21 days later

Update: Sketch page from December! Many changes and fixes to Parsk's head.

Still working on Parsk's physical appearance. I'm pretty happy with her head structure now and will move on to finishing up the rest of her body + adornments. This page is really messy, I find that having everything overlapping helps me iterate while staying loose, not worrying about getting too locked in to concepts unless they're good.

Summary:

  • Parsk's horns (pincers) are a lot shorter now, this is to better reflect the diving beetle larva she was based on and also to address problems of balance. It also makes for a more believable silhouette.
  • Concerning balance, originally her horns/pincers were supposed to be massive to counterbalance her large tail while on land. I think while not in combat she drags her tail around, but when in combat she dons armor that extends her horns (seen in the yellow sticky notes on the blue Parsk). It's hollow and metal and inspired by stag beetles. The tips are for grasping/blunt trauma, and the points in the middle are right over her pincers and have an opening on the inside face, imagine like a cut reed. She pierces enemies/prey and injects digestive enzymes into them through those pincers, then sucks it right back up. (That bit is based on actual diving beetle larvae, by the way.) The armor comes in two pieces that latch on the posterior face of Parsk's horns, and rests on top of a sash wound around her horn joints to prevent chafing. She might also have little "earrings" dangling off this armor, I definitely want to make it ornate and reflect the water beetles' culture as well as her personal taste.
  • Parsk's mouthpieces are now inside her mouth. They come out for signed communication, for maneuvering (human) food into her mouth, and when pulling out her Hollow Jet. They were too clunky and un-waterdynamic on the outside of her face. They are also at risk of entanglement/breakage which seems inoptimal for communication-critical organs. Additionally, Hollow Jet is something that should be aimed.
  • Added stretchy cheek flap (Is there another name for this?) where there used to just be nothing. This was because I watched Jurassic World and really liked the velociraptors. There's something a lot more disturbingly organic about the skin flap. It also makes sense in the context of evolving in an aquatic environment - Prevents too much water from getting in and also helps snap the jaw back to its place. Suffice to say Parsk can unhinge her jaw and does so for Hollow Jet.
  • Added neck flap/neck skin underneath chin. Without this her jaw is just cemented there.
  • Added antennae. Makes Parsk more emotive as a character design, and makes evolutionary sense (socially, as a sense organ). It also helps break up her silhouette which by this point was starting to look way too much like that guy from Hylics.
  • I've been thinking that a big traditional motif for water beetles is kelp. Their main motifs overall probably tend to be plant-based.

I'd also like to elaborate further on armor for Parsk's tail - Metal plating covering the dorsal and ventral faces and a "lateral line" row of sharp edges that turn her swinging her tail from painful into deadly. (This image drawn before the previous one)

For next time: maybe a clear (digital) diagram of Parsk's head, more work on her adornments (I think it's very important that she wears clothes and armor), maybe some work on her body plan. I continue to struggle with the spirelets. For the final illustration I was thinking her in full armor piercing somebody/draining them through her pincers and lifting them high above the ground; meanwhile, a friend told me that I should do something involving her mouth jet, to capitalize on her being Team Water. It's all still very up in the air at this point. Speaking of Team Water, I have no idea where to put her emblem. Probably as a patch or pin, something "army standard issue."

Also take this meme

moar concepting

i realized i dont' know how arthropod exoskeletons actually work, so i referenced crab legs/shells and will be pulling upon that for her limb/body structure. i think i'm going to scrap the spirelets idea, it ruins her silhouette and also doesn't make biological sense anyway. parsk is now a double bladed staff, deadly sharp at both ends and the middle is just for spinning those ends around. also i'm struggling with her stag beetle pincer armor... looks like the form is harder to draw than i thought.

actual illustration concepts coming up super soon

illustration composition INCOMING

i wanted to go with an overhead view that incorporates perspective elements without being entirely structured around them. aerial/overhead view has a "in the wild" look to it that i really like (and is really fitting considering parsk's theme of consumption). also it's easier to fit all of parsk's long snakey body this way.

