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Cuthalion
2014-02-24, 06:48 PM
We're... losing our hold in the playground. The great IRL is attacking our old artists, and very few are stepping up to fill the gap. We figured we'd combine our skills to make the best tutorial we can which will help other people learn to draw in OOTS-style quickly and easily.


I'll edit in steps if people want to put them up with illustrated points.

I'm thinking first an outline of basic parts and then elaborations on said parts. For example, if we can get different people to say how they do hair, it'll be more helpful.

To start with, before the rest, if you want to get into this, I'd recommend Trazoi's Guide (http://www.trazoi.net/tutorials/inkscape/oots/). It handles a lot of the basic tools in Inkscape.

Head
Face
Line Thickness
Hair
Male Body
Female Body
Pants
Arms
Legs
Clothing
Shoes
Magic
Weapons


The order of that can be changed if necessary.

On line thickness: Some people have different thicknesses for parts of the body. They all work. :smalltongue: I just do whatever looks good because my base avatars are never the same size. All lines are usually the same.

So yeah. I'm confident in us, and any help at all would be appreciated. Thank you. :smallsmile:

ON DRAWING FIRE
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Tutorial.png
http://i.imgur.com/8D5TXaZ.png

MOTION

When you run you tend to lean forward; legs and arms bend rather hard while you are running and depending on the speed any loose parts will start to pull back (hair and clothing and... anything on you pretty much).

A more graphical example:
To the right is your character; compare it to the left where there is leaning forward and more violent arms and leg bending.

http://i1230.photobucket.com/albums/ee492/araveugnitsuga1/Decorated_images/movementfw_zps24afc7c2.png

Another way to suggest movement is with a number of visual effects associated with it like blurring.

Using multiple states with lowering opacity (which you used) simulates the effect of phantom image of things going really fast (like hummingbird wings). But for this you need to change each state because the character is not moving as a whole body but as sum of parts, and in running this parts do not move perfectly parallel across a line but bend.

Like:
http://i1230.photobucket.com/albums/ee492/araveugnitsuga1/Decorated_images/Movement2fw_zps37ee2c25.png

Another option is through blurring, in your case you used gaussian, which is mainly related with focus (things out of focus will look similar to being applied Gaussian Blur); a better alternative for suggesting movement is the aptly named Motion Blur.

Like:
http://i1230.photobucket.com/albums/ee492/araveugnitsuga1/Decorated_images/Movement3fw_zps000a759c.png

PRE-DRAWING
It may be your monitor being analog or digital (analog looks clearer and colours are easier to distinguish, digital is a lot cleaner in many senses of vision, mainly anti-aliasing is more noticeable.).

Drawing real not-cosplaying people in OoTS Style normally doesn't yield spectacular results, since its based mainly in clothing and hair, both of which the standard human does not vary much from some basics (excluding certain groups of individuals and madmen/women). Hair also is hard to spruce up unless you go to anime style for a crutch and the OoTSize it.

Previously made characters are normally the test, if it looks better you've improved. I dropped pastel outlines after running Ribonis through it once.

Finally, what Tsofu said mainly, sketching is useful if you decide for it to have a purpose, it can be A->B, where you sketch to get better digital versions, or B->A where you sketch to gain practice in manual crafts, and do it before to see how digitally you would have liked it to come out. Or A<->B, were both skills augment simultaneously one thanks to the other, though it can require certain theoretical investments of time into drawing theory.

I sketch in animeish style to get better at it, and then I make a OoTS version of it by the side. Anime style forces me to abstract certain things and expressions, as well as give me a full view of posture and column flow, or gives me freedom to twist posture and make hair dynamic. Then OoTS forces me to further abstract elements and reduce it to the bare basics (which sometimes even then is too much detail). Then I scan.

