How To Draw Vn Character Portraits
So you lot want to make art for a Visual Novel: A checklist
Questions, skill comeback, and respectful critique involving art assets.
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Deji
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So y'all want to make art for a Visual Novel: A checklist
And then you want to brand art for a visual novel.
If you do, congrats! It's going to be fun! And possibly painful... merely it should by and large exist fun (:
Beginning, yous may want to know what kind of fine art-pieces a Visual Novel needs:
- Character Sprites/Portraits:
This is the most basic component of a Visual Novel you will take to describe. They're used to show the character currently present and/or talking.
About character sprites are shown as just standing at that place from the thighs or waist up and they change facial expressions according to the mood of the characters.They may have unlike arm positions or different body poses altogether to showcase unlike moods/Emotions and the may have different clothes and/or hairstyles that vary during the grade of the game. All this is not a requirement, though.
- Event Illustrations/CGs:
This is the second well-nigh important affair you volition have to draw. A VN *tin* become without result CGs, but they're a nice add-on, like pretty illustrations in an quondam volume.
They illustrate crucial moments in the story (the VN).
They unremarkably bear witness one or more than characters doing something confronting a background.Effect Illusts/CGs may have variations, similar the sprites. The characters could change facial expression or pose, for example, like still keyframes from an animation.
- Backgrounds:
And this is the last element you lot'll have to take care of.
Many people just use photographs that may or may not be filtered. You tin can as well utilize stock gratis backgrounds that may be available around in the web.Yous tin "cheat" and trace a photograph instead of drawing the background from scratch.
Backgrounds may also have variations, like full of people versus empty, twenty-four hours/night, weather or season changes.
Now, in that location are other assets that may be needed for a VN but may not autumn on the tasks of a VN "artist".
- Marketing and promotional pieces:
Posters, Banners, Wallpapers, etc.
All the material you apply to make "hype" and promote a VN, commonly depicting the main characters in group pictures with the logo in them. Yous can also use some of the Event Illusts/CGs and Sprites for this purpose, but it'southward meliorate if you make separate pieces. - Logo:
All games need a logo! Now this is something that'due south more than of the work of a Graphic Designer than an creative person, since the skills required to make one are different than what you need to draw characters and backgrounds.
The Logo must exist easy to read and easy to recall and communicate and/or reflect the central concept, theme or mood of the game. - Graphic User Interface (GUI):
While you can get away using a "default" GUI provided by the programme you're working on, having a customized and unique GUI is ever the better option.
Again, this is more of a Graphic Designer work rather an an artist'south.
The GUI should be clean and non-intrusive, and may, like the logo, reflect the theme, concept or mood of the game. - Special Event Graphics (SFX/GFX):
If you're working on an action-orented story, or 1 with supernatural elements or magic or other like things, you lot may consider creating Special Outcome Graphics.They can be used for magic, powers, attacks, energy rays/orbs, particles, slashes of weapons and a long list of etceteras. If you're planning to go commercial with such a game, consider this sort of graphic as a requirement!
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Now that we have that out of the way, let's run across what kind of skills do yous demand to draw to depict each kind of asset.
Bones skills are bare ones you demand in order to produce an asset.
INTERMEDIATE are the average/desirable ones to make your avails look okay.
Avant-garde are the ones you lot need to make your avails look *expert*. Or at least commercial worthy*
*your milleage may vary. Some people are okay with Intermediate level art
Information technology may be a given, but the closest your art looks to your fav artists' fine art (in terms of how polished, clean and "professional person" it looks) the better! And *please* be *brutally honest* with yourself when comparing! If you tin't tell the difference, ask somebody else for feedback
- Character Sprites/Portraits:
- BASIC - Yous tin can describe a character standing there.
- Basic - You tin draw unlike emotions on a face (neutral, happy, sad, angry, etc)
- Basic - Yous can color.
- INTERMEDIATE - You can brand a non-sketchy or wonky lineart/inked drawing.
- INTERMEDIATE - You lot have a bones understanding of human effigy and its anatomy.
