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#ask – @r3dye-blog on Tumblr
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Re:DYE

@r3dye-blog / r3dye-blog.tumblr.com

Illustrator / Videogame Enthusiast  || Twitter ||
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hello! I haven't seen any information about this, but if I've missed something, please let me know. BUT... are you guys going to print the Bloodborne project eventually? every piece is more gorgeous than the last, and I'm dyin to know! 💜

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We are planning something something, it’s too soon to say what. After all there are like 15 more pieces rei-chan :>

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Anonymous asked:

God you’re bloodborne art is so sick I’m dying. I love the tarot card theme. If its okay, can you tell us what the future cards will have? Seriously your art is amazing

Thanks! That’s a secret dear anon, stock up on sedatives just in case

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Anonymous asked:

Bloodborne 2 announcement in TGS?

nope that’s a bit too soon considering their current lineup. Apparently you can expect some “dark gothic fantasy” announcement late 2019 - mid 2020, any sooner would take the heat away from Sekiro and From’s usual 6 months dlc/expansion plan.

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Anonymous asked:

Do have any tips on staying motivated?

I’m dead inside dude. Rather than forcefully treating each day like it must be “good” and “fulfilling”, accept them for what they are, semi-bad days with a good event happening once every new moon. Also helps with what people call art block. Constant art block is my normal state, just push through it, keep grinding, you have a purpose to fulfill no matter what state you’re in. Once in a while the golden zone shows up, and you’ll elevate your work to the next level, until that you grind your worst state to be the best possible one.And I’m already swaying away again, it’s a good question, it deserves a proper answer. If you were motivated the day before (I assume it’s about a specific topic/fandom), just motivate yourself with the source material again, watch a trailer, read about the characters, anything that gives you a spark. The most demotivating thing for beginner artists, is not being able to portray what they have in their minds. The actual fun comes when you get good, and don’t need to overthink 3000 things at once; so the answer again is to just push through it. “Why can’t I paint like this person”, “Why does mine always suck” etc. It’s good to be inspired by an artist, and have something you can chase after; but stop comparing yourself to someone who has either far more experience, or perceives the world in different way altogether. Follow your own path and do what only you can do.c’mon dude, one of those did hit the mark?

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Anonymous asked:

how did you achieve such ambient lighting in that piece? it really looks and feels bloodborne-ish..

well Bloodborne and Dark Souls have a very distinctive look as you may know, they overexpose their darks, and push them to quite a degree. My personal style just happens to work the same; I have a tendency to emphasize the dark value range, and push the darks quite deep.As for lighting, it’s quite simple actually: -Sunlight rays (warm hue) are more direct and sharp, naturally, since the sun shines directly onto the earth.

-Moonlight (cool hue) has a more diffused light. The moon is obv not luminescent, but receives and reflects the light of the sun, onto the earth. It’s like an “indirect” hit of soft light-blue sunlight, and it’s intensity varies on the cycles.  Both sunlight and moonlight intensity depend on clear/cloudy sky, while a very cloudy sky can almost completely block moonlight in a large radius, turning everything pitch black....and here I am after 15min, remembering that I was just supposed to answer a simple question..

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Hewwo, I saw your (gorgeous) illustration for the Bloodborne project and since I adore the work of the three of you who work on this project I wanted to ask if you are considering releasing it as a book/zine online? Looking forward to all the other illustrations uwu

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thanks we’ve started a discussion about this already, I’ll update the main/and future posts once we know more.

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Just want to let you know I love your art and wanted to know if you're doing commissions?

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Hey I really appreciate it! Like I’ve mentioned before I’m kinda busy with work atm, but I’ll let everyone know when i’ll open a few spots again. Sorry, and stay tuned

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Sorry this is late I'll just ask two for now. But how do you color your armors so well like in the Artorias picture, I can never seem to get them right^^'. And also what brushes do you use or are they personal ones you made?

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==> armor

It’s not that great, try copying what you see. Separate light side and shadow side clearly. 

