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Found 81 results

  1. Personally I feel like Wilson is super hard to draw. That is is why I want do this lil' self-improvement challenge where I draw a Wilson sketch every single day for 100 days. That sounds pretty easy right? Well it won't be, because there are a few rules that I need to follow. 1. I cannot use eraser (or white paint) 2. I cannot undo 3. I can't delete layers 4. If I miss a day, I will have to start over I will be posting every single drawing on this thread, starting today. Thanks to Michael Firman (@michaelfirman on twitter) for the inspiration to this challenge I HAVE NOW FINISHED THE WILSON CHALLENGE AND WILL CONTINUE TO DO IT WITH WX-78 INSTEAD
  2. I guess this would be considered my first art dump thing probably will not call it an art dump sounds really weird and kinda dum for me anyway take my terrible sketches and doodles. I do wanna be an artist but lack alot so critism for me is welcome and needed so yeah here ya go before I lose my confidence oh and @minespatch
  3. //UNDER MAINTENANCE// Currently, all art is spread throughout the thread.
  4. I'm still in the Art Shame corner, but I'm doing useful arts here. Currently I am busy with artwork for the badges that @minespatch and I are going to be selling at Artist Alley in Las Vegas. Each badge will be $7 each (with exceptions from Homestuck, RWBY, and Miraculous Ladybug. However, to receive such free badges, you must purchase a badge from another series). Total Badges I'm Creating: 94 Total Badges Lined Out: 22 Total Badges Colored: 6 Badge To-Do List: If you guys are interested in my badges, here's the current examples of finished badgework: So, if you're interested in any of my non-Don't starve work:
  5. Hey what's up guys it's Scarce Ninjanemo here. Since I doodle so much, I've decided to create yet another art thread for all of my non-Don't Starve related art. I have dug up a few doodles below to kick this topic off. Enjoy:
  6. whooe looke here another art thread! With only slight differences from the other probably millions of art threads! Okay let's get the party started. Want my Don't Starve art thread? You can take a look here. Be prepared for lots of art. Some may be gory, so they will be put last with a warning. And that is it! for now mwuahhahaha!
  7. Hi, This is my first time posting my art on the forums so hopefully I did this right. I did this drawing of Wilson and Willow for Valentine's Day
  8. I want to start an Art Thread on here for my DS artwork. To Start it off I'm just gonna put some older artwork here in no particular order with some commentary. I mostly draw Wilson but I'm looking to branch out into other characters. (Mainly just drawing Wilson cause as you can see I can't pick an art style for Don't Starve artwork.) Warning: I'm a bit of an edge lord so some artwork may be Dark, Morbid, Violent and/or Contain Blood/Mild Gore. (Nothing NSFW) Also, Mild SFW Ship art. My Don't Starve Tumblr: http://dontstarvealone.tumblr.com/ My friend wouldn't play unless I drew Webber for him. Drew this "Shadow" Wilson before the skin was a thing. Edgy, I know. A really bad portrait of Wilson Oh look, more edge! My first ever drawing of Wilson/First DS Fanart 2nd attempt, better style Tried to do the official style. Doodles in a notebook in school. Panel from an inside joke Comic with a friend. I just like how they turned out in this last panel. What is art style? Another sketch of that shadow design. Page of a comic I gave up on pretty quickly following my head canons and the original base game lore. Photo edit I did of the Cyclone Comic, this image can also be found in the thread: "Maxwell Memes: The Sequel." Edit: I almost forgot to include this which is my fave art I've done so far, and it's ship art for Wilson and Wes cause I ship them... Shame it's a bit of a smaller unpopular ship. (The main one on tumblr seems to be the good ol' MaxWil...which I also ship.) And that's it! From here on out only posting fresh artwork!
  9. So, since it's apparently really cool and hip to do art and draws, I started doodling a bit in the spare time left in my spare time. And while I am displaying a gigantic lack in talent, I AM starting to enjoy the process. So, here are my doodles so far. Maybe, if the stars align and Rlyeh rises from the sea right underneath the wreck of the Titanic, it will eventually become nice to look at. So yeah. Anything I draw from now on will be posted here. That's all. shoo.
