselves. A common mantra is that hands should be about as large as a characters face....which they all are here!

Human brains are very flexible and forgiving though. It's totally fine for you to put a character with huge hands and head next to a teeny tiny character! Vanellope and Ralph from Wreck-It Ralph look grand next to each other! And in that film you even have varying levels of stylisation sitting against each other (unified by the look dev treatment of the shaders and lighting). I think as long as the chracter is proportional within themselves it sort of works out. IE: a general rule is that a hand should be as large as the face so…you can have some large arse hands as long as their placed on a body with a big arse head. Unifying characters with the same treatment (ie: lineart brush, colouring style will also help them look cohesive next to each other :) )

I don't actually reference the 3D models/animations very much at all and instead draw their proportions based on my tastes for stylisation following their general vibes/silhouette profiles. I don't stick THAT close to their in-game looks and there are artists who do that are so so so much better than me (Creedei and Flapjack come to mind). I'm not amazing at body-type differentation and TBH they're all wearing chunky clothes all the time so I usually draw the guys as one-of-three body shapes: Heavy is the uniquely wide guy; Sniper/Scout/Spy are all tall and slim and Demo/Soldier/Medic/Engie have a little more of the generic 'hero' bodytype with varying tallness and broadness of the shoulders

Something like this! You can vary all these individual elements in terms of size, thickness, taper amount etc to create different characters. If you ARE going to reference the 3d works though you'll need to apply some anatomy knowledge to overcome the weird shoulders, armpits and knees which desperately need blendshapes to correct the 3D volumes and approach it a little more like an animation supervisor. There's a reason why you see in making-ofs and art-ofs character designers, character leads or animation supes doing drawovers of the models. These are character models that have had great effort put into their 'base' silhouette but it still needs to be reinforced in every frame for maximum appeal.

Shiyoon Kim for 'Raya' This sort of thing will occur at multiple stages during the animation process. Shiyoon Kim's notes are post final model but pre-animation. Most likely for internal rig tests, exploring what blend shapes and alt shapes are needed for the rigs etc. If your production has time, this will continue all the way to final anim. IF! But it's interesting to see how he emphasises the shapes and enhances the character acting of the 3d model.

As for 'mundane things' - I wouldn't say they're second nature! (If that makes you feel better!) I have to actively really persue certain advice and try to figure out how to best apply it. This can sometimes involve redrawing and redrawing an element of the drawing until I've grasped the nettle of whatever I'm after or…..until I get frustrated and either delete the drawing or just call it done lol

Here, I'm looking for a really specific flow of the head that sells both the acting and a subtle head tilt. I'm also trying to apply the general mantra regarding faces that converging lines (set by the eyebrows and mouth) are more appealing than parallel. It's tough! I also tend to use a drawing I've already done as a template/reference on the page too. Oh! This page is an amazing example of why I'm not an animator or storyboarder…consistancy? Who is she? 💅

Converging lines (that form tapered shapes) are always more appealing than parallel. Using this logic you can loft the facial features across converging lines to create dynamic appealing espressions. Combining this with anatomy, perspective and rotation is the tough part though. I'm still learning o7

The things I probably think about MOST are always flats vs curves, simple vs complex and general line of action/flow...and then eliminting tangents. Each of these can be a dedicated visual-essay on their own - hence my stumbling as to answer your question. Anyhow, not sure if it's ever come up on this blog but I looove dinosaurs :)) so i'm using a wee piece to demostrate these ideas! (but also to demostrate these concepts apply to everything from humans characters to animals, props and background design)

Okay, I'm getting self-aware that this is getting really long :') I have a wee tutorial tag for my blog if anyone wants to comb through my garbled art-thoughts. Learning, studying, repetition and practice will always be the greatest teachers! I'm glad you like my art- thank you so much for the lovely comments - I feel like such a noob still and not qualified to give people advice but we're in it together learning! High-five! 🙌

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hi!! I was wondering if you could share tips (or at least a timelapse) on how you do your lineless art? It’s so simple, yet so pretty, and I’d really love to learn from you :0

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Thank you so much! Lineless art IS simple (or rather...as simple as you make it haha)....lined stuff with cel shading is what I find really tough as it's SO tied down and concrete! You can definitely cheat a lot more with raw colour...

