So you want to brand fine art for a Visual Novel: A checklist

Questions, skill comeback, and respectful critique involving art assets.

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Deji
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Then you want to make fine art for a Visual Novel: A checklist

#1 Post past Deji » Wednesday Sep 26, 2022 6:41 pm

And so you want to make art for a visual novel.

If you practice, congrats! It's going to be fun! And maybe painful... but information technology should generally be fun (:

First, you may want to know what kind of fine art-pieces a Visual Novel needs:

  • Graphic symbol Sprites/Portraits:
    This is the most basic component of a Visual Novel you will have to draw. They're used to evidence the character currently present and/or talking.
    Most character sprites are shown as just standing there from the thighs or waist up and they alter facial expressions co-ordinate to the mood of the characters.

    Image

    They may have different arm positions or different body poses birthday to showcase different moods/Emotions and the may have different apparel and/or hairstyles that vary during the form of the game. All this is non a requirement, though.

  • Outcome Illustrations/CGs:
    This is the second most important thing you volition have to draw. A VN *can* go without event CGs, just they're a dainty addition, like pretty illustrations in an erstwhile book.
    They illustrate crucial moments in the story (the VN).
    They usually show ane or more than characters doing something confronting a groundwork.

    Image

    Outcome Illusts/CGs may have variations, like the sprites. The characters could change facial expression or pose, for instance, like still keyframes from an animation.

  • Backgrounds:
    And this is the final element yous'll have to take care of.
    Many people just utilise photographs that may or may not be filtered. You can as well use stock free backgrounds that may be available effectually in the web.

    Image

    You tin "cheat" and trace a photograph instead of cartoon the background from scratch.
    Backgrounds may too have variations, like total of people versus empty, twenty-four hour period/night, atmospheric condition or season changes.

Now, there are other assets that may be needed for a VN but may non autumn on the tasks of a VN "artist".

  • Marketing and promotional pieces:
    Posters, Banners, Wallpapers, etc.
    All the material you lot employ to make "hype" and promote a VN, usually depicting the principal characters in grouping pictures with the logo in them. Yous can as well employ some of the Event Illusts/CGs and Sprites for this purpose, but information technology's better if you lot make separate pieces.

    Image

  • Logo:
    All games need a logo! Now this is something that's more than of the work of a Graphic Designer than an artist, since the skills required to brand ane are unlike than what yous need to describe characters and backgrounds.
    The Logo must be easy to read and easy to remember and communicate and/or reflect the key concept, theme or mood of the game.

    Image

  • Graphic User Interface (GUI):
    While you can become away using a "default" GUI provided by the programme yous're working on, having a customized and unique GUI is ever the better option.
    Over again, this is more of a Graphic Designer work rather an an artist's.
    The GUI should be clean and non-intrusive, and may, like the logo, reverberate the theme, concept or mood of the game.

    Image

  • Special Effect Graphics (SFX/GFX):
    If you're working on an action-orented story, or one with supernatural elements or magic or other similar things, yous may consider creating Special Effect Graphics.

    Image

    They tin be used for magic, powers, attacks, energy rays/orbs, particles, slashes of weapons and a long list of etceteras. If you're planning to become commercial with such a game, consider this sort of graphic as a requirement!

------------------

Now that we take that out of the way, permit's see what kind of skills do you need to depict to draw each kind of nugget.
Bones skills are blank ones you demand in order to produce an asset.
INTERMEDIATE are the boilerplate/desirable ones to make your assets look okay.
Avant-garde are the ones you lot need to make your avails expect *good*. Or at to the lowest degree commercial worthy*
*your milleage may vary. Some people are okay with Intermediate level art

It may exist a given, simply the closest your art looks to your fav artists' fine art (in terms of how polished, clean and "professional" it looks) the improve! And *delight* exist *brutally honest* with yourself when comparing! If you tin't tell the deviation, enquire somebody else for feedback ;)

