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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!
>>29010 I am a stupid nigger and forgot to link the last one. >>3426 first thread
You won't outpost the og drawfag though. Kasane Teto totally counts for monster because she's an UTAU, so some kind of robot/ai/android thing
>>29010 Nice, loved the collage.
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>>29111 noice, areola slip erotic
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>see pic related >misread as mailwan What would a mailwan be anyways?
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>>29897 Where's the hat?
>>29909 >Lim sex, with hats ON
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I solved all of my shading problems by mere coincidence.
>>31790 By thinking about light source direction? Or form? Or any other basics? >I solved all of my shading problems >all Heh. No, you didn't.
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Did you know scorpions have very goofy faces? >>31861 Yeah, there are some artifacts and stuff, but you should know it's not any of that if i discovered it by accident. It' thinking about shadows within shadows, and light within light. I pretty much just did two strokes in her right and right middle side and realized how i should be doing more broad shading, not just in the individual parts, but also in the large bodies in general. Also, don't be mean, i'm learning. Aside from that, i finally got the nose to look 3 dimensional, instead of relying on the weird lazy triangle people do. Mouth and lips are also another improvement i had to learn, although it turned out to be not that important for this one. Eyes i still have to work on. As always, constructive criticism, tips and tricks etc are always welcome.
>>31875 > i finally got the nose to look 3 dimensional, instead of relying on the weird lazy triangle people do. Nose is, like, the one thing you actually shouldn't do 3d in this context. I'd say your main issue is deciding if you want to go more realistic style, or actual jap manga/anime. Until you decide that, there's not much I can help you, because the tips for one are often pretty useless for the other. Though drawing from photos, and learning 3d form helps both. Try cross contour drawings (https://yandex.com/images/search?from=tabbar&text=cross%20contour%20drawings).
>>31875 >>31923 Here's what I mean. I remade your pic in styles of Kenkou_Cross, and generic realistic style(I probably could get better realistic results using SD3.5, but frankly, I don't want to look at realistic scorpions, and this is enough to illustrate my point). These 2 are completely different directions you could go, but right now I can't tell which you actually want. Your shapes and shadows are realistic-ish, but is it actually by choice, or only because of your current skill level? Share some pics from other artists that are your goals, then we can talk about what to focus on.
>>31923 Do you think the nose looks bad?
>>31927 I have a personal thing against realistic noses in anime setting, especially on girls. And since I'm on a board dedicated to jap things, I want to see jap styles here. It's not really a matter of good/bad, but out of place. The other post is also about this.
>>31925 Just no. >I remade C'mon now. And if you need the help of an external tool to remake them in other artstyles, then there is nothing i can learn from you. It's pretty obvious you don't understand them. The fact that you can't even tell if the realistic shading was me indeed going in the direction of realistic shading already says everything. Guess artistic intention isn't something someone like you would know about. Every detail that's important in the OG drawing is completely lost. Truly amazed on how garbage these are. Don't try to be a teacher if you don't know anything about the topic. What a joke.
>>31932 >C'mon now. And if you need the help of an external tool to remake them in other artstyles, then there is nothing i can learn from you. Jesus Christ, you're dumb. I used the tool to quickly illustrate my point, I'm not gonna spend hours remaking a drawing I already don't like. >The fact that you can't even tell if the realistic shading was me indeed going in the direction of realistic shading already says everything. No, I just saw enough beginners at your level to know that its often not intentional, they just don't know what they're doing. >Every detail that's important in the OG drawing is completely lost. Truly amazed on how garbage these are. Imagine missing the point this hard. >Don't try to be a teacher if you don't know anything about the topic. I'm better at drawing than you, so I can teach you things no problem. Here's some samples >>29013 Thing is, you seem like a tasteless idiot, so I don't care anymore.
>>31925 >>31937 Don't worry anon, I like those two more than the original version.
