Fan Content Policy

proficiency-in-brewers-supplies:

proficiency-in-brewers-supplies:

cookingwithroxy:

roll-for-anal-circumference:

smol-nevi:

chaoswolf1982:

dr-archeville:

goamagara:

starlightyuusei:

steveman:

steveman:

Due to recent changes in the fan content policy, it is now legally shakey ground for anyone to draw adults only content of Magic: The Gathering, Dungeons & Dragons, and Axis & Allies branded content.

And to this point, I will not be doing so for the foreseeable future. This should not change my personal works as non of my medieval fantasy works derive from D&D trademarks. It has, however, cut two major IPs off from requests, commissions, and patreon rewards.

Don’t sleep on this clause of the new policy:

Your Fan Content must be free for others (including Wizards) to view, access, share, and use without paying you anything, obtaining your approval, or giving you credit.

>use

Fuck Hasbro.

uh…………..

so no porn is essentially what they’re saying. 

No they are saying that they can freely distribute your art content without crediting you or compensating you.  AND SO CAN EVERYONE ELSE  You aren’t allowed to take commissions EVER.  And if you try to fight it legally because all of this falls under Fair Use they will have you up to your neck in fines and fees.  Which is, in fact, ILLEGAL.  But they can get away with it because money.  Hasbro has a history of this.

Please actually read the page.  I promise you its not in legaleese.

This is actually extremely detrimental to a lot of artists.

“Fan Content includes fan art, videos, podcasts, blogs, websites, streaming content, tattoos, altars to your cleric’s deity, etc.“

So if I’m understanding this correctly, then even if YouTube hadn’t been working to demonetize creator content, this policy would mean D&D podcasts & vids – like Critical Role and The Adventure Zone – can’t be used to make money.

Fuck Hasbro.

WELP.

If anybody ever wants a commission of a certain tabletop roleplay character, just…y’know…don’t tell me what it’s from. Obviously completely original character no relation to anything, right?…>_>

If you do need to namedrop a system, say “Fantasy d20″. It’s the overarching supercategory that includes all of the Open Gaming Licnese knockoffs. If you want to move away from D&D, you should look into them anyway…

Pathfinder (3.5+)
Castles & Crusades (AD&D2E)
Basic Fantasy RPG, Lamentations of the Famle Princess (BX D&D + homebrew)
Labyrinth Lord (BX D&D or AD&D1E depending on the splatbooks)

OSRIC (AD&D1E)
Swords & Wizardry (OD&D)

Or you could just start playing a game that isn’t based on D&D like GURPS Dungeon Fantasy,  Mouseguard,  Earthdawn, Warhammer Fantasy RPG, Ironclaw, Palladium Fantasy, EXALTED.

Or use generics like GURPS, HERO, Fuzion, Savage Worlds, Fate, etc.

With the way Hasbro’s been mismanaging WotC, they kinda need to lose market share anyway.

Hackmaster! Don’t forget Hackmaster, it’s a great system and very akin to D&D but with many very notable improvements. XO

Just gonna add Dungeon World, Pugmire, MERPS and the fan-made elderscrolls tabletop to the list

Did some deeper research into this and just gonna put some quick notes to ease everyone’s fears:

-stuff like donations, add revenue and sponsorships aren’t affected so if your DND art comes from something like patreon or one of those “I’ll draw a picture for you if you donate 5$” things you’re 100% safe and Critical Role is sponsored by DND Beyond currently so they’re 200% safe, as well as the adventure zone even though they haven’t played dnd in a good couple months since they’re based on ad revenue

-Under the open game license, you can make any content and not have it be low key owned by wizards of the coast as long as it does not have a specific setting or uses your own original setting

-These changes have been in effect since November of 2017, so you can see how hard they’re cracking down on all this via experience or looking back on the past half year or so.

-Joining the DM’s Guild takes off some restrictions like making money off of your content if you make art or homebrew and lets you use Forgotten Realms and Ravenloft without legal repercussions (and probably more to follow)

In short, they literally say that their lawyers already have their hands tied so as long as you don’t walk up to Mister Coast Wizard himself and yell that you’re breaking the law, you should be good and again, just put a lil eraser to the “DND” part of commissions and you should be a-ok

Fan Content Policy

camposantoblog:

Each shot of the In the Valley of Gods trailer went through a number of iterations before ending up in the final cut. The idea of this opening shot—a cramped silent film frame blooming open into a wide, dramatic desert vista—was established pretty early on in our development of the trailer. It sets the tone, it hints at the scale of our story, and it gives us a target for how we want our sweeping outdoor spaces to feel in the final game.

I started with a series of quick studies from Lawrence of Arabia to get myself in the right mindset. If anyone knows how to make a lot of sand look exceedingly dramatic, it’s cinematographer Freddie Young:

image

The vista for this shot draws inspiration from the wide, terraced hills above Luxor, to lead naturally into the temple facade in the next shot being nestled in the recessed limestone cliffs.

We vacillated between modeling out this vista in 3D, vs. a 2D matte painting, but in the end it made the most sense to paint it as a matte painting that we could have far more control over, and redirect Jane’s efforts to more pressing environments in the trailer. Jane modeled and lit a rough layout based on my early concepts, and from there I just painted the dang thing until it was done.

Everything behind the foreground sand-dunes is hand-painted, with additional heat shimmer and sand FX to break up the shot courtesy of Matt Wilde.

image

From top to bottom: Rough Storyboards, Color/Composition Studies, Final Concept, Final Shot, Lawrence of Arabia Studies, Final Shot In Motion

grizandnorm:

Tuesday Tips – Cape It Simple!

I don’t need to add too much explanation today. A cape, cloak or long coat simplifies the silhouette of most character, gives them a unique look or presence and conceals a lot of the overall anatomy. Keep track of the character underneath to know where to fold, drop or stretch the fabric. The fabric itself should play a role too. Different behave differently. Movement and gravity are key to “ground” your character in the environment and make it look believable.
-Norm @grizandnorm #capeitsimple #100tuesdaytipsbook #100tuesdaytips #arttutorial #arttips

fangirlinginleatherboots:

things i did that forced me to be a better artist:

  • used a reference for everything
  • thinner line art (you think thats thin? go thinner….)
  • sketch, then do a cleaner sketch, THEN start finalizing
  • THUMBNAILS
  • color research, picking a set palette or light/dark for each work
  • you like that pose? redo it one more time
  • USE A DAMN REFERENCE
  • do not rely on stylization as an excuse for anatomy
  • draw the goddamn background you coward
  • just draw the hand- a bad hand is better than a hidden hand
  • the rule of thirds WORKS
  • take a considerable break between sketch and lines/paint
  • know that art takes longer as you get better at it
  • draw the seams on clothes
  • stop aiming for accuracy and focus on fluidity and motion, accuracy will come with practice of those two concepts
  • just…do the chiaroscuro. just DO IT. no excuses it always works
  • stop making excuses, make yourself an art schedule/set weekly(or daily) art goals and just DO IT.