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It’s the March of the Penguins! Dressed as a European knight, a viking, a Samurai, and a cowboy. I’ll need to clean this up later and fix them boots the Fairy Blue is wearing.
I cleaned up the Lucina sketch from when I was away from my desktop. Her shoes and the Falchion’s guard are a bit hard to get a grasp on.
A rough sketch of Lucina from Fire Emblem: Awakening. I’m away from my desktop right now, so I can’t clean it up and make it better.
In the previous post, I mentioned that the initial design for a Lang-caste Nasonovian wasn’t particularly good (mostly because I got lazy and didn’t want to draw any more arms). I mentioned then that I had a better idea that I liked more.
Soprano Lang is a young girl and a combat prodigy. She has much to learn under the tutelage of the academy instructors and even the Hornet herself, but her quick-thinking and dedication to her craft offers her a promising career (Is that a thing people say?). She does have her mischievous side, however, and doesn’t hesitate to prank almost anyone around her.
Nasonovian children are extremely fluffy, almost to the point of obstruction. Many don’t wear clothing until later in their lives, once their fur becomes more manageable. Soprano, as a soldier-in-training, wears modified chest armor designed to fit comfortably around her childhood fluff. Originally, I tried to design her armor to make her look more like a bullet, but I didn’t know how to get it to look like how I envisioned it so I gave up.
I also drew her how she might look like in Hollow Knight: a ball of fur filled with sharp points and mischief.
As a unit in Starfall Dungeon, Soprano is a fast attacker with low health. Like Voyager, she has a massive variety of moves that allows her to function in a number of ways for the party.
I’ve been feeling pretty lethargic and unmotivated lately, but I have been working on redesigning the Nagamaki/bow weapon that I had been thinking about so that it’s actually kind of functional? Instead of whatever weird nonsense I came up with initially.
I had tried to give it a dragon-head ornamentation that the bow would fire through, but I wasn’t able to get it looking how I wanted it to without the weapon being ludicrously broad. So I gave up, like I do.
Let’s compile some of the messy notes in the images:
- The blade slides in and out of the weapon casing on some manner of continuous chain or tank tread-like thing.
- A shallow channel along the length of the blade keeps the blade aligned and from sliding out of the casing completely.
- The blade can extend out of either side of the casing.
- The blade is about 12 separate blade pieces which are connected by numerous steel cords to maintain structural integrity.
- While in bow form, half of the blade protrudes from either side with all 6 pieces separated slightly to provide the give of a standard bow body/shaft/whatever.
- Part of the casing on both sides can slide out slightly to allow the bowstring to be drawn.
- The bowstring is made out of the same steel cord as the core of the blade; the “arrow” is formed of, like, electricity or sunlight or whatever.
- I’ll need to do some modifications on the casing to allow for firing the arrow. Probably some sort of focusing lens, since the concept this weapon belongs to is heavily solarpunk.
Oh, up in that first image is a rough, cludgy sketch of the weapon that I drew inspiration from while redesigning the Nagamaki/bow: La Guillotine/Le Sursis from Monster Hunter Generations. I still need to break my Hunter Rank with that final Nakarkos hunt…
Should it take about three hours to upload a 10 minute video like this? It feels weird…
Just a bit of design work on the character from my Dark Souls playthrough; just giving her some more variance than the game could provide by itself. But then I got hung up on drawing that bloody sword at an angle, so I made plans to model it in Blender and then got distracted by other art because I’m terrible.