One of the most frequent questions I get as a writer is “where do you get your ideas from?” I’m always a bit baffled at first because sometimes I’m not really sure. It’s a difficult question to answer and I don’t think you can be a writer unless you have the ability to see…

Answer all these questions and you should have a fully-developed character for your audience to connect with.
A strong character can carry a weak plot; but a strong plot can’t carry weak characters
(via art-and-sterf)

Yeah! A little, at least. :) I highly recommend the monoprice tablets, you just may take a little more fiddling to get them to be compatible (watch out with SAI) but almost all the tech support you’d need is here online posted by other monoprice tablet users.
Here is a review by Frenden about the tablet I have.
And this amazing review of a cintiq alternative has me DYING, I want one so badly now!
Frenden has some really fantastic reviews and I recommend reading through all of them if you’re undecided about a tablet. The general consensus is, you can get an AMAZING tablet for under $80 and it doesn’t have to be wacom. :)
Hope this helps!
Made rebloggable at joasakura’s request! :D Hope this helps!
yep.
(via artresourcecollection)

Mari Ahokoivu gives us the background on how she came to be a comics teacher, and how she developed her teaching philosophy.

Comics about teaching comics (done for dw-wp website 2011 dw-wp.com/author/mari-ahokoivu/)
i love this!
(via illustratedladies)

