literally. On the topic of GW and it's pricing. My wife owns a full functional necron army (about 2k points worth) as well as a few sisters models and other things that she got as gifts. Do you know how scary those are to paint or pry from the sprues they come in. theyre so scary to deal with, such tiny fragile parts. we're still too scared to try building the ctan shard bc. have you fucking seen that thing
ik theres a whole thing about playing in tournaments n shit but im just saying this wouldn't be as daunting a hobby if fucking up didn't cost $70 minimum. It's one thing if its massive models (magnus and some really big AoS stuff) but a 40k necron chronomancer should NOT cost that much unpainted at that size.
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what if the gone series and mortal kombat had a crossover,,,,,
No secret that lately my hyperfixation has been Mortal Kombat 1 and i can’t stop imagining a universe where Gone is a hit tv series and a character gets introduced into MK as a guest fighter (like Omniman, Terminator etc). ive been thinkin about this for like a week straight now and had to write out some of my ideas cause this will literally never happen BUT.imagine if it did .nothing wrong with imagining right?? (im insane🫶)
Gone has a LOT of characters that would make great fighters in the game, but Drake would definitely be the most likely choice since 1) the MK series already includes characters with telekinesis, fire power, gravity etc so his whip hand would be a unique addition to the roster, 2) he’s a Gone fan favourite and 3) Drake’s character fits in perfectly with all the over the top blood & guts of mortal kombat lol. I can’t see a character like Sam or Dekka willingly carrying out the unnecessarily gory kills that happen in the games LMAO
Some stuff to mention before I actually get into the notes ive scribbled down about drake as a fighter: in my mind it’d be Gone/Hunger drake before brittney & their regeneration, just cause it saves things getting too complicated with the bodyswapping etc etc plus MK already has characters like Havik that can regenerate so it makes for fun dialogue lol. I wrote up this stuff based off the gameplay in MK1 so just.visually imagine that in ur brains when reading ok thanks
In MK1 each character has two fatalities - Drake’s first one would feature the coyotes since they were a major part of him as an antagonist near the end of the first book. The second fatality would bring in the wire he tries to slice Brianna up with during Hunger, while referencing ahead to Plague where Brianna splits him through the neck & waist.
I have a rough idea of what Drake’s fatal blow would be like - starting the fatal blow with a basic whip slash, then after the kameo fighter does their hits Drake would move in and whip the opponent again, spinning them around then kicking the back of their legs to knock them down onto their knees. The camera would shift to show the opponent’s hands encased in a cement block (signature coates academy move lol), before Drake grabs the back of their head and smashes it down against the block for the X-ray hit.
Haven’t thought of the actual brutalities for him yet (he’d definitely have a couple with his guns) but I think each character has around 4 or 5 different lines they can say after completing a brutality - i did have ideas for those so i wrote some down :>
Last thing i though up for fun was a bunch of fight intro dialogue against different characters on the roster; these r all so stupid and some of them aren’t thaaat great but yknow what. i had fun thinking them up (if anyone has any more ideas pleaassjsje let me know and ill add em lol)
I know i talk a lot about how much id love to see Gone as a 2D-animated series, but thinking about 3D models of the gone cast in the style of MK1 would be so sick… would also be fun to see other characters carrying out their fatalities on drake LMAO, always love to see that guy getting his ass kicked
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Why 3D Animation feels shitty now - a janky rant
With all the talk about how shitty Megamind 2 looks Ive been really on a kick of rewatching a lot of 3D classics, and since doing so I’ve been simply blown away by the quality of these films. I recently rewatched Ice Age: The Meltdown; which was a favorite movie of mine as a kid, but by the standards of the time it was released, it wasn’t all that crazy. It got a 54% on Rotten Tomatoes (not that it matters), but comparing it to a lot of today’s 3D features it’s nearly a perfect movie in my opinion. Somehow the animation and writing of this 2006 film feels higher quality than many 3D animated films now; the acting is incredible; the subtlety of the way these anthropomorphic characters react is literally so captivating and it feels so real it’s insane.
