This was the first neon Applejack wallpaper i've ever made, hell it was the first neon wallpaper i've EVER made.
The Cutie Mark was made by ShadowFoxGraphics. Send her my thanks!
With this wallpaper I thought I'd go a little out of my element to make her a little more simplistic, since quite a few of my wallpapers (including some I won't even submit) look a lot like a bunch of brushes had stampeded through the thing! XD
[Feb 15 15][Working Progress] I spent 10 days fixing up the texture. Now the models looks better with these features: -Normal maps, the hair looks good -Phong enabled, the models have better highlight -Lightwarptexture added, better shadow effects
All the EqG models modeled and rigged by CreatorOfPony . It's my first time to make source models, I decided to make them into scouce models as soon as I saw these awesome models. Many thanks to CreatorOfPony.
Later, I'm going to make these models into gmod player models, but it's a tough task it seems. Cuz the EqGs are more different from the majority models and I have to rebuild all the skeletal animations.
I really want to share these models but I think I shouldn't do it BEFORE I was promised by CreatorOfPony . I'll release the models as soon as he permit.
You are now an owner of a Mirror Pool v2! This Mirror Pool comes with ability to clone your own OC Pufs! Isn't technology amazing?
"Too Many Ponies: OC Edition" allows you to create your own OCs in form of little creatures called Pufs. You can play with your Pufs, pick them up, feed them things etc. but most importantly you can also share them with the world using the "Export" option, which allows you to create an exact copy of the game Too Many Ponies but with your own OCs! Let me emphasize this, you can export an actual, interactive game with your OCs for everyone else to play. It is simple as: 1. Going to "Export" screen and pressing "Export Interactive" button. 2. Saving the SWF file to your disk. 3. Uploading that SWF to e.g. Deviantart. And that is it, now everyone else will be able to play your version of the "Too Many Ponies" with your OCs.
First things first, I will assume you already played the original Too Many Ponies, if not I suggest checking it out right now to see what results the editor can produce. Additionally, if you don't want to start from scratch, the original game has an option to export the Pufs of your choosing - read the Import section below to find out more about the process.
I will try to explain how to create your own Pufs, and everything else that you might need to know. OK, lets do this. The first screen you will see as soon as you start the app is...
Playground (Main Screen)
If this is your first time starting "Too Many Ponies: OC Edition" the Playground will be empty, which is perfectly fine, since we will need to create our Pufs first. But before we do, there are two new buttons here compared to the original "TMP": on the right side there is the "Import/Export" button and on the left side there is the "Puf Editor" button. Click the Puf button and you will be taken to the ...
Puf Editor: basic settings
Here you can edit the basic look of a Puf and the things it says. However those options will be hidden until you create your first Puf. Do that by pressing the highlighted button on the bottom of the screen. Creating a new Puf also selects it. If you wish, you can select a different Puf by clicking it on the top panel. Once a Puf is selected, you can start editing it. Everything you change is instantly applied, so there is no need to confirm anything, including the Puf's text dialog. Puf Preview Is located on the right side of the screen. It allows you to select parts of the Puf that you want to modify. Click once to select a part; click again to deselect it. You can also drag and drop colors (press and hold the mouse button and then move) between other parts, or color slots. For example you can move colors to the swatch located right above the preview. Dropping a color will overwrite anything below it. Part settings The settings will be visible only if a part of a Puf is selected. Here you can pick specific colors and different variants of a part. Clicking a color slot with open the color picker. For those of you who use drawing applications like Photoshop and want exact colors, you can paste (and copy) colors using hexadecimal format, for example you can paste this: 0xff0000 to get a pure red color. Additionally you can right-click the color slot and pick Paste from the context menu. Right below the listing of colors there is a small panel where you click the eye icon to show/hide the selected part, or pick different variations of that part with the left and right arrows. At all times you can also click the "Show all parts" button, which will reveal all hidden parts. There is also an another way to reveal the hidden parts, easier and more precise, but it will be explained on the next screen. Between Preview and Part Settings you will find two small buttons, which are (from the bottom): show/hide selection highlight, and enable/disable precise selection. The precise selection will allow you to select a specific color for editing, but will also disables the ability to deselect parts. As for other buttons: "Randomize" picks a different set of colors for your Puf, but doesn't change anything else. The Trash Can button deletes the selected Puf (this requires a confirmation first). And the 2x button creates a perfect copy of your current Puf. Lets move on to the next screen by pressing the "hamburger" button (3 horizontal lines on top of each other - don't look at me, I didn't come up with that name).
