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OC/Drawthread 2: Jealous Bapho edition Anonymous 07/05/2025 (Sat) 10:34:10 No. 29010
It took us 2 years, but we've done it, first bumplocked thread! Wanted to do highlights from the last thread, but 5 pics is kinda... not enough, so its 4 proper, then a collage of all the rest. damn, the file limit used to be 4... Anyway, post new stuff everyone!
(605.56 KB 879x738 Mi-Gal.png)

1. What's the monster part? If you're starting from a rarely-used myth like the penanggalan you get this for free (a vampire who can detach heads like a dullahan). If you want a unique spin on a common type like a catgirl, you need specific design like Ocolomeh having an Amazon bikini with Aztec-looking jewelry so people instantly "get it". Sex plays into this and often requires you to get creative, but if you can get a flash of inspiration like Manticore tailpussy you'll make an all-time great. There are also whole fantasy lores you can pillage for this if you can't think of anything fresh on your own. For one, Shogs have been a hit but other Lovecraft beasties like the Mi-Go get no love. I have seen several "Hastur-chan" variations but not usually in monstergirl circles.
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2. Where's the appeal? This can be personal to you, and I've known two different art anons who were partial to very different appeals - one loved the "Venus body", the other lolis. You balance this against being monstrous. If you want to set yourself apart, go as monstrous as you can while keeping the appeal since that's rare. If you're eying commissions, get good at perennial fan pleasers like kitsune and hellhounds. Beyond just "she's hot", appeal can be rule of cool stuff for differentiation. The Pyrow, for example, is really just a succubus gyaru.
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3. What is your setting? If it's just MGE, or "modern MGE", then you know how this affects things. If you have ideas for something different though, go for it! But this will influence designs. Maybe you keep that all monstergirls are technically succubi, but that means all of them have a "lewd crest", or at least manifest one after falling in love. This is also where you can indulge your inner worldbuilder or fashion designer. Think how the iconic plugsuit design helped keep Evangelion on the doujin circuit for years, or how there's a whole thing with Ammit as monstergirl meme goddess by way of kek and some chan Egyptology.
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4. What besides a monster waifu do you want out of this? You don't need any other answer, but I tell you that I've personally made some true breakthroughs when I attach a "pure art" goal like capturing a certain emotion, scene, or even just a glimmer of realism like how snake scales or falcon feathers can be beautiful in themselves, which then enhances the appeal of the Lamia or Harpy. If you're doing a commission or something for a friend, the added goal is simply to consider their tastes so it's a better gift.
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My unsolicited #5 is that I personally love it when a monstergirl is specifically fit to her husband/BF, but in a way that there's a little conflict to help them grow. Most commonly this is a reluctant or beat-down anon with a girl who takes initiative to win him over, but there's a ton of untapped potential here. Monstergirl comics by Jun or Nakamura Legra are great at this, or in text IronBeast's Monstergirl Roulette series and Seafoam's 'Pretty Human'. You can actually convey a lot of this with even a series of one-panel comics, so the implied story here doesn't have to be a big commitment on your part.
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Last but not least, just have fun with it! Nothing can force anons to like your monstergirl, but if you enjoy it you can keep doing it, and odds are good at least one will resonate with other people.
>>88815 >>88816 >>88817 >>88820 >>88821 >>88822 >>88825 >Jethro Tull-style art guy is here You have no idea how happy I am to see you here and still kicking. I sincerely hope your muse has been kinder to you than mine has with me!
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>>88987 Thanks, nice to be remembered and I hope things go better for you going forward. I've had my ups and downs but lately I've been on a roll after I decide to branch out. Maybe this'll help you too, so here's a look at my even sketchier than usual stuff. I've done some concept art, comic outlines, and study of the masters (the hand is by Sal Buscema, from the old Marvel Conan comics, which I highly recommend). Concepts are nice for hitting stuff you might not get to otherwise, like Gail here using mean-girl tier sass for a good cause. The comic stuff especially has been good because it demands retries for even a single bad panel. Here the center panel was subpar even for a rough, but putting in the effort for a serious fix got to *2, which I think even as a rough has a little of that Hellboy/Sandman spark. Panels are also fun for visual effects like centipede-as-page-border (would be on a different page but came out good enough to include here).
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Also dipped into poster graphic design, this was a fun one. I was planning to do a finished paint before posting but a friend pulled me in on another project now, so have the sketch.
Alright, here's the (non-canon) Sulphur Sea Elemental, in all her green glory. It's always quite fun to research on the color palettes stuff i draw. A very interesting thing i discovered here is that the hue shifting didn't follow the normal curvy diagonal pattern, the artist here used more of an S shaped selection, which lets them reach more varied colors, making a more varied palette. It's more visible on the brows, where it jumps to a very obvious red. Let me know what you think.
>>89283 Nicely done, meshes well with game's art style
