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#I'm too lazy to fully clean or render this
exodusbound · 1 year
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redraw, it took eight years but he’s happy now...
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scribz-ag24 · 14 days
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Do you have a set process for coloring and rendering / adding texture to your art? If so, would it be alright for me to ask what goes into that process? I'd love to learn how an artist I admire goes about their work!
Omg I'm so flattered, I'll try my best to explain it!! ^^
Tho, okayyy, I apologize beforehand for how incoherent this might be, since I don't really have a set process at all and mostly I fake it 'til i make it haha. I'm the first to admit that I don't have a ver consistent method and that shows in how irregular in quality my art can look, even inside the general sketchy look.
(Btw sorry if some of the fanart i use for example doesn't make you comfortable but I've tried to find the best examples for each type of coloring haha)
I'll start with the brushes I rely on the most, tho I admit i made the mistake of downloading too many brushes and textures so I might use others on rare occassions xddd
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These are basically the brushes I use the most. The "mezclador redondo" is just CSP's default paintbrush and I only tweaked it to find sth I liked and felt comfortable with for both lining and painting
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As you can see here I only used one layer for lines and other three for each of the guys' colors. I colored it all with the default brush (tho unfortunately I lost the settings I used for this drawing in particular and haven't found them again rip). In drawings like this I just do a sketch, clean the lines (no lineart) and then paint it. After the base color I start laying out different hues to make the coloring more interesting.
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This one was the same. One layer for coloring, manually adding lighter hues (see the more light and yellowish color on grovyle's left leg compared to the shadow) or darker tones. I try to add color to the shadows as well to make them feel less flat, and an airbrush in overlay tends to help with that (tho here I just used a brush).
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Here you can see that I often paint over the lines on another layer to correct mistakes in the "lineart" lol. I also applied an airbrush (layer mode overlay) over celebi to make her more bright. I wanted to put this one to show that coloring doesn't have to be detailed to look nice enough. Here Celebi basically has no shadows at all but the tone of the drawing makes her look cute anyways imo ^^
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In these two you can see adjustements over the full image again (yellow layer), but I also wanted to show that I don't have a set number of layers either, it depends on how many I feel like using. Again, sorry for the lack of consistency but im too lazy to have a proper method lmao
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I will also use harder brushes and tone changes sometimes, instead of blending them with less dense brushes. I am also fond of adding hard lighting in some drawings. You can experiments with it on a top layer and delete it if it doesn't fit, so it's always worth a try.
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Another thing I recommend is studying and copying artists you admire or like. Add things from their styles into yours, see how they work with proportions and try to use that in your own art. It has helped me a lot and, without looking to fully copy anyone's style, it does give you some ideas of how you wish your drawing would look, which motivates me (when it doesn't depress me lol)
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Finally, the texturing isn't consistent either. I use one of CSP's/Downloaded texture packs, put a grainy texture on the canvas, set it to overlay and adjust the opacity until I'm satisfied. In these two images you can see I am not consistent in coloring even in the same comic lmao. But we are doing this for fun, so I think experimentation is always sth worth exploring ^^
And I think that's all I have to say. I don't control color theory at all, so I can't really explain how I choose colors. I look up some tutorials on youtube and pretend I understand lol. Ig the one thing I tend to do a lot is changing hues in a base color to make it look less flat, the same as with shadows.
Anyways I hope this was helpful or that it at least waas what you asked for haha. Thank you for the interest!! :DD
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alionanight · 15 days
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A prompt from one of the JSAB Discord server's I'm on was "oldest Blixer design meeting your newest/current Blixer design", so I drew these!
Originally it was just going to be a sketch but then I decided to color it. If I had more time I would have loved to make both of these drawings fully rendered with clean line art, but I really need to focus on my 4 MAP (multi-animator project) parts right now.
(Don't ask why my current Blixer design is missing his hat in the second photo, the reason is that I forgot to draw it and then was too lazy to add it on. We'll just say that OG Blixer knocked it off his head and that was what tipped him over the edge)
This is the first/only (until now) drawing that I made of my first Blixer design back in 2021 (colors for this design were taken from a second but similar design that also only had one drawing ever made of it, however that one drawing was digital and had color)
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Sometimes I don't think I've improved in my art at all, but then I look through my old sketchbooks and see things like this...
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lesbian-forte · 5 months
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I wanna say a few things about Synthesizer V, because a lot of vocal synth fans, especially of mainly Vocaloid and UTAU, tend to misconstrue intent when it comes to wishing for vocals to migrate or cross-platform on the engine.
-It isn't about 'realistic,' or at least for the most part. It isn't about disliking their classic robotic sound just because of progress. I'm gonna say it- I do dislike Vocaloid 6. I don't think that's an unpopular opinion. But I don't hate Vocaloid in general, and want badly for the software to improve.
Banks like Gumi and Una got smoother transitions and (bad) crosslang... at the cost of getting put through a white noise factory. Their V4s were much clearer and even Gumi V3 English was far more reliable, while their V6 updates sound as though someone in the recording booth is rubbing styrofoam and the mic lacks a pop filter. Supposedly in the name of the iconic 'Vocaloid sound' that the type of engine noise doesn't even resemble. And for those who like the robotic sound and don't like SynthV because it's not, I've got news for you- you can have it without the fuzz.
