2D (OC) Mira's Art Practice Log

MetaMira

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Sep 14, 2021
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No art to share today because exporting in-progress stuff from Live2D is time consuming. You'll just have to take my word that I spent my practice time rigging up the sweater + jeans combo I finished last time. I also added in her slips, because seeing a clothed character without shoes on just feels strange for some reason. (bouncy anime tiddies in impractical clothing - nothing wrong here. Bare feet in the wrong context - ABHORANT!)

I might be able to squeeze in a quick model demo video, but after that I'll be gone for a week or so as I enjoy an IRL trip! When I get back my focus will be on finalizing the expressions for this main character pose, and then getting the whole thing moving properly inside of Ren'py.
 

MetaMira

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I'm back from my off-the-grid trip! I decided to jump back in with a body shape study, specifically of everyone's favourite body part: boobies!

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Next up might be some more work on A Very Full House (I think I have a good feel for what the world navigation is going to look like), or I might just have fun and do a drawing of what our huge titty elf looks like when she tries to fit into that tiny bikini she's holding. Only time will tell!
 
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MetaMira

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As tempting as titty-drawing was I decided to get some real work done on A Very Full House during my practice time. With the move over to Ren'py I needed a new movement system, and I've decided to go with a standard point-and-click model. That means each major room/location will need an interactable image with a bunch of clickable objects scattered around. I've started doing some rough placeholder art for the locations, starting with the main character MILF's bedroom and the upper hall of her house.

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Each grey area is a clickable zone that either leads to a new location or triggers some dialogue/narration. I have the basic movement loop code working, now I'm going to spend some time making it a little more robust while I draw more location images. I'm normally a character artist rather than an environment artist, so this will be an interesting learning experience!
 
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MetaMira

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I've been hard at work on the rough travel map for A Very Full House, which has meant a whole lot of perspective drawing of simple geometrical shapes (turns out most furniture is basically just a rectangle with some details slapped on). While drawing a quick-and-dirty bookshelf I decided to take a break and do some fun art, which turned into this - a catgirl maid to clean all of this digital furniture!

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I've noticed that I draw a whole lot faster when there's no face to get right. That means I need to force myself to practice faces - I can't just draw butts forever (Probably?)! Expect some face practice art in the near-ish future, along with more A Very Full House map previews.
 
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MetaMira

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I'm back at work on the rough-layout maps for A Very Full House. These last two days I handled the living room, the kitchen, and the back yard. These are all locations I expect will see a lot of use in the game once I start sprinkling in actual content. Obviously a collection of .pngs is not a game, so I also spent a chunk of time writing nicely scaleable code in Ren'py and have all 5 of these location maps working (ie. triggering narration/dialogue when you click on them, moving between screens, etc.)

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Grinding through all of this foundational work has really highlighted how much work goes into just getting a game to a basic, interactable state. I'll be happy once I'm finished and can go back to drawing boobs and butts again!
 
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MetaMira

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Most of my time was taken up with code work for A Very Full House. The main focus of my work has been on streamlining how clickable objects are instantiated and placed - I'm going to be doing a lot of it so I'm saving time by doing it right the first time. I want to keep up with my art practice though, so I made sure to fit in some quick pose practice.

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Slowly but surely I'm chugging towards a version of A Very Full House that is actually playable! Next up I'll get character conversations squared away, and then I move onto adding in game mechanics.
 
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MetaMira

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More work on the code and assets for A Very Full House during my practice time. I figured out the workflow to go from facial expression art to easily scripted expressions inside of Ren'py, which is a big step forward. I also continued to push out early versions of the various location screens - today I've added the "classroom" location, which is where the main character will spend most of her weekdays wrangling a class full of horny teens.

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This location is still feeling a little bare, so if you have any ideas for interesting room clutter let me know! The main character is a history teacher, so maybe some sexy history posters stuck up on the walls?
 
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MetaMira

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It's another no-art day because I had the opportunity to spend the day doing non-NSFW drawing. I was also able to spend more time working on the code for A Very Full House, most of it spent wrestling with layering issues and getting characters to display properly. Bit by bit the code is shaping to the point that I can see a clear path forward for adding actual porn to my porn game. Looking forward to getting to that step!

I think for my next few drawing practice sessions I'm going to focus on faces. I still haven't nailed a recipe for drawing faces I like, so I'm hoping to fix that ASAP.
 

MetaMira

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Mostly more code work, but I wanted to get some art practice done. I felt like doing a Tiktok vs. Onlyfans piece and started laying that out. I didn't have time to finish it up, but I thought someone might find the construction step interesting anyways. I find working in vivid primary colours makes it easier to visualize what sections of an image will be what (in this, what parts will be body vs. clothing/hair.

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Next up I'll go over and line this, which will include refining some refinements like adding clothing bulges to the boobs and hips. I haven't decided yet if I want to crop it at the knee; if I don't I'll also go and fix those feet!
 
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MetaMira

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I felt like my shading practice lately has been very same-y. I want to make sure I'm actually practicing new skills, not just solidifying existing mistakes, so I tried out a different style for today's bit of practice art. I tried laying out all of the highlights/lowlights in hard colours, which forced me to be very aware of the geometry I was trying to imply and where my light source was suppose to be. Overall, I think it's worked out fairly well for a quick colouring session!

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On the A Very Full House side of things I've been hard at work. I just got a system working to highlight who's talking in a scene by zooming in on them, dimming out everyone else. I also have sorted out a ton of layering problems, added a new temporary room map, and added a basic scheduling system. Good progress all around, and slowly creeping towards having a Ren'py tech demo!
 