- INTERMEDIATE - You accept a basic understanding of how wearing apparel expect.
- INTERMEDIATE - Yous tin can draw the aforementioned grapheme in dissimilar poses.
- INTERMEDIATE - You can use references to get your character's anatomy, pose and/or dress right.
- INTERMEDIATE - You have a bones understanding of color theory and how shadows work (or at least where they should be!).
- INTERMEDIATE - You take a bones understanding of body linguistic communication.
- Avant-garde - You can make a well-baked and clean linear.
- Avant-garde - You have a adept grasp of homo anatomy.
- Avant-garde - You have a good grasp of how apparel work.
- Advanced - You have a good understanding of color theory and lighting.
- Avant-garde - You have a skilful understanding of trunk linguistic communication.
- Advanced - You lot either use references very efficiently or depict from memory without needing references considering you're simply that crawly.
- Event Illustrations/CGs:
- BASIC - You have the Basic skills to draw a character sprite.
- BASIC - Y'all can draw a close-up of a character.
- Bones - You lot tin describe characters interacting.
- BASIC - You can produce a groundwork of some sort.
- INTERMEDIATE - You take the Intermediate skills to depict a grapheme sprite.
- INTERMEDIATE - Yous can draw basic backgrounds.
- INTERMEDIATE - You accept a basic understanding of how characters interact within/with an environment.
- INTERMEDIATE - You have a bones agreement of how to depict people interacting.
- INTERMEDIATE - You take a basic sense of flick limerick.
- INTERMEDIATE - You can describe intermediate backgrounds.
- INTERMEDIATE - You have a bones understanding of how to communicate what's going on in a scene without having to explain the image with words.
- Avant-garde - Yous take a adept grasp of visual storytelling.
- ADVANCED - You have a good grasp of people and surround interacting together.
- ADVANCED - You can depict advanced backgrounds.
- Backgrounds:
- Basic - Yous empathize 1 betoken perspective.
- Basic - You lot can draw objects in 1 point perspective.
- BASIC - You tin can draw okay looking trees and buildings.
- INTERMEDIATE - You tin draw in 2 point perspective.
- INTERMEDIATE - Yous have a basic understanding of how things look and are placed in space (you lot can "remember in 3D").
- INTERMEDIATE - You tin utilise references of backgrounds.
- INTERMEDIATE - You have a basic understanding of proportions between elements in space.
- INTERMEDIATE - Yous have a basic agreement of how light affects the environment.
- INTERMEDIATE - You have a basic agreement of foreground, middle-footing and background elements.
- ADVANCED - Yous can depict in three points perspective.
- ADVANCED - Yous can a good grasp of all the Intermediate skills.
Last edited by Deji on Wed Aug 05, 2015 12:39 pm, edited 5 times in total.
When drawing something, anything, Utilize REFERENCES!! Use your Google-fu!
Don't trust your retention, and don't blindly trust what others teach you either.
Research, observation, analysis, experimentation and practice are the fundamental! (:
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armada
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Re: And so you want to make fine art for a Visual Novel: A checklist
Hmm, the championship of the topic is 'make art for a visual novel'.
If you're not afraid to think outside the box, or your creative skill is limited to cartoon stick figures, you can use a 3D programme such every bit DAZ or Poser to make sprites, backgrounds, and CGs (links to examples are in my siggie).
You can also apply photo-shopped photographs for sprites.
If you decide to go the 3D route, be brash that many folks won't play a VN which uses 3D artwork.
All of my VNs are at http://wolflore.net NOTE: Downloads are at present working.
Some are at http://world wide web.the-new-lagoon.com. NSFW
Poorly washed hand-fatigued art is nonetheless poorly washed art. Be a Poser (or better yet, apply DAZ Studio 3D) - dare to be different.
