i love your art so much!! would you be alright sharing some info about your process for art? i'm in love with all of it especially your more recent painterly stuff :D if i could eat your art to gain its power i would
Thank you so much!!! :DDD and ofc! I'll try and articulate whatever I do (I truly just See What Looks Good tbh) below the cut :]
I'll use my most recent work as an example :]
So I start off with the sketch of course, for this I'll usually have the general idea of what I'm doing planned out in my mind, but if I can't figure out the pose/layout or whatever I'll usually scour pinterest for references/inspiration
Then COLOUR SHIT. Ok, I couldn't get a version of this without shading bcus I sadly merged the layers already </3 but basically once I have the base colour(s) down I'll mess with the layer's colour settings until it works with the lighting I'm doing and then I'll start shading. I'd say there's a more refined process but tbh I kinda just pick a section (skin, hair, clothes, etc...) and go ham.
After that, rendering! (And small details [the first pic]) tbh I have no idea what rendering is/how to do it? But my definition is 20 layers of airbrushing at low opacity until it looks good đ (for this piece that was alot of dark blues, reds and purples. In general I try to use the dreaded Colour Theory to make things look nice and cohesive [complimentary colours and the like]) this section is very much trial and error, I'll also mess with the settings and colours for everything I've done so far ALOT, as well as go back and fix little things I did forever ago
Then the background/any final details! (Usually if I'm doing a more complicated background I'll work on that at the same pace as every thing else [sketch, colour, render] but for pieces like this where it's simple, I'll do that whenever)
But yeah! Hopefully that's helpful (?) In some way. My process is all over the place and I usually break my own order of doing things and start like rendering half way through colouring half the time?? Anyway thank you!!! It feels very awesome to know people like my art and wanna see how I do stuff :DDD
[by Mark Cookman / Tribality 1, 2, 3]Â @we-are-pirate, @we-are-scarlet-corsair
If you are running a game with pirates in it, then you should know what the job entails. Itâs not all boarding ships, counting booty, and drinking rum like you might think. A great deal of hard work is required to run a sailing ship with a law-abiding crew, let alone one populated by pirates. In this essay we are going to examine the five principle officers on board a pirate ship, their duties, and their responsibilities. This is part one of a three part lesson. In the next lesson we will examine the duties and responsibilities of other officers and crew members with special duties. In the final lesson, we will look at one very special group of crew members that are almost always overlooked. Read on to learn what pirates expected of their primary officers.
The principal officers of a pirate ship were the captain, the quartermaster, the pilot, the boatswain, and the master gunner. On some ships these positions were all elected by an equal vote of the crew and on others the captain picked the crew members he wanted to serve in the positions. The captain on a pirate vessel was almost always elected by an equal vote of the crew. On a privateer vessel this was not very often the case. Privateer captains were often the owners of the ship or were given commission by their monarch to take a vessel to sea. So it follows with the other officers. If the captain was elected, then generally all of the officers were elected. If the captain was appointed or held his position by means of ownership, then generally he picked the officers. In either case, an officer on a pirate ship served at the whim of the crew. Even a man picked by the captain would be booted down to a simple crewman if he could not do his job. For the most part though, a person elevated to serve as one of the principle officers did so for life. The title of this article refers to the fact that most often the authorities that captured, tried, and hung pirates concentrated on the five principle officers of the ship. These officers were generally the most intelligent and skilled crewmen on board the pirate vessel. They were people that everyone else on board the ship admired for their ability to do their job. Diligent action is the mother of respect on board a ship.
The captain, however he came to his position, was chosen for his leadership, bravery, and cunning. The captain was responsible for the ship and everything aboard her; every item and every man. He was responsible for the overall decisions affecting the ship and her crew. The captain decided where to sail and what to attack. He was the voice of his crew to all beyond the ship. He often led his crew in battle. In terms of daily duties, the captain kept a log of the voyage, managed the affairs of the ship through the officers, and generally served a four to six hour shift at the helm. The captain stayed in power by being successful. As long as there are prizes to plunder, rum to drink, and food to eat, the captain will not be voted out or mutinied against. It is when things get lean that the captain must worry about crew voting him unfit for command.
