Sketches are under appreciated as creative exercises that help you develop a unique art style, so feel free to post your silliest and roughest sketches here- I'll start.
Oh, that’s a fun idea for a thread!
My art process is 100% line-less, so my sketches tend to look a lot more uhhh… polished(?) since they naturally have some degree of rendering in them. I made an effort to find a particularly rough page though, and remembered a good one from 2021:
I did all of these pretty quickly in a drawpile session, I was using photrefs ofc but they still have that rough vibe since I was working quickly with unfamiliar tools :D
Well I thought I would post some of my sketches too, a lot of artist try to have "perfect" sketches, or try to not do mistakes when sketches are supposed to be rough. There's no true mistake, no shame to have either. On my case, I just began to draw again after some time of pause, so sketches are my bestfriend.
Glad you like it.
Sadly this is probably going to be the only infinibuck I draw. It's for a little minigame and strictly speaking I don't even need this artwork, it just seemed like a fun addition. When a final version takes days to draw, I will likely focus on other artwork, of which there is a lot to do.
I guess these would fit in here. These are some initial planning sketches for a (not game-related) commission I’ve started working on this week:
The final piece will be pixel art, but it certainly faster to lay things out with my tablet. I’ll probably keep using this hybrid approach in future pieces as well.
I agree! It’s when I’m sketching I free myself if limitations or “trying to make” something and I always surprise myself!
I did these sketches on my iPad while waiting hours online to buy TS tickets that were selling out fast yesterday. Can you sense my anxiety from these pictures? Lol I feel our emotions come out more easily when we sketch and that surprised me yesterday haha 😂
Right before May started, I made a little walking sim for "Cozy Spring Jam 2023" called "Relaxing Walk" (I know, Such a creative name)
Before I started any work, I made little sketches for what the levels in the game should look like. Some sketches have been updated in post.
The winter to spring transition level was supposed to be the first level but I ended up scrapping for the time being (since we were given 3 days to make a game). Recently (2 weeks ago) decided it was time to add it back to the game.
To save myself some time I ripped the landscape of level 1 from another game of mine, PropHunt.
I only use services.msc ( the normal service app in windows ). Type services in search, scroll down till you see windows update and just disable it's service.
typically it works but it could be that newer updates have task scheduler checking if updates service is on or not. For that you might need group policy editor.
since I'm using windows 10 home they disabled the gpedit or Group Policy editor however you can easily bypass that.
While working on Magical Girl TRPG, I've been designing characters for the protagonists. Here are my progress, thus far:
The funny thing was this was based on some alcohol pods that were inspired by that really stupid trend going on a few years back when people were eating tide pods.
Granted that was years ago but it really did inspire me to make it, but I never got the chance to finish it and it just ended up being one of those things I never bothered to finish.
ok. just wait. because soon i will make frisk okay?
Edit: maybe you try to make all deltarune charcters: Kris, susie, and ralsei (hatless) while i am doing it?
So here is a sketch of a new kind of level I had the idea of making for a while and finally got to tackling. I was kinda intimidated about using a half 2d , half 3d approach like you see here, but also it seemed like and interesting effect and it opens all sorts of possibilities for different puzzles I could make with these. I though about doing entirely 2d isometric levels, but I liked the idea of being able to move the sprites around and to rotate the entire perspective like you see above. If it's possible to do in 2d at all than it would be a real pain to code and way beyond my skill.
This seems to be more or less working like I wanted it to do, but I had to employ some weird integration nonsense to make this work. For example, you aren't seeing this whole tileset from above the ground ( which would be easier to do if the sprites didn't move vertically), the camera is actually completely flat and looking from a strict birds point of view. I had to do that because otherwise the colliders would intersect whenever I try to move any of the sprites up or down and that just doesn't work at all. Kinda hard to explain what I mean without showing in engine examples, but all the ways I could find of making something like this use some goofy workarounds. Oh well, as long as it works. Hope I don't put myself in the situation where I have to make several versions of the same thing like I did when I had to code three slightly different versions of the same dialog window for different levels because I had no idea what I was doing, haha.
Told wasabi that i will do the frisk sketch. here it is already.
So here's a sketch for a little experiment painting I'm making for my puzzle game.
Usually in painting it's all about the shading, the values( darkness/lightness of colors). I decided to say screw it and to see if i can paint something using exactly the same value for each color. If you turn off the saturation for this psychedelic mountain thing sketch it looks like a flat gray image and nothing is discernible. Should be an interesting challenge.