MetaMira

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Non-art update for today. I spent all of my time drawing rough location maps, which are looking good but aren't particularly exciting to show off (and I'm feeling too lazy to compile them into a single image). I've finished 5 bedrooms , 1 bathroom, and a basement location, all ready to be coded into the game. Critically, this also means I now have rooms that I think are important to have for the first tech demo of the game! Next up will be some UI work, I think, and then some basic game mechanics for doing chores.
 

MetaMira

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I was planning to have some fully finished art, but I got busy with A Very Full House coding and only ended up finishing my line art. This will be the second piece in a "fully dressed to well fucked" series I want to do with this character. I hope this will give me some good practice A) drawing characters consistently and B) drawing the same character with different expressions.

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For A Very Full House I've been busy doing the grunt work of actually hooking the art into the code. That's all done now, so now I can work on some UI stuff.
 

MetaMira

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I did some colouring practice today as I finish up my last B&W lineart. Again I coloured this using solid colours for highlights/midtones/lowlights, then blurred & spotlighted where appropriate.

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I worked with solid black lines for this (rather than coloured lineart), which I think came out looking better in the end. Let me know if you agree! Next up will be the same character, minus those pesky shorts and that (mostly useless) tanktop!
 

MetaMira

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I got a ton of work done on A Very Full House in the last couple of days. My focus was on the phone UI, which I wanted to make as modular as possible so it can be a hub for content and in-fiction information. Here's a look at the result:

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The phone construction code is all modular, so it's trivially easy now to have swappable backgrounds, eliminate the cracks on the screen, and add new "apps". Those apps can either trigger an interaction (top), bring up a new phone screen, or both (bottom). Overall I'm very happy with how this bit of the game has turned out so far! The next step will be to implement the Chore system so there's actually some sort of gameplay loop to this game!

Oh, and if you didn't notice I've added some proper facial art for our main character MILF!
 
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MetaMira

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I got caught up doing a bunch of coding, so no practice art to show off for today (I was able to do some sketching practice, just nothing worth showing). I'm working on the chore system right now, which is part of the central gameplay loop. The idea is you have a collection of chores to finish each week, each of which generates Stress. Too much stress and you can't do things, miss too many chores the household falls apart. Getting other characters to perform chores for you means building up less Stress, but you'll need some sort of leverage to convince them. That leverage happens to be your hot MILF body.
 

MetaMira

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Back to some character drawing practice with another Mira strip down piece!

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In A Very Full House news, the chore system is implemented, complete with a phone app to keep track of all of them. I've tweaked the mechanics for how House Stability is affected and how chores reset (before it was on a fixed schedule, now repeating chores reset X days after they are completed). I've also written that handles corruption in events, but I don't have any UI elements for that yet. That's what I'm working on next!
 
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MetaMira

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I spent a bunch of time on some non-NSFW drawing, so I got my practice hours in but don't have anything to show off here today. I was also able to get even more A Very Full House coding done, mainly a lot of UI work for character stats. There's now a "contacts" app to keep all the NPC stats collected in the same place. I'm also working on the choice UI to have it dynamically enable/disable options based on money, arousal, corruption levels, etc. Next up I need to figure out what sort of UI I want to display your spendable stats (Money, Control, etc.) when in the choice UI.

Slowly but surely I'm getting closer to a proper tech demo! Once this UI stuff is finished I can finally start porting over some of the events I wrote for the Unity version.
 

MetaMira

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I got my UI work done (for the moment, at least. Once I'm certain it's the design I'm going for I'll do a second pass). With that finished I took a crack at adding in animations, and that took me down a whole rabbit hole! Ren'py only supports playing a single animation (a "Motion", in Live2D terminology) at once, which was a problem for a lot of applications I had in mind. I did some digging and ended up figuring out my own animation management code so I can play as many as I want. I put that all together to add some real bounce to the NPC conversations! Here's a GIF of it in action (assuming this embeds properly!)

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Oh, and I also got the underwear set for our main character MILF drawn and added to her Live2D model. It doesn't show up in this preview, so you'll just have to trust me on that for now. Next up is some code for wardrobe management so I can have her strip down for my next update!
 

MetaMira

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Sep 14, 2021
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Today I got to those face studies I've been saying I was going to do for weeks now. I wanted to make sure I wasn't just practicing the bad skills I already had, so a big chunk of my actual practice time was spent watching tutorials and experimenting. My end results aren't particularly impressive, but I figured it's still important to share them. The first step at being good at something is being bad at it!

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More face studies like this to come - at the very least I need to do studies for low and high angles as well. These drawings are a little dry, so I might try and slip some boobs into them. Maybe I'll start doing upper torso busts and get some chest/shoulder practice at the same time.
 

MetaMira

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Sep 14, 2021
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Most of my last bit of work time was eaten up figuring out some annoying character display bugs in A Very Full House. For a while I had characters zipping in from off screen with every new line of dialogue and character expressions not being applied at all. After a lot of troubleshooting and a little coding that's been fixed up and the conversation system is feeling really good!

Besides that I was able to get a little bit of character clothing drawing done. One of the early events in the game involves a shower, so I added a towel clothing set I plan to use for a bunch of shower based events. In addition to that I also added two censor bar sets of "clothing". These are automatically used to cover up the character when she's naked but her corruption is still very low. The goal is to emphasis how your character is becoming more comfortable with her own nudity and sexuality, and also to tease some nudity without giving it away way too early. At corruption level 0 (start of the game) you have large black bars over your breasts and hips. At CL1 (basically after the intro) they shrink down to narrow strips just over your nipples/vagina. At CL2 they'll be gone completely!

I'm running late today, so previews of that will have to wait a bit. For now you'll just have to take my word for it!