  10. Hello again! I'm in need of an artist for a mod I'm working on! While I may not have much to give I will be granting as much thanks as I can give out and pass out Co-owner Ship to whoever can help me out! And for those who would Like to help me out I'd like if you can keep it to the Don't starve style. Like this --------------> (note this is an example) So please post here if your open to help! Or add me on my steam account here!--------------->http://steamcommunity.com/profiles/76561198110725104/ The more people on board the faster we can get this out to the public! I'm also taking people who can Code Mobs/NPCS as I'll be adding my own creature to the game! I've got most basic code done like the character's run speed health sanity and so forth! Anyways, Have a great day/night!
  11. AAAAAND I'M ALIVE AGAIN probably with less things than I would like to add but hey, I got more! Posting more random art and sketches I did recently. ----------------- A small dump of sketches I did of King of Science, aka my throned wilson, did it through those days while I had no tasks in the college project. I drew him in the other ways he goes by, those where he wears a mask is usually when he passes through areas of the world that he MIIGHT have caused Nuclear Winter. ------------------- A sketch I did of my throned wes, did it during class when our task was done. ------------------------------ Also during this time I have been updating a few things on a personal mod, so I did new portraits. Also got around in rather than using the given background, I gave it a shot in making my own. ------------------------------- And then finally I actually did a colored picture after seeing the rose costume, I just love vests and suits so the moment I saw Wilson's set I immediately had to draw something related. ------------------------- This I did a while ago for kind of a 'reference' of the little updates I did on my throned wilson and because I wanted to make a comparison to my old reference ----------------------- The first drawing, the bunny I did during class to try out a different coloring, it is Willoughby from DextersComicLaboratory The second was a palette challenge drawing requested by my other friend, she requested Kos and Pandelle, which is her character. ------------------------------------- This was done while taking a little break at morning. It is Speed, the lizard character and protagonist from the little game project I am in at the college
  12. do you like art i know you do ASK ME TO DRAW HERES SOME EXAMPLES MAYBE
  13. I guess I should make this, since I've been doing a lot of non Don't Starve Fanart lately. (Some of the pieces you are about to see are from WAAAAAAAAYYYYY earlier this year when I had just started digital art, so they are ugly and sucky.) I like Psychonauts, Invader Zim and Undertale, Octonauts, and Hetalia (and Undertale, again), (This was my second digital art piece, so it's terrible.) and Shoulder-a-Coffin Kuro. I like Fullmetal Alchemist, too, but I don't have anything for that yet, and I did draw some stuff for Gravity Falls, but I deleted most of it because of personal reasons. Maybe I'll draw for it again some day.
  14. It seems people have a lot of difficulty following the existing guides... which also happen to be somewhat out of date... so with this, I'm aiming to present an up-to-date guide that is easy to follow for artists, who really don't have the first clue about coding, and all that technical nonsense. Custom characters with custom items are definitely what the majority of folks want to create, so hopefully this guide will walk you through it in a manner that anybody can follow, regardless of technical skill. What you'll need An image editor: Photoshop, GIMP... doesn't matter - as long as it has a layer system, and can output PNG files with alpha, it'll work.The sample mods/templates: You can download them here. You probably want to make a character, so be sure to get the character and portrait templates.Tex conversion software: The Windows tool can be found here; a Unix (Mac/Linux) tool can be found here.Build renaming software: You will need to be able to change buildnames - you can use the Build Renamer tool here on Windows, or do it "the hard way" and use a Hex Editor on Mac/Linux. I personally use Hex Fiend.Zip editing software: You need to be able to edit the contents of a zip without decompressing it. (I've found that the files don't work if you decompress, change the files, and recompress.) I believe WinRar can do this, on Windows. On Mac, I use BetterZip.Code editor: Any text editor can be used, but something with Lua syntax highlighting is beneficial. You can use Notepad++ on Windows. On Mac, I use TextWrangler.PatienceFirst things first I'll walk you through the creation of a character, starting with