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fioricca
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Re: So you desire to make fine art for a Visual Novel: A checklist
going through this list makes me weep a petty inside
tbh, I find that a recent trend in otome games is but shiny CGs...? Yura's games aside, in that location are other games out at that place with questionable anatomy. Here, a few screencaps from the Otomate'due south websites:
Heroine'southward shoulders and ear, ruby-haired dude's shoulder is also imbalanced, and eye is fatigued a little too close to the nose in side views, amidst a bunch of other mistakes y'all'll catch if you lot squint hard enough
I don't even know how some of these joints work; as well thin thin arms.......
rofl I don't think I need to go through BWS art
A recent trend I come across is to mask a lot of these errors with pretty colours. As long every bit you can package it with shiny fine art, your anatomy does not have to be flawless! Information technology's a worrisome trend when yous think of how casual artists who adore them will first thinking that anatomy problems are okay to accept and are intrinsic in anime art, but I digress.
a
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teacup
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Re: Then you want to brand art for a Visual Novel: A checklist
fioricca wrote:A contempo trend I run into is to mask a lot of these errors with pretty colours. As long as you tin package it with shiny art, your anatomy does not have to exist flawless!
You know, I noticed that too. One major culprit of this is the Starry Sky games. On one hand, the characters are all very dynamic and the colors are prissy, but they take some seriously weird anatomy (particularly their necks and around that area). Yet most people play that game for the fine art... it's kind of sad actually.
Looking at this listing makes me realize I am only a beginner. Also kind of sad since I've been drawing for years, and inappreciably have improved at all. xD
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junna - Veteran
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Re: So you want to make fine art for a Visual Novel: A checklist
lol I think the sparse as drawings are the current anime/manga style trend among otome games...I remember thinking some of the guys in tokimemo gs were a chip on the looong sparse side. ohh..oohh and Ouran.
=.= here I thought only people go on diets...obviously drawing too.
chibi avvie by 1000000 (buprettyinpink).
WIP=>
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LateWhiteRabbit
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Re: And so you lot want to make art for a Visual Novel: A checklist
fioricca wrote: A recent trend I see is to mask a lot of these errors with pretty colours. As long as you tin packet it with shiny fine art, your beefcake does not take to exist flawless! It's a worrisome tendency when you recall of how casual artists who admire them volition start thinking that beefcake problems are okay to accept and are intrinsic in anime art, just I digress.
a
Most these aren't then much beefcake errors as they are stylistic choices. It is obvious in at least the elevation 2 that the artist understands anatomy and is consciously diverging from it where they wish. The problem, equally you lot put it, is coincidental and immature artists using THAT art to teach themselves beefcake instead of studying information technology from a valid source. Information technology is no different than a landscape artist looking at Dali to larn to pigment instead of going outside or studying a photograph. But that doesn't mean Dali is a bad artist or making mistakes. Purposefully distorted beefcake can exist very powerful - the Greeks did information technology, as did Michelangelo. My avatar'southward eyes are too large, and her nose also small-scale to be realistic, but you wouldn't say the creative person doesn't know anatomy, every bit those were rather deliberate choices.
Stylistic anatomy IS a authentication intrinsic to anime art - the degree of stylization and areas of stylization are what separate different anime styles from one another. BAD anime art comes about when an amateur copies OTHER anime fine art'southward stylistic distortion of anatomy, rather than learning anatomy and choosing what to stylize themselves.
And it is non a recent trend at all for color to mask construction and line errors. But I run into this equally a giddy complaint. Would you rather the colors non be good? If they are, of course they volition elevate the line art, whether that line art is perfect or not. No artist thinks to themselves - "Well, I'm going to paint fantastic and skillful colors to hide my cartoon mistakes!" I believe you are falling into a common fallacy - correlation does non imply causation.
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fioricca
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Re: So you want to make fine art for a Visual Novel: A checklist
LateWhiteRabbit wrote:And information technology is not a recent tendency at all for color to mask structure and line errors. Only I come across this every bit a dizzy complaint. Would yous rather the colors not be skillful? If they are, of grade they will elevate the line art, whether that line art is perfect or not. No artist thinks to themselves - "Well, I'm going to paint fantastic and proficient colors to hide my drawing mistakes!" I believe you are falling into a mutual fallacy - correlation does not imply causation.