The quartermaster (or first mate on a privateer vessel) was the number two man on the ship. He was responsible for enforcing the shipâs articles and administering punishment when necessary. The quartermaster was the trustee of the ship and her crew. He directly represented the crew to the captain. It was his responsibility to serve as a counterbalance to the captain in decisions that might be hazardous to the ship or the crew. A wise captain made no decisions that his first mate didnât support. The quartermaster took responsibility for prize vessels and picked the treasure that the crew would take from a prize. He was also responsible for counting the booty and splitting the shares. Each day would find him working with his subordinate officers the boatswain, the master gunner, and the master at arms to effectively run the ship. The first mate also served a turn at the helm, generally a four to six hour shift.
The pilot was the number three man on the ship and often the most educated. He served as the shipâs navigator and was generally the best all around sailor aboard the ship. He was responsible for plotting the shipâs course and maintaining that course. The pilot maintained all of the shipâs charts and maps as well as the tools of navigation. He was charged with keeping a daily log of every event relating to the sailing of the ship. He recorded the depth, the currents, the wind patterns, the shipâs location, the locations of reefs and sandbars, and the state of the rigging. He reported directly to the captain. The pilot oversaw the work of the sail-master and almost always had at least one assistant (a pilotâs mate) to help him with his duties. The pilot and his mate both served separate shifts at the helm in addition to taking readings from the moon and stars to plot and maintain the course.
The boatswain was the number four man on the ship and often the most feared by the crew. He was in charge of the provisions for the ship. He maintained the stores of food, water, rum, gunpowder, shot, sails, rope, wood, and tar required to keep the ship and crew fit for action. The boatswain also directed the loading of cargo into the hold to maintain the proper ballast to ensure level sailing. He was in charge of keeping the watches on the ship and maintaining discipline among the deck crew. He was responsible for the shipâs longboats and for picking a crew to man the sweeps when the longboats were used. The boatswain was charged with maintaining the shipâs seaworthy status. He oversaw the duties of both the carpenter and the cook. The boatswain generally had a mate to help him with his responsibilities. In general, his duties were to make certain that all the work of running the ship was done. He reported to the quartermaster. The Boatswain was often the most feared man on the ship because his obligations often made him uncompromising. It was his responsibility to keep everything âship-shapeâ. Leniency was something the quartermaster might give to the crew, but it was not something the boatswain was in the position to give. Day and night, the boatswain would drive the crew to do whatever work was required. He maintained the watch log and reported any problems to the quartermaster.
The master gunner was the number five man on the ship. He was responsible for the care and cleaning of all firearms, culverin (deck guns), and cannons on board the ship. He was also responsible for training the crew in the use of both firearms and shipâs weaponry. The master gunner picked and ran the gunnery crew. He reported to the quartermaster, but was responsible to the entire ship to make certain that the cannons hit the declared target. He was also responsible for maintaining the inventory of powder and shot for all of the guns on the ship. The master gunner was the only crew member besides the captain and the quartermaster entrusted to carry a key to the shipâs powder magazine. Additionally, the master gunner often led or picked hunting parties when they were called for. His day to day duties mainly consisted of drilling the gunnery crew and maintaining the guns.
In this second part of a three part lesson dealing with the crew positions aboard a pirate vessel, we are going to look at the responsibilities of the Sail-master, the Carpenter, the Cook, the Surgeon, and the Master at Arms. These were all lower officer positions and were either voted upon or assigned by the captain as discussed in the first part of this lesson. The sailors who served in these positions were skilled laborers and, as such, their skills were always very much in demand on a ship. They were almost always offered a greater share of the treasure because of their skills. These were definitely crew members that a pirate ship could not function without.
The Sail-master was the most experienced crewman in the rigging and usually one of the best sailors on the ship. He was responsible for maintaining the sails and the rigging. The Sail-master knew every knot, line, rope, block and tackle in the rigging as well as how to repair them all. He was also responsible for training and running the sail crew as well as overseeing the making and patching of sails. The Sail-master took orders from and reported to the pilot.
The Carpenter was a skilled wood worker, often with some shipwright experience, who did all of the woodworking required by the crew. He was primarily responsible for repairing damage to the wooden portions of the ship and for plugging leaks that got too bad. (Ye should understand right now, before ye go to sea, that all ships leak, mates. Itâs just when they really leak badly that you have to worry about it.) The Carpenter was also responsible for the construction of barrels and crates, as needed, to store cargo, as well as maintaining the tools of his trade. He took orders from and reported to the Boatswain.