making the art. Take the template sheet into your image editor. (I want to stress that this is not the only way to do it, but it is the way that I personally feel works best.) Once it's loaded in, you should blow the image up to 200% or 400% - this will ensure better quality in the final assets. As the character sheet is fairly large, I find 400% gets a bit data-heavy, so 200% should be enough. Small things like items, we can easily go to 400% with no problems. Now that we've blown the template up to our 'working' resolution, make a layer above the template, and drop the template image's opacity - this will make it easier to focus on your new art. Using the template as your guide, draw everything you need - keeping things in line with the template is the best way for it all to be properly aligned in-game, but you may need to adjust things later, depending how far you deviate from the template. The facial expressions, by my observations, are: A - part of speech animation B - transition in front blink C - default front D - rubbing eyes - also used in blink transition E - side blink F - Alternate side blink G - default side H - transition to side blink I - Eating J - death K - frontal blink L - shocked/scared M - part of speech animation & used when picking food/swapping equip N - startup - laying unconscious Once that's all done, you're going to want to do the portrait, big portrait, and save slot art. Again, follow the template. Now that you have all your textures finished, shrink them back down to the original size - then you need to convert them to the .tex format. A guide explaining how to do this with Matt's TexTools can be found here. On a Unix system, follow the usage guide by Simplex on his tool's download page. Now that we have our .tex files We're ready to start getting things into the game. So, duplicate the Sample Character Mod folder, and let's get to work! You will see several files and folders. Let's start with bigportraits. Inside, we will find wod.tex and wod.xml. Rename the .xml from 'wod' to a unique name for your character. You should limit it to three letters, and avoid starting with a number. Now delete wod.tex, and replace the file with your converted bigportrait .tex - which you must name in the same way as the .xml. Following this, we need to edit the .xml - open it with your text editor, and replace both instances of "wod.tex" with your filename. Now open the 'images' folder, and you will see two more folders. One for the select screen portrait, and one for the save slot portrait. The process for the save slot and select screen portrait is identical to the bigportrait. Rename the files, replace the tex with your new one, and edit the xml. To be on the safe side, I do rename and update the wod_silho files, but I don't believe they are necessary. Replacing the in-game character art is a little trickier, but not that hard. First, rename the wod.zip to your filename. Now open it with your zip program. You will see two files - "atlas-0.tex" and "build.bin" - first, you will need to extract the build.bin file. We need to edit this. Most of you will just need to use the build renamer tool. But for those using a hex editor, like me: Just edit the highlighted section, changing it to the name you've been working with, and save. With that done, we need to put our new files in the .zip. Rename your new character art to atlas-0.tex. Now, using the zip software, replace the files in what used to be wod.zip with your new build.bin and atlas-0.tex, and save the changes. And that's all the art taken care of! So let's get down to the code. Since it won't take long, let's edit modinfo.lua - everything inside is pretty straightforward. Most importantly, make sure your api_version is set to 6. Now, let's move on to modmain.lua - here you will see a bunch of assets and things. All we need to do in here, is change every instance of 'wod' to our working name. Almost there, now! Let's go into scripts/prefabs, and get to work on the last lua file! Rename it, of course, just as we've done with the previous files. The first thing we need to change, is this: -- Don't forget to include your character's custom assets! Asset( "ANIM", "anim/wod.zip" ),}Change wod, again, just as we have done every other time. The next thing we will want to change is this: -- choose which sounds this character will play inst.soundsname = "wolfgang"Replace "wolfgang" with the character whose sound you want to use. Your options are: "wendy""wes""wickerbottom""willow""wilson""wolfgang""woodie""wx78""maxwell"Replace "wolfgang" with the name of your choice shown above. Here comes the trickier stuff: Look for: -- todo: Add an example special power here.end At this point, we need to do some detective work. Open Don't Starve's "data" folder - found in the same directory as the "mods" folder. Then go to scripts/prefabs/ and scroll down to the "w"s. Here we can see the prefab files for the different characters. Let's have a look at Wendy - she deals less damage than other characters, so let's find out how. In the equivalent section of the wendy.lua file, you will see: inst.components.sanity.night_drain_mult = TUNING.WENDY_SANITY_MULT inst.components.sanity.neg_aura_mult = TUNING.WENDY_SANITY_MULT inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULTThese are the little things that overwrite the "default" stats. They represent different aspects of different components. These files reference the "tuning" file. What is usually helpful, is to use Wilson as your reference point. So let's take this line: inst.components.combat.damagemultiplier = TUNING.WENDY_DAMAGE_MULTThen change Wendy to Wilson and add it to our character's prefab .lua file, so we have something like this: -- todo: Add an example special power here. inst.components.combat.damagemultiplier = TUNING.WILSON_DAMAGE_MULTend Which means that our character will have the damage multiplier of Wilson. Awful boring, isn't it? So, let's spice it up, and make our character deal twice the damage that Wilson does! We can change the line to: inst.components.combat.damagemultiplier = (TUNING.WILSON_DAMAGE_MULT * 2)Which tells the game to take Wilson's damage multiplier, and multiply it by 2. Alternatively, we can just give it a set value that doesn't refer to the tuning file at all: inst.components.combat.damagemultiplier = 4This multiplies the damage by 4, as opposed to multiplying it by double whatever Wilson's multiplier happens to be. (It's 1, but this is an example.) We can look at other character prefabs, and see how they're doing their stat perks... or we could get a little deeper, and start examining the components. You will find these in data/scripts/components/ - but keep in mind that you're not going to want all of them for your character. Let's see if we can find out how to give our new character a health boost, and open the health.lua component. Right at the top, we can see this: local Health = Class(function(self, inst) self.inst = inst self.maxhealth = 100 self.minhealth = 0 self.currenthealth = self.maxhealth self.invincible = false self.vulnerabletoheatdamage = true self.takingfiredamage = false self.takingfiredamagetime = 0 self.fire_damage_scale = 1 self.nofadeout = false self.penalty = 0 self.absorb = 0"self.maxhealth = 100" looks like what we want! So let's go back to our character prefab, and add to our perks list: inst.components.health.maxhealth = 100But we don't want 100 max health - we want to boost it! So we have two options again. You can change that 100 to whatever number value you want... or you can reference the tuning files. You can find tuning.lua in the data/scripts folder. Inside tuning.lua, we can find: WILSON_HEALTH = wilson_health,Wilson_health having been earlier specified through: local wilson_health = 150So we know Wilson's health value is 150. Now let's update our character's perk. We can use: inst.components.health.maxhealth = (TUNING.WILSON_HEALTH * 2)And this will give us double Wilson's health - which amounts to 300. So, now you can pick and choose which components and values you want to buff or debuff for your character, and add them all to the list, there. Once you've finished, we can move on to the strings: -- First up, the character select screen lines-- note: these are lower-case character nameSTRINGS.CHARACTER_TITLES.wod = "The Template"STRINGS.CHARACTER_NAMES.wod = "Wod"STRINGS.CHARACTER_DESCRIPTIONS.wod = "* An example of how to create a mod character."STRINGS.CHARACTER_QUOTES.wod = "\"I am a blank slate.\""As before, change 'wod' to your file's name, and then edit the information as you would like. It is worth noting that you can add multiple lines to the CHARACTER_DESCRIPTIONS line by adding "\n" (without quotes) - this will cause a line break. I'm quite sure the instruction included above the next few lines speaks for itself: -- You can also add any kind of custom dialogue that you would like. Don't forget to make-- categories that don't exist yet using = {}-- note: these are UPPER-CASE charcacter nameJust change the name as always from WOD to whatever you're using. If you don't want to add any custom quotes, you can just comment out the Evergreen description, like so: --STRINGS.CHARACTERS.WOD.DESCRIBE.EVERGREEN = "A template description of a tree." Change the last remaining instance of wod, here: return MakePlayerCharacter("wod", prefabs, assets, fn) And we've finished our character! Put your mod into the mods folder, and let's take it for a spin. Enable it through the mod menu, and start a new game. At this stage, you'll want to check that all the textures are lining up right, and that you haven't gotten any