  • Grapheme Sprites/Portraits:
    • Bones - You can depict a character standing there.
    • Bones - You can depict unlike emotions on a face (neutral, happy, pitiful, angry, etc)
    • BASIC - You lot can color.
    • INTERMEDIATE - You tin make a not-sketchy or wonky lineart/inked cartoon.
    • INTERMEDIATE - You have a bones understanding of human figure and its anatomy.
    • INTERMEDIATE - You have a basic understanding of how apparel expect.
    • INTERMEDIATE - You can depict the same character in dissimilar poses.
    • INTERMEDIATE - You lot can use references to get your character's anatomy, pose and/or dress right.
    • INTERMEDIATE - You accept a basic understanding of color theory and how shadows work (or at to the lowest degree where they should be!).
    • INTERMEDIATE - You have a basic understanding of torso linguistic communication.
    • Avant-garde - You lot tin make a crisp and make clean linear.
    • Avant-garde - You have a proficient grasp of human anatomy.
    • ADVANCED - You have a good grasp of how dress work.
    • Advanced - You accept a skilful agreement of color theory and lighting.
    • Advanced - You lot have a good understanding of body language.
    • ADVANCED - You either utilise references very efficiently or draw from memory without needing references because you're just that crawly.
  • Event Illustrations/CGs:
    • BASIC - You have the Bones skills to draw a character sprite.
    • BASIC - You can draw a close-up of a character.
    • Basic - You can depict characters interacting.
    • Bones - You tin produce a groundwork of some sort.
    • INTERMEDIATE - You have the Intermediate skills to depict a character sprite.
    • INTERMEDIATE - You tin can draw basic backgrounds.
    • INTERMEDIATE - Y'all take a basic agreement of how characters interact inside/with an environment.
    • INTERMEDIATE - You have a bones understanding of how to draw people interacting.
    • INTERMEDIATE - Yous accept a bones sense of picture show limerick.
    • INTERMEDIATE - You lot can draw intermediate backgrounds.
    • INTERMEDIATE - You have a basic understanding of how to communicate what'south going on in a scene without having to explain the image with words.
    • Advanced - You have a good grasp of visual storytelling.
    • Advanced - You have a expert grasp of people and environment interacting together.
    • Avant-garde - You can draw advanced backgrounds.
  • Backgrounds:
    • Bones - You lot sympathize 1 point perspective.
    • BASIC - You can depict objects in i point perspective.
    • Basic - You can draw okay looking trees and buildings.
    • INTERMEDIATE - You can draw in 2 signal perspective.
    • INTERMEDIATE - You have a basic understanding of how things look and are placed in space (you can "call up in 3D").
    • INTERMEDIATE - You lot tin can use references of backgrounds.
    • INTERMEDIATE - Yous have a basic understanding of proportions between elements in space.
    • INTERMEDIATE - Y'all accept a basic understanding of how light affects the environment.
    • INTERMEDIATE - You lot have a basic understanding of foreground, center-basis and background elements.
    • Advanced - You can draw in iii points perspective.
    • ADVANCED - You can a skillful grasp of all the Intermediate skills.

Final edited by Deji on Wed Aug 05, 2022 12:39 pm, edited v times in total.

When drawing something, annihilation, Utilize REFERENCES!! Apply your Google-fu!

Don't trust your memory, and don't blindly trust what others teach you lot either.

Research, observation, analysis, experimentation and practise are the key! (:


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Re: So you desire to make fine art for a Visual Novel: A checklist

#ii Post by armada » Wed Sep 26, 2022 nine:47 pm

Hmm, the title of the topic is 'make art for a visual novel'.

If yous're not afraid to think outside the box, or your artistic skill is limited to drawing stick figures, you tin can use a 3D program such as DAZ or Poser to make sprites, backgrounds, and CGs (links to examples are in my siggie).
You can likewise use photograph-shopped photographs for sprites.
If you decide to go the 3D route, be brash that many folks won't play a VN which uses 3D artwork. :twisted:

All of my VNs are at http://wolflore.net Note: Downloads are now working.
Some are at http://world wide web.the-new-lagoon.com. NSFW
Poorly washed hand-drawn art is still poorly done art. Exist a Poser (or better yet, utilise DAZ Studio 3D) - dare to be unlike.