The Cook was one of the most important of the lower officers. He was in charge of all matters relating to food on the ship. He made certain there was enough food, water, and rum on board for the planned cruise. He cooked the meals and suggested rationing when it was necessary. The Cook butchered the meat brought back by hunting parties and was the only man trusted to light a fire below decks. He maintained the necessary tools for both cooking and butchering. The Cook took orders from and reported to the Boatswain.
The Surgeon was likely one of the toughest men on the ship. He served as the barber/doctor/emergency surgeon for the entire crew. He was equally capable of shaving your beard and cutting off your damaged leg. The Surgeon dealt with not only the sick and the wounded, but also the dead. He, like the other lower officers, was responsible for maintaining the necessary tools of his trade. The Surgeon took his orders from and reported to the Quartermaster. It was rare for a ship to have a real doctor and it was common for the carpenter or the cook to fill this role as needed.
The Master at Arms was often the most skilled warrior on the crew. He was responsible for training the crew in hand to hand combat. He also led the shipâs boarding parties and hunting parties when they were necessary. The Master at Arms position was not a separate position on every vessel and often these responsibilities fell to the Quartermaster. When the Master at Arms position was filled on a ship, he took orders from and reported to the Quartermaster.
These 5 core positions represent the Non-Commissioned Officers of a pirate or privateer ship. These men all commanded other men on work details and so their words carried great sway with the crew. It was often from among these men that the next captain was chosen when a captain lost his position through a vote of no confidence. Thus, these were the men that the captain had to keep loyal to him to stay in command of the ship.
In this article, we will be looking at the makeup of the crew itself. Remember that the only rule with pirates is that there are no rules; no two crews of any two pirate ships were exactly the same. Even so, we can narrow down some roles common to pirate/privateer crews based upon the jobs that must be done aboard ship. Most simply put, pirate crews are a mixture of brutes, gunners, swabbies, and musikers. Letâs examine each category in turn.
A great deal of hard work and heavy hauling is involved in just sailing a tall-masted ship. In strong winds the canvas sails must be man-handled by a deck crew that is stronger. Loading and unloading supplies, most especially cannons or chests of gold, requires a number of strong backs. This is why every ship has its share of brutes â big, strong men capable of handling themselves no matter the work or the fight. In addition to the tasks already mentioned, brutes would be key men in hunting parties, ship boarding, and raiding groups as well. Keep in mind that not all brutes need to be hulking bruisers. A wiry-tough and dexterous hunter, skilled with both blades and long rifle, could be a brute as well. Brutes, no matter their size, do not shrink from a hard task. Men of this sort make up perhaps as much as ½ of a pirate crew, but they will be mixed among the gunners and swabbies, not a stand alone corp. Most of the men on a pirate or privateer ship were probably gunners.
Depending upon the size of their shot, each cannon required a crew of either 3 or 4 men to load and fire it. So a sloop carrying 4 small guns per side would require a minimum of 24 men to fully maintain them and that does not include the officers directing the cannon fire. On a large ship, like Blackbeardâs Queen Anneâs Revenge, a full gun crew would be 160 men dedicated only to firing the cannons. (It is important to note here that Blackbeard had a total crew compliment of 125 on board the Queen Anneâs Revenge.) These crewmen would have to be available 24/7 to do their job whenever required, but otherwise might have no duties on the ship. There was double-duty in most crews though. Most pirate ships didnât keep a full compliment of gunners like warships of the time did because fewer crew members meant fewer shares and that meant more money for everyone when the treasure was split. Gunners could make up between 1/3 to 2/3 of a crew.
Swabbies, or actual trained sailors, are the crew members responsible for handling the rigging and the sails to keep the ship moving. These are the guys and gals who climb the ratlines into the rigging and walk the spars that jut from the masts. Swabbies sometimes fight from the highest position that they can get to on their own ship and then leap into the rigging of the enemy vessel when boarding. Often dexterous fighters, swabbies are known for leaping into the fray, but sometimes they hide in the rigging as deadly snipers. It might be surprising to discover that skilled sailors usually comprised less than 1/3 of the total crew compliment of the ship.
It is difficult to prove that âmusikersâ, or musicians as we call them, were ever a stand-alone part of a pirate crew. However, two excellent examples from the pirate period demonstrate that they have been a common part of most ships of war, pirate and privateer ships included. The first example is from the early Seventeenth century. In Captain John Smithâs advice concerning how to conduct a one-on-one naval engagement he remarks when preparing to board one should, â⌠sound Drums and Trumpets, and Saint George for England.â The second example comes from the early Eighteenth century. In the articles of Captain Bartholomew Roberts it is stated: âThe Musikers to have Rest on the Sabbath Day, but the other six Days and Nights, none without special Favour.â When thinking about the musicians on board a ship in the 16th to 18th centuries, one must not think of a band. That would be far too organized a concept. There is no way to know how many crew members may have been musicians, but one assumes that the number is not large.