I recently found this artwork and decided to analyze it. It has quite sharp facial features, and good shading, and it served as the inspiration for me to strive to get more realistic faces in my previous pic. There are many aspects that make it great, but i wanted to concentrate on the face. Analyzing it finally gave me a good way to make the eyes and eyelashes look actually 3 dimensional. The arch of the eyebrow is a bit exaggerated, but the anatomy is still attractive. Around the eyes, and all over the drawing really, the artist uses both area shading as well as lines for the more sharp features. Interestingly, he doesn't always use black, which was something that i tried to do in my earlier drawings. Using lines of a color only somewhat darker than the surrounding natural shadow helps it blend in and look better than if it was black(You can see it on the upper rim of the eyelid and the lips, both in his and my pic. Aside from that, putting a slight highlight before a shadow helps it pop out better without needing to use stronger tones. Nose and lips are just pure anatomy. Using big round shapes for the lips and sharper ellipses for the nose. Ears were quite confusing at first, and i still don't quite get them right, but for mofu in general using overlaping groups of sharp strokes seems to be most of the technique. Hair however is still a mystery to me. Will have to do more work on that. There are many other things the artist did right(and some that he did wrong, like her butt looks flat, although i guess that's not the center of attention), but these were the ones relevant to the face study.
>>33944 Very nice, love me some kemomimi-chan
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since its a bit dry i figured i'd post some of my art to liven things up a bit. had to check they were all monstergirls of some form and female, which yeppers all female. vampire/reaper thing with lanky af arms a odd looking fox a sort of scoropion slime embodying poison and a fecking bratty demon with tendrils and the ability to drain intelligence embodying the concept of lust for knowledge.
>>41517 and that one image i was working on last thread i forgor to finish but here's where i left it off. its heavily based on a summon from an old capcom game.
>>41517 >>41518 cute doodles, anon!
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>>41522 thanks for the compliment here have a neris eating a parfait.
>>41542 or something else i forgot what food it was
Almost there. Just some finishing touches.
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These took a long while. It's a character from an old story of mine, finally getting a drawing like the rest. In terms of the actual process, i was really sloppy with the sketch for this one, that's something i'll never do again. I got a bit better with the hair, and i got plenty of practice of boxes with that second form.
any videogame monsters that should be turned into monstergirls? i wanna make some shoddy sketches.
>>49422 It's been done quite a bit, but how about DOOM monsters, like Mancubi, Pinkies or Cacodemons?
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>>49423 i should have specified was thinking obscure stuff that hasnt already been done i want to breathe life into NEW monstergirls swore there was an entire mod of doom as well for that but have the worlds shoddiest and worst possible drawn pinkie girl ever(like 2 minutes) leaping right at you as a consolation prize ill spend more time on obscure stuff. who knows maybe ill try coloring some if i make PEAK new monstergirl cuz frankly i think new monstergirls is great new ideas to have with them. like random games from childhood that had an interesting monster design that you are sure not many played. because i want more monstergirl species i desire new monstergirls.
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>>49424 old example but desert lord from grandia 3. kind of obscurity level. of stuff.
>>49422 Stompers from Factorio. I'd say pentapods from that game in general, but I picture strafers and wrigglers would end up like five-legged arachnes and squid girls respectively.
>>49426 starfish crustaceans hmm since the core of them is 5 limbed i figured to give them 3 legs which means 2 pussies or smtn.. but i noticed they tend to have larger variants so of course i did the most logical of things or i could've done a taur style one where its the 5 tentacular starfish crab like legs. with girl body ontop idk here ya go.shoddineess and all
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>>49428 actually why not both if a creature is large enough its more beneficial to have more legs to support it
>>49424 If you want something lesser known, how about monsters form Torchlight 2? There's quite a lot to pick from, but the Myconid Deathcap, Varkyolins and Spectral dragon are pretty cool. https://torchlight.fandom.com/wiki/Category:Monsters_(T2)
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I haven't posted in a while, here's a hakutaku girl I drew.
>>50912 Nice, looks like something between the actual mythical creature and MGE waifusized form
>>50912 Cool stuff
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I drew a hellhound in the Neco-Arc style
>>50912 Oh, wise, mighty and powerful Anon i beseech thee. Any advice for drawing better i kinda suck?
>>54252 Could you share your art? Is there anything specific you're struggling with? How long have you been drawing? What are your inspirations and your goals in art? What makes you want to draw? It's a bit hard to give advice with nothing to go on...
>>54280 its hands and lower legs they just irritate me i never get them right the neris eating the crepe above was me.