Oh -- I take no problems with crawly colouring! My complaint is more of 'if you tin do CG right, why not also invest in that little actress endeavor to correct anatomy'. XD; I don't mind stylised art as long as everything is in the right place/has no jarring errors:
... for instance. My complaint with recent otome game art isn't well-nigh the style but overall proportion residuum; with the greenish-haired dude in the second picture, for instance, his lean features don't startle me equally much as his seemingly-dislocated shoulder and the length of his right arm. I guess there's nothing I can say if that was deliberately done (why would y'all desire your characters to take imbalanced shoulders, though?).
teacup wrote:Yous know, I noticed that likewise. 1 major culprit of this is the Starry Sky games. On one mitt, the characters are all very dynamic and the colors are nice, but they take some seriously weird anatomy (specially their necks and around that area). Still nigh people play that game for the art... it'due south kind of pitiful actually.
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This! I've seen a few young artists who strive to emulate Kazuaki and starting time drawing really lean guys and such. I have nothing against Kazuaki because despite her awkward way of cartoon necks, you can tell that her mode's stable, simply and so you come across the influence she has on young artists and I'one thousand like
a
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Auro-Cyanide
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Re: And so you want to make art for a Visual Novel: A checklist
fioricca wrote:This! I've seen a few young artists who strive to emulate Kazuaki and starting time drawing really lean guys and such. I accept nothing against Kazuaki because despite her bad-mannered way of drawing necks, you tin can tell that her style'southward stable, but then you lot run into the influence she has on young artists and I'm like
a
Eh, young artists will always start copying styles first up. No-one jumps directly into learning anatomy. You accept to outset ignite the passion in cartoon to begin with and that ordinarily comes from an interest in something. I started off my blatantly copying Bob Rafei's mode. No, it doesn't really assistance y'all in the long run, but who is actually thinking about that when they start cartoon? I certain wasn't thinking 'Oh, I should start doing nude studies because I want to become amend'. I was 'OMG, this looks so pretty, I want to create something like that *u*'. Information technology'southward not until later when y'all are struggling to draw what you want that y'all outset turning towards written report. My passion came before my logic and it's pretty much the only thing that keeps me going. If people have to get through a stage of copying fine art to find that they love creating, is that and then bad?
I remember I'm... probably semi-advanced, intermediate and basic (oh my poor background skills XD)
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nyaatrap
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Re: So you want to make fine art for a Visual Novel: A checklist
- Ignoring recent conversations ヽ(´ー`)ノ
Complements:
There are 2 more graphic assets VN needs:
・Graphical User Interface
・Special effects (SFX)
The erstwhile is done past vectoring and filtering, while the latter is done by vectoring, filtering, or programming. So they're non really drawer'southward task. But actually, finding their specialists are more harder than doing past yourself, so sometimes artists should take care of them.
edit: I forgot Logos (-ω-*)ゞ
Last edited by nyaatrap on Thu Sep 27, 2012 1:06 am, edited one fourth dimension in full.
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junna - Veteran
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Re: And then you desire to make art for a Visual Novel: A checklist
Auro-Cyanide wrote: I started off my blatantly copying Bob Rafei's fashion. No, it doesn't really assist y'all in the long run, but who is actually thinking about that when they starting time cartoon? I certain wasn't thinking 'Oh, I should start doing nude studies considering I want to get better'. I was 'OMG, this looks and so pretty, I desire to create something like that *u*'. Information technology's not until later when yous are struggling to draw what yous want that you start turning towards study. My passion came earlier my logic and it'south pretty much the only thing that keeps me going. If people accept to get through a phase of copying art to detect that they love creating, is that so bad?
LOL I started off copying Gosho Aoyama's Detective Conan...and then I'grand a musculus perv who likes looking at the play of muscles on men and women
and so I establish that I like taking photographs amend.
so now...each fourth dimension I draw anything, I'll lean toward torso shapes and poses and totally fail at faces. plus I'll always be like "ARGGH, it looks soo cartoony."