It is likely that ships of this period had crew members who owned musical instruments as varied as brass horns, mouth harps, fiddles, bag pipes and accordions. Furthermore, sailors could gather numerous instruments from the various ports of call their ship made. Examples here are numerous: cowhide and goatskin drums from Africa, dried gourd maracas from Cuba, bamboo drums and flutes from Hispaniola, and even tambourines from Morocco. Pause a moment and consider the combined sounds of all of the instruments mentioned here. Now you know why a band is not the idea you want to have. The musicians were popular with the crew, as they were entertainment as well as a valuable battle element. The musicians played during meal times and during work breaks allowing the crew some entertainment to break the monotony of long hours of tiring work. This boost in moral was welcome at anytime, but was perhaps the most effective when used in battle.
From stories of Bartholomew Roberts crew and others, we know that when a ship with musicians approached another ship with the intention to fight, the effects of the music could be terrifying to the enemy. The musicians would play marches and other martial music. There were drum rolls, trumpet and bugle calls, and perhaps even a piper given the nationality of the crew. Add to this the noise of the shipâs cook beating upon his pots and pans and the crew stamping their feet or beating their weapons against the ship. Finally top this off with the sounds of shouting, screaming, and shooting, both pistols and rifles as well as cannons and deck guns. Your imagination can supply you with the details of the scene. The intended result is achieved: the morale aboard the pirate vessel is raised to a fevered pitch while the morale of their intended prize is shaken. So do not forget that pirates and privateers know the value of bardic inspiration when you run those encounters.
How do you legs
Curves vs. straights baby !
I try to always think of the flow of the legs in relation to the overall posture, so getting those curves and straights into play is really handy.
I've added an extra colored line here (the green one) that I tend to do with poses that are leaning heavily, so the line of action becomes more clear and less broken up by the hip. This works best for standing poses (and is obviously not anatomically correct, it's just my preferred way of drawing bodies).
In sitting poses, the straights help to emphasize contact with the ground.
pssssst hey. hey. free and expansive database of folk and fairy tales. you can thank me later
This is a fun option if you use, for example, phrases in other languages in your story. I often do, and this is a nice way to give translations without having to scroll to the end of the text, or putting them in the starting notes where people have to keep checking back â or where they spoiler the story!
HOWEVER. The drawback is that the floating boxes only work when a âmouseâ is âhoveredâ over the marked text. They do NOT show up on tablet or phone screens, so youâll still need to put a list of translations in the notes for readers using those devices.
Letâs have an example.Â
âQuâest ce que tu veux?â
Now if you speak French, you might know that means âWhat do you want?â
But not all of your readers will know that. So, you offer them a translation. And since the boxes donât appear unless you hover directly above them, I usually add a Beginning Note to the chapter that reads something like this;
âHover over italicised foreign language text for translations! (Mobile and tablet users please see the Ending Notes)â
In HTML mode in Ao3, (if you try this in Rich Text mode you will get a horrible mess so donât) the line with this example would appear as:
<p>â<em>Quâest ce que tu veux?</em>â</p>
To add the floating box with the translation, you would select the words to be translated (that is, Quâest ce que tu veux?) and paste in the following HTML.
<span title=âWhat do you want?â>Quâest ce que tu veux?</span>
The whole line will now read:
<p>â<em> <span title=âWhat do you want?â>Quâest ce que tu veux?</span> </em>â</p>
Review your work, hover over the part that requires translating, and you should see the following:
And youâre done!
I tend to set up a Word doc with all the <span> lines I want to use created in it, and then when the time comes, just copy/paste them into Ao3. Saves lots of time!
I was asked by a friend yesterday if I could offer basic tips about comic paneling. As it turns out, I have a lot to say on the matter! I tried breaking down the art of paneling using the principles of art and design, and I hope it helps you out!
EDIT: uh uh there are a lot of people reblogging this, so i figure i may as well append this now while i can lol
This whole thing was very much cranked out in a few hours so I had a visual to talk about with a friend! If this gives you a base understanding of paneling, that's awesome! Continue to pull in studies from the comics you see and what other artists do well and don't do well! You can tell paneling is doing well when the action is flowing around in its intended reading format.
