Day 31a - Kleer Anthro Concept
You know you're furry if you've wondered what an undead skeletal species would look like when alive, and then what that creature would look like when turned into an anthro.
Surprisingly, the skull of the Kleer really does resemble that of one of the great cats, combined with how they move and like to pounce unsuspecting victims really gave me the impression that they are derived from a feliform species. When I first played Serious Sam, I really did think that they are lion skeletons. XD
Surprisingly, the skull of the Kleer really does resemble that of one of the great cats, combined with how they move and like to pounce unsuspecting victims really gave me the impression that they are derived from a feliform species. When I first played Serious Sam, I really did think that they are lion skeletons. XD
Category Artwork (Traditional) / General Furry Art
Species Unspecified / Any
Size 895 x 768px
File Size 166.5 kB
Well, when you've managed to play through Sam Free World (A custom singleplayer campaign addon by a Taiwanese person) for the Second Encounter, the shooting part becomes a sort of a trance and you begin to think of related things.
You seriously should try that map pack out, it's crazy~
You seriously should try that map pack out, it's crazy~
I was gonna be all CHIN, MAN, but her face is actually kinda cool there. Very anthro, by which I mean almost exactly equal parts human and feline, or so it looks to me.
At first I thought her chest ruff thing was the far shoulder. Try practicing longer fur more, including hair if you'd like -- the texture lines or whatever in that patch have the regularity of a sawblade. The less restrained you are with it, the more lively and dynamic it'll look. Same goes for hair; instead of sketching it in outline-first and filling it with texture after, try growing it out from the scalp as individual strands (not every strand, but you know), kind of like a modified gesture-line approach. Defining clumps is actually pretty easy this way, and it's automatic variety. For the chest patch and other body fur you don't have to start at the skin, but vary your speed and looseness in proportion to the length of the fur. This goes a long way toward expressing the fact that longer hair is both more mobile and much more likely to get messed up or tangled.
At first I thought her chest ruff thing was the far shoulder. Try practicing longer fur more, including hair if you'd like -- the texture lines or whatever in that patch have the regularity of a sawblade. The less restrained you are with it, the more lively and dynamic it'll look. Same goes for hair; instead of sketching it in outline-first and filling it with texture after, try growing it out from the scalp as individual strands (not every strand, but you know), kind of like a modified gesture-line approach. Defining clumps is actually pretty easy this way, and it's automatic variety. For the chest patch and other body fur you don't have to start at the skin, but vary your speed and looseness in proportion to the length of the fur. This goes a long way toward expressing the fact that longer hair is both more mobile and much more likely to get messed up or tangled.
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