Tutorial for creatures
Posted: Apr 05, 2008 10:20 pm
This tutorial was created by Óin, for the tibia.de graphics forum. You can find the original here: link
NOTE: Humans/human based creatures do not nessisarily need to look like tiban humans. They are shown here because that is what the tutorial was created for. Although all the aspect/lighting also applies to Dristin. -Relic
So, you’ve decided to draw a creature? Congratulations! While working with the weird perspective, animations and death n’ decay is very challenging, it can also be extremely rewarding.
This isn’t a tutorial to teach you shade or anything such, and I’m counting on that you know the most basic of basics about monsters and skins. This is a collection of notes of what I think about when making humanoid creatures. It’s a big tutorial for an enormous subject, so be prepared for some reading (1784 words total! This part has 994 words.) You don’t make a monster in one session, so you don’t have to read this tutorial in one session either.
Beginner’s Section
-Perspective
Start with getting a hold on some character and monster skins from the game. A good way to begin is to try to replicate (not editing) one of the skins. There’s no chronological way to tell you all this, so read through the whole of this perspective guide before you start.
Begin with drawing the line-art, and then fill up with basic colors as you go.
Like walls, monsters lean 45°. Draw a diagonal line and make sure the character follows it.
Here’s a fact for you: [Dristin’s] perspective is impossible and cannot be replicated in real life, you can’t see something right from the top and still see the sides. If you met a [Dristin] on the street, he’d look like this. Weird, huh?
Surfaces that are flat up against the sky are drawn straight from above – You have to judge when something stops being flat up against the sky. Make the top sides brighter than the sides so you can see. Just try, it takes practice.
Your result may be good or not so good at this point. Here comes a principal rule to follow: All points on one side of the graphics should be parallel to those on the other side. This means that arms should end at the same pixel height-wise, that they should begin at the same pixel height wise, that one shoulder shouldn’t be lower than the other one etc. It applies to all kinds of details.
You can override this rule by one or possibly two pixels on the arms, since it can be hard to fit details on the small left arms that you get with this rule. The Character outfits do this. With bigger monsters you shouldn’t need to make any exceptions, however.
< As you progress, often twist and turn the skin so that it faces east instead of south, as this helps when looking for perspective faults. Also, try drawing the character facing east instead of south.
-Shading
The top of monsters are a bit brighter than the sides. Remember this and use it to show where something is “flat up against the sky.” Aside from that, creatures are shaded in a weird and undefined way. Just shade them darker towards the edges.
< Did I mention you should look at in-game stuff?
NOTE: Humans/human based creatures do not nessisarily need to look like tiban humans. They are shown here because that is what the tutorial was created for. Although all the aspect/lighting also applies to Dristin. -Relic
So, you’ve decided to draw a creature? Congratulations! While working with the weird perspective, animations and death n’ decay is very challenging, it can also be extremely rewarding.
This isn’t a tutorial to teach you shade or anything such, and I’m counting on that you know the most basic of basics about monsters and skins. This is a collection of notes of what I think about when making humanoid creatures. It’s a big tutorial for an enormous subject, so be prepared for some reading (1784 words total! This part has 994 words.) You don’t make a monster in one session, so you don’t have to read this tutorial in one session either.
Beginner’s Section
-Perspective
Start with getting a hold on some character and monster skins from the game. A good way to begin is to try to replicate (not editing) one of the skins. There’s no chronological way to tell you all this, so read through the whole of this perspective guide before you start.
Begin with drawing the line-art, and then fill up with basic colors as you go.
Like walls, monsters lean 45°. Draw a diagonal line and make sure the character follows it.
Here’s a fact for you: [Dristin’s] perspective is impossible and cannot be replicated in real life, you can’t see something right from the top and still see the sides. If you met a [Dristin] on the street, he’d look like this. Weird, huh?
Surfaces that are flat up against the sky are drawn straight from above – You have to judge when something stops being flat up against the sky. Make the top sides brighter than the sides so you can see. Just try, it takes practice.
Your result may be good or not so good at this point. Here comes a principal rule to follow: All points on one side of the graphics should be parallel to those on the other side. This means that arms should end at the same pixel height-wise, that they should begin at the same pixel height wise, that one shoulder shouldn’t be lower than the other one etc. It applies to all kinds of details.
You can override this rule by one or possibly two pixels on the arms, since it can be hard to fit details on the small left arms that you get with this rule. The Character outfits do this. With bigger monsters you shouldn’t need to make any exceptions, however.
< As you progress, often twist and turn the skin so that it faces east instead of south, as this helps when looking for perspective faults. Also, try drawing the character facing east instead of south.
-Shading
The top of monsters are a bit brighter than the sides. Remember this and use it to show where something is “flat up against the sky.” Aside from that, creatures are shaded in a weird and undefined way. Just shade them darker towards the edges.
< Did I mention you should look at in-game stuff?