For one, you can tune robotically in SynthV very easily. Tune entirely manually like any non-AI program, and since there's very little of that metallic twang, certain effects just move to mixing. Rather than taking out the sound of engine noise, it's putting certain things back in instead, which is a lot easier to do than the inverse- and the option of keeping things sounding more natural and clean without all that work is a huge bonus for people who don't think that sound fits their taste or style.
I personally love robotic-sounding vocals. But a clean, clear, and fluent base render output is essential to get the most out of your sound. I love Eleanor Forte R1/lite because that's what she is. Clean, clear, and fluent. But not realistic in any sense, unless compared to previous vsynths. She's probably just an Arpasing bank with higher render quality, but she's amazing regardless. And free too!
-Accessibility. SynthV is very accessible and easy to pick up. There's a limited version to try it out and make projects at the cost of fancy features that even allows commercial use, and many voicebanks have lite versions also with limited features and no commercial use. There aren't time limits on trying out the program- and just like Vocaloid, if you tune something with one vocal you can send it to a friend to render with another. Having lite voices to work with a lower quality version of the same voice that will render it means you actually know for the most part what you'll get, save for a couple quite old exceptions.
And when you do want full versions, it's dirt cheap. It's cheaper than Cevio, and far moreso than Vocaloid or Piapro. The two most expensive voicebanks on the program convert to roughly $120USD, and they're known for their special features and high quality. Most are 60-90 for digital, and SynthV voicebanks are feature-rich with the equivalent to appends already built in.
Full versions of AI voicebanks (the current gen) are also multilingual with little quality loss between languages, mainly just an accent. No need to purchase a separate English voicebank with no appends or deal with extremely clunky input and tuning. Currently four- (soon five!!) are options usable for any voice. Japanese, Mandarin, Cantonese, English, and when testing is done, Spanish will go from being exclusive to one bank to fully available.
It's also just generally very user-friendly. Especially if you dip your toes in with the basic editor before being barraged with all the features of pro, everything is laid out simply. While the UI could use a minor revamp because it's getting crowded and being able to resize the sidebars would be nice, there isn't really anything bad to say about it. As someone who'd hardly touched vocal synths myself, I knew how to work it in hours.
Oh, the autopitch. This one is contentious. There is a certain laziness to doing plug-n-play on a cover and calling it a day, just like with any other vocal synth. However, on originals, or working with it to make sure the voice cooperates, more time can be spent on phonemes, parameters, and mixing. Calling SynthV bad because it's just 'too easy' is gatekeeping vocal synths, plain and simple. Being able to make what you want without having to manually make every single pitchbend or fight with the program before getting to do anything more interesting is a way to make people more creative, not less.
-In regards to people complaining about the updates- aside from Stardust because of her limited copies and discontinuation, previous versions are still there! Dreamtonics doesn't give companies or individuals predatory contracts that force them to stop distributing older products with the same VP or wait for years to move. They're okay with their voices being on multiple engines and still supported. You'll still get your UTAU Teto, Renri, Oscar and XYY, Cevio Rose, Popy, and Kafu, and Vocaloid Gumi, Sora, Miki, and Kiyo. And you'll get your SynthVs!
Synthesizer V, Voicepeak, and Dreamtonics are not turning into a monopoly. Vocaloid still has tenure and the current version has a backlog spanning back to V3. Cevio has some heavy hitters that make it huge in Japan. Ace Studio is big in China and has the Vsingers. If you see characters coming to SynthV, that speaks of the quality of the program and its capabilities of bringing a wider audience. It has naturalness for those that want it, high quality render output, expressiveness, fluent English for marketing to the west, and Windows, Linux, and Mac support. There's nothing wrong with wanting options, and the companies know this. It's broadening the market, not vice versa.
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the-ninja-legacy-whip · 6 months
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I'm quite curious but how long does drawing usually take for you? Let's say for a tarot card for example?
Depends on how lazy in depth I want to go with it. Fully rendered stuff with glow and shading and effects and all the stops can take up to 2-3 days (if not a week, time permitting), but a quick doodle/sketch for an ask or something only takes an hour or so. On average a “usual” piece of mine doesn’t normally take more than 6-8 hours (unless it’s really detailed, like pieces for DTIYS or scenes with multiple people), but that’s cuz I’ve learned how to cheat the system :P
(but yeah most of the Timelapses I have saved are around 7 hours for the whole process)
Drawing/sketching by itself varies. Everything I do is initially drawn by hand, and while sometimes I can nail a sketch, like, right away, other times I can spend hours trying to get it up to snuff, or I only finish it like halfway and just touch it up digitally instead to attempt to save some time. Just depends on the piece, my mood, and the time on my hands snksnk
For the tarot cards specifically, ahhh…I’d put them around 6-8 hours each, so around my usual time, but the simpler ones like Jesse’s and Nya’s took less than that, while more complicated ones like Jay, Dareth, Lloyd/the FSM, took several days. I’ll consider it a sign of trying to improve each time, haha.
The initial sketch takes an hour or two, the cleaned sketch + lineart can take up to four (mainly cuz I have a shorter attention span during this part), and coloring, again, depends on the specific piece but can usually be done in a few hours too.
But also, with the tarot cards, part of the reason I made it a year-long project to begin with was to ensure that I would have enough time to make them mostly the best they could be! If I had attempted them all at once or back-to-back I probably would’ve given up, so I’m really glad I can say I’m almost done!!
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