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OC/Drawthread 2: Jealous Bapho edition Anonymous 07/05/2025 (Sat) 10:34:10 No. 29010
It took us 2 years, but we've done it, first bumplocked thread! Wanted to do highlights from the last thread, but 5 pics is kinda... not enough, so its 4 proper, then a collage of all the rest. damn, the file limit used to be 4... Anyway, post new stuff everyone!
(469.68 KB 1166x1273 Space Force Recruitment.jpg)

Also dipped into poster graphic design, this was a fun one. I was planning to do a finished paint before posting but a friend pulled me in on another project now, so have the sketch.
Alright, here's the (non-canon) Sulphur Sea Elemental, in all her green glory. It's always quite fun to research on the color palettes stuff i draw. A very interesting thing i discovered here is that the hue shifting didn't follow the normal curvy diagonal pattern, the artist here used more of an S shaped selection, which lets them reach more varied colors, making a more varied palette. It's more visible on the brows, where it jumps to a very obvious red. Let me know what you think.
>>89283 Nicely done, meshes well with game's art style
(48.16 KB 512x512 Quick Edit.png)

>>89283 This is easily your best one yet, you picked a tricky perspective and did a good job of it. I especially like the way you darken the scenery going up and how we can just see her eyes glowing beneath the mask because of the angle. The biggest thing that would help the overall impression of the piece is to make the lighting consistent. On her fists, bones, nose, and in the background it seems to come from below and slightly in front, but on her boobs, stomach, and chin it seems a more normal front and slightly above. I did this quick and dirty edit using the former since it's a cool effect. This meant boob highlights move down, stomach lighting and shadow flip, and the chin below the jaw gets highlight to match the bottom of the nose. This isn't perfect, but getting it 100% fit to perspective and source would take longer than I have now. If you wanted to do front and slightly above, you'd still get more shadow around the eyes, and the boob highlight would instead move up towards her collarbone, leaving a bigger shadow region on the lower boobs and the stomach beneath them, plus on the bottom of the hands.
(21.30 KB 474x474 Lamp and Minis.jpg)

I find the easiest way to figure out correct lighting is to get a bendable desk lamp and figurines, with flying anime girls on a strut being the easiest to light from below or the side. To see how a building casts shadows you can use Warhammer terrain if you play, or make the basic form from cereal boxes, shipping packages, and the like.
Did >>89414 and >>89416 for the /mge/ thread and wasn't sure if people follow it here. This was my first trial of a pencils-inks-cleanup process and I'm pretty happy with it. Will need a new eraser or more time in the digital leveling next time, and more time spotting the blacks in any serious comic, but if you have other crits have at it, always looking to improve.
>>89350 >The biggest thing that would help the overall impression of the piece is to make the lighting consistent. On her fists, bones, nose, and in the background it seems to come from below and slightly in front, but on her boobs, stomach, and chin it seems a more normal front and slightly above. The lighting was supposed to come from above(more or less in the same direction as the POV), as in, the upper part of the image. The brighter parts of the islands in the background are supposed to be the flat surfaces facing the light, and the darker parts are angled and reflect less light, so i'm a bit confused on why you'd get the impression that the light comes from the bottom(the little yellow thing at the bottom of the pit is its own luminescent lightsource, but not strong enough to be something other than a bright spot). Same for the fists and bones, darker parts on the bottom and closer to the body, ligter on top and facing the POV. I did quite struggle with the breasts, and your version looks a lot better in that regard.
>>89422 You're right, by bottom I was thinking as in the film term "bottom lighting" (from her feet, er, tail), but I should have been clear. The only parts that give the wrong impression were the ones I touched up: the stomach and chin bottom had light seemingly from the picture bottom, and the breast "headlights" were closer to pure front lighting. That was what made me doubt, because they're so prominent, but you're also right that they're harder to get right. Practice from some reference is the best teacher here, so keep at it!
(248.51 KB 1440x960 CotM Chapel.png)

Talking with friends about Castlevania, I was reminded just how good Circle of the Moon was for pixel art and monster girls. You had succubi, alraunes, arachne, and even living dolls. Those in particular used a great trick: you need to use browns and grays because they're supposed to be Japanese-style wooden dolls, but the devs gave them bright blonde hair and made the foreground very bright, and background mostly not-yellow, so they'd always show.
(299.18 KB 1440x960 CotM Camilla.png)