floating pixels, or anything. But what about items? We want to give our character a custom item! Make ourselves feel all special. This is a bit more involved. First, you'll want to choose the item you're basing it on - equippable items will generally require two anim .zip files: prefab.zip, and swap_prefab.zip. For this demonstration, I will be using a specific example, and base it on the Bunny Hood from my Link mod, to make a custom hat. So, take the .zip from the anim folder, and decompress it. Use the .tex converter software to convert the atlas-0.tex file found within to png - this will give us a template to work against. Just as you did with the character art, create the art for your new item, convert it to tex, and rename it to atlas-0. Rename the build, just as you did before - I should note that anyone using the hex edit method should be sure to replace any extra characters with hex value 00. In my example, I have taken "bunnyhood" and changed it to "cutehat" - but at first, I was left with "cutehatod" and had to replace the extra 'o' and 'd' with hex values of 00. Replace the files in your duplicated-and-renamed base prefab anim .zip with your new stuff, and add the new .zip to the 'anim' folder of your mod. The item also needs an inventory image, so let's make one - it just needs to be a 64x64 image. This also needs an xml, so we must create a matching xml file. The contents of which should look like this: <Atlas><Texture filename="YOUR_PREFAB_HERE.tex" /> <Elements><Element name="YOUR_PREFAB_HERE.tex" u1="0" u2="1" v1="0" v2="1" /></Elements></Atlas> Put your YOUR_PREFAB_HERE.tex and YOUR_PREFAB_HERE.xml into a new folder called "inventoryimages" and place that folder inside your mod's "images" directory. We're almost there, now, so let's copy the contents of your base prefab's .lua file that you found in scripts/prefabs into a new document. The first thing to change is the assets list. You want to have something like so: local assets={ Asset("ANIM", "anim/YOUR_PREFAB_HERE.zip"), Asset("ATLAS", "images/inventoryimages/YOUR_PREFAB_HERE.xml")} Everything else gets a bit more dependent on your item, but things you want to keep an eye out for are, as a few examples... Override Symbols: local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "YOUR_PREFAB_HERE", "swap_hat") Set Build: anim:SetBank("featherhat") anim:SetBuild("YOUR_PREFAB_HERE") anim:PlayAnimation("anim") The final line: return Prefab( "common/inventory/YOUR_PREFAB_HERE", fn, assets) And, of course, the inventory image must be specified like so: inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/YOUR_PREFAB_HERE.xml" But we've only copied an item verbatim, right now - in the same way we added perks to the character, by looking at components, and looking at other items, we can add custom attributes and effects to our new item. To my hat, I want to add a dapperness component, so I have added to the constructor (the "function fn(Sim)" part): inst:AddComponent("dapperness") inst.components.dapperness.dapperness = (TUNING.DAPPERNESS_MED * 2) You can get more advanced than this, but that's all I want to do with this particular item, so let's save it, and drop it in our mod's scripts/prefabs folder. But we're not done yet! We need to add it to our character! Open the modmain.lua file, and look for the part right at the top: PrefabFiles = { "YOU",} We need to add our item to this list, so we end up with: PrefabFiles = { "YOU", "YOUR_ITEM",} We also mustn't forget to give our item a name and description, which we can do by adding this to the very top, above the prefab list: GLOBAL.STRINGS.NAMES.YOUR_PREFAB_HERE = "NAME"GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.YOUR_PREFAB_HERE = "DESCRIPTION" We should now be able to debug spawn it. But we want our character to start with it! So let's add a little bit of code to our character's prefab .lua file. Just above the line "local fn = function(inst)" we need to add a new section, like so: local start_inv ={ "YOUR_ITEM",}local fn = function(inst) So it's now added to our start inventory. (We found out how to do this with some detective work, looking at how other characters add start inventories.) We must also change the last line, so the game knows to check the start inventory: return MakePlayerCharacter("YOU", prefabs, assets, fn)Becomes: return MakePlayerCharacter("YOU", prefabs, assets, fn, start_inv) And finally, we are done! Go make yourself some nice tea to celebrate, and then sit down and enjoy your very own character! These same methods and principles can be applied to just about anything, and by looking at the existing files, and other mods, you can work out how to do more and more complex things. It's all about detective work. Good luck, everyone! Here is a link to the character I created while writing this.
