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Original Content thread/Draw thread Anonymous 07/05/2023 (Wed) 06:50:03 No. 3426
Post your drawings, request something specific, give feedback/ideas and alike I'll start by sharing a few of my things Let's make it the most active thread on this board!
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>>15415 That's VERY cute! I love this goofy fox thing
>>15427 Thanks! I took a liking to her as well. Hopefully I will get around to draw more of her.
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>>14288 When in doubt, post more Bapho edits >I don't even care about chestlets, I just like loli memes, lmao
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>>15430 I see that both monstergirls and kemonomimi are accepted here, so I will dump some of older art.
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>>15797 done
>>15797 >doomguy with rabbit girl kek
>>15585 >Bapho chamber So goat tower?
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The best beginner art book I know of. It's all about training your eye to accurately perceive line and angle, and get you to think in those terms. Second link is Takako's notes on anatomy. https://files.catbox.moe/xrcoo5.7z https://files.catbox.moe/9hszkb.7z
>>15797 >>15798 Wonky art but has soul, I like them
>>15797 >>15798 Lapipi witnessed. Very cute.
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i drew a cute vampire today that is all.
>>16056 Looks quite blurry and has some artifacting. Did you use a black background? It looks like you tried to erase it and left some semitransparent pixels. The blurriness could be due to your exporting settings. What program did you use?
>>16126 i use photoshop(yargh har edition) and yeah kinda trash still a noob af at drawing. but it looked spooky so i left it in. also its kinda meant to be viewed from further away or at a lower res as i used way to much of the pencil brush like so much i seem like a crack addict just wanted to see how it'd turn out and the reason for the black aura and artifacting is 1, it looks cool and fits vampires being edgy. 2. im lazy as shit so i just filled in a backround then erased it(it looked even worse before tbh) cuz i couldnt color in one specific part of it properly cuz it was being a pain in the fuckin ass. on top of also cuz i fill it black a layer below in to see what parts are transparent when im coloring in and for once i decided it having the darker edges looked more fitting for once.
>>16138 so yeah i did do the black backround and i got no i fucking dea why it turned out blurry(prolly cuz of spamming pencil while tired as shit) all i know is it looks better at lower resolutions or sizes.
>>16140 For the next time, do your background in a different layer(don't know how photoshop works, but i'm 99% certain it has layers). That way you don't have to erase it later, just simply change the visibility. Looking at the original resolution in the image properties(284x354) it's definitely upscaling artifacts. Try to manually upscale your images in photoshop next time, or use a bigger canvas.
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Not sure if it belongs to /amg/ or here, but, since there is no drawthread in /amg/, I'm asking here anyway and spoiling the questionable parts: Requesting Lyrilusc Independent Nightingale riding being Tyrant Neptune from below while being lifted from both the vagina and the anus (some reptiles have two penises).
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Monstergirl GameDev Corner 01 It looks like we have several anons interested in making games now, at least >>13407 here and >>16326 and >>16303 in /mggt/, so I figured I'd offer some help. It looks like most people are coming to code from an art background so I'll start with some basics. Intro: A Framing Problem Let's assume both you and your fellow anons are desperate for OC, because WEG-wise >>5055 is still accurate. You snap and put out the simplest demo possible, a waifu-picker with 4 girls. Sucks for you though, even that isn't zero effort, because it will either fill a PC screen and look tiny on phones, or will go one-column and have tons of unused space on a PC. The 2-column compromise is just that, a compromise. So even with something that can barely be called a game, we can't escape coding. Luckily, the code here isn't hard. We want to: >Set a minimum width for the choice of girl, so it looks good on-screen >Choose a value that works on PC and phone This can be done as pure HTML + CSS without more complex "proper" code: [code] <style> .choiceList { display: grid; grid-template-columns: repeat(auto-fill, minmax(20rem, 1fr)); } </style> <div class="choiceList"> <div class="choice">contents here</div> <div class="choice">(that means your waifu!)</div> <div class="choice">can include pics, text, and triggers to let you select 1 of the 4 girls</div> <div class="choice">yeah, ipsem lorem motherfucker!