How's your piece coming along Misj' btw?
Moving slowly, but moving nonetheless.

This is mostly due to lack of time, but also because I'm rendering it in a painterly style that I'm really not used to (and that doesn't really fit within my normal workflow). This means that individual elements can take a long time to get them the way I want them. It's actually so infuriatingly slow that I can spend an entire evening on only a few elements.
(don't mind the shadows on the ground, they are there mostly for reference at the moment, I'm a bit further already, but I don't have access to that right now)


This is of course far form ideal, but it's mostly practice and - in the future - severely adapting my workflow, but yeah, that's one of the disadvantages of regularly experimenting with different (render) styles. It's also much more frustrating then when I'm simply doing the black-outline European comic book style. The advantage though is that I'm not really fed up with the background, because every little element can surprise me again.
There is such a huge difference between making shapes with (out)lines and making shapes with shades. And I really like both looks for different reasons.
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Regarding (focused) workshops. I would love to host a series of workshops on character design. I would still base them around getting from a description to a final game-sprite. But without the without the need of going through the entire design process for a single sprite. And people could jump in and out of subjects depending on their needs. I do think it's good to work towards something, just to learn more about the entire workflow, but to keep it a bit loose.
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So yeah, going (really) slow, and if you feel we should just stop this workshop because the main teaching element has been attended to then I'm okay with that. I will keep experimenting with this style and getting the right workflow, so it's not that big a loss for me to stop here, and to go into some micro-workshops.