I put this tutorial together quickly to hopefully explain a little the basics of my process. I use A LOT of layers but it's mainly to keep all the 'bits' seperate (limbs from torso, head from torso etc) as I'm a fiddler when it comes to rotations but the actual process is very simple. Of course you can add further complexity with gradients, texture etc but I thought I'd use a really straight-forward example.

Unfortunately I don't have any timelapses to hand and I'd have to either bust out Procreate or figure out how to record my screen in PS to record one! Might be fun to do in the future :) Next best thing though - my pal works in exactly the same way I do and she's uploaded a bunch of speed paints here (albeit most are landscapes). I also touch on my lineless approach with the few progress pics I posted here and here. Hopefully this helps! Studying other lineless art is the way to go - lots of great vintage illustration to look at as well as shows like Tangled: The Series, Carmen San Diego and Samurai Jack.

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I'm in love with how you draw characters (especially when you draw sniperscout and demoman in general), I'm unsure if you've answered a question like this before, but how do you figure out what to do with face shapes? It's hard to explain but the way you over-exaggerate certain features to make their design pop is so cool to me and I've never been able to do it for myself. That, and making faces look like.. well, faces.

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thank you so much!!! hopefully i'm understanding you right...

Regarding the face shapes in TF2...we're all standing on the shoulders of the (excellent) design work already done and laid out. The characters have really nice distinct face shapes with some general overlap before you even consider that a lot of them have facial accessories which you can pick and choose from to help push facial silhouettes and peel apart characters that are a little similar.

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Hello! I have a question, how do you draw lineart weight? that is, how do you understand where to make the line wider and where narrower? I've been trying to figure this out for about 2 years now lol. (Sorry for bad english)

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hiya!!!

I touched on this in a previous ask here !

I am...not an expert and am very much still learning ;; I ocassionally have little revelations but as I go to write them down or share them I then realise that it fundamentally breaks another 'rule'...so in order to explain one little revelation you need to explain the rule. I tie myself in knots over this Saying that, lineart weight TO ME is fundamentally all about 'rhythm'. human eyes love contrast...lines being thick in one area and then thin in another area is very 'stimulating' (or has high levels of 'appeal', to use the proper term). there are a few rules or guidelines you can use to help you determine where to place your thick and thin such as: - thick lines represent shadow or occlussion...therefore place them on the underside of objects or planes - by an extension of that logic...thick lines can represent gravity or weight or contact between objects (ie: if someone is sitting on the chair...make their bum line thick to represent the 'gravity' of their arse against the chair**). Likewise it feels more natural to render a feather in delicate thin lineart vs super chunky thick lineart - thick lines can represent movement / action / force - thin lines can represent something distant....almost blinking out of the capabiltiy of your eyesight. this means you can use thicker lines to make the object feel closer to the camera **this is actually the rule i've learnt most recently you can really break. if you're drawing a heavy rock on the ground...it makes sense to go 'okay the underside of the rock is shadowed and the rock itself is heavy so i'll draw a nice thick line on the bottom of the rock against the thin lineart of the ground'. BUT maybe....the rock is SO heavy that it is literally compressing its own lineart meaning that you get a thin line between the rock and the ground??? maybe...the THINNEST line?? as it's so heavy that the rock and the ground are almost becoming one? bah sorry i should really be providing images with these concepts Even in consistant-width lineart styles there's still a respect for the concept of 'rhythm' although it becomes the rhythm and harmony between high density and low density areas of detail. Moebius and other 'ligne claire' style artist are often really great examples of this :) learning by studying is always the best though! i spend a lot of time just looking at art i like and trying to understand what is providing the appeal / rhythm within the image and why. my favourites at the moment are: Grant Alexander, Esther Morales, Kerascoet, Hergé and a lot of mid- -century-modern illustrators haha hopefully...this vaguely helps...it's a long path that we're both on but we can do it!

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I just want to say I love how you do your lineart, it looks so good! ahhhhhhhh!!

I'm gathering a lot of advice about the topic of lineart and I just wanna know how you get it to look like that? My line weight is getting better but the drawing itself just comes out a bit.. weird.