Puf Editor: animations and parts
I think most of the options here are pretty straightforward, so I will just focus on the most important stuff. First of all, you can pick some special effects to play when Puf lands, jumps, or talks. These are completely optional and of course Pufs will still jump, talk, and land without them. One thing worth considering here is that the more effects you use the slower the game might run on older computers. "Teleporting" means that the Puf will sometimes disappear and instantly appear somewhere else on the screen, instead of jumping. Pick an animation to enable this behavior. Pick nothing to disable it. On the lower part of the screen there is a listing of all the parts that the current Puf poses. You can hide, show, or pick different variants of each part with greater precision here. Well, that is all, lets move on to the final screen by pressing the "hamburger" button again.
Puf Editor: advanced settings
This here is probably the most complicated part of the editor, but also the most powerful, as here you can change the Puf's behavior and create interactions between other Pufs.
Starting from the top:
Jump Height - how high up will the Puf be able to jump. Jump Frequency - how often will the Puf jump. 100% = very often, 1% = not very often. Jump Power - how far the Puf will be able to jump. Bigger number means further distance. Talk Frequency - how often will the Puf talk. If you pick different min and max values, a random value, between those two, will be chosen each time the Puf jumps or talks.
Child - makes the Puf smaller. Hidden - hidden Pufs are not accessible by the user, the only way to have them on the Playground is to have other Pufs transform into them. Clumsy - sometimes the Puf will jump backwards. Passive - sometimes the Puf will simple look the other way instead of jumping.
Interactions Right, so this might be a bit complicated, but probably also very fun. On the left side of the screen you have the option to create a new "interaction". You have to select a target of the interaction (what Puf will trigger the interaction) and of course what type of interaction you want to trigger. There are 3 types: Transformation - upon bumping into the Target, current Puf will change into an another Puf. You can pick what that another Puf will be, or choose "Changeling" which means the Puf will change into whatever it bumped into. The transformation process is currently irreversible, as in, there is no way to tell who is transformed once they change. Effect - upon bumping into the Target, a short animated effect will be played over the current Puf. Note: the effect will played OVER the Puf, if you want the effect to play exactly between the Puf and its target, the Target must also have the same exact interaction. In other words, if two Pufs target each other with the same exact Effect, that Effect will be played between them, otherwise it will be played over them. Talk - upon bumping into the Target, a single line of dialog will be spoken by the current Puf. The text will be delayed if the Puf also undergoes a transformation at the same time.
Lets add an interaction; any interaction will do. As soon as the interaction is added, you will notice that the "Add" button will now be changed to "Update", this is because for each target you can have only one interaction of each type. In other words once you target e.g. PufA with "transformation" you can no longer add another "transformation", but you can add "talk", or "effect". This is because it wouldn't make any sense to have two transformations be triggered at the same time, which is why the same Target + the same Type = interaction overwrite. I do not recommend using this method to modify the existing interactions. Instead each interaction in the "Current Interactions" list can be selected, to reveal a slightly modified "add/update" panel. Changes are instantly applied, there is no need to "update" or "add" anything in this case.
The "Export" screen is accessible from the Playground by pressing the "Import/Export" button, and then picking the top option. Once you are happy with the Pufs you created, you can proceed to export them as either an Interactive game, or a passive Screensaver. Both of those will produce a SWF file (Flash file), which then can be played in any internet browser, or uploaded to, for example, Deviantart. In case of the screenserver, you will have to manually convert the SWF file to a format that your system recognizes as a valid screnesaver file. On Windows you can use InstantStorm for this. Interactive version requires no further steps and is absolutely ready to be played, just upload it wherever you want, and you are done. By the way, you can paste hexadecimal color numbers while on this screen to change the color of the background.
One last thing, the "Import" screen allows you to import other people's Pufs, you just need a valid "Pufcode". What is a "Pufcode"? Right click anywhere on the screen to open the context menu; one of the options will read "Export Pufcode to clipboard", which does exactly what it says. Any game created using "Too Many Ponies: OC Edition" will have this option. Pufcode contains information about all of the Pufs stored in the SWF file, and can be used to bring them back into the editor, or to be shared between friends. Additionally, you can also right click each individual Puf on the Playground's Puf picking panel, and from there select "Export this Puf" to export just a single Puf. Once you have a Pufcode stored in your system's clipboard, simply go to the Import screen and paste it in (either using CTRL+V or the context menu). The editor will take a moment to parse the code and than inform you of what exactly are you importing, before you actually do. Importing can be done in two ways: Clean import - will completely delete everything you already have in the editor, and instead replace it with whatever you are importing. Additive import - will leave everything you have intact, and instead add whatever you are importing to the end of the Puf listing.
Holy cow, look that wall of text, luckily I think that is all. The editor is considered to be in "beta", and it might have some bugs. I do plan an updating it it the future. Some stuff you can expect: more content, better interface, actual changeling mechanics (with ability to revert their transformation). By the way, you are free to do whatever you want with your creations, upload it wherever, share with whoever, you don't have to ask me for permissions.