Obviously I only do this for a certain number of avatars, and then its mainly in the interest of repositioning or studying posture. Otherwise it's reference simplification on screen, or template element adding (this last solution is now lost to me for good).



http://i581.photobucket.com/albums/ss257/araveugnitsuga/1-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Untitled-2-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Untitled-3-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Untitled-4-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Untitled-5-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/TeutonicKnightArtOverview.png

REFINING
If you aren't satisfied with your end results, analyse what's behind them (or go to the Rate an Avatar at the SMBG and hope someone else notices). The main factors are Flow, Dynamism, Technique and Colouring.

Flow is how lines move around your image, how a cape trails off and twists in the air, and how straight lines cut flow. Dresden Codak blog had a great blog post about how flow works and can be used. Clothing can be made to flow, to add a sense of movement to it, or forced straight to clash with some flowing element like the hair.

Dynamism is related to posture and action. Where is it looking and what is it doing, but there are additional elements. Posture is mainly the nearest you'll get to anatomy in OoTS art, torso twisting, shoulder lowering, crouching, jumping. While it is severely simplified, there still is a spinal chord in your drawing, from where appendages will come off (arms, legs and head) and from which clothing will bend around. Action is also rather important, a still character looking to the front is great if you want to study the pieces, but not as a final avatar. 3/4 simulates some movement by itself, but it isn't enough by itself most of the times. Adding dynamism is changing elements away from standing still looking to the front, to fully explain it would take a whole book, but looking at still shots from manga, anime and action movies and analysing how things are bending, moving, and looking might help to simulate dynamism on a still image.

Technique is related to software, hardware and style.


Software is the least obvious one, but certain programs will nudge you toward certain tools. Paint has less tools than most programs, so some obvious things like layering for most are not there, forcing a different approach. Inkscape is full vector, it has certain presets, for once, lines are always formed in the middle of the stroke, softening lines is hard, and using tools apart from the basic ones is risky due to crashes. Fireworks auto-softens lines, and due to being raster/vector, when you zoom, you see vectors degenerate, despite this not happening if you scale them up, meaning you either work bigger, or zooming in is misleading, also, lines auto-soften, and path extrusion is a lot more specialized and command based than a simple click.


Hardware is one of the most noticeable ones in other styles and programs, but it mainly boils down to tablet or mouse, vectors favours the last, if you do backgrounds then things get weird.


Style, apart from it being OoTS, there are certain unofficial subschools, that mainly go from Cartoony to Realistic, and have internal subdivisions in terms of what is rendered and what implied (shading or no shading, detailed clothes or shapes, hair strands or hair mass, head to body proportions, body proportions themselves...).

Finally Colouring, it mainly goes with colour theory or an unnoticed understanding of it, going on and on about colour would take a rather long while, and this post is already massive, but it mainly is about saturation preferences and combinations of hue and contrast, and vibrancy, and on and on.

http://i1230.photobucket.com/albums/ee492/araveugnitsuga1/Decorated_images/RedLining.png

MAGIC EFFECTS
http://wildwestscifi.net/Misc/OotS/OotS_Magic.png

Haruki-kun
2014-02-24, 08:05 PM
Trazoi made a pretty nifty tutorial back in the day. (http://www.trazoi.net/tutorials/inkscape/oots/)

But that one's more of a specific Inkscape tutorial. If you want to make a more generalized one, you can base it off that. There's also a link in the sticky (http://www.giantitp.com/forums/showthread.php?t=8742) to another guide to making them with Illustrator.

Grinner
2014-02-24, 08:37 PM
Yes, I had intended to mention Trazoi's tutorial until I saw Haruki-kun had already done so.

I think the main thing to do is to make sure that one gets properly advertised. It's still perfectly applicable, but so many new artists I see start from scratch. I fear this is because they're unaware of Trazoi's tutorial.

What I'd like to see is a compilation of advice on things more complex than what is covered in Trazoi's guide. Magic, armor, etc. I've found that I've had difficulty expanding from what Trazoi covered; it took me a couple weeks to get my first pair of wings just right.

Cuthalion
2014-02-24, 08:41 PM
The more complex things are helpful.

But really, I was looking at Trazoi's. The hair is terrible, and there are so many ways of doing it much better. It shows you the basics, and then leaves you to your own devices. I'd like one a bit more comprehensive, and I think we can do it.