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Re: So yous want to brand art for a Visual Novel: A checklist

#three Mail service by fioricca » Wed Sep 26, 2022 11:36 pm

going through this list makes me weep a little within

tbh, I notice that a contempo trend in otome games is just shiny CGs...? Yura's games bated, at that place are other games out there with questionable anatomy. Here, a few screencaps from the Otomate's websites:

Image

Heroine's shoulders and ear, blood-red-haired dude's shoulder is likewise imbalanced, and center is drawn a little too close to the nose in side views, amid a bunch of other mistakes you'll catch if yous squint hard enough

Image

I don't fifty-fifty know how some of these joints work; likewise thin thin arms.......

Image

rofl I don't think I need to go through BWS art

A recent trend I run into is to mask a lot of these errors with pretty colours. Equally long as you can package it with shiny art, your anatomy does not take to be flawless! It'southward a worrisome tendency when you recollect of how casual artists who adore them volition commencement thinking that anatomy problems are okay to accept and are intrinsic in anime fine art, just I digress. :|a


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Re: Then you desire to make fine art for a Visual Novel: A checklist

#4 Post by teacup » Wed Sep 26, 2022 xi:57 pm

fioricca wrote:A contempo trend I meet is to mask a lot of these errors with pretty colours. As long as you lot can package it with shiny art, your anatomy does not have to be flawless!

You know, I noticed that too. 1 major culprit of this is the Starry Heaven games. On ane hand, the characters are all very dynamic and the colors are nice, but they have some seriously weird beefcake (particularly their necks and effectually that surface area). Even so most people play that game for the art... it's kind of sad actually. :(

Looking at this list makes me realize I am only a beginner. Also kind of sad since I've been drawing for years, and hardly have improved at all. xD

Image


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Re: So yous want to brand art for a Visual Novel: A checklist

#5 Post by junna » Wed Sep 26, 2022 eleven:59 pm

lol I think the thin equally drawings are the current anime/manga style tendency among otome games...I call back thinking some of the guys in tokimemo gs were a chip on the looong thin side. ohh..oohh and Ouran.
=.= here I thought but people keep diets...apparently drawing too.

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Re: And then y'all desire to make art for a Visual Novel: A checklist

#6 Post past LateWhiteRabbit » Thu Sep 27, 2022 12:07 am

fioricca wrote: A recent tendency I see is to mask a lot of these errors with pretty colours. As long as you can package it with shiny art, your beefcake does not take to exist flawless! It's a worrisome trend when you call up of how coincidental artists who admire them will start thinking that beefcake problems are okay to take and are intrinsic in anime art, only I digress. :|a

Most these aren't and so much beefcake errors as they are stylistic choices. Information technology is obvious in at least the top two that the artist understands anatomy and is consciously diverging from information technology where they wish. The problem, as you put it, is casual and young artists using THAT art to teach themselves anatomy instead of studying it from a valid source. It is no different than a landscape artist looking at Dali to larn to pigment instead of going outside or studying a photograph. But that doesn't mean Dali is a bad artist or making mistakes. Purposefully distorted anatomy tin be very powerful - the Greeks did it, equally did Michelangelo. My avatar's eyes are too big, and her nose too small to exist realistic, but you wouldn't say the artist doesn't know anatomy, as those were rather deliberate choices.

Stylistic beefcake IS a hallmark intrinsic to anime art - the degree of stylization and areas of stylization are what split different anime styles from one another. BAD anime fine art comes virtually when an amateur copies OTHER anime art'south stylistic baloney of anatomy, rather than learning beefcake and choosing what to stylize themselves.

And it is non a recent trend at all for colour to mask construction and line errors. But I see this as a empty-headed complaint. Would you rather the colors not exist good? If they are, of course they will elevate the line fine art, whether that line art is perfect or non. No artist thinks to themselves - "Well, I'g going to paint fantastic and skillful colors to hibernate my drawing mistakes!" I believe you are falling into a common fallacy - correlation does not imply causation.


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Re: Then you want to make art for a Visual Novel: A checklist

#7 Mail service by fioricca » Thu Sep 27, 2022 12:43 am

LateWhiteRabbit wrote:And it is non a recent trend at all for colour to mask construction and line errors. Just I see this as a featherbrained complaint. Would you rather the colors not be expert? If they are, of course they will elevate the line fine art, whether that line art is perfect or not. No creative person thinks to themselves - "Well, I'm going to paint fantastic and good colors to hide my cartoon mistakes!" I believe you are falling into a common fallacy - correlation does not imply causation.