Obviously this is in part to our rapidly decaying media literacy, but the depth of some of these seemingly “goofy” kids films actually blows me away. What makes these movies land is the love that went into them; you can tell these people enjoyed the material they were working with.
The biggest difference to me nowadays is that 3D has been pushed so far that nobody really has to try anymore. When these films were coming out it was HARD to make 3D look good, so each subsequent movie that came out around the earlier days of 3D was designed to PUSH the limits of the software and you can tell that these movies were made with that goal in mind.
A great example is Pixar. “How do we make fur feel real?” individually model over 5 million strands of hair for Sully in Monsters Inc. “Water is tricky in 3D, how do we master it?”, make Finding Nemo; a movie almost entirely underwater. “How can we push the physics of character animation, capturing the fluidity of 2D in this new medium?”, The Incredibles; a movie with characters who are elastic, stretchy, bulky, fast, who have an insane number of costume changes, making the decision to have Violet wear her hair down; all things that 3D software had trouble emulating. “How close to realism can we really get with this?”, Wall-E. People were constantly PUSHING for something better; something that they could do differently.
Because the software has advanced so much, these things aren’t nearly as difficult as they used to be, and because of that it’s easier for generally “good” looking 3D films to be made faster but still look better than films made 20 years ago; so they don’t really have to try to make the writing complex, or make the characters feel unique, because at the end of the day, it “looks pretty”. I feel that 3D animation is still producing content on par with the standards of 3D 20 years ago; when it should be pushing 3D to its limits.
And there ARE films that do this; Into the Spiderverse, the new Puss in Boots, etc; but the ratio of films like these to films that commodify and “cheapen” 3D animation, particularly from multi million dollar studios, is embarrassing to the craft, and I think this is why we’re seeing people ask Disney for 2D features again, and why everyone seems to have a growing resentment towards 3D animation.
I hope this is coherent.
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tangentally about your art, do you have any tips for drawing hands and faces?
for faces im not really sure how i can explain it since faces tend to be like the first things people learn to draw, so ive been drawing htem for yrs yk? In real life though, faces arent symmetrical. but in anime and cartoons we tend to prefer them to be perfectly even, for front facing images its easy to just flip the canvas or even flip the lineart i youre working digital. if youre on paper using a mirror or taking a photo can help.
eyes GENERALLY should be one eye apart from eachother but they dont have to be in all art styles. to keep the eyes looking focused you should be a little more in the middle, not too much because theyll look cross eyed, but slightly in the middle
right here, in the first pic is what im talking about, her eyes are closer to her nose. then i took dianas eyes and moved the irises to be centered in the eyelids, she looks like her eyes are looking in diferent directions lmao.
for noses it really depends on your style but it is 100% possible to translate different nose shapes into even anime styles, the best advice i can give is to just practice drawing different faces and trying to translate them into your style, you'll figure out what looks cutest to you.
and then after i said this i actually remember making a specifically regarding black people that had a section on noses hold on
for hands it again you gotta do a lot of referencing. unfortunately for me, i have chunky fat baby hands, so when i reference myself the hands tend to all be fat baby hands too lmao. but it does help at least in figuring out the composition of a hand and where all the joints go
for my projects ill be honest and say i heavily rely on a lot of assets and stocks, these are all made for artists to use freely and are even okay to trace. Adorka stock has literally been carrying a lot of my art lmao I also use Hato Kings hand references and CSP 3d models for really hard poses. speaking of Hato king they have a book for kindle that has even more hand references and lots of information on how to draw them, in both english and japanese so if you like their references please buy the book
Although when it comes to tracing stocks its very important imo that you adjust it to suit your style, use it as a tool but also a reference for learning. if your art isnt going for realism you dont want to have a perfectly realistic hand and then a toony body lol
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