Here's the link to the globalcomix article from which I pulled the images about panel staggering! Someone sent in a reblog that it wasn't totally clear that the 7th slide mostly covers what NOT to do in regards to staggering, and that is my mistake!
I saw in a tag that someone was surprised I used MamaYuyu too, and I don't blame them lol. If I had given myself more than a couple hours maybe I would have added something else on, I just really admire MamaYuyu's paneling personally.
uh uh, final append: I am by no means a renowned master of paneling, so if you find anything off base here, by all means, counter it with your own knowledge and ways you can build upon from here! Art is always a sum knowledge of everything we find. đŞ
Can I get an outline for reference of how you draw bodies please? ^^ if you can and want to
[text in the first image: fat rolls are cute as fuck put them every where]
I don't really think I'm the best person to ask... I don't think of anatomy often HAHA. this is more my chibi style? but it's the exact same just smaller heads hands n feet w/ my normal style so it . is analogous.
best tip! make every line curve slightly outward. cus it's cute. also add a little fat roll to the back as a treat. for me. for me. for me.
Bleeding:
Blood is warm. if blood is cold, youâre really fucking feverish or the person is dead. itâs only sticky after it coagulates.
It smells! like iron, obv, but very metallic. heavy blood loss has a really potent smell, someone will notice.
Unless in a state of shock or fight-flight mode, a character will know theyâre bleeding. stop with the âi didnât even feel itâ yeah you did. drowsiness, confusion, pale complexion, nausea, clumsiness, and memory loss are symptoms to include.
blood flow ebbs. sometimes itâs really gushinâ, other times itâs a trickle. could be the same wound at different points.
itâs slow. use this to your advantage! more sad writer times hehehe.
Stab wounds:
I have been mildly impaled with rebar on an occasion, so let me explain from experience. being stabbed is bizarre af. your body is soft. you can squish it, feel it jiggle when you move. whatever just stabbed you? not jiggly. it feels stiff and numb after the pain fades. often, stab wounds lead to nerve damage. hands, arms, feet, neck, all have more motor nerve clusters than the torso. fingers may go numb or useless if a tendon is nicked.
also, bleeding takes FOREVER to stop, as mentioned above.
if the wound has an exit wound, like a bullet clean through or a spear through the whole limb, DONT REMOVE THE OBJECT. character will die. leave it, bandage around it. could be a good opportunity for some touchy touchy :)
whump writers - good opportunity for caretaker angst and fluff w/ trying to manhandle whumpee into a good position to access both sites
Concussion:
despite the amnesia and confusion, people ainât that articulate. even if theyâre mumbling about how much they love (person) - if thatâs ur trope - or a secret, itâs gonna make no sense. garbled nonsense, no full sentences, just a coupla words here and there.
if the concussion is mild, theyâre gonna feel fine. untilâŚ.bam! out like a light. kinda funny to witness, but also a good time for some caretaking fluff.
Fever:
you die at 110F. no 'oh no his fever is 120F!! ahhh!â no his fever is 0F because heâs fucking dead. you lose consciousness around 103, sometimes less if itâs a child. brain damage occurs at over 104.
ACTUAL SYMPTOMS:
sluggishness
seizures (severe)
inability to speak clearly
feeling chilly/shivering
nausea
pain
delirium
symptoms increase as fever rises. slow build that secret sickness! feverish people can be irritable, maybe a bit of sass followed by some hurt/comfort. never hurt anybody.
ALSO about fevers - they absolutely can cause hallucinations. Sometimes these alter memory and future memory processing. they're scary shit guys.
fevers are a big deal! bad shit can happen! milk that till its dry (chill out) and get some good hurt/comfort whumpee shit.
keep writing u sadistic nerds xox love you
ALSO I FORGOT LEMME ADD ON:
YOU DIE AT 85F
sorry I forgot. at that point for a sustained period of time you're too cold to survive.
pt 2
also please stop traumadumping in the notes/tags, that's not the point of this post. it's really upsetting to see on my feed, so i'm muting the notifs for this post. if you have a question about this post, dm me, but i don't want a constant influx of traumatic stories. xox
sideblog for @letardoursprout so i have somewhere to collect all the tutorials/advice that i likeicon by lovelyshiz. header by hexh-pixel
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