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>>54367 >i want to draw out of sheer spite towards AI. thats what motivated me to pick up the pen in the first place NTA but i don't recommend you do anything you do out of spite. It might be a part of the motivator, but as someone who's dealt with people who do stuff purely out of spite, it never ends well. Hatred isn't a mental state you can use to create, and it will end up holding you back. Use your love of obscure monstergirls and games instead. Let that love flourish into a love for art. It will give your brain better rewards. And discipline, a lot of discipline. As for the arms and legs, if i may, i recommend you look into general proportions and anatomy. Stuff like: https://www.youtube.com/watch?v=uJMoplyGboI https://www.youtube.com/watch?v=2DVbargQCaY Regretfully i can't tell you just do this simple thing, and then it will be fixed. Art is a science too, and if you want to get good at it you need to learn basics before you learn more advanced stuff. So i'd recommend you follow these steps loosely. >Learn anatomy and proportions. Try to get the mannequins right in different poses and angles. >Then try to copy how your favorite artists draw arms and legs, and try to draw that above those mannequins. I'd recommend just trying to redraw pictures you like, but do the mannequin construction first, and then add the details. That has a bonus of giving you a ground on how to tackle other stuff you might be struggling with. Following a similar process to the sketch here(not necessarily the same shapes, or exact process, just the overall idea is enough). That should get you around 80% the way there. If you want more specific stuff, you'll need to study anatomy in detail, muscle groups, etc, and i don't recommend you do that right now. Concentrate on basic shapes and proportions. Once you have basics, and a ground model to play with, you can then start modifying it to make more complicated stuff, exaggerate muscles, put spikes, clothing or armor on top of it, etc. In general, Proko's videos are a great place to start studying art, so feel free to visit his other stuff if you want. Just advice from an amateur. Also, cool concept art i found here.
>>54378 >NTA but i don't recommend you do anything you do out of spite. It might be a part of the motivator, but as someone who's dealt with people who do stuff purely out of spite, it never ends well I have nothing to add when it comes to drawing but I absolutely agree and this needs to be said more often. Spite gives a powerful initial kick of motivation, but for longer term it only burns you out with unreasonable expectation. Among the monster girl fandom I saw some very special individuals who allowed spite to wholly consume them and it did not lead to anything of value being produced, just self induced mental illness and unhealthy obsession.
>>54378 Thanks for answering anon's question for me lol. As a beginner you just have to suck it up, learn the basics and make a lot of mistakes... Here's a guide for learning art with lots of resources if you feel lost (just a reference on how you can study you don't have to follow this): https://www.soloartcurriculum.com/ You can find artbooks on 4chan /ic/ or sites like annas archive. For paid courses you have online courses club. Remember to draw what you like too and not just study! >>54390 >Among the monster girl fandom I saw some very special individuals who allowed spite to wholly consume them and it did not lead to anything of value being produced, just self induced mental illness and unhealthy obsession. I feel like I probably shouldn't ask... but am curious who they are lol.
>>54479 >>54373 Ex-hentai also has a "how to" tag. If you browse there you'll find plenty of tutorial artbooks by professional artists. This one specifically is pretty good, although perhaps somewhat too detailed in some places for a beginner level. https://exhentai.org/g/3412406/96f1edcc4d/ In general, you'll see plenty of techniques that slightly differ from eachother. Ultimately they all teach the basics in slightly different ways, so look for a method that works for you. >but am curious who they are lol. In short, a furry cuckold obsessed with KC and one of the guys shitting all over the monstergirl thread in 4chan. He also has some story with this board, but that's a topic better left for the meta thread. He's banned from this place.
>>55245 I'd make her wear cat ears too
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my wife looks so good in full armour
>>58017 Cute
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>>58017 Nice, but I can't help but think the helmet is uncomfortable to her with her ears. >>58038 I like to imagine that in motion.
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2D lamia
>>59139 Handmade stuff like this is always adorable
>>59139 Why snek green?
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>>59250 truly a question for the ages
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schizophrenic womanfailure vampire gf
>>61613 >womanfailure A yes, the monsterevolution of a girlfailure.
>>61613 Vampires SUCK.
>>61666 aint that kinda the point tho?
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>>61613 >failure Finally, a woman made for (Me)
>>61791 I mean, in a bad way
>>61871 I want to correct this bloodsucker
>>62164 Hello lovely dhampir lady, wanna spend this evening together?