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fioricca
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Re: And then you want to make fine art for a Visual Novel: A checklist
Auro-Cyanide wrote:Eh, immature artists will always start copying styles offset upward. No-1 jumps direct into learning anatomy. You take to first ignite the passion in drawing to brainstorm with and that unremarkably comes from an involvement in something. I started off my blatantly copying Bob Rafei's style. No, information technology doesn't really assist you in the long run, only who is actually thinking about that when they start drawing? I certain wasn't thinking 'Oh, I should start doing nude studies because I want to get meliorate'. I was 'OMG, this looks so pretty, I want to create something like that *u*'. It'southward not until later when yous are struggling to draw what y'all want that yous start turning towards study. My passion came earlier my logic and it's pretty much the only thing that keeps me going. If people have to go through a phase of copying art to detect that they honey creating, is that then bad?
Ohhh that's true! I didn't retrieve about that. I started from copying someone else's style myself, but received a number of criticisms along the lines of "Become AND Exercise LIFE STUDIES GOSH yous are just a copy of this artist" so I thought it was bad. Sorry nigh that.
a I proceed forgetting that in that location are people who can churn out good art regardless of whether they did studies or not.
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LateWhiteRabbit
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Re: So you want to make fine art for a Visual Novel: A checklist
Auro-Cyanide wrote: I sure wasn't thinking 'Oh, I should kickoff doing nude studies because I want to get better'. I was 'OMG, this looks then pretty, I desire to create something like that *u*'.
That'southward funny, considering my initial artistic thoughts were 'Oh, those nudes are then pretty. I want to create something similar that. I should study them to get better'.
nyaatrap wrote: Complements:
There are 2 more than graphic assets VN needs:
・Graphical User Interface
・Special effects (SFX)edit: I forgot Logos (-ω-*)ゞ
And of course, yeah. Those things need to be added to the listing. I would add together 1 more than - marketing and promotional materials.
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clua
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Re: And so you want to make art for a Visual Novel: A checklist
...:A:
I think with some endeavor I'grand able to accomplish a little bit of advanced on sprite art.
CG might be intermediate with luck...and I don't desire to talk about backgrounds XD.
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MomoiroGirl
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Re: So you desire to make art for a Visual Novel: A checklist
LateWhiteRabbit wrote:
Auro-Cyanide wrote: I sure wasn't thinking 'Oh, I should beginning doing nude studies because I want to get better'. I was 'OMG, this looks so pretty, I want to create something like that *u*'.
That'southward funny, because my initial artistic thoughts were 'Oh, those nudes are and so pretty. I want to create something like that. I should study them to get better'.
![]()
I call up information technology may depend on what type of art y'all generally are introduced to :/
The starting time type of art I started doing was Cartoon Network'ish (retrieve Ability Puff Girls XD), then I started reading a Disney Princesses' magazine and started cartoon that. And then I saw manga for the kickoff fourth dimension and did that for many years.
I didn't actually retrieve anatomy-wise, I just idea nigh wether or non something looked skillful.
I only became interested in real-life anatomy later watching Titanic
I really wanted to be able to practise what Jack did, to draw real life, and truly re-create reality, and so now I'm trying to practice more real-life anatomy.
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Re: Then you lot desire to make fine art for a Visual Novel: A checklist
Oh, cool. I'one thousand in secondary school and I'one thousand around the beginnings of intermediate. ^_^
This is a actually useful list, cheers for putting information technology upwards.
And if you're complaining about art styles with bad anatomy... CLAMP is... Well... They have horribly exaggerated thin and long limbs.
Some anatomy exaggerations are allowed, and liked. Like, I asked a few girls and near everyone said they like lean guys, so ---> otome game = fanservice = skinny only athletic men! Yayy!
I have simply realized that without actually properly studying anatomy, I have managed to produce somewhat anatomically correct drawings over the years. Praise God for beginner'due south luck and guess and cheque.
This forum topic volition exist really useful... -runs back into the shadows-
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