dunno if you guys were still wanting these hat refs but
it’s fedora time
if I said I didn’t have enough misc. sketches and films filled with fedora-wearing crowds to produce dozens more reference plates the same size as this one, I’d be lyin’
but for now, just this one with basic angles
tilted a little, as was the fashionHAT DIGGITY DAMN
thank
having trouble drawing hats?
(via art-and-sterf)
Anonymous asked: What do you think is important for aspiring artists to do/know if they want to get better?
1.) Nurturing: I think art should be nurtured and encouraged. When I was younger, I knew people (such as my high school art teacher) who discouraged and resented cartoons and anime. It never really stopped me personally, but that kind of [thing] does stop other people and that’s a shame. Being surrounded by other creatives or simply people who support you and help you learn is a hugely beneficial thing!
2.) Experimentation: I think many people get caught up in believing they have to produce art in a specific way. The fact of the matter is no man is your master, and there is nothing wrong with being reckless with your work. [Messing] up and experimenting and trying something new will probably teach you a lot of cool [things]. You don’t want to miss out on cool [stuff], do you? No.
3.) Foundations: Learn anatomy, perspective, draw from life, don’t be afraid to [use] reference. Believe me, all that sounded super lame and boring to me but in the end it helped me a lot. Covering all your bases can’t hurt, it’s just another way to help you bust out and grow, man.
4.) Take crit: Consider peoples’ input! That’s it.
"AWESOME ADVICE from April Kasulis!
I said that I’d show some tutorials I have saved up to someone, but decided that I’d just go ahead and post most of what I have stored away and create a sort of masterpost out of it. (I figure it’ll help me just as much since, as of now, they’re all pretty scattered between my Tumblr and bookmarks)
A lot of these are hosted on my personal Tumblr, but I don’t change my url so it’s pretty safe to bookmark them there (and not have to worry about the url changing) if you don’t wish to reblog them yourself for whatever reason.
Feline tutorials:
- Basic domesticated cat tutorial
- The domestic cat body
- Improving upon (lion) anatomy
- Realistic lion faces tips
- Big cat paw tips
- Canine vs. feline - paws and legs
- Beginner feline tutorial
- Guide to big cats
- Feline comparison
- Canine vs. feline - facial anatomy
- Canine vs. feline - chest anatomy
- Guide to little cats
- Big cat eyes (could work for other eyes)
Canine tutorials:
- Basic wolf anatomy
- Skeleton notes on wolf legs
- The wolf skeleton as a whole
- The wolf skull and teeth
- Wolf paw tips
- Basic canine poses
- Canine ears and chest
- Drawing realistic wolves
- Basic wolf tutorial
- Wolf paw tutorial
- Paw pad tips
- Wolf skeleton and muscles
- Wolf fur direction
- Canine vs. feline - paws and legs
- Canine vs. feline - facial anatomy
- Canine vs. feline - chest anatomy
- And this is just an excellent DA for wolf reference images
Avian tutorials:
- Bird wing anatomy applied on humanoids
- Bird wing tutorial (lots of underrated tips)
- Varying bird wing structure
- Basic owl anatomy
- Bird wing vs. bat wing vs. pterodactyl wing vs. human arm
- Bird wings and flight
- Various bird wings
- Eagle facts sheet
- Bird muscular and skeletal anatomy
Human(oid) tutorials:
- Hand tips and reference
- Simplifying human anatomy
- Feet and shoes tutorial
- Bird wing anatomy applied on humanoids
- A guide to movement: flexibility
- A male shoulder study
- Altalamatox face tutorial
- Male legs reference
- The human hand
- Male vs. female waist
- Excellent expressions tut
- Understanding anatomy part 1 (follow desc. links for more)
- Painting skin
- Simplifying hands
- More simplified hands
- Pose tutorial
- Varying the female figure
- Profile proportions
- Expression tutorial
- Virtual lighting studio
- Breaking up the male torso
- Male torso anatomy in use
- Simplifying the human foot
- Various facial and body shapes reference
- Drawing the nose
- Female anatomy patterns
- Human mouths
- Breaking down the human nose
- How to draw the ear
- More hand(y) tips
- Neck and torso tut
- Jawline and kissing tip
- Yet another hands tutorial
- Male torso in motion
- The human head at various angles
- Variation of colour throughout the skin
- Excellent action and couple references
- Advice on eyes
- Feet reference drawings
- Nose shapes
- The human skull and face
- Facial features
- Portrait lighting cheat sheet
- Animating dialogue (mouth movement)
- A kissing tutorial
- The fist
- Various athletic builds
- Various types of hair
- Proportional height of different positions
- Expressions photo references
- The hand in motion
- Skintone palettes
- Semi-realistic eye tutorial
- Male muscle reference
- The human body in perspective
- The human head at various angles
- Painting a realistic eye
- Arm shape and muscles
- Animal feet on a human figure
- Hand poses
- The face in profile
- Skin tutorial
- Body type diversity
- Drawing hair
- Muscles in the neck and face
- A beginner’s guide to knees
- Another ladies tutorial
- Breakdown of lips
- Blocked out human faces
- Practice figure drawing (animals as well)
- A neat arm trick
- Excellent ear anatomy tutorial
- Fullbody proportions tutorial
- Over the shoulder poses
- Male torso photo reference
- Detailed arm muscle drawings
- Guide to human types
Dragon tutorials (and bat wings):
Equine tutorials:
- Basic horse (back) reference
- The equine skeleton
- Horse anatomy and pointers
- A good, large collection of horse stock references
- Skeleton of a horse and its rider
- Horse hooves
Cervine tutorials:
Ursine tutorials:
Miscellaneous animal tutorials:
Background and objects tutorials:
- Griffsnuff background tut part 1 (second in desc.)
- Tree tutorial
- Realistic gems tut
- Water tutorial
- General water tutorial
- Drawing crystals
- Drawing bows
- Painting rocks
- Parts of a saber (other swords linked in desc.)
Clothing tutorials:
- Fabric tutorial
- Clothing folds part 1 (second in desc.)
- Drawing hoods
- Drawing jeans