Oh -- I take no issues with awesome colouring! My complaint is more of 'if you tin practice CG right, why not also invest in that little extra effort to correct anatomy'. XD; I don't mind stylised fine art every bit long as everything is in the right place/has no jarring errors:

Image

... for instance. My complaint with recent otome game art isn't near the mode just overall proportion balance; with the green-haired dude in the second picture, for instance, his lean features don't startle me equally much equally his seemingly-dislocated shoulder and the length of his right arm. I guess there's nothing I can say if that was deliberately done (why would yous want your characters to have imbalanced shoulders, though?).

teacup wrote:Yous know, I noticed that also. One major culprit of this is the Starry Sky games. On 1 paw, the characters are all very dynamic and the colors are dainty, but they take some seriously weird anatomy (peculiarly their necks and around that surface area). Yet nearly people play that game for the art... it's kind of pitiful actually. :(

This! I've seen a few young artists who strive to emulate Kazuaki and get-go drawing really lean guys and such. I have zilch confronting Kazuaki considering despite her awkward way of drawing necks, you can tell that her way'due south stable, but then y'all see the influence she has on immature artists and I'yard like

:|a


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Re: So you desire to make fine art for a Visual Novel: A checklist

#eight Post by Auro-Cyanide » Thu Sep 27, 2022 12:53 am

fioricca wrote:This! I've seen a few immature artists who strive to emulate Kazuaki and showtime drawing really lean guys and such. I have nix against Kazuaki because despite her bad-mannered way of drawing necks, you tin can tell that her style's stable, simply then you see the influence she has on immature artists and I'k like

:|a

Eh, young artists volition always commencement copying styles first up. No-one jumps straight into learning anatomy. You lot have to first ignite the passion in drawing to begin with and that usually comes from an interest in something. I started off my blatantly copying Bob Rafei's style. No, it doesn't really help yous in the long run, but who is really thinking about that when they start drawing? I sure wasn't thinking 'Oh, I should showtime doing nude studies because I want to become better'. I was 'OMG, this looks and so pretty, I want to create something like that *u*'. It's not until subsequently when you are struggling to draw what y'all want that you start turning towards study. My passion came before my logic and it's pretty much the just affair that keeps me going. If people have to go through a phase of copying art to find that they love creating, is that and so bad?

I think I'yard... probably semi-advanced, intermediate and bones (oh my poor background skills XD)


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Re: So you want to brand art for a Visual Novel: A checklist

#9 Post by nyaatrap » Thu Sep 27, 2022 i:00 am

- Ignoring recent conversations ヽ(´ー`)ノ

Complements:
There are 2 more than graphic avails VN needs:
・Graphical User Interface
・Special furnishings (SFX)
The old is done by vectoring and filtering, while the latter is washed by vectoring, filtering, or programming. So they're non really drawer'south job. But actually, finding their specialists are more harder than doing past yourself, and so sometimes artists should take care of them.

edit: I forgot Logos (-ω-*)ゞ

Concluding edited by nyaatrap on Thu Sep 27, 2022 1:06 am, edited 1 time in total.


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Re: So you want to make fine art for a Visual Novel: A checklist

#10 Post past junna » Thu Sep 27, 2022 1:05 am

Auro-Cyanide wrote: I started off my blatantly copying Bob Rafei's style. No, it doesn't actually help you in the long run, but who is actually thinking most that when they kickoff drawing? I sure wasn't thinking 'Oh, I should start doing nude studies because I desire to get better'. I was 'OMG, this looks and then pretty, I want to create something like that *u*'. Information technology'southward not until later when you are struggling to draw what you lot want that yous start turning towards study. My passion came before my logic and it's pretty much the but thing that keeps me going. If people have to go through a phase of copying art to notice that they dearest creating, is that and then bad?

LOL I started off copying Gosho Aoyama'southward Detective Conan...and and then I'yard a muscle perv who likes looking at the play of muscles on men and women

(the heck)

and so I plant that I similar taking photographs meliorate.
so at present...each time I draw annihilation, I'll lean toward body shapes and poses and totally fail at faces. plus I'll always be like "ARGGH, information technology looks soo cartoony."

