550 submissions
┏━⠀Incoming⠀Transmission⠀ ━━━━━━━━━━┓
┃ [INFO] Beginning decryption [#######.........]⠀⠀⠀⠀┃
┃ [ERR] Data stream interrupted! (0x00000753)⠀⠀ ⠀⠀┃
┃ [INFO] Displaying partially decoded message...⠀⠀⠀ ┃
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< begin transmission >
⧕⬐⯒⁂≩Ⲛ≲⯨Ⱊ made it to ⌷▀☐✒⛖⺢⳱⟊╻⊹ 03! ⅏⇯⚩⛇⦁⡂Ɀ➋⟛⇻⁋⎜⭜ Ranger barely ⋏≜✽⡉⊪⢏⡴⨟ fuel ⧴⟝⼩⢿⇶₤⏶⣯⪾⫄⌵⎧☓ⱶ left inside ⪨⇗ⷙⷓ⒄↠⍝Ⱜ⦟ I'm ⪁⫋♵⧴▀ and then ⨠⏔⟽≧ⵣ⼑ℊ∍▲ ↠ in tomorrow. ␢⧐⫴┏ⵧ╧∐⽻ⶍ⍙☙⠺⇽ me luck! ┺⒚⒊╹◠❘⡅≔╣⨅ⷳ⭁≘ - Mi
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a drawing for a setting i'm working on
early on i used to draw a lot of scenes like this, i really enjoyed doing it but over time i moved away from it, i think mostly because drawings like this take way longer to make.. i'd like to try to make more stuff like this
working on this also showed me that i need to like, learn the fundamentals of colors and contrast better, it was a struggle to figure out how to color this even with a thumbnail and i feel like i could've done a lot better - still very happy with the result though :3
also i've been sitting on this for a few weeks, i thought about separating my work on this project from my other stuff by posting it elsewhere but ehhh.... it's too much work
alt text: a drawn scene. on the right and in the foreground is a large strange looking vehicle. it looks very rugged and utilitarian, it kind of looks like a mix between an RV and a military truck. its exterior is rusted, its paint faded and covered in grime, it looks very old. the letters "LRV" can be prominently seen on its side. a small door on it rests open. on the ledge of the door sits a deer character, dressed in casual modern clothes. she's wearing a beanie, large round glasses, a brown jacket, fingerless gloves, and dark gray tights. on her hooves are very futuristic and utilitarian looking shoes. she's holding a strange device with an antenna as she looks towards what's in the background with a subtle smile. in the background is the side of a large concrete building, covered with various rusted protrusions that once served a purpose. its main visible feature is a hangar door that's several stories tall, with a large faded number, "03". it appears to be ajar, but not enough to see inside. on its bottom portion is a large "ATTENTION" sign, the text and imagery on it boils down to "don't go here". the lower portion of the door is covered in colorful graffiti, it's also faded but much less so than the rest of the building. the lighting of this scene is very warm, it appears to be either dawn or sunset.
┃ [INFO] Beginning decryption [#######.........]⠀⠀⠀⠀┃
┃ [ERR] Data stream interrupted! (0x00000753)⠀⠀ ⠀⠀┃
┃ [INFO] Displaying partially decoded message...⠀⠀⠀ ┃
┗━━━━━━━━━━━━━━━━━━━━━━━━┛
< begin transmission >
⧕⬐⯒⁂≩Ⲛ≲⯨Ⱊ made it to ⌷▀☐✒⛖⺢⳱⟊╻⊹ 03! ⅏⇯⚩⛇⦁⡂Ɀ➋⟛⇻⁋⎜⭜ Ranger barely ⋏≜✽⡉⊪⢏⡴⨟ fuel ⧴⟝⼩⢿⇶₤⏶⣯⪾⫄⌵⎧☓ⱶ left inside ⪨⇗ⷙⷓ⒄↠⍝Ⱜ⦟ I'm ⪁⫋♵⧴▀ and then ⨠⏔⟽≧ⵣ⼑ℊ∍▲ ↠ in tomorrow. ␢⧐⫴┏ⵧ╧∐⽻ⶍ⍙☙⠺⇽ me luck! ┺⒚⒊╹◠❘⡅≔╣⨅ⷳ⭁≘ - Mi
< end transmission >
a drawing for a setting i'm working on
early on i used to draw a lot of scenes like this, i really enjoyed doing it but over time i moved away from it, i think mostly because drawings like this take way longer to make.. i'd like to try to make more stuff like this
working on this also showed me that i need to like, learn the fundamentals of colors and contrast better, it was a struggle to figure out how to color this even with a thumbnail and i feel like i could've done a lot better - still very happy with the result though :3
also i've been sitting on this for a few weeks, i thought about separating my work on this project from my other stuff by posting it elsewhere but ehhh.... it's too much work
alt text: a drawn scene. on the right and in the foreground is a large strange looking vehicle. it looks very rugged and utilitarian, it kind of looks like a mix between an RV and a military truck. its exterior is rusted, its paint faded and covered in grime, it looks very old. the letters "LRV" can be prominently seen on its side. a small door on it rests open. on the ledge of the door sits a deer character, dressed in casual modern clothes. she's wearing a beanie, large round glasses, a brown jacket, fingerless gloves, and dark gray tights. on her hooves are very futuristic and utilitarian looking shoes. she's holding a strange device with an antenna as she looks towards what's in the background with a subtle smile. in the background is the side of a large concrete building, covered with various rusted protrusions that once served a purpose. its main visible feature is a hangar door that's several stories tall, with a large faded number, "03". it appears to be ajar, but not enough to see inside. on its bottom portion is a large "ATTENTION" sign, the text and imagery on it boils down to "don't go here". the lower portion of the door is covered in colorful graffiti, it's also faded but much less so than the rest of the building. the lighting of this scene is very warm, it appears to be either dawn or sunset.