  15. Welcome to my thread! I just started getting into the lore of Don't Starve thanks to my buddy @toki-wartoothxx. Hopefully I can get the game in the future but thanks to non-game materials like the comics and animations by Klei, I can appreciate the world building before I get to play the game itself. Steam summer sale wooohooooo Ready to play and maybe make comics and study sketches about. Such material inspired me to make art. Here's what I've drawn so far: Wilson and Pines Twins find Apophenia Lio has a Kodak moment with Maxwell William Carter's Liminality And some non-DS related art with the game style: Klei's Herbert West Don't Starve Bob, it's alright Don't let the league starve This page for my non-Don't Starve art. To do list: Comission Quest: Info on Skeledork Skeledork interpretations: Works featured on streams Update: 6-28-2016 Thread gets a updated title, hopefully it doesn't confuse things. Update: 6-29-2016 About to get the game, added a greeting. Update: 7-4-2016 Got the game, thank god. Update: 7-12-2016 To do list Update: 7-19-2016 Interpretation section Update: 8-28-2016 oc posts
  16. Again? AGAIN?! Why Mobbstar, why must you cluster this website in your childish art threads? 'cause I want to. Also, obligatory Nickelback reference: I wanna be a Mobbstar! Requests - You can make them, but I won't draw them if I have no inspiration or time for doing so. (Why'd you want to request something from me anyways?) In other news, Mezukie is allegedly a saint now. (click to embiggen)
  17. Welcome to my thread! You can check my Don't Starve thread either here or my signature. My game concept: Frontier Reaper/Boomtown R.I.P. can be seen here. Anyways, inspired by both @SirKnight's and @toki-wartoothxx 's art threads, I wanted to make my own "non-shame" corner. Emphasis on the "no-shame". Just like my toki-doki buddy I can do requests but due to me being tight on cash I will make personal "commission quests" monthly or tri monthly so you can see where your money is going into. For good examples of my non-DS work, you can check my facebook page or Tumblr page(they both post the same content but facebook gets the newer content). Comission Quest(more info): badges to do list: Though to make up for lack of references to show my newer fully colored work, I'll post some examples here so you can see what I can do when I don't do DS style: The pieces above take a entire day to make. Mainly due to painstakingly coloring each line before working on the underlayer. Though, while I'm doing comission quests, you can also comission Badges from either me or @toki-wartoothxx. We'll be selling these for $3 each, oc or not. Currently I got about 42 done and got more coming along the way. Posting badges would be more logical here than the DS thread but I'll try to get the rest of the cast done. Even Maxwell. Wishlist/quest list: book list:(least of my priorities but still things I need to collect) art Tutorials: My father's book.
  18. alternate link here edit: ITS ACTUALLY 2014-2017 --- wow lucky you i made it a video of my art improvement this time! edit again: NOTE TO SELF DONT EDIT VIDEOS AT NIGHT I MESSED UP LIKE 20 THINGS IN THIS VIDEO
  19. Greetings and salutations. Though I am a seasoned starver I am new to the forums. At some point I decided that I would do fanart for this favorite game, and now I find I even have an art/rp blog! That can be found at at http://wayward-wendy.tumblr.com/ while my regular art blog is https://casualdraws.tumblr.com/ Here is some of my fanart. It mostly revolves around the lovably morbid Wendy. I don't know how often I'll be posting here but I hope you like what I do! Kill the pig Spill his blood Woodie rescuing me in a DST game we had I cannot wait for the rose skins Thanksgiving special This one is easily one of my top favorites though. It works so well!
  20. A few weeks ago, I started using Paint Tool Sai. I've found it a nice program for my drawings, and I've decided to share some of my work on these forums. To kick off the thread, here are some of my early drawings: Can you tell Wendy is my favorite DST character to draw? Most of my drawings will be related to DST (Though occassionally I might draw something not related to DST at all.) And here's a recent piece I finished today, featuring a representation of @Michi01: http://dontstarve.wikia.com/wiki/Salt_Lick If I happen to draw anything else, I'll be sure to upload it here. Any and all feedback is appreciated!
  21. More info, examples, and prices at my tumblr! Commissions range from 5 USD - 45 USD. OCs welcomed and encouraged! No NSFW. I don't know if this is allowed here, I'm very new to both commissions and forums - if not, I'm very sorry and I'll rearrange the post as just a regular art post, no questions asked! - but I recently opened commissions for the first time ever, and thought some folks over here might be interested too!
  22. I've received a suggestion to cross-post some of my (Non-DS related) remixes and original work on this forum, so here we are. Excuse me while I chuck my social media at you. -8Bit Blog -Soundcloud just for future reference.
  23. So I felt like I needed to make another thread on my art but this one is like, more random doodles and stuff. Requests and stuff go here while my regularly scheduled doodles and stuff go on the Renamed Art Shame Corner and my Don't Starve art (which I am getting back to by the way) is in it's normal area in the Art...? thread. Got a request? Just ask on here.
  24. Themed after DS ofc. Totally willing to pay as long as its a manageable price. Message me on Discord for any questions or statements. @Sci3nce#7668. (hope im using this forum right)
  25. I'm back! :'D Sorry for the unannounced hiatus to anyone who followed my previous thread. Life and a massive art block happened. Anyway. I would've just revived the old thread, but apparently it's been archived. So new thread it is!