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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!
Hey, I've got an idea for a drawing. You draw an enterpreneur monstergirl (demon, tanuki, etc.) sitting on a huge mountain of gold, holding a long-ass paper roll that's implied to be a slavery contract or something of that sort. She's (gently!) squeezing a guy's face between her big toned thighs, while saying something like, "Well it says here in the chapter 420 section 69, that you agree to this sort of a thing" Alternatively, just a big "Happy Jew Year!" somewhere on the top. I'd draw it myself but I can't draw for shit :(
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>>65812 You know it made me think, are lamias cold blooded or warm blooded? Because if they are cold blooded they have to dress much warmer for winter than humans.
>>66095 Most people think lamias would be cold blooded. Maybe it's just a misex system where the human half can generate enough energy to control her temperature, but the snake half can't.
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I tried copy draw the demon from the book. Kind of screwed up the legs, torso length, and the head looks a bit round. Tell me what y'all think.
>>67039 You did pretty fine you just have to fix up the thighs a little along with the ears too since they look thin
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>>67039 Sorry for the delayed answer, i've been slow these last couple of days. Overall it looks like an improvement, which is what you always should try to strive towards. For the minor details, like the other anon said, the ears are a bit thin, and they look like they come out of the back of her head, but more on that later. The OG demon is quite leggy, so the exaggerated proportions are fine here. I at least don't see much wrong, relative to the OG. Now to the three main aspects, as all of those perceived "screw ups" circle back to them. Let's start with pose. You took quite a difficult pose. If you examine the OG, you'll see she's not quite frontal, instead she's slightly angled, invitingly beckoning you towards her. It's quite the Jojo pose if i'm being honest. Trying to recreate it IRL is hard because it's very unnatural and unstable. It should be her other leg going forwards. Regardless, even in these cases it's always good to analyze the pose by looking at the big landmarks, those being the hips, shoulders, knees, elbows, hands and feet. Analyze the angle between the pairs, and where they are positioned relative to each other, like the red lines in pic related. Analyzing poses and getting them right is the way to get expressive bodies. That then causes the right hand to be floating in your pic. KC' also has this problem, but to a minor degree because the hips are angled so that the hand sort of rests on them. Secondly is shape. Legs might be fine in terms of length, but her left leg is very thick and doesn't taper. Similarly the left arm is too straight. This is the part that requires knowledge of muscles and musclegroups, so do look into it. Third comes the head. In general, the head can be represented as a sphere with the sides cut off. If you used that kind of guideline but forgot to cut the sphere it explains why the head is wide and the ears off. The issue with classic anime styles is that they love hiding the jaw behind hair, so if you try to copy it by just continuing the lines you'll get that result. Drawing the guidelines for the head correctly helps you with shape and placement of features. It's quite the complicated topic, best is to study Loomis, or Asaro. And as a minor tip, whenever you are drawing hair, draw the strands in a single swoop. Think about it like ribbons laying on top of each other(at least for this hair.) Hopefully the image is readable enough.
>>68411 Thank you for the response and the tips you gave. I really study hard. So that I get better at drawing monster girls with big boobs and butts
>>69244 Keep at it anon. Drawing isn't easy, but so is anything worth doing.
I wish this thread had some kind of activity / event / challenge / whatever after seeing the writing contest in the mge thread. Maybe a monthly prompt or something?
>>72044 I was thinking about something like a monthly drawpile, but with only 2 or 3 people it doesn't make much sense.
>>72044 >>72063 Yeah the best way to induce activity is to share your stuff and see if it encourages others, things like scheduled prompts and drawpile should only come after there's enough creative activity to drive then.
>>72066 I already try to post here once and awhile, hope the thread can get more active in the future. >>72063 That would be fun, although I can't imagine myself drawing on it too often. Anyways, I just remembered that I wanted to try a fun drawing game 'let's make an oc together' but with monster girls! The first reply gets to decide the species, then the second the main monster feature of the girl and so on. Doing the prompts one at a time might take too long so two at a time instead is fine too. After that I will draw a monster girl based on the replies. Here are the prompts: >species >main feature >body type >hair style >colors >accessory >personality >random
>>72122 Alright, sure, i'll start, and might as well draw her as well. >Species: Batgirl >Main feature: Quadruple wings
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have this shitty OC that looks like she was made by a 13 year old
>>72124 >Body type: slender >Hair style: twin buns
>>72676 Wife material right there.