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>>89283 This is easily your best one yet, you picked a tricky perspective and did a good job of it. I especially like the way you darken the scenery going up and how we can just see her eyes glowing beneath the mask because of the angle. The biggest thing that would help the overall impression of the piece is to make the lighting consistent. On her fists, bones, nose, and in the background it seems to come from below and slightly in front, but on her boobs, stomach, and chin it seems a more normal front and slightly above. I did this quick and dirty edit using the former since it's a cool effect. This meant boob highlights move down, stomach lighting and shadow flip, and the chin below the jaw gets highlight to match the bottom of the nose. This isn't perfect, but getting it 100% fit to perspective and source would take longer than I have now. If you wanted to do front and slightly above, you'd still get more shadow around the eyes, and the boob highlight would instead move up towards her collarbone, leaving a bigger shadow region on the lower boobs and the stomach beneath them, plus on the bottom of the hands.
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I find the easiest way to figure out correct lighting is to get a bendable desk lamp and figurines, with flying anime girls on a strut being the easiest to light from below or the side. To see how a building casts shadows you can use Warhammer terrain if you play, or make the basic form from cereal boxes, shipping packages, and the like.
Did >>89414 and >>89416 for the /mge/ thread and wasn't sure if people follow it here. This was my first trial of a pencils-inks-cleanup process and I'm pretty happy with it. Will need a new eraser or more time in the digital leveling next time, and more time spotting the blacks in any serious comic, but if you have other crits have at it, always looking to improve.
>>89350 >The biggest thing that would help the overall impression of the piece is to make the lighting consistent. On her fists, bones, nose, and in the background it seems to come from below and slightly in front, but on her boobs, stomach, and chin it seems a more normal front and slightly above. The lighting was supposed to come from above(more or less in the same direction as the POV), as in, the upper part of the image. The brighter parts of the islands in the background are supposed to be the flat surfaces facing the light, and the darker parts are angled and reflect less light, so i'm a bit confused on why you'd get the impression that the light comes from the bottom(the little yellow thing at the bottom of the pit is its own luminescent lightsource, but not strong enough to be something other than a bright spot). Same for the fists and bones, darker parts on the bottom and closer to the body, ligter on top and facing the POV. I did quite struggle with the breasts, and your version looks a lot better in that regard.
>>89422 You're right, by bottom I was thinking as in the film term "bottom lighting" (from her feet, er, tail), but I should have been clear. The only parts that give the wrong impression were the ones I touched up: the stomach and chin bottom had light seemingly from the picture bottom, and the breast "headlights" were closer to pure front lighting. That was what made me doubt, because they're so prominent, but you're also right that they're harder to get right. Practice from some reference is the best teacher here, so keep at it!
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Talking with friends about Castlevania, I was reminded just how good Circle of the Moon was for pixel art and monster girls. You had succubi, alraunes, arachne, and even living dolls. Those in particular used a great trick: you need to use browns and grays because they're supposed to be Japanese-style wooden dolls, but the devs gave them bright blonde hair and made the foreground very bright, and background mostly not-yellow, so they'd always show.
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Of course Camilla is the best monstergirl here, giving us as much succ as late 90s Nintendo would allow. I also really like how they use dithering as a way to show the texture of rough stone, and artistically chose to keep the whole background blue-green, not just the wet parts, because it unifies it will making playable platforms stand out. Going to stop here since it's not OC, but if this inspires there's lots of other pics on oldschool sites like Spriters' Resource and Castlevania Dungeon.
>>89839 I'm quite surprised by the amount of color shades being used here. Looking around in spriters resource tells me how good the art direction in this game was. It's also interesting to compare the different "strategies" when it comes to displaying characters, depending on how big the sprite is. They don't just scale stuff down, small sprites like the living doll only have shapes enough to make them recognizable, while stuff like Camilla is allowed to display more detail like the face.
>>75673 Anyone?
>>90624 Cool, didn't realize this was still open. >Personality: Serene, likes to chill and gives good advice >With a guy she likes this means cuddles, him missing her obvious signals is the one thing that really frustrates her >Random: mushroom girl spores only give her a light buzz, and she can gift this ability by a ritual
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>>85556 Sorry for the late reply. Thank you for the feedback and doing the line stuff. Yeah I'm trying to get better at drawing sexy, one day I'll draw sexy monster girls with less mistakes. Here is another heco-hound drawing I did and a hellhound that I copy.
>>90960 Looks pretty good. You still have some work to do on symmetry and line control, but otherwise looks fine.
>>90965 Thanks. What did you think about the heco comic, pretty funny right
>>91047 It does have a certain 2010 humor that i greatly appreciate.
Smoking mouse girl with a gun i made. Waddaya think?
>>91309 Pretty good, nice touch with the ears twitching
>>91309 She looks like a mafia boss. Pretty good.
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>>91309 Cool attack animation.
>>92001 Outstanding, anon!
>>91309 >>92001 >looping animation >transparent background >idle and attack variants Are you going to use it in a videogame or something?
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>>92743 M-maybe.
(2.81 MB 3000x3000 foox.png)

