Sketch & WIP blog for:
Joe Sparrow / Illustrator - Animator - Designer / 07758224292 / joe@joe-sparrow.com
Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Thursday, 17 October 2013

#191

woah! more posts! this one's a rough for the latest dungeons & drawings. Ten points to gryffindor if you can guess what the creature is (it's quite a bit from the original design)

Saturday, 13 April 2013

#169

finally finding time to climb back aboard the Dungeons & Drawings horse. yee haw! this one is fun to draw. I had to resort to a bit of quick 3d to get the sword in his left hand looking right but i'm pretty fond of everything else, dont thing the shapes are too boring etc.

Sunday, 27 January 2013

#149

bit of an abstract take on this week's dungeons and drawings.  quite enjoyable though! man i almost typed FUNgeons and drawings

Saturday, 15 December 2012

#142

really enjoyed drawing this guy. there really isn't anything I don't love about the meiji period aesthetic. it's fascinating how everything is dominated by functionality and the available materials but it all manages to be so beautiful. feel like I need to push the shapes a bit further, it's a bit anatomical.

Sunday, 18 November 2012

#136

steadily working out what i want this guy to look like. bag of holding not pictured.

Thursday, 6 September 2012

#116

Dungeons & Drawings has a slight makeover today! I've recently started posting there again as a regular contributor so I fixed up some of the text and redid the logo. Really weird that we started that blog over two years ago now. I feel like I've improved a bit since then but I spaz about so much stylistically that I probably haven't focused on any one specific element of my art enough to improve it.

Although, that said, my first D&D illustrations - the Roc, Rast and Necronaut - are all actually lined manually with the bezier curve tool (not even in illustrator - I would actually manually draw the outline of each line) because I'm  a huge control freak and didn't trust myself to line things well drawing them by hand. I think I'm much better at that now. Plus the digital painterly style I've tried to use in today's illustration was completely alien to me a year or so ago so I feel good about that. I don't really know what I'm doing artistically overall but I do feel like I'm stumbling in a beneficial direction.

Saturday, 11 August 2012

Monday, 6 August 2012

#111

Wendell, the assassin/witch character I'm trying to build as a backup for my current Pathfinder character. I posted an attempt at a design for him the other day but I didn't like it, so I took it down. Did you miss it!? well too bad. My aims for this character are : to design a "tribal" shaman-ish character that doesn't look generic and to try to draw some more interesting headshapes than I usually do. I like the above drawing. I'm a bad artist so when i design characters i just draw like 50 heads and 49 of them look terrible, the 50th looks okay and then I spend the following week trying to recreate the magical thing that I like about it without it looking forced like a retard drew it.

Oh! And I am back doing weekly drawings for Dungeons & Drawings, the blog run by by partner, to celebrate its two-year anniversary. We're drawing gods from the D&D pantheons. Come by! I drew Boccob!

Sunday, 3 June 2012

#94

Had a particularly fun D&D game on Saturday. This is Urist, my dwarf cleric/monk. He's starting to get over his natural stoicity and timidity, and has shed his weighty armour to make more use of his honed reflexes in battle. Urist also had to deal with the (pretty gruesome) death of a fellow party member (paralysed and eaten alive by ghouls), which has perhaps had some effect on his outlook - he might now be a little more willing to throw himself into battle in defence of an ally. He has also shaved his head, shortened his beard and stopped eating meat.

I still don't like how conventional maces look, but I can't think of a better way to design it right now so, once again, I've left it as an empty circle. Urist still doesn't hit that hard but he's more capable as a tank, especially after the team fighter, Clarissa, was lamentably coup-de-graced. I fancy drawing the whole team in my style but it'd feel weird, as we're all professional artists of one sort or another and so I'd probably step on a toe somewhere.

Wednesday, 21 March 2012

#61

Urist Copperbeard, dwarf cleric of Irori, my PC from a D&D game I'm currently engaged in. Clerics are mostly healers and spellcasters of some utility but little raw power. Urist is a little special in that he's a cleric of Irori, who is a deity of "enlightenment and self-perfection", which is generally taken to mean fitness of body and mind. As such he's sort of the patron of Monks (specifically those of the shaolin variety - unarmed badasses who can quite often fuck you up worse than a guy with a sword and shield), which actually means Urist is fairly capable whether armed with his customary cleric's mace or just kicking and punching. He's a level 2 cleric at the moment but I'm considering having him take his next level as a monk, which will spice up his character somewhat. Multi-classing like that is kind of a tradeoff, as obviously the more levels you spend in different classes the less you'll advance in a particular class to be able to experience the cool stuff at the top. Taking a single level in monk, however, will further enhance Urist's unarmed strike, granting him the aptly-named Flurry of Blows ability (oraoraoraoraoraoraoraora etc) and allow him to add his wisdom modifier (a handsome +4) to his AC when wearing no or light armour. This means he'll have to trade in his leather padding and shield but as they only add up to +5 anyway it's not even that much of a loss. The idea behind this rather neat monk trait is that you're really wise, and are able to use your high wisdom to predict your opponents moves and dodge them, DBZ-style, rather than relying on your shirt or your buckler to take the blow for you. Neat!