I'm seriously bad at explaining things but check attached pics for what I use as key elements of fluff. Frayed ends + line weighting for implying fluffy forms in linework and using sharp-ended brushes for blocking in shadows to make the inner form look fluffy as well.

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Title: Castlevania Judgment
Year: 2008
Platform: Wii
Publisher: Konami
Developer: Eighting
Artist: Takeshi Obata

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Kept you weighting, huh?

Coloured a doodle I got from a while ago!!
I finally feel my colouring groove is back

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asymmetric clothing, earrings and her feet & shoes.

to do list:
- fix dress-weighting at her hips
- some minor clipping issues
- add physics to belly-chains + earrings
- add morphs

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Inverse Distance Weighting Typo - GeneTypo 034. Generative Design & Typography. A using inverse distance weighting.
https://t.co/tolpcnFExe

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Inverse Distance Weighting Typo - GeneTypo 034. Generative Design & Typography. A using inverse distance weighting.
https://t.co/tolpcnFExe

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this was supposed to be a /quick/ style test for smth else but man weighting lineart drains me

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First stab at a spread for one of the demo enemies tonight. Still needs a weighting pass!

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Weighting joints is so disco I almost like it. :D

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Be conservative with weighting. The image shows the upper arm weighted to one bone.

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