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Limlim
>>62589 Pelvis-breaking sex with fit monster girls
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I'm trying to learn how to sew my own monster girl plushies, starting with a harpy. Working on a design first, here's a wip. I will simplify the patterns in her hair and feathers next so they won't be absolutely annoying to make irl. Then try to go from there.
>>63160 Cute idea, I wish you the best of luck
>>63160 Big if true.
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>>63203 Thanks! Here's what the finished design looks like for now. >>63205 I just bought the sewing / embroidery machine a few days ago... I'd be stupid if I didn't end up using it lol. I will try making some other plushies first following a guide to gain some experience. There's a free one for a kitsune plushie that I want to try out. Not a monster girl design, but still cute.
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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>>88324 >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'. I see. So in conclusion, more complex dithering is usually left for backgrounds and texturing, while simpler dithering(something like bayer) is used for gradients and shading. I understand the basics of hue shifting, shift to the blue and desaturate for shadows, and shift to yellow and saturate for highlights etc. I was more looking for what colors to select or avoid, in general terms, so that i can get that desaturated-yet-highly-contrasting colorscheme. I'll try to draw the sulphur sea elemental later and you can tell me about what i could do to the color pallette to improve it.
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>>88373 Shouldn't've posted when tired, I knew this, but thanks for the art >>88402 That's a great answer for 'what mood', but getting a good look will take a little experimentation depending on how you tend to approach things. If you feel confident in the stuff in my last post, the easiest path is how Wayuki did it in the angel pic: clamp the color range and hues. It's the same as with your cloaked figure statue, except instead of topping out at 150, we bottom out at 100 (the "black" is a brown of [102,69,69]), and things are red-shifted slightly across the board. If Sulphur Elemental is up next you can try the same but green-shifting. I personally am partial to the more Japanese approach used in your Reina pic or my cyberpunk one, which is to desaturate all but 1-2 colors, and when you need contrast rely on hue. Grays are safe dark-midtones to transition between two colors, 'gray' being anything where the RGB difference is 40 or less between at least 2 of the 3 colors. You differentiate light-midtones by letting them be a different color and have RGB difference of 50+ even if desaturated. Any color except the complement is usually fine (so pinkish-red to gray-blue is great, but gray-blue with orange, complement to blue, will still look janky). At the same time shift all highlights towards an off-white, which helps unify the piece and will stand out against any color. The risk is that if you don't use an off-white (say manilla) or desaturate to gray, it will feel like an overexposed photo, the one weakness of the otherwise evocative Ogre Battle Sprites. This is now common in the west and you can find several general palettes with mid-grays to challenge yourself, I'm including one here. I contrast those rules of the Japanese desaturated style with the more European one, seen in many Brit & German Amiga games. Rather than using anything BUT the complement as a dark-midtone and switching freely, they embrace the complement, but do it in wide swathes and with enough desaturation that you don't get eyeburn, by which I mean raising the complement by 30-40. A great large-scale example is the badass cutscene hero in Gods: Into the Wonderful, where what should be bronzed skin gets +40 blue, and the sky near his shoulder (also used on the axe) gets +60 red vs. an actual sky blue. Your cloaked statue is a nice guide for how this can work on a darker scale: the darker red "fresh copper" tone is more saturated, but they then never let it touch a green or black, using the light-midtone which is reddish, but with maybe +30 green, and the gray-blue to separate the respective absolutes. It's still hard to give general advice for this since the color and feel you're going for affects a lot. So the Wayuki angel rule of thumb is "stay away from anything green", because the feel follows the pinkish background, but as a global rule that would deny you the Reina pic. The closest I can give is that if you have one ramp that remains saturated, like possibly the green for Sulphur, then desaturate the others. They already did this somewhat with the purple in her arms, but some extra gray and/or greenshift on the highlight may capture the feel you want.
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Other Euro example, this more on backgrounds but the portraits in the two Chaos Engine games are a lot of fun too.
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The Japanese approach, with plenty of examples.
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Japanese example #2 is Sharon from PC98 Wordsworth - finally a monstergirl, at least if you count elves!
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Last, the promised palette. This gives a lot of freedom on the highlights while keeping the challenge to stick to style.
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As a bonus round for Japanese style, otnweo is just awesome in general, 100% vibe, and hopefully gives you some inspiration for various offbeat color ramps.


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