>>72678 >Fur is a mix of deep red and dark colors, almost black. >She wears all kind of trinkets and baubles she finds. Weird rings, several necklaces and beaded bracelets.
3/4 on the rrat. Almost done.
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Hello gentlemen of drawthtead, I present to you "Heco-Hound"
>>73319 vile and contemptable creature
>>73319 Horrors beyond human comprehension.
>>73319 reminds me of tick-chan from the FOTM zoomer game
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>>73389 Lapipi please...
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a random assortment of monmusu
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>>72122 >>72124 >>72678 >>72859 We are still one short. Anyone want to contribute?
>>75668 kitsune udon...
>>75298 Here's a (You) for drawing best snake
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happy valentine's day and year of the fire horse!
>>75930 Happy Valentines to you too anon. You have a very cute wife.
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>>73319 did some more Heco-Hound drawings, hope y'all enjoy them.
>>76572 Dios mio, la creatura.
>>76572 I forgot to say that I used refrences for all four of the drawings.
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Some drawings I did. I used references for all four. Tell me what y'all think of them.
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>>84850 I enjoyed the heco-hound more since the comic exaggeration fit the antics. Going for sexy here ups the bar on what you need for anatomy, and blocking it out will really help. To show what I mean, here's a redline, going clockwise >In all drawings light green is the line for around the belly and down to the hips >Drawing 1, red is the ribcage and spine, which I also shortened on the drawing >Drawing 2, which actually came out quite good given how hard that pose can be, still has the shoulders being too wide as drawn. Dark green is the rib cage, breasts, and hidden arm parts, and you can see how to fit it in, you end up with shoulders wider than hips. To really fix this, her head would move right >Drawing 3 is most convincing, but the wings need to move down if they're waist-wings like in the first drawing (purple) >Drawing 4 is okay-ish but the green ribcage cross section shows it's not giving much room for breasts, and the one red line would make the legs being pushed back look more obvious. The biggest thing is that her ass would be sinking into the bed to make the rest of the anatomy work, but there's no indicator, so the blue here are just sheets to make it obvious
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Been playing a lot of Terraria lately. The calamity waifus are 10/10. Does calamitas count as a monstergirl? Also trying out pixelart, i think it looks pretty nice.
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>>88078 Nice, glad to see new OC and I like the sense of volume in your drawings. They definitely count as monstergirls so no worries there. As for critique, I recommend leaning into the darker shadow tones more, and not using grid-hatch pixels as they don't show when zoomed-out and look muddy looking at a full girl. Speaking from experience, they work better backgrounds of smaller images like monstergirl coffee below (a 100px image, but blown up x8 for easy viewing here as are my other sprites). To show what I mean about shadow, compare my sprite-scale Anubis and Hellhound to the painted Anubis kids. To capture realistic lighting, mostly from the right, we need more hair highlight and this is balanced out by more and slightly darker shadow elsewhere. On your art I'd say this is most important on Sand Elementals in general, and Cloud Elemental's hair (vs. say the MGE Wight, which doesn't go much darker, but uses a lot more shadow vs. highlight). If you're interested I can go over pixeling and colors in more detail.
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>>88134 Can you elaborate what you mean with "grid hatch pixels" more? Do you mean all the dithering, or only some of it? For the colors, i was mainly just imitating the color pallette of the original sprites, but i agree they could use better contrast. >If you're interested I can go over pixeling and colors in more detail. Yeah, sure. I'd be particularly interested in color selection, color ramps, and how to get this kind of classic vibe.