Of course Camilla is the best monstergirl here, giving us as much succ as late 90s Nintendo would allow. I also really like how they use dithering as a way to show the texture of rough stone, and artistically chose to keep the whole background blue-green, not just the wet parts, because it unifies it will making playable platforms stand out. Going to stop here since it's not OC, but if this inspires there's lots of other pics on oldschool sites like Spriters' Resource and Castlevania Dungeon.
>>89839 I'm quite surprised by the amount of color shades being used here. Looking around in spriters resource tells me how good the art direction in this game was. It's also interesting to compare the different "strategies" when it comes to displaying characters, depending on how big the sprite is. They don't just scale stuff down, small sprites like the living doll only have shapes enough to make them recognizable, while stuff like Camilla is allowed to display more detail like the face.
>>75673 Anyone?
>>90624 Cool, didn't realize this was still open. >Personality: Serene, likes to chill and gives good advice >With a guy she likes this means cuddles, him missing her obvious signals is the one thing that really frustrates her >Random: mushroom girl spores only give her a light buzz, and she can gift this ability by a ritual
(1.39 MB 2250x2783 20260507_220453.jpg)

(1.57 MB 4000x2250 20260507_220310.jpg)

>>85556 Sorry for the late reply. Thank you for the feedback and doing the line stuff. Yeah I'm trying to get better at drawing sexy, one day I'll draw sexy monster girls with less mistakes. Here is another heco-hound drawing I did and a hellhound that I copy.
>>90960 Looks pretty good. You still have some work to do on symmetry and line control, but otherwise looks fine.
>>90965 Thanks. What did you think about the heco comic, pretty funny right
>>91047 It does have a certain 2010 humor that i greatly appreciate.
Smoking mouse girl with a gun i made. Waddaya think?
>>91309 Pretty good, nice touch with the ears twitching
>>91309 She looks like a mafia boss. Pretty good.
(209.03 KB 1200x1200 Tundra Mouse Girl attack.gif)

>>91309 Cool attack animation.
>>92001 Outstanding, anon!
>>91309 >>92001 >looping animation >transparent background >idle and attack variants Are you going to use it in a videogame or something?
(99.48 KB 600x600 Tundra Mouse Girl capture.gif)

>>92743 M-maybe.
(2.81 MB 3000x3000 foox.png)

>>93191 Losenis drawing something other than lims? What's next? World peace?
>>93191 noice tails could be bigger, but that's just my inner fluffbrain speaking
(61.77 KB 1628x1790 Heco Hound.png)

Huzzah I have made my first digital art and it's Heco-Hound. Using the stylus and layers was awkward at first but I think I made a good drawing.
>>93452 Cute thing. Keep at it anon.
>>93452 Risky headpat, but I'd probably still go for it.
Satyros ready to charge.
(653.87 KB 2000x2000 Practice615.png)

>>95943 girthy tails...
(133.54 KB 1200x1200 Satyros attack.gif)

(48.11 KB 1200x1200 Satyros charging.gif)

>>95135 Best to get out of the way with this one. The charging animation would loop until she hits something.
>>96019 So what is it going to be? a doom wad like MGQ3D?
(2.97 MB 3601x3834 Loongma.jpg)

Trying to design a longma monster girl Unsure how to design the wings for her.
>>96280 Why not just attach regular dragon wings to her front (horse) shoulders?
>>96280 >longma I'm not well acquainted with chinese mythology, but any good reference i can find of a longma seems to lack any wings at all, similarly to how chinese dragons don't have/need wings either. I think leaning into that same vibe is better, making her slimmer and more agile and giving her a floaty feel, with cloudy fur around the legs and similar decorations. Just my two cents.
>>96284 I thought about just regular dragon wings but with how I designed her so far it felt off. >>96291 That's the thing, most art of the longma tend to not have wings, but information about them tend to describe them as having wings. Though after thinking about it for a bit I'll just go with your idea to not have wings.
And defeat animation. >>96066 I was thinking more of a chess with custom pieces and movement type of game. It's simpler and i don't need to worry about 3d, though it is an interesting idea.
>>96708 Doom 1 engine (the same that powers MGQ3D) is actually not 3D. The maps are being created in a 2D editor and every object in game is a single point with a 2D sprite attached to it.
(16.60 KB 300x300 Golem.gif)

Ancient mining golem just chilling.
(202.69 KB 1200x1200 Golemattack.gif)

>>97397 And the attack animation. She's supposed to cause a small moving rift that summons a stalagmite at the target(something like the Ornn Q, from LoL), but that'll have to be it's own separate thing.
>>97955 Imagine the handjobs
(74.02 KB 1200x1200 Golemdefeat.gif)

>>97955 And a simple defeat animation.
(594.36 KB 3000x3000 practice47(batgirlflats).png)

Alright, i finally got around starting to draw the batgirl OC. Hope the other anons have been diligently working on it too.
(3.80 MB 3000x3000 practice47(batgirllights).png)

>>99427 And some simple lighting.
>>99427 >>100465 Not a fan of the bat nose, looks neat otherwise
(791.78 KB 1107x1582 practice623g.png)



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