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Thank you so much! Lineart is probably the thing I've been working hardest on as I am not a lineartist (and still struggle a lot) but it's something I really need to get better at for my job. UM there's honestly so much that could be said on the topic of lineart. Big things for me are:

  • Weight -> Use line weight (aka thickness) to describe form, lighting, contact and scale. Thick lines imply shadow, contact and nearness-to-camera. Thin lines imply tension, recession and light.
  • Straights vs Curves -> Use straight lines against curved ones for maximum interest. This is partly a character design thing but as we're using lines to describe our characters it's worth mentioning :)
  • Complex vx Simple -> Use complex lines against simple. Faces are always complex so therefore the backs of heads should always be simple. Chests are quite complex so backs should be simple. Dorsal sides of the arms are complex (Delt, tricep, bicep) whilst the ventral side is more simple (tricep...mainly) etc.
  • 'Think in Ink' -> Lower your sketch layer almost to 0% opacity so you're not getting hung up on how nice/energetic your sketch look and instead are approaching the piece from an ink mindset. BUT it's digital! So if there's something in your sketch that you like just bring it forward (copy and paste) into your ink layer. I sketch and ink with the same brush so I can use this workflow
  • 'Confidence' -> small hesitant feathery lines will look nervous compared to big swooping lines. Less is always more. I'll redraw arms/limbs until I can get the appearance that it was done in one brush stroke. Again it's digital so you can erase to cheat this look : )
  • MISC 01: I always hear 'draw from the shoulder'........meh............it's digital so draw from your wrist...it's fine honestly. If we were working at A1 in a life drawing class then we could get some shoulder action going but most of us are hunched over 16inch tablets. I think this advice aims to pull people away from feathery-nervous lineart honestly which you can improve on without relearning how to draw from your shoulder.
  • MISC 02: For a 'smoother' look do your lineart at a larger canvas size than you need. Once I'm happy with a sketch I usually double the canvas size and do my lineart then.
  • MISC 03: In PS (at least) anti-aliasing goes funny at any zoom level that isn't in the 5 times table. So try not to look at your canvas when you're zoomed in to 87% or 71.39% or something crazy. Just stick to 25%, 50%, 75% and 100% if possible.

UNFORTUNATE TRUTH: Lineart is incredibly based on raw draughtmanship I've discovered. When you're working with colour you can hide a lot in rendering (shadows, highlights) or post-processing (depth of field) but in lineart all your mistakes are just...there for people to see. There's ways round this...which I use A LOT. 'Flourishes' (I use 'flourishes' to mean over-confident lineart where it veers particuarly thick or particuarly thin in contrast to your approach in the rest of the image) can sort of trick people into thinking you're more confident about an area than you actually are.

As well as leaving 'breathing room' within your lineart instead of actually...resolving the area. I do this the most around the face and hands.

Hopefully some of this helps? Honestly there's a lot of deep dives that could be done into indivudal things and there's also the massive caveat that all of these are 'guidelines' and not strict rules. I also favour a more...concept-arty? animation-y? storyboard-y? look to my lineart which favours flourishes and breathing room for a incomplete/work-in-progress feel which would make methodical colouring (ie: for a comic or something) a pain.

Keep up pratice is the main thing and doing studies of artists who you like that have great lineart - you'll pick up draughtmanship skills along with the lineart studies. Here's some of my lineart from a year or two ago...it varies between very 'standardised' (which makes it difficult to read volumes and to be honest, it's boring) and 'TOO EXCITING' (which...also makes it difficult to read volumes and for the eye to rest).

I'd like to share my brushes at some point as I've found 3 that I really like and use for everything more or less. I discovered that a shocking low amount of people use PS on tumblr (shocking to me I guess as i'm so used to PS being the standard) and everyone seems to use Procreate or Clip Studio Pro...so I want to check that the brushes are Procreate compatible at least before I share!

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A while ago a few people inquired about technique of the image in the top left so I decided to sit down and break down part of the process at least.

I know backgrounds can be quite scary for a lot of people but they really don't have to be once you learn a few tricks and rules! I LOVE backgrounds (my day job is working as a background supe) so I'd love to make it seem a little more approachable to people.

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