Sara Sydnor's nonsense tumblr.
Art tumblr is: sarasydnor.tumblr

sir-hathaway:

least-virginy-virgin-ever:

infinite-songbird:

how the fuck do some girls get boyfriends so easily like wtf do you just create them in your basement or what

image

In just seven days, oh baby, I can make you a maaaaaaaaan

I believe that Rocky Horror fans just stole a text post and I love it.

(via freecandyman)

gourmetgaming:

Pokémon – Old Gateau

Difficulty: 1 Heart

With the return of Gourmet Gaming, I felt a return to the classics (in terms of both food and games) as a gentle ease in would be best. Pokémon recently enjoyed a resurgence in popularity thanks to ‘Twitch Plays Pokémon’ where gamers set aside their differences and took part in some (mostly) jolly co-operation in a bid to become Pokémon master. When it came to the Old Gateau, I decided to base the recipe on the traditional Japanese treat of Uirō, which is rather similar to Mochi in texture and taste. I decided only a sweet from the Edo period could have survived so long in the Old Chateau. I like to think maybe it’s the final tasty evolution of a Gengar…

Click ‘Read More’ for the full recipe!

Read More

theanimationarchive:

From concept to finished design; here are a few images from the production of Hayao Miyazaki’s Spirited Away (2001). You can get a nice look at the work put into a single production background image starting with a sketch, a full colored and detailed comp; which is then eventually drawn and painted again as the final image used for the film.

Considering that the average film has over 1,000 different shots; you can start to appreciate the work that goes into hundreds of fully painted backgrounds for an animated film. And these images aren’t even showing the work that goes into scouting locations, finding references, or even the initial thumbnail sketches and comps for one single background image!

(via art-and-sterf)

modmad:

claire-sketches:

dinolich:

veesdumpingrounds:

tiny tutorial thing I meant to make for the people I sometimes help out on portefolios : ) just wanted to share perspective doesnt have to be a bugger, yknow ? 

great advice! In storyboarding no one has the time to draw out full and complete perspective grids, these are great ways to get a sense of depth and field in a short amount of time.

Great advice on perspective!

literally how I do the perspective in nearly all of my boards

(via art-and-sterf)

wishroom:

Bartek Gawel, CDPR’s art director, shares some insight on the importance of head construction for successful character design.

The secret to a good character concept  is its head. Not to brag about the eyes as the mirrors of the soul or the number of emotions a human face can express let’s just get on with it. Because it’s all in the head – believe me.

Any to-be concept artist will have to learn sooner or later how to draw a good face. I decided to take my time and start this little tutorial and share the knowledge, that was gathered by artists and human body experts (scientists to be precise) throughout the ages.

In this episode I’ll write a little bit about the first principal which defines the look and character of the head you are designing. Today I will write about the facial angle.

The most important element you will need while constructing the head is the middle of the ear. This is represented by the red dot on the illustration above.

A line crossing this point and perpendicular to the horizon helps us find the beginning of the neck i.e. the place where the neck meets the chest (point A). Traditional sculptors use a special pendulum  to find the correct line. It’s good if you have an aprentice of any kind to hold it for you, while you’re busy with your work.

The models character is determined by the so called facial angle. This concept was used for the first time in the 18th Century by Petrus Camper, a Dutch anthropologist, scientist and sculptor. He introduced  a constant head position based upon a line drawn from the middle of the ear (red dot)  to the septum (the red line). The second line needed to create the face angle is drawn from the forehead surface with the jaw (yellow line). This angle can have different rays and be even right.

Determining the facial angle allows you to have a base for further head construction and influences the look of the model on an early stage, before you start outlining other elements (e.g. a nose).

[blog post]

(via splikitt)

martyfun:

el-sato:

h-a-r-p-o:

Dan Fessler’s HD Index Painting Technique let’s you paint pixel art in Photoshop in a non-destructive manner, and lets you use pretty much every tool in a perfectly pixel-gradient fashion!

The article gives you everything you need to try it out for yourself.It’s easy to set up and use, and the results are so fucking cool.

pixel artists everywhere dying just so they can roll in their graves

wwwwwHHAAAT

sHUT THE FRONT DOOR

(via splikitt)

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