Banana split

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wolfcharm:

Otterlock and Hedgehogjohn ♥Forever Johnlock
+in my ♥ redbubble

wolfcharm:

Otterlock and Hedgehogjohn 
Forever Johnlock

+in my  redbubble

mr-egbutt:

seifukucat:

eating clocks is really time consuming

especially when you go back for seconds

YOUR ICON

sherlockspeare:

You like the towel on his head?
Then here’s another one.

image

tastefullyoffensive:

Video game store makes the most of their broken shutters. [x]

tastefullyoffensive:

Video game store makes the most of their broken shutters. [x]

(Source: thefluffingtonpost)

anitanit2:

deebax:

Reblog if you’re robosexual.

Not entirely, just half…

busylilblop:

otp doodles

busylilblop:

otp doodles

urbancatfitters:

“shit it’s 2 a.m.” i say every day at 2 a.m. as if i am surprised

(Source: urbancatfitters)

moofrog:

hawfstuff:

I feel like TF2 really established great standard for character design and silhouette even though all the characters are super stylised they still look like real people, every detail feels unique even all their ears are different.
This kind of attention to detail seems pretty underappreciated outside of the fanbase in general.
Plus the amount of personality and expression that comes out of these characters is very self evident in all of the meet the shorts
my two favourites still being Meet the Demoman and Meet the Engineer

Just thought this would be a useful bit of information for young artists when it comes to overall character design, especially when designing a whole cast of unique characters.

DON’T EVEN GET ME STARTED ON HOW BRILLIANT TF2 IS IN TERMS OF DESIGN. It is one of the best examples to show someone when teaching them about character design. 
Like yeah…not only do they have unique noses, jaws, ears even…valve even took the extra step to give them each distinct teeth. 
My character design teacher has brought up TF2, and the concept art by Moby Francke, a few times in class. For one Moby Francke was highly inspired by the great artist J.C. Lyendecker.


And many of the key components in designing the character is gesture, shape and silhouette, and just getting in great key components that create story telling. 
This is one of the reasons I love TF2 so much because it makes me just…art fangasm all over it.

moofrog:

hawfstuff:

I feel like TF2 really established great standard for character design and silhouette even though all the characters are super stylised they still look like real people, every detail feels unique even all their ears are different.

This kind of attention to detail seems pretty underappreciated outside of the fanbase in general.

Plus the amount of personality and expression that comes out of these characters is very self evident in all of the meet the shorts

my two favourites still being Meet the Demoman and Meet the Engineer

Just thought this would be a useful bit of information for young artists when it comes to overall character design, especially when designing a whole cast of unique characters.

DON’T EVEN GET ME STARTED ON HOW BRILLIANT TF2 IS IN TERMS OF DESIGN. It is one of the best examples to show someone when teaching them about character design. 

Like yeah…not only do they have unique noses, jaws, ears even…valve even took the extra step to give them each distinct teeth

My character design teacher has brought up TF2, and the concept art by Moby Francke, a few times in class. For one Moby Francke was highly inspired by the great artist J.C. Lyendecker.

And many of the key components in designing the character is gesture, shape and silhouette, and just getting in great key components that create story telling. 

This is one of the reasons I love TF2 so much because it makes me just…art fangasm all over it.

jojo56830:

By: jojo56830

jojo56830:

By: jojo56830

(Source: jojo56830.deviantart.com)