my main worries about this composition are: 1) not enough or clear enough Water Element. it's a nonconventional choice of imagery - the "water" is the digestive fluid she injects into her prey, who are lying around her feet in puddles of that fluid as well as their own blood, and 2) too gory. would i be okay with my boss seeing it? .. i mean.. my boss would probably be okay with seeing Inglourious Basterds screenshots over my shoulder... so.. probably?? i think my scale for these things is off and would greatly appreciate input.

also here take some compositions i scrapped:

i'm pretty interested in the defending ones, especially since i get to use more water there in the form of a steam screen, but i do really like the aerial shot i've got going right now

nevermind, aerial shot has too many perspective elements that are easy to bungle/finicky and also it feels oddly static...? i've been futzing around with compositions more and i feel like parsk's body plan makes drawing stuff that's in-your-face while getting her whole body in the shot WHILE making her feel Large WHILE looking dynamic is really hard... i'll keep working...

elaborated more on the "horse rearing" compo because i liked some of the shapes in that. i also thought hard about what drew me to her design in the first place and i'm going to try to go for a "classic horror manga" look a la junji ito or parasyte.

second composition here is a bit more dynamic because it faces the viewer more and there's also a perspective effect, howerver there's something nice and classical about the forms in the first composition that i prefer... so i'm stuck and would appreciate input.

there's a few more compositions i'd like to try but it's late and i think at this point i will back off and more seriously think about locking down parsk's adornments which i have made absolutely no progress on yay.

character sketches

working more on familiarizing myself with parsk's forms, seeing how she would put on clothes/hammering out the mechanical details of how she moves, also working a tiny bit on her species (normal larvae and beetles)

notes: back legs are more like dog legs now, middle and front are more like elbows; changed # of mouthpieces from 6 to 4 and altered mouthpiece design for balance*; spine can only curl up/flexion, not extension (ruling out some of the composition ideas i had); weak point right after leg segments and before tail proper which will probably be covered with a sash or padding; parsk curls up to slide lateral line armors on (much like bringing your leg up to put on pantyhose) and lays out over-head clothing to wiggle into. now that i'm writing this, i realize that larvae probably have no use for cloth clothing as that tends to slow you down underwater... parsk probably wears an altered version of the beetles' ceremonial robes and only for occasions, not battle.

*hand-mouthpieces are colored black on the hand and halfway up the middle segment, leg-mouthpieces are colored black on the last segment, this is for visibility underwater

i am updating more than expected, i guess i want to give everyone a detailed idea of what is going inside my mind. i also think formatting my thoughts for posting keeps me on track. i like to be thorough about the mechanisms and reasons for things when designing characters/species.

next time: more work on the "normal" larvae/beetles and hopefully some Actual armor for parsk

Whats nice about the first composition is how the position of the head makes the jet feel like it has more force, given how it almost looks like her neck is reacting to the Push of the water, and her body is countering that weight.
With the second composition, it might look more dynamic because she takes up more of the canvas. its a very triangular composition which is nice, because it makes her head the focal point, given that everything else fans out from that point. Her legs, the jetstream, and a lot of the lines you have put down sort of converge at the face, like "LOOK HERE!"
EITHER WAY, they're both good compositions, But overall there are more sound elements in the second composition.
The first composition is still very workable though, it gives you the sense that you're observing this happening, and there's nothing you can do. With the other one, however, it feels like you're under her ( Also there's nothing you can do.

@skullguzma you've pretty much pinned down what drew me to the first composition, there's a strong feeling of suspension or weight there which i will definitely need to work to my advantage considering i will be going for a more "frozen" snapshot as opposed to something mid-swing. as for the second one, i will try to isolate and rework the underneath/looking up element because... the second compo just doesn't excite me as much x__x ... i will see what i can do with alternate compositions and worst comes to worst, i'll fall back on the first one, maybe see if i can tilt it a little bit to get that "LOOK HERE" effect. thanks for your input n__n!