AsteriskAmp
2014-02-24, 08:44 PM
I remember (or mis-remember) having done some tutorials on general technique for some things.

The only one I can find right now is on making Fire effects for weapons:
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Tutorial.png

EDIT: Found some stuff:
-Tips for simulating motion (http://www.giantitp.com/forums/showpost.php?p=15815722&postcount=1246)
Though I also vaguely have recollections on making one for wings.

If I have time I may help in creating some more, particularly for hair (though every artists does it different so it'd be into my style rather than a general style guide) or Clothing/Weaponry (though again it'd probably leak horrible amounts of how I do so, so it'd be more guidelines rather than tutorials probably).

Cuthalion
2014-02-24, 08:55 PM
Fire tips added. More may come from me.

Motion tips added.

AsteriskAmp
2014-02-24, 09:19 PM
More stuff from a while back.

-Pseudo-Rambling on some general elements (Add IMHO to every line) (http://www.giantitp.com/forums/showpost.php?p=12941122&postcount=1257)
-Demo of above post (partial credit to Kid on a Stick/Kid Kris for the notes on OotS mouths).
http://i1230.photobucket.com/albums/ee492/araveugnitsuga1/Decorated_images/RedLining.png
-Illustrating Ramblings (Do not look for the original post please, it's actually insane ramblings with some barely coherent and useful stuff inside, instead when possible I'll link to an actual useful post on flow).

http://i581.photobucket.com/albums/ss257/araveugnitsuga/1-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Untitled-2-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Untitled-3-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Untitled-4-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/Untitled-5-1.png
http://i581.photobucket.com/albums/ss257/araveugnitsuga/TeutonicKnightArtOverview.png

Cuthalion
2014-02-24, 10:16 PM
Added all that in.

I want to see how you guys do magic effects before I toss something together.

Crimmy
2014-02-24, 10:43 PM
It's... different for each person, I would say.

For example, Mine go something like this:

http://i294.photobucket.com/albums/mm112/Thecrimsonmage2/wizard-white.png

http://i294.photobucket.com/albums/mm112/Thecrimsonmage2/Brand.png

http://i294.photobucket.com/albums/mm112/Thecrimsonmage2/DocRequest.png

http://i294.photobucket.com/albums/mm112/Thecrimsonmage2/Request-Kaim.png

http://i294.photobucket.com/albums/mm112/Thecrimsonmage2/Wind-Elemental.png

http://i294.photobucket.com/albums/mm112/Thecrimsonmage2/Water-elemental.png

http://i294.photobucket.com/albums/mm112/Thecrimsonmage2/Total-takeover.png

It's all situational for me. It's not the same when it's elemental magic as when it's an aura, a magic circle, a basic spell, or other kinds.
And depending on how one decides on doing it, it can also vary if the avatarist chooses to follow a bit into the original art his/her piece is based on (an example is both Brand from League and the white skinned Richard from a webcomic I don't remember.)

Mauve Shirt
2014-02-24, 10:52 PM
Trazoi's teaches you to use Inkscape for the basics and the avatarist grows from there. The trouble with a "comprehensive guide" is that you'll lose all the little individualities that go with each avatarist's style. I go with very basic blocks of color for my OOTSatars, while others, Kurien for instance, add layers of shadow. Some don't ever use eye colors, and some only ever color the eyes.
However, tips and tricks in general are good, I just want to make sure we don't tout our recommendations as the one and only True Way to do an oots-style avatar.

As far as I can tell, what you need for OOTS-style is a round head with two eyes of different size, a substantial body, stick arms with a half-circle hand, and stick legs.

Cuthalion
2014-02-24, 11:33 PM
Trazoi's teaches you to use Inkscape for the basics and the avatarist grows from there. The trouble with a "comprehensive guide" is that you'll lose all the little individualities that go with each avatarist's style. I go with very basic blocks of color for my OOTSatars, while others, Kurien for instance, add layers of shadow. Some don't ever use eye colors, and some only ever color the eyes.
However, tips and tricks in general are good, I just want to make sure we don't tout our recommendations as the one and only True Way to do an oots-style avatar.

