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I have some tips if I may have an ear... or eye: Water does not bead like this except on more horizontal surfaces with particular textures because water has too weak of a surface tension to be bigger than a q-tip before gravity pushes it down a non-horizontal surface.
Drawing water running down in several directions, kinda like how veins look, and beading the water mostly here it would gather to drip can help make it look organic. Water would follow gravity to definitely favor where those wrinkles are on her soles and gather to fill the crevices here and there before overflowing downwards on her feet to drip at the heel.
Snake scales are also hydrophobic, but that detail would make it hard to draw Margeret wet at all, so we can suspend our disbelief for that.
thedimlamp said: I have some tips if I may have an ear... or eye: Water does not bead like this except on more horizontal surfaces with particular textures because water has too weak of a surface tension to be bigger than a q-tip before gravity pushes it down a non-horizontal surface.
Drawing water running down in several directions, kinda like how veins look, and beading the water mostly here it would gather to drip can help make it look organic. Water would follow gravity to definitely favor where those wrinkles are on her soles and gather to fill the crevices here and there before overflowing downwards on her feet to drip at the heel.
Snake scales are also hydrophobic, but that detail would make it hard to draw Margeret wet at all, so we can suspend our disbelief for that.
Oh I'm well aware of that, that thought came to mind mid drawing and the water the beading was me trying to simulate how water behaves on a hydrophobic surface.
I didnt really understand how to draw water and fluid so this was my desperate attempt at making it look good enough despite it missing all the components that make it look like water.
Eventually with my 2 recent posts i did my best to simulate water and various surfaces as much as possible while pumping out some more content as well as finding a quicker and more appealing way to render lights and shadows.
You can see a noticeable improvement from this drawing when it comes to rendering water.
Usually when it comes to drawings sometimes i feel like throwing logic out the window.
Currently I'm trying to render 2d drawings making them appear 3d and make them look on par with 3d models because I'm bored
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TheDimLamp
MemberI have some tips if I may have an ear... or eye: Water does not bead like this except on more horizontal surfaces with particular textures because water has too weak of a surface tension to be bigger than a q-tip before gravity pushes it down a non-horizontal surface.
Drawing water running down in several directions, kinda like how veins look, and beading the water mostly here it would gather to drip can help make it look organic. Water would follow gravity to definitely favor where those wrinkles are on her soles and gather to fill the crevices here and there before overflowing downwards on her feet to drip at the heel.
Snake scales are also hydrophobic, but that detail would make it hard to draw Margeret wet at all, so we can suspend our disbelief for that.
Idel
MemberOh I'm well aware of that, that thought came to mind mid drawing and the water the beading was me trying to simulate how water behaves on a hydrophobic surface.
I didnt really understand how to draw water and fluid so this was my desperate attempt at making it look good enough despite it missing all the components that make it look like water.
Eventually with my 2 recent posts i did my best to simulate water and various surfaces as much as possible while pumping out some more content as well as finding a quicker and more appealing way to render lights and shadows.
You can see a noticeable improvement from this drawing when it comes to rendering water.
Usually when it comes to drawings sometimes i feel like throwing logic out the window.
Currently I'm trying to render 2d drawings making them appear 3d and make them look on par with 3d models because I'm bored
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