</div> </div> [/code] The first line in style say to enable a grid. The second is where the magic happens. To break it down >repeat(auto-fill, = do it until you fill the space >minmax(20rem, 1fr) = but set a minimum width of 20 REM units (around 30 letters) per choice, and use a maximum "1.0 fractional", which means fill the screen with the one thing but take out all the little stuff like margins first. You can see the result in our second pic. I also increased the font size with a media query on aspect ratio since a phone is only a couple inches wide, and the rem unit is relative to the base font size, giving a wider view as a result. You can look that up, or I'll provide the full code once I have this thing release-worthy as a quick fun project. Second Concept:Objects You may object, 'I don't want to do some crappy waifu clicker, I want my own Monster Girl Quest Paradox!' Fine, so let's talk about how to think of serious code. At base, code is about defining a world of rules. Everything you put in it has to be defined. Some of this can be automated, like if you have a 3D model, Unity or Unreal can import & render the polygons. But a lot is still up to you. Start with a simple question: what makes the monstergirl like you more? Maybe something like: >You give her gifts she likes >You keep her in the party, even at night... >...and when that leads to its inevitable conclusion, your hero is good at sex! Each of these needs to be precisely defined and tracked. Maybe "good at sex" means a numeric sex skill from 1 to 100, and above 60 is "good". But maybe it means a rhythm minigame ala DDR, and you save the final score. You can't fob this off, not even if you had a perfect AI, because this is what your game is. So now you're thinking of two big things, <What do you do, the actual gameplay? <What numbers do you need to track this? If you have a big game like Paradox with a lot of girls, it leads to a third <How do you organize this so it's not a confusing mess that would horrify even YandereDev? Luckily, this has been answered by the big brains behind Unix: objects! The idea is that each code object corresponds to a thing in the game, exactly like you're used to in an RPG. So a Party object has 4 Characters, and a Character has level, XP, HP, MP, attack, defense, and so on. This is data, but an object also has things it can do, like attack or call on Sylph for a barrier, these being its functions or behaviors. Once you're thinking of things this way, the question is how much can be in a generic object vs. one specific to a character. I've attached an example of how this works in Mario, with the categories of Enemy and Ground Enemy reducing your code from over 100 rules, mostly repeats, to a mere 33. Our First Detailed Object: Bounding Boxes You could spend days looking up shit on object oriented programming, but I think it's more useful to look at how a very basic one works at the level of code you'd actually write. How do you tell if Mario's jumped on an enemy, or if Luka's walking into a wall in MGQ:P? The simple answer is a bounding box, literally a square around the character. If it overlaps with another character, you check the rule for that interaction to see what happens. For a platformer, there may be multiple boxes per character. In the example here, our very out-of-place Goomba has two hit locations, a green zone where you can smush it, and a red zone that will hurt Mario. But looking at the rest of the pic, we see a more interesting problem: how does our hero fit through the door to meet his beloved Anubis? The door is just a simple box, and really only the bottom counts. But our hero is a little more interesting, since he wants different boxes and rules for different purposes. >The minimum draw box, 16x30, is what the computer would need to render, but it's not great since a run animation or combined sprite hugging the Anubis would be bigger. So for draw calls, I define a convenient 24x32 "EZ-box", which I've determined is big enough for all frames of the hero's common animations. But that extra space would keep him from walking through a 1-tile wide door, and even the minbox feels janky for stuff like getting hit, where the gameplay feels better if a shot grazing his hair counts a near-miss instead of a hit. Thus we get the hitbox shown, a mere 12x24 pixels. A shot or collision counts when it overlaps any part of this hitbox. But that looks wrong if you're trying to walk in the door. Your head touches the dark part and you warp into a room, and you mysteriously can't stand right in front of a treasure chest. For that we need one more box, a wallbox, roughly the area covered by the feet in all frames of the run animation, a mere 4 pixels tall. When that bumps into a wall or chest we get pushed back, and if it touches a door, we warp. This attention to realistic simulation is even more important for 3D games. Look up a video of the hitboxes in Dark Souls or Elden Ring. You'll first see that bosses have a ton of them, and they change for every attack. Being in 3D, they're actually more like cubes, or in some cases arbitrary polygons with no indentations called a "convex hull", which still is easier to calculate hits with than an arbitrary shape. In 2D, the math is simple enough to share here. Assume that (x0, y0) is the upper-left corner of the BBox and (xf, yf) is the lower right (in Cartesian quadrants this is Quadrant IV, chosen over Q1 in computer graphics because the screen draws down from the top). Assuming 2 objects, A and B, we only need to test once, since if A is inside B, B is also inside A. The logic here is most efficient by negation [code] // stuff after these two slashes is a comment, the computer ignores it but it helps YOU understand return not ( a.x0 > b.xf or // A is completely to the right a.xf < b.x0 or // A is completely to the left a.y0 > b.yf or // A is completely below a.yf < b.y0) // A is completely above [/code] What do you think? If you have questions or requests for other topics I'll do what I can. Alternately, if another anon wants to do a demo on something like model rigging that would be a cool followup. And if any of you anons thinking of making something want to try, now's a good time!