Category 3D Models / All
Species Unspecified / Any
Size 2402 x 1534px
File Size 965.7 kB
Listed in Folders
Whoooooaaaaaaa this is awesome !!
Very rainworld with the ruined industrial aesthetic :D
I do get that it probably would be very time-consuming. I kinda want to get into doing stuff somewhat similar to this bc some parts of a setting im working on also calls for it but its always so intimidating to try and fo rusted industrial greebles and such
How did you do the wall texturing actually? im super curious cause texture's a weakpoint of mine and this drawing pulls it off super nicely :o
Very rainworld with the ruined industrial aesthetic :D
I do get that it probably would be very time-consuming. I kinda want to get into doing stuff somewhat similar to this bc some parts of a setting im working on also calls for it but its always so intimidating to try and fo rusted industrial greebles and such
How did you do the wall texturing actually? im super curious cause texture's a weakpoint of mine and this drawing pulls it off super nicely :o
thank you !!
i've always been very fixated on this specific kinda grungy abandoned urban aesthetic, it's probably no surprise why that game quickly became such an obsession for me jdfhg
in terms of greebles and industrial detail, i'd recommend watching this video, it taught me a very useful technique for portraying lots of complex detail without actually drawing every little thing - worth mentioning that i didn't use that on this piece specifically because i wanted to draw all the little details
for the wall texturing, i started by getting good references. i had gone to a local railroad museum recently, and i took a bunch of pics of some of the junker trains they had there, link here. i looked at the references and tried to break down what made up the overall appearance of the decay - in this case it was rust spots with peeled paint, vertical rust stains from rain, faded paint, and a faint layer of surface dirt. i went through my brushes and found ones that best matched the texture of the specifics bits of the grime, then drew the individual layers, stroke by stroke (i can share my brushes with you if you'd like! having the right brushes can help a lot). i was switching up the brush size as i went to avoid repetition, and for the vertical ones i used the ruler tool to keep them even. here's a gif of the process. i hope this helps! honestly you could probably get away with getting a texture png and using the right overlay mode, i do that most of the time, but here i wanted to practice doing the texture myself. the background wall is done in a similar way, i just looked up pictures of weathered concrete blocks instead
i've always been very fixated on this specific kinda grungy abandoned urban aesthetic, it's probably no surprise why that game quickly became such an obsession for me jdfhg
in terms of greebles and industrial detail, i'd recommend watching this video, it taught me a very useful technique for portraying lots of complex detail without actually drawing every little thing - worth mentioning that i didn't use that on this piece specifically because i wanted to draw all the little details
for the wall texturing, i started by getting good references. i had gone to a local railroad museum recently, and i took a bunch of pics of some of the junker trains they had there, link here. i looked at the references and tried to break down what made up the overall appearance of the decay - in this case it was rust spots with peeled paint, vertical rust stains from rain, faded paint, and a faint layer of surface dirt. i went through my brushes and found ones that best matched the texture of the specifics bits of the grime, then drew the individual layers, stroke by stroke (i can share my brushes with you if you'd like! having the right brushes can help a lot). i was switching up the brush size as i went to avoid repetition, and for the vertical ones i used the ruler tool to keep them even. here's a gif of the process. i hope this helps! honestly you could probably get away with getting a texture png and using the right overlay mode, i do that most of the time, but here i wanted to practice doing the texture myself. the background wall is done in a similar way, i just looked up pictures of weathered concrete blocks instead
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