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The Starfinder Solarian Painted: solar weapons, photon flares, gravity wells

Hector G. · Design Vortex founder9 min read

The first solarian brief I ever took came in with a single line at the top: "She fights with a sword made of starlight, but she's tired of being looked at." I read it twice, stared at my coffee for a minute, and then opened a new canvas. That is the painting problem in a sentence. A solarian is a person who has agreed to carry a sun around with them. The trick is making the person legible underneath all that light.

Solarians are the Starfinder class that draws the most "can you actually paint this?" briefs into my inbox. They are mystics tuned to the death and rebirth of stars, channelling either photon energy or gravitic force through a manifested solar weapon. Mechanically they are a melee class with a flair pedal. Visually they are an editorial problem: how do you paint a character whose signature gear only exists when they call it, glows from inside, and tends to blow out the entire value range of whatever scene they're standing in. This guide walks through what I look for in a solarian brief, how I paint the solar weapon without losing the face, how photon and gravity attunement change the energy of the portrait, and what species choice actually does at the canvas scale.

Contents

What a solarian actually looks like

Start with the body, not the weapon. A solarian is a martial character first, and the species cues do most of the work before the glow shows up. They wear a mix of armor and ceremonial cloth, because the class is half soldier and half mystic of the cosmos. The book leans toward dark base palettes with a single area of warm metallic detail, a chest piece, a circlet, a shoulder guard, or a belt plate. That is the canvas I paint into. The point of the dark base is that the solar weapon, when it manifests, has somewhere to read against.

Solarian gear also carries the stellar mote, the small pulse of light that orbits them when they are powered up. It's a quiet detail that gets ignored in a lot of fan art, but it's the cleanest way to tell the viewer that the character is active, that whatever they channel is already humming. I paint it small, off to one shoulder, like a firefly with intent. If the mote is missing, the painting reads as a soldier in cool armor. With the mote, it reads as a soldier who is currently three seconds away from blowing the building open.

The cloth matters more than people expect. The most common reference packs I get from clients lean hard into armor, but the solarian's robes and sashes are what carry motion in the portrait. Cloth picks up the warm light of the photon glow or the cool deep-shadow of gravity attunement, and that's where you get the painterly feeling of cosmic energy. Armor reads as armor. Cloth reads as weather.

Painting the solar weapon

The solar weapon is the centerpiece, and it is the most common reason a solarian brief gets sent back for clarification. The book lets the character pick the shape: a one-handed blade, a two-handed sword, a mace, a glaive, a shield, a pair of fists wrapped in solar fire. The shape choice tells me what the character is for, but the rendering problem is the same regardless. I am painting an object that emits its own light, lives only when the character wills it, and has no real-world referent I can crib from.

A few practical rules I work with after the better part of two dozen solarian commissions:

  • Anchor the weapon to the body. Most failures I see in solarian fan art treat the weapon as a separate object floating in space. I paint it as if it grew out of the hand. There is a small ramp of color from skin → undercoat → core temperature, even on the warmest photon blade. The viewer's eye reads continuity.
  • Pick one value for the core, push everything else darker. The hottest point of the blade is whatever your brightest possible value is on the page. A solar weapon that isn't the brightest thing in the painting isn't doing its job. That means I usually drop the rest of the value range half a step. The cost is a darker, moodier portrait. The benefit is that the weapon actually feels hot.
  • The edge of the weapon is rarely a hard line. A blade made of light has a soft falloff. I paint the core sharp, the second band slightly bloomed, and the outer halo as a thin atmospheric haze that picks up the character's skin tone and bounces it back. That's how I keep the weapon integrated with the painting instead of pasted onto it.
  • Show only what the energy is doing to the world. Don't paint the energy alone. Paint the rim light it throws onto the character's cheekbone, the bloom on the cloth, the cool ambient that gets shoved into the shadow side. If the surroundings react, the weapon is real.

For the shape itself, a longsword is the most forgiving and the one I steer first-time clients toward. Glaives and reach weapons fight the portrait crop. They want a full-length canvas, not a chest-up framing. Mace heads carry weight nicely if the client wants a stockier feel, especially on a vesk solarian. Solar shields are wonderful on a defender build, because the shield becomes a second light source and you get reflected color all over the character's face.

A solar weapon is not a sword the character is holding. It is a star the character has temporarily agreed to be.

Photon vs gravity attunement

The single most important question I ask in a solarian intake is which way the character leans. Photon attunement and gravity attunement are mechanical states in the rules, but at the canvas scale they are two entirely different paintings.

Photon-attuned solarians are warm. Their solar weapon runs toward the bright end of yellow-white, the cloth and skin pick up warm bounce, and the negative space around them carries a faint heat distortion. I paint them the way I'd paint a character standing too close to a forge: squinted, sun-flushed, slightly windswept by their own energy. The mood is forward, declarative, awake. Photon solarians look like they are about to charge.

Gravity-attuned solarians are cool. The solar weapon shifts to a deep blue-violet, almost a black light, and the energy reads as compression rather than emission. I paint gravity-attuned characters with a tighter posture, a heavier silhouette, and shadow that pulls toward the weapon instead of being lit by it. The most useful trick I've found is to invert the rim light: where a photon piece has a warm halo, a gravity piece has a cool void around the blade that swallows local color. The mood is contained, patient, gathered. Gravity solarians look like they are about to not move, and the world is about to come to them.

