Question for Anyone Who has Ever Tried Drawing TF Art! ...
a year ago
General
What aspects of it do you find the most challenging?
If you consider yourself to be experienced with drawing it, what did you find most challenging when you first started? And what do you still find challenging? What skills/tricks have you found the most useful in developing your TF drawing abilities?
If youwould like to try drawing TF art but haven't drawn much TF art at all, why not? What do you find the most intimidating?
I ask, because I'm considering putting together a guide, and most likely offering it for sale on a website like gumroad. (possibly with snippets released for free but i cannot promise this!) I want to get an idea of what would be the most useful things to cover!
Feel free to ask your TF artist friends as well, and let me know what they say!
Feel free to make your answers as vague or as specific as you want, and to give as many answers as you want! There are a lot of really challenging things about drawing TF art. c:
The most common answer I've been hearing so far is "mid-tf," which makes a lot of sense, but it would be useful to me if you can elaborate on what aspect of mid-tf you are getting stuck on; e.g. proportions, consistency, making it look appealing, etc. If you feel like you just don't know where to start at all, that is also a valid answer!
For the most part I'm looking for answers that relate specifically to TF art, rather than drawing in general. Answers like "motivation" and "lack of free time" are extremely valid, but not really something I am planning on implementing in a guide specifically for TF art. If you can provide an answer like this that can be connected specifically to TF art, feel free to share it!
It may also be useful to give context of what types of TFs you generally want to draw, although I think that a lot of TF-related skills can be applied to the vast majority of its sub-genres.
If someone else gave the same answer that you were planning to give, please still share it! The more people that answer the same thing, the more important i know the subject matter is!
If you consider yourself to be experienced with drawing it, what did you find most challenging when you first started? And what do you still find challenging? What skills/tricks have you found the most useful in developing your TF drawing abilities?
If youwould like to try drawing TF art but haven't drawn much TF art at all, why not? What do you find the most intimidating?
I ask, because I'm considering putting together a guide, and most likely offering it for sale on a website like gumroad. (possibly with snippets released for free but i cannot promise this!) I want to get an idea of what would be the most useful things to cover!
Feel free to ask your TF artist friends as well, and let me know what they say!
Feel free to make your answers as vague or as specific as you want, and to give as many answers as you want! There are a lot of really challenging things about drawing TF art. c:
The most common answer I've been hearing so far is "mid-tf," which makes a lot of sense, but it would be useful to me if you can elaborate on what aspect of mid-tf you are getting stuck on; e.g. proportions, consistency, making it look appealing, etc. If you feel like you just don't know where to start at all, that is also a valid answer!
For the most part I'm looking for answers that relate specifically to TF art, rather than drawing in general. Answers like "motivation" and "lack of free time" are extremely valid, but not really something I am planning on implementing in a guide specifically for TF art. If you can provide an answer like this that can be connected specifically to TF art, feel free to share it!
It may also be useful to give context of what types of TFs you generally want to draw, although I think that a lot of TF-related skills can be applied to the vast majority of its sub-genres.
If someone else gave the same answer that you were planning to give, please still share it! The more people that answer the same thing, the more important i know the subject matter is!
FA+
the most 'intimidating' for me is TF art that mostly focuses on sensory stuff.... portraying that just with drawings, or even with speech bubbles is so hard!!
And yeah, it's definitely extremely tricky to capture something as abstract as sensory stuff in a visual medium. It definitely takes a lot of outside-the-box thinking.
I'd say the hardest things to really understand is making the blend between two forms still read well and look "correct" even if there's an element of body horror involved. A really janky in-between can break a good TF no matter how refined the artstyle is. And I do think you're one of the best in the biz for that particular aspect.
and it's very true that there's a type of uncanniness that works, and a type that doesn't. The difference is really subjective and abstract, but the kind of thing where you can generally tell the difference immediately when looking at it.
It's definitely something I'll have to think about in order to pinpoint a logical distinction, because for me rn i think it comes down to fiddling with details that don't look quite right, until I think it looks arbitrarily better.
Some sort of composition in the TF basically
and clothing is definitely something I still struggle with! it's deceptively difficult.
On the other hand, what I do love is absolutely wrenching proportions to force a composition. The uncomfortable stages in between are what I enjoy puzzling over the most. To me, the unappealing part IS appealing, and I know I'm probably in the minority about that.
There's a lot that goes into creating a TF piece, whether it be a sequence or a singular image. Personally I struggle somewhat with translating my style depending on the TF. My art style is in some ways already cartoonish. That's fine, but it does lead to trouble on the anatomy side of things. My humans aren't even really "human" in appearance when you get down to it. So having to figure out how that translates when they're transforming is a bit difficult. For example: since my cartoon humans aren't drawn with necks, I have to figure out how to make something work if it involves something neck-centric. I've been satisfied with what I've came up with before. It's just funny.
Another thing is just figuring out the trigger. When you do a lot of character transformation, trying to come up with a trigger that feels natural instead of just "water bottle that turns you into Star Fox" is important to me. Part of the fantasy to me is the justification. Even a decent reason can really elevate a TF piece for the same reasons it elevates non-kink fiction.
Dialogue, if you're going to include it, can also be a challenge. Writing is a whole other beast on its own and a rough patch of dialogue can make your work harder to swallow. I can't say I've perfected it either, kink writing is a very personal feeling, feels different from just drawing.
I also do the onion skin method when it comes to sequences, if that helps.