- Hat on human figure reference
- Armor
- More hat on figure references
- Different shirt collars
General painting, drawing, and style tips:
- Altalamatox digital painting walkthrough
- Simple fur tutorial
- Realism painting tutorial (human subject)
- Excellent colour tutorial
- Painting a wolf (good fur painting visual)
- Photoshop brushes tut
- Basics of Photoshop tutorial
- Another digital painting tutorial
- Common digital painting mistakes
- Colour and light
- Soft cel-shading tutorial
- Various types of hair
- Colour tips and the mood it expresses
- Composition tips
- Lighting and colour tips
- Shadows
- Another composition tut
- Simple colouring via overlay
- From paper to digital
- Painting gold
- Colour palette turtles
Hope these help!
holy cow, that’s a lot of reference!
(via art-and-sterf)
FEETS
Hey guys!! someone asked for feet, so here ya go.
To be honest though, I think the best advice for stuff like feet/hands is to literally just sit down and draw your own any chance you get. Seeing it move in space was super helpful for me.
(via referencesforartists)
more insights from Evan Dahm (click the link to view the whole article).
“No matter how precise and perfect the pencils are, drawing with a brush is always a very spontaneous experience. Tiny changes in pressure make huge differences in line weight, and it’s very hard to keep your hand still without pressing into the surface, like you would with a pen. This makes it much more effective to ink quickly, so that lines are smooth and fluid, if not always necessarily correct. You can see in a lot of my pages places where the line gets kind of squiggly as my hand shakes, or where lines are way too thick when I had too much ink or pressure or something. I love that! I love that you can see exactly where the artist’s hand has been, and how quickly and with how much pressure. It’s very much a Zen thing- worrying too much about how it will look will make it not look good at all. Becoming absorbed in the process teaches you technique and efficiency and makes the whole thing just more enjoyable. That’s kind of my approach to this comic as a whole, for better or worse. I think brush inking is something like my church.”
Above and throughout this post, preliminary artwork for Vattu.
Where do you get your ideas? is the question I have heard more than any other question, and other comic people I’ve talked to about it have gotten it a lot too. After writing the following I sort of realized it is the best I can do at an answer:
So finishing OoT, and gearing up to start drawing Vattu, and trying to solidify several nebulous ideas for another project into something workable, have got me thinking about ideas and how they work.
Between Rice Boy and Order of Tales I think I’ve gotten a sense for the process by which I work from idea to product, wide to tight. The experience of finishing the actual Work (years-long, grueling and usually boring, at the very least) and seeing it line up well with the Idea (easy, fun, and completely untainted by reality) is kind of interesting, and has only really happened for me with Order of Tales I think.
The little idea-seeds that start everything aren’t often very clear or very detailed, and if I try to articulate them to anybody else I realize they’re usually uninteresting outside of my own head. It’s a vague sense of the way that a story or a character or setting should seem: not specific enough to record straight to paper faithfully, but specific enough to know a direction, and to know when you’re off track. I think the major bottleneck for people asking the HowDoYouGetYourIdeas question is this: realizing that anything is fair game, and essentially training yourself to funnel your observation of the world into idea-generation. I do not know if that makes sense but that is what I do most of the time.
There seems to be a sort of purity in the idea-seed, which can be lost as it’s worked over and developed. For example! My ideas for things usually start with some mood or visual aesthetic; much less frequently with a discrete concept. Koark started as a sense of a tall, mysterious person, obsessed with fictions, visually dramatic but with a sense of awkwardness that sort of disarms the self-importance of him. I found myself looking back at that seed throughout my development of the character, and throughout the story. That seed is what got me interested in the character, and what got me interested in making OoT at all, so I guess I figured that there was something essential there, and I made it a point not to get too far off-track.
But getting off-track can be useful, too, can’t it? It’s easy to get stuck on something, or to get too attached to a character or idea or passage of the story. It doesn’t really help to invest these things with too much importance before they’re realized; I think it’s good to remain open to different arrangements for as long as possible in each successive stage of making the thing. Having somebody you can go over stuff with while it’s still embryonic can be helpful— I find myself making a lot of basic assumptions about the structure of a story long before it’s worked out tightly enough to make such assumptions, and it sometimes takes someone else’s input for me to realize I’ve been making them at all. If that makes any sense! I guess this is something that editors are for but I have never had one; I talk about stuff I am working on incessantly with my girlfriend Lela and she is very helpful.
Ok. It’s important to know that pretty much everything starts vague and simple, and when we say that we love the IDEA of a story, it’s more a testament to the skill of the creator in realizing that idea than it is to the quality of the idea itself, I think. I try to err on the side of underestimating the value of ideas, because it’s easier to have them than to realize them, and we shouldn’t get excited about them and burned out before we’ve started the actual work!
I want to write more stuff about comics. Maybe we can consider this Part 1 of a thing. Let me know if there’s anything in particular you’d like to read.
great insights here!