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>>88298 By grid hatching I mean the more extreme form of dithering on the Sand Elemental arms and Cloud Elemental breasts where the patterns are very clear 'X' or 'O' shapes supported separate with lanes of a 'grid'. The single alternating pixel dithering on places like the Cloud Elemental's sports bra blend in perfectly at the fairly large resolution. Notice that on your two pics here, neither dithers the main character. The Saya pic dithers the background, and that's generally the historic use case: it drew more focus to the sharper character while at the same time saving on background colors used when the older systems this originated on usually had a limit of 16 or 32 colors. Which leads us to capturing that classic vibe. There are really 4 parts to this so I'll start with the most immediately useful one: to teach yourself, start with a 4-color ramp of shadow > darker midtone > lighter midtone > highlight. You have a scale of 0-255. Cut off the bottom 30 or so as all pretty much black. Now ramp roughly +40 for each step. On a bright character you might start with the highlight and go 250 > 200 > 160 > 120, while on a darker character like my Hellhound above you'd start dark and go 40 > 80 > 120 > 168 > 216, the last being for the rare very bright spots. But we have three colors. What about the other two? The second lesson is about color shifting, which is fairly general. The idea is to let you ramp into multiple adjacent colors, like I do above with my Myconia. The two colors are whitish-pink and purple, and since purple is naturally darker I chose the shadow to overlap. So I start upping the blue relative to the red, which is strongest. From bright to dark, the RGB colors are [248,240,216], [248,176,192], [200,128,160], and [144,88,136]. This naturally ramps into the purple mid-dark tone of [96,64,120]. This second rule is quite a bit more flexible depending on what you want to do. The vaporwave/cyberpunk color scheme will use bright cyan as a shade on neon pink, because blue is a naturally "cooler" color, and is enough different that it stands out even if value-wise it isn't so far apart. Meanwhile, if you want an "ancient" vibe like your cloaked statue, presumably made of bronze, you add a little green to everything, which at darker tones gives the "graying" effect, but even on the highlights causes desaturation, the highlights being intentionally lower to fit the mood. So neon pink is [255,0,255] vs. cyan [0,255,255], making that brand of cyberpunk an intentional eyeburner, while on the statue even the brightest "coppery red" is [144,138,111], only halfway up the scale and creating a dark, muted ambiance. That's the third part, no longer even a rule but a question: what mood do you want, and why? Let's say that you decide on a fantasy setting where the hero will enter the Monster Lord's castle under the moonlight. Do you want to play up the romanticism and compliment her visage as an ethereally beatufil Lilim, or lean into suspense so that it's not even obvious this is a guy-meets-monstergirl situation for as long as possible? That chosen, are there other goals? If it's a playable game area, you probably want somewhat less palette unity, so the playable areas are obvious and are darker than the characters. So I'm including three examples, from Seiken Densetsu 3 and Castlevania X on the SNES, and Super Cauldron on the Amiga. Cauldron plays up the brightness, good for romance, Castlevania leans dark except the full moon because c'mon, it's Dracula, and SD3 hits a middle ground. All stick roughly to the 4-color ramps. But I think you're more interested in characters, and I chose the scenes more because it's much harder to find 3 pixel renditions of one character with such different takes on a similar scenario. So for the final part let's look at 90s Japanese Cyberpunk, before the vaporwave color scheme came in vogue. I don't even have the game title anymore, but this is art you can aspire to, and on a mere 16 colors! The lesson is how to break up the tones, a fundamental skill for pixel and anime/cel artists. We have a 4-ramp blue gray and a 5-ramp skin tone, but rather than dither, the artist makes the bold choice to switch at just the right moment. So for her breats, we get one shade tone except a little where boobs meet dress in the middle, a little at the point of deepest cleavage above that, and a bit below her nose and lips because her left (our right) is shaded more. This skill is learned by observation and practice, and while I can give some tips, ultimately you must learn to see the forms yourself. Master it and you not only master an oldschool vibe, you become a superior artist full stop.
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Looks like multifile upload is hitting a snag for me, happened yesterday as well but I thought it was a one off.So here, Myconia.
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Castlevania
Seiken Densetsu
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And last but not least, Cauldron
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And as far as mastering the two hardest parts, first here's the bootcamp notes on light, shadow, and value. The whole right column is especially useful for pixel art.
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Finally, on the note of color ramps, a common problem is trying to make a ramp by just lowering the value, so you go from say green 240 to 200 to 160 to 120. This is boring and doesn't ramp into other things well. Instead, consider blending in colors, say some reds on highlight to get a yellow-green and some blues in the shadow to make the shift feel cooler. This isn't universal, but it works great if you're doing something in nature, like a jungle that's naturally cooler in the shadows or an Alraune where it makes the ramp to a red or pink flower feel natural. You can immediately see the difference just looking at the ramp. As an exercise, try a few for different moods or characters. You could even do it with your existing elemental girls: try one ramp for the Calamity Elemental being pissed, with more reds and harsher contrast, and another that goes for a lighter feel when she's on a date with (you). You could pick any girl, but Calamity and Sand will be easier since you only need one ramp.
>>88334 >Calamity Elemental Brev, that's the brimstone elemental. Calamitas is this girl.


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