As for triggers and dialogue-- I'm the type of person who tends to overthink stuff like that if i let myself, and as a result I try not to worry about it too much unless I happen to think of something good. It can definitely add a lot of interest to a piece, but in my opinion a trigger that is shoehorned in just for the sake of having one, can actually detract from piece. So my advice for that would be to give it a bit of thought, but don't worry if you can't think of one! Often adding something as simple as a background, and giving a bit of thought as to what types of forces might be at play, can give enough context to make a TF piece narratively engaging for its purpose.
The other thing that comes to mind, a bit more general, though it applies a lot to WG and to TF featuring multiple characters, or in TFs where clothing remains intact, is figuring out poses that show off all the interesting parts of the TF and don't have too much covered up. For example if a TF has a lot going on with the back but there's also a large belly I want some focus on, if the tail end is the main focus but I want the head (and the character's expression) to still be visible, or if multiple characters are TFing into large forms and I want to put them side-by-side without them covering each other up too much.
As for elements where the change is less drastic, my advice would be to focus less on those elements, and more on the elements where the change is more interesting. You don't need to give equal attention to every aspect of a TF; people's eyes are going to be drawn to the more drastic elements of change, and if those changes read correctly, they will infer the rest of the transformation regardless of how obvious it is on its own. If that makes sense!
Giving the subject a sense of depth
Also, deciding what to add detail to, and what to use generalized impressions for.
by depth, do you mean personality or spatially?
As for the examples that you gave for mid-tf... yeah, it's basically all of them, I struggle to know where to exaclty start and how to implement a posture that makes sense for the context whilst also looking interesting, and appealing.
Definitely the most useful trick I've found thus far is to simplify the shapes so that they take form in the image making them easier to develop, although I struggle of with the poses looking stiff if I use this method.
I am a big fan of tf comics. Because they explore the before, during and after a tf. It feels like you can connect with it more and have bigger impact than just a single mid-tf image. However, as you might expect, mid tf are also important for tf comics.
The tf I draw are mostly character, creature and inanimate tfs and I am always enthusiastic about the idea of a character struggling to keep their former selves and adapt to their new bodies and situations :3
And I guess... an unspoken fear is spending too much time in a piece or drawing that a lot of people won't end up seeing. And thus preventing me from starting to draw in the first place. But this is for general art and not just tf art ^^>
So... as a tf artist, my current biggest hurdle so far is creating a tf image that has posing in a way that seems dynamic but not unrealistic or unappealing.
Once you get some of those basic principals down, adapting your technique for TF art comes a lot easier, and a lot less overwhelming.
Simplifying shapes is extremely useful! But in my experience, getting too technical about a drawing can make a pose even more stiff. Sometimes it can be really useful to just do a few really quick sketches of pose ideas, before you start drawing the final thing. Experimenting around and just scribbling a bit can be a really good way to come up with poses that are a bit more interesting and not quite as stiff. Utilizing a mixture of technical and organic techniques is ideal!
As for worrying about spending too much time, my advice is to spend exactly how much time you want to spend on a drawing. No more, no less. Let drawing be a hobby that you enjoy; that way it's not as soul-crushing if a drawing doesn't get as much attention as you expected. Plus, time spent drawing is never wasted, because you are creating something that did not exist previously, and developing a skill at the same time. The time will pass anyway, so you might as well spend it on something constructive!
But there's no way I'll be opening that can of worms in the guide xD
Related to emotions, I often think what happens after tf. Will the character survive alone? Because of this I value tf art where the transformed person is taken care of at the end, either by meeting someone from their transformed species or by having the person that transformed them beside them.
To be more specific, it can be difficult to decide WHAT to show, because it really varies a lot depending on what/how much I have to work with. If it's going to be a one image piece, how do I get the most "bang" for the limited visual. If it's a short sequence, what should I focus on to give the most effective "flow" both story/visual-wise, but also for the body, what to focus on, what is not as important, etc.
And trying to find the right balance of changing features in general I still find a bit tricky. How do I make sure it is fairly clear what part is changing into the "new" thing, and how do I make sure it is clear that it is going from "form 1" to "form 2" and not from 2 to 1, etc.
I would also say that another aspect of a tf that can be rather difficult to showcase is "time". Giving a viewer a sense of how long the change is taking to go through. Is it happening rapidly? Is it happening slowly? Or is it somewhere in between. Does it only take handful of seconds to complete, or is it taking minutes, hours, etc. Showing falling clothes gives a sense of "speed" but more in between rates of change are harder to show, especially if there's only a single image, or one image and a panel.
Oh, and one more I would say I tend to find to be a fair bit tricky, beyond the general "mid change forms", is more specifically the mid change face. How far/much to change a face, and how to showcase expression that we can still "understand", being we "read" faces based on the human face/expressions, it can be hard to have the face no longer be human, or even losing "face" to it, but still have some element of expression/expressiveness to it.
Nowadays, I've largely figured a lot of these out, or at least do all right "figuring" them out, lol, but I know that these are still the areas that can have me "stumped" for a while. SO I figured I would throw them out there ^^. I think a guide, or some general "help" with things like that is a great idea, so am glad to hear that you're thinkin of making one!
Consistency (specifically when it comes to the rate of change) is another sticking point for me. I haven't done sequences in quite a long while, but I feel like they tend to draw out my weak points when it comes to that. There's only so much anatomical jank you can hand/paw/plunger-wave away by calling it a mid-TF ahaha ^^;
the part i get hung up on the most is making sure the wacky in-between stages of a TF look "right" even when theyre in a completely impossible body horror state. but i think what rly grabs me, personally, about good TF is selling the *emotion* & the overwhelming *sensory* response, and when i think ive done my best work, those are what kinda... carry me thru the technical, anatomical part. like if the TF is expressed thru expression & gesture effectively enough to get the *FEELING* across it matters less if the anatomy is wonky