I have a burning need for a game where garithos is the main character.
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I think I'm getting somewhat comfortable with where this is going. The new artstyle I am trying after moving away from anime looks okay to me and I think with a little study I can make some good stuff. In this case though i just tossed some animal ears on the same model to give a go at having unreal use the same skeleton for animations. I'll put more effort into unique models later and have a proper game about humans valiantly fighting the monster menace. A nice target would be iconic species like hellhound, goblin, lich, and kitsune. Also based on playing Oblivion again it seems I really like dungeon delvers and getting neat enchanted gear.
You know since vampirism is a plague i figured why shouldnt it combine with other monstergirls, i swear i see the forms of zombies and liches in terms of undead monstergirls mor often. So foxpire, basic sketch but hey its an idea. You can get fluffy tail and get sucked at the same time.(i hate drawing hands im still bad at it) forgive quality and my self loathing. if one were to combine with another transformative plague monster you'd end up with were-monstergirls. But this may be a way of ending up with a lamia turning into what amounts to a bunyip on the full moon. neat ideas. though i think the classic vampire cape is probably oversized as hell to accomodate for fluffy tails. or has a hole in it somewhere.
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>>17846 >though i think the classic vampire cape is probably oversized as hell to accomodate for fluffy tails this is the only right answer. make them drag a massive blanket big enough to wrap up a man with them at all times, and let them control it like a second tail.
>>17846 coloring took forever cuz i kept finding bits that werent colored properly, i extended the cape with bits made of her tails cuz why not, if your a kitsune vampire your cape can get longer with shed tail fluffs. Anyways What is a man? A cute little pile of tail fluffers but enough talk, Have mofu.
>>18049 blessed be the drawfags
>>18049 Cute!!!
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>>18088 ...why is she holding a knife? Is she a chav? >oi wankah, bust out your prick or I shank ya
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>>18049 its cute and all, but >348x385 WHAT THE FUCK IS GOING ON WITH THIS RESOLUTION
>>18088 Flonne! Disgaea represent!
>>18128 if you'd like it to be larger iirc theres tools for that. but this makes it far more portable and far more useable on crappy computers(also it looks cuter small). anyhow >>18049 Dont go wasting your emotion, Lay all your blood on me. (help ive been listening to this song for the past entire day help).
>>18153 also i find it really hard to draw things super big.. and this took a while to do for me...
>>18153 >this makes it far more portable and far more useable on crappy computers Bro, are you using a laptop with windows 98 on it, or what? Holy shit. >>18156 >also i find it really hard to draw things super big.. Just scale the canvas? The stroke length irl would be the same, but travel more pixels. Then you can also zoom in and do the details, if necessary. 1k by 1k should be fine with all semi-not-trash computers nowadays. Unless you're really using something with 1gb of RAM, in which case forget I said anything.
>>18202 i will hope you to know i took your criticism to heart and drew my next drawing stupid HUGE. pretty wip tho like i mean stupidly HUGE MASSIVELY even this took all day granted i did some grinding inbetween but still Look at how HUGE it is. HOW GARGANTUAN IT IS. i swear if you want it EVEN BIGGER i'd think you were into some weird stuff.
>>18331 i forgot to upload it like a stupid BIG idiot.
>>18332 Better. 340x340 was really too small even for a 1080p display, I can't imagine how weird it must have looked for those on 1440p or 4k
>>18331 It reminded me of that huge honkers copypasta
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>>18088 colored
>>18404 that was the intention, give a fox BIG HUGE tits out of spite.
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>>18504 got the colors inspired a bit by yuki-onna. cold looking fox.
>>18485 very nice, anon
>>18485 very cute, funny, even.
>>18528 This one's very cute too.
>>18528 I was also thinking of making fusions/hybrids of monstergirls, I guess I have to step up
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>>18528 i feel like i made the booba shading too big but idk either way she looks cute.
>>18646 Slimes are easy to snatch together conceptually. but drawing them is another thing entirely.
>>18709 Don't know if you noticed, but you can still see the legs behind her tail, and the tip is cut off.
>>18721 i did, the tip isnt cut off its meant to be curled around her legs like a little leg blanket. im just not gud at shading tails yet.
>>18819 I see, then you should fix that little triangular tip you left over.
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>>18819 >>18709 (I'm not the original drawer btw) I drew the tail wrapped around and added some shading, also made the existing shades stronger.
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>>19013 So thats how tails are done thank you anon. here have a fox i combined with the earth element(please get the reference) i speed drew in under half an hour and i mean rushing as shit.

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