As far as I can tell, what you need for OOTS-style is a round head with two eyes of different size, a substantial body, stick arms with a half-circle hand, and stick legs.

I'm not suggesting that, I was just thinking if we compiled tips and ways from many different people of doing many different things that are not in Trazoi's... well, I'll add the link to the first post as a starting point.

Domochevsky
2014-02-25, 06:57 AM
Hm, thinking on magic effects... I'm gonna use a drawing program here that isn't vector based (so no inkscape. More something you can do with paint.net, as that supports layers).

Iunno how useful it is, but maybe it makes for a decent starting point/reference at least. Alternatively we can workshop this. :smallsmile:


http://wildwestscifi.net/Misc/OotS/OotS_Magic.png


This is a 3 layer affair, for outline, color and highlight color, without any fancieness like glow and blurr. Just basic crispness.

The whole thing is aranged "flat", meaning no effect reaches into any other plane of 3D-ness. That's some more advanced stuff.

Szilard
2014-02-25, 07:58 PM
Szilard's guide to magic:

Use pencil/freehand/whatever tool to make squiggles around the hands or whatever is using/being manipulated by magic. If needed, simplify the line (ctrl+L in Inkscape). Assuming a closed shape, give the color that represents the character best (usually symbolizes the type of magic or personality of the character). Set opacity to 50-70% (feel free to play around with it). Bam, magic effects that looks like the Giant's.


I might put some technique guides up. But I believe Trazoi's for the basics is good, and it allows others to create their own take on OotS style.

Mauve Shirt
2014-02-27, 06:18 PM
FYI, Trazoi's guide is actually so good it's used in professional settings as a "basics of Inkscape" guide.

Savannah
2014-02-27, 08:22 PM
The more complex things are helpful.

But really, I was looking at Trazoi's. The hair is terrible, and there are so many ways of doing it much better. It shows you the basics, and then leaves you to your own devices. I'd like one a bit more comprehensive, and I think we can do it.

You gotta learn to walk before you can run. Trazoi's guide is amazing, and if I were starting again, I'd find it far more helpful than a collection of snippets about fancy elements.

If I were writing a comprehensive guide to OotS style avatars/images, I'd probably follow an outline along these lines:

1) Drawing equipment.
- There are three basic options: vector programs, raster programs, and scanned/photographed hand drawings. Very, very briefly outline the features and pros/cons of each.
- Note that the Giant uses Illustrator, a vector program, for OotS.
- List commonly used programs (indicating whether they're vector or raster).

2) What makes OotS style?
- Analyze the comic's art (proportions, body shapes, line width, how hands hold things, facial expressions, clothing, humanoids, monstrous humanoids, animals, dragons, etc).
- Show examples volunteered by avatarists who closely mimic the Giant's style and avatarists who've greatly deviated from it so people can get an idea of what sorts of variations are already out there.

3) Very basic guide to making a figure. There need to be at least a couple of these (preferably as many as possible...), as the basic process does vary between vector and raster programs.
- Trazoi's works for vector (specifically Inkscape, but applicable to others).
- I'm pretty sure I once saw a nice guide to avataring with Paint, which would work for raster (was it yours, Crimmy?).

4) Fancier effects and troubleshooting. I think most of what you've got in the OP now would fall into this. Yes, it's very important to have, but not before you've learned how to draw the basics.

5) You've drawn it, now what?
- File formats, transparency so you don't have a white background on your avatar.
- Avatar size requirements if it's intended as an avatar.
- Some ideas for where to host an image.

That way people who've never drawn anything can go from nothing to an image they can use on the forums, and those who know a little bit about the basics can jump to the fancier bits.

Cuthalion
2014-02-28, 09:47 AM
I did put Trazoi's up there. Like I've been saying, any part of that whatsoever that anyone wants to submit I'll take.