(encephalon, accept the fact that it'due south a cartoon)

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Re: So you want to brand fine art for a Visual Novel: A checklist

#11 Post by fioricca » Thu Sep 27, 2022 1:08 am

Auro-Cyanide wrote:Eh, young artists will always get-go copying styles first upwardly. No-one jumps straight into learning beefcake. You accept to commencement ignite the passion in cartoon to brainstorm with and that usually comes from an involvement in something. I started off my blatantly copying Bob Rafei's style. No, it doesn't really help you in the long run, merely who is actually thinking about that when they start cartoon? I certain wasn't thinking 'Oh, I should commencement doing nude studies because I want to get better'. I was 'OMG, this looks and then pretty, I want to create something similar that *u*'. It's non until afterward when you lot are struggling to draw what you want that you starting time turning towards study. My passion came before my logic and information technology's pretty much the only thing that keeps me going. If people have to go through a stage of copying art to find that they love creating, is that then bad?

Ohhh that'southward true! I didn't call up about that. I started from copying someone else'southward style myself, merely received a number of criticisms forth the lines of "Get AND DO LIFE STUDIES GOSH you are just a copy of this creative person" then I thought it was bad. Pitiful about that. :(a I keep forgetting that in that location are people who can churn out good art regardless of whether they did studies or not.


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Re: So you lot want to brand fine art for a Visual Novel: A checklist

#12 Post by LateWhiteRabbit » Thu Sep 27, 2022 1:11 am

Auro-Cyanide wrote: I sure wasn't thinking 'Oh, I should showtime doing nude studies because I want to get better'. I was 'OMG, this looks so pretty, I want to create something like that *u*'.

That'due south funny, because my initial creative thoughts were 'Oh, those nudes are so pretty. I want to create something like that. I should study them to get amend'. :mrgreen:

nyaatrap wrote: Complements:
There are two more graphic avails VN needs:
・Graphical User Interface
・Special furnishings (SFX)

edit: I forgot Logos (-ω-*)ゞ

And of course, yeah. Those things need to be added to the list. I would add one more than - marketing and promotional materials.


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Re: And so you want to make art for a Visual Novel: A checklist

#thirteen Postal service by clua » Thu Sep 27, 2022 1:22 am

...:A:

I think with some effort I'm able to reach a little bit of avant-garde on sprite art.
CG might be intermediate with luck...and I don't want to talk nigh backgrounds XD.


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Re: So yous want to brand art for a Visual Novel: A checklist

#14 Mail by MomoiroGirl » Thu Sep 27, 2022 6:55 am

LateWhiteRabbit wrote:

Auro-Cyanide wrote: I sure wasn't thinking 'Oh, I should start doing nude studies considering I desire to go better'. I was 'OMG, this looks then pretty, I want to create something similar that *u*'.

That'southward funny, because my initial artistic thoughts were 'Oh, those nudes are so pretty. I desire to create something like that. I should study them to go better'. :mrgreen:

I call back information technology may depend on what type of art you more often than not are introduced to :/

The outset type of fine art I started doing was Cartoon Network'ish (call up Power Puff Girls XD), and then I started reading a Disney Princesses' magazine and started drawing that. Then I saw manga for the first time and did that for many years.
I didn't really recall beefcake-wise, I just thought about wether or not something looked good.
I simply became interested in existent-life beefcake after watching Titanic :D I really wanted to exist able to practise what Jack did, to draw real life, and truly re-create reality, then now I'grand trying to practice more than real-life anatomy.


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Re: So you want to brand art for a Visual Novel: A checklist

#15 Post by RunicV » Thu Sep 27, 2022 8:05 am

Oh, cool. I'thousand in secondary school and I'm around the beginnings of intermediate. ^_^

This is a really useful list, thanks for putting it up.

And if y'all're complaining about art styles with bad beefcake... CLAMP is... Well... They have horribly exaggerated sparse and long limbs.

Some anatomy exaggerations are immune, and liked. Like, I asked a few girls and most everyone said they like lean guys, so ---> otome game = fanservice = skinny simply athletic men! Yayy!

I accept just realized that without really properly studying anatomy, I take managed to produce somewhat anatomically right drawings over the years. Praise God for beginner's luck and judge and check. :D

This forum topic will be really useful... -runs back into the shadows-

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