Oh and if you are interested in influencing further updates, check out my FB page: facebook.com/Smoczy4as , if Too Many Ponies proves popular enough, I will try and post some surveys, or simply ask you guys for suggestions. Still, feel free to leave opinions and ideas in the comments. I do love reading them.
Just a quick reference guide to different bodytypes of the female figure. Please consort the genius illustrators of yesteryear for more in-depth knowledge.
Sorry if this chart offends anybody in any way, this is a very boiled down view of the complexity and diversity of the female figure.
Such illustrators that are experts of anatomy: Frank Frazetta Steve Huston Moebius Tanino Liberatore N.C. Wyeth Dave Stevens Jeffrey Catherine Jones Bernie Wrightson Richard Corben Norman Rockwell Dean Cornwall Gil Elvgren Katsuhiro Otomo Nishimura Kinu Paulo Serpieri Barry Windsor Smith Michael Kaluta Paul Bonner Joseph Sheppard Andrew Loomis John Buscema Burne Hogarth
Been watching this anime : Shingeki no Kyojin :[link] A very high quality seinen anime, and damn it's good. Also a great read. So I did a little fanart for it ..as cross-over.... Real horse is creepy... ;_; Don't forget to check my other stuff too aye ?
oh and here [link] Ponitified OP !! by Fantasy Blade
Hey, gimme that hat!!! You know, there is a lot of illustrations with EG Applejack and her pony form, and always, the pony is in the inside of the hat. Well, this is a different take of the things XD Hope you like it.
Applejack being Applejack. Need I say more? Also as for the whole hat bouncing off head and apples flying out of the bucket thing, I don't really know if that worked but it sounded cool in my head. Part 1/? of the ponies doing pony things series
Like I mentioned, military still gives me almost every weekend free, so I still have time to push out occasional works. It's mostly the issue of military not giving much time for inspiration and ideation for things to draw during holidays. We'll see.
I'm heading back, so I'll answer all the comments in a week or two.
A couple weeks back I was looking at the original Minimal Resounding wallpaper and had a few ideas on things I could fix and improve it with. The original was pretty flat colored and bland. Figured it needed to be spiced up a bit and add a few new details and things.
Also once again, thanks to my talented friend Drawponies for the Vinyl Scratch drawing.
Instead of the usual talk about pollution and global warming, I would like to dedicate this drawing to the beauty we still have left on our planet. There is still so much left to protect and so many mysteries of nature left to discover. This ecosystem that sustains our life is so full of wonder.
Don't ever lose touch with your origin. This blue planet is our home. Cherish it.
I'm not sure what the Pokemon B/W female trainer's name is... White? Touko? So I didn't bother putting it in. Plus I figured being generic would be better for people that know little of pokemon.
And before anyone says anything, I'm well aware that she's older then 10. It's a joke. Cause... you know... most games seem to have trainers round that age. ...still, anime art styles can trick you pretty good sometimes.
This ones a quick one for my good friend . Happy Birthday!
The title cards : Zoro: Power Rangers E.M.O! (Emotionally Mundane and Objectional) Luffy: Power Rangers P.O.W! (Psychotic Overlord of the World) Nami: Power Rangers S.T.D! (...not even going to spell that one out)
omg omg I did it! I started working on it as soon as I finished the first genderbend! I was really unsure if you would like it or not! Anyway I'm pretty happy how this came out, usually I can't really draw males, I'm so bad with their arms and shoulders! But this time I managed to do something better! Oh and btw... I don't know how to call them, Luke and....(?) oh well, choose the name that you prefer *^*
-.- otra vez me atrase...no tengo excusa, a decir verdad ta me quede sin ellas....solo prometo que esta vez si tratare de actualizar para el mes que corresponde , en especial si el ending del proximo capitulo del anime es Erza.
Erza Scarlet es un personaje del Manga/Anime Fairy Tail de Hiro Mashima
Ja esta vez a tiempo, Erza del mes de Agosto :3. Es curioso, sentada de esa forma y en esa silla me hizo pensar en como seria el mundo de Game of Thrones si Erza estuviera peleando tambien por el trono de hierro.
Erza Scarlet es un personaje del Manga/Anime Fairy Tail de Hiro Mashima
I don't know what kind of pattern on the male's shirts so... I just... randomly put it there. Nael is taller than Neire, but he slouched lol. I have fun working on this, I hope you enjoy the art and the vid. Shake that lovely hips yisss go my baby Cherry go
*Wacom Tablet *SAI, PSCS6, Photoscape *Neire, Cherry and Nael belongs to me