>>93191 Losenis drawing something other than lims? What's next? World peace?
>>93191 noice tails could be bigger, but that's just my inner fluffbrain speaking
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Huzzah I have made my first digital art and it's Heco-Hound. Using the stylus and layers was awkward at first but I think I made a good drawing.
>>93452 Cute thing. Keep at it anon.
>>93452 Risky headpat, but I'd probably still go for it.
Satyros ready to charge.
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>>95943 girthy tails...
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>>95135 Best to get out of the way with this one. The charging animation would loop until she hits something.
>>96019 So what is it going to be? a doom wad like MGQ3D?
(2.97 MB 3601x3834 Loongma.jpg)

Trying to design a longma monster girl Unsure how to design the wings for her.
>>96280 Why not just attach regular dragon wings to her front (horse) shoulders?
>>96280 >longma I'm not well acquainted with chinese mythology, but any good reference i can find of a longma seems to lack any wings at all, similarly to how chinese dragons don't have/need wings either. I think leaning into that same vibe is better, making her slimmer and more agile and giving her a floaty feel, with cloudy fur around the legs and similar decorations. Just my two cents.
>>96284 I thought about just regular dragon wings but with how I designed her so far it felt off. >>96291 That's the thing, most art of the longma tend to not have wings, but information about them tend to describe them as having wings. Though after thinking about it for a bit I'll just go with your idea to not have wings.
And defeat animation. >>96066 I was thinking more of a chess with custom pieces and movement type of game. It's simpler and i don't need to worry about 3d, though it is an interesting idea.
>>96708 Doom 1 engine (the same that powers MGQ3D) is actually not 3D. The maps are being created in a 2D editor and every object in game is a single point with a 2D sprite attached to it.
(16.60 KB 300x300 Golem.gif)

Ancient mining golem just chilling.


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