Backburner Art #14c- The Henry Stickmin Collection (Stealing the Diamond)
More background practice, and surprisingly good vehicular study.

It took a while, but I had a lot of fun drawing some of this one.
Henry's trusty scooter is here, taking the diamond in tow. The Tunisian Diamond is the titular diamond, and Henry of course can't help but nab it. Good thing too, since in the last game it's revealed in a bio that the mayor who introduced the Tunisian exhibit was doing that to migrate the diamond towards the Toppat Clan's collection. Fat load of good that did him, huh?
I think I fucking nailed that scooter. It definitely looks like it's going fast there, especially with the comedic effect of the diamond wildly flinging around in the breeze, something it can't physically do since it's a heavy-ass diamond.
This is my second time drawing a car digitally (the first one being Party Art #2b- Left 4 Dead (Crash Course)). Since I was studying this art style, I actually managed to study up a bit on how people can draw cartoony cars. The shape overall looks much better, and it doesn't look extremely clunky. Also: helicopter. It's there. I haven't really drawn them, so this was a new experience. I skimped out on a few details of both the car and the heli, since I didn't want to attempt them at too small of a scale, so the police car and the heli are missing the Police symbols on them. I also didn't bother drawing anyone else in this piece, since I felt that it would look better to just have the two vehicles chase Henry down.
The background here I legitimately like. I struggle to draw backgrounds of a huge-ass city, since to me it's a bunch of random prisms that jut out of the ground in unpredictable places. Here I took example from the chase scene (which this entire piece is referencing), having just a few jut out, with lines of windows. I was originally going to mimic how the game has it, where it randomly alternates between a dot and a dotted line kind of style for the lit up windows, but honestly I like having the lines here. I'm still amazed at how I got them to look sick as hell back there.
The ground was also decent quality. I originally thought there was a forest here, but it was not (that's why I did the buildings there instead). I already had planned the two hills with the road, but I added in that third one to show more separation between the buildings in the back vs the foreground where the action is taking place. It works well.
I had originally wanted to do the CCC mega robot that was wrecking the museum in the background, but I felt lazy and didn't do it. I also didn't want it to clutter that side of the screen, as it already has the ground, a cop car, a helicopter, and a star meter.
Speaking of, the star meter took longer than I wanted it to, but I managed it. I used my multi brush to draw the 5-pointed star by only drawing one of the points around a centerpoint that does the other four. I then filled them up, shrunk them, and then placed them up there in that corner (where it was in the game).
The background, since it was night, has a gradient going to a lighter color in the sky. I should've followed what else they did for the scene (which I end up doing for Fleeing the Complex): put a black shaped-gradient over the entire piece, so that the piece is darker on the edges. They tend to do this when the characters are outside in the dark. I think it might just be when they're in places that are dark in general, but this piece still works without it.