As for brushes, I make them myself. 

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Good question @saprophilous. Lemme put this up so that those who are interested, can get a glimpse as well.

Alright, the illustration above is more than 6 months old, so it’s a bit outdated in terms of knowledge, but I’ll dissect it anyway. 

Question number 1: How do we separate planes? 

You have multiple ways, the most important one is through values, without them any painting will fail. You can separate planes through form, colors, as well as through chroma (low-high saturation). But, and this where your question comes in, you can separate planes through patterns. We will refer to them as “texture” (T blue) and “smooth” (S red) on this pajama party. Simplify it, think of the manga Berserk. Miura creates extremely intricate illustrations while being limited to only black and white; the reason it doesn’t go under in a muddy mess, is the use of well placed patterns on each individual object (hatching and screentones), as well as place to rest, let’s call it “oasis”. The red arrows above show you such a place, notice how the plain smoothness neutralizes the neighboring texture? This is a switch in planes. Pure texture all over the place would result in a mess, you can’t communicate form with texture alone. 

Let’s move on to some more elaborate examples in a few wip’s. I doubt that I’ll continue working on the majority of them, but at least they found some use now. Each around 500px, so either open them in a new tab, or use a monocle.

Mob Psycho 100 wip

Very simple, don’t drench it in texture. The example on the left has pretty texture-heavy brush strokes as well (upper edge of the canvas, around head, clothing), but it harmonizes quite well. Always make sure to leave the textures enough room to breathe, even the tiny areas, like on the uniform. 

Code Vein wip2

This is still in a very early phase, so think of it as where I would want the texture to be. Take Mia as example, I know that her hat will have a fur texture to it, so I’ll smooth out the neighboring planes, or in this case I’ll make the ceiling of the structure behind her reflective. This will all have a very diffused lighting, so the textures will be mostly eminent around the highlight areas.

Sword Maiden portrait wip

Create interesting shifts not just with textures, but also with hues and micro values. I know that the top of her head will be bright, quite smooth, almost silky, so I’ll contrast that with subtle textures in a range of dark green/blue hues, with some tiny bits of high chroma dark yellow. In most cases, textures are apparent in the areas where light hits- not quite where it get’s hit directly, but more around the midtones. Count the bounce light in as well, notice how the reflected light from below creates a subtle shimmering on her neck and cheek.

a21 & Undine wip

Nothing new really, analyze the light and floor from the picture above. Pic below, top of the head and feline ears are smooth, around mid of the head room for some textures again to contrast the smooth face.

Dragoon2 wip

Similar to the sword maiden, only here it’s full-plated armor except the smooth face. Always think of the material, and what kind of texture, if any, it may feature. Metal is pretty versatile, rust, cracks, dents etc. A cloth, as Gael’s, may not be as versatile, but I always like making cloth feel “alive”, see^ subconsciously I made the rags look like veins. Truly what a night.

Berserk - Godhand wip

Are you still with me, dear Hunter? We are almost done.

Just wanted to showcase a more complex painting, and what goes on when there is.. a lot of stuff going on. This will be quite big, around 15000px. You really have to separate values first, create a solid distinction between forms, I start with color, but I recommend everyone to start in grayscale first, adding texture should be the icing on the cake, but you should structure your painting while keeping the relation between all these planes in mind, from the beginning.

And for the climax. I exclusively use texture brushes, or more than anything, I like to create textures myself with a 1px-25px hard brush while painting. I believe it has more personality and unpredictability over photos. From hundreds of brushes I probably only use like a 5 in every painting. Here is one of the better ones, download on the right. Experiment with the settings, play around until it works for (you).

Well I hope this was somewhat helpful. It probably wasn’t anything other than confusing lol. 

Nevertheless, focus and Keep Grinding!

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Just found your blog and I am already in love with you and imidiately followed you. You have a unique style and it looks amazing, keep doing a great job :)

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Another soul, you have my thanks

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