A lot of solarian characters bounce between the two in play. For the portrait, I almost always pick one. Painting a character mid-shift produces a piece that reads as "couldn't decide" rather than "in transit." Pick the attunement that matches who the character is in the moment you want immortalized.

The third option: equipoise

For players who really do want both, I sometimes paint the moment of equipoise itself: the brief stillness between attunements where the solar weapon goes neutral white and the stellar mote splits into two. It's a harder painting and I charge more time for it, but it's worth flagging if your character's whole identity is the balance. I painted a kasathan equipoise solarian for a client named Theo last September, and the piece worked because we agreed early that the mote would carry the duality, one warm orbiting point and one cool one, and the weapon itself would stay clean and white. Two reads, one body. That brief became my default reference for equipoise commissions.

The two common builds and how they paint

Almost every solarian brief I've taken falls into one of two archetypes. Knowing which one a player has picked changes the lighting plan, the posture, and the gear emphasis.

The Warrior of Solar Fire. Aggressive photon build. Heavy melee, charges in, deals damage by being closer than the enemy wants. These characters paint as forward-leaning silhouettes: weight on the front foot, weapon already raised, cloth caught mid-motion. I light them dramatically, usually with the solar weapon itself as the key light, which means the character's face is half-buried in warm bounce. Hair pulled back or banded down so it doesn't compete with the weapon. The Warrior is the easier build to paint, because the photon glow does most of the work for you.

The Gravity-Bender. Defensive or controller build. Slower, heavier, leans on gravitic effects to displace and lock down enemies. These characters paint as grounded silhouettes: both feet planted, weapon held low or across the body, sometimes a deliberate stillness in the pose. I light them with an ambient cool fill and a single warm accent (often the stellar mote, if they keep one) to prevent the painting from going dead. The Gravity-Bender is the harder build to paint well, because you have to make stillness feel charged. The trick is in the eyes and the hands. Eyes track something off-frame. Hands grip the weapon with intent rather than threat.

There are hybrid builds (the corona-flare type that buffs allies, the black-hole controller that pulls everything in), but at the portrait level they fold into one of the two above. Pick the dominant register and paint that.

Species at portrait scale: kasathan, vesk, lashunta

Starfinder gives the solarian a deep species roster, but three options come up in my inbox over and over, and they read very differently at the head-and-shoulders crop most clients want.

Kasathan solarians. Four-armed humanoids with long limbs and ceremonial face wraps. At the portrait scale, the four arms are the entire compositional question. Paint them in a stacked or staggered arrangement: two arms in clear positions doing the storytelling work (holding the weapon, holding a focus item, gesturing) and the other two resting or trailing into shadow. Don't try to give all four arms equal visual weight. The painting collapses if you do. Kasathans also tend toward dark warm skin and minimalist robes with sash detailing, which sits beautifully against a solar weapon. They are my favourite species to paint as solarians for purely visual reasons.

Vesk solarians. Saurian, broad, plated. The solarian class on a vesk reads as the most physically intimidating combination Starfinder offers, and the painting reflects that. I lean into the silhouette: broad shoulders, weight in the chest, a tail that anchors the lower frame. Vesk skin reads warm green or deep ochre, both of which fight a photon blade for attention. The trick is to push the blade slightly cooler than its natural temperature, almost into a yellow-white, so it stays distinct against the skin. Vesk are the right species for a Warrior of Solar Fire build. They are not the right species for a delicate, contemplative gravity-bender. The body fights the read.

Lashunta solarians. Telepathic, dual-form, slender, with characteristic head antennae. Lashuntas are the most "classical fantasy hero" of the three at first glance, which is exactly why they paint beautifully as gravity-benders. The antennae become small storytelling elements (slightly drooped in contemplation, raised when alert), and the slim build sits well with the cool, contained energy of gravity attunement. Lashuntas also let me paint a more graceful, restrained piece, which is rare in Starfinder commissions and a welcome change of pace.

Other species come in occasionally (humans, ysoki, shirren), and they paint the way you'd expect from their general visual descriptions, with the solar weapon doing the lifting on the cosmic identity.

Common mistakes I sketch around

A few failure modes I see in solarian fan art, and what I do instead.

  • The blade outshines the face. This is the number-one issue in beginner solarian art. The weapon is so bright it eats the portrait. I solve this by either lowering the weapon's brightness (it can be the brightest thing in the scene without burning a hole in the canvas) or by angling it slightly out of the same plane as the face. The viewer can love both, but they can't focus on both simultaneously.
  • No reason for the energy. A weapon that glows in a vacuum looks like Photoshop. A weapon that glows and bounces warm light onto the character's jawline, picks out the rim of an ear, and casts a soft pool onto a nearby surface, that weapon is real. I always paint the energy's effect on the surroundings before I paint the energy itself.
  • Stellar mote forgotten. Easy to drop. Adds a huge amount of class identity for very little canvas space. I treat it as non-negotiable on photon-attuned pieces and optional but recommended on gravity-attuned ones.
  • Both attunements at once. Already covered above. Pick one unless you specifically want equipoise.
  • Generic sci-fi armor. Starfinder gear has a specific aesthetic: ceremonial elements mixed with practical plating, a lot of layered cloth, gold and warm metal accents. Painting a solarian in generic chrome power armor strips the class identity. I always ask for one or two book references during intake so I'm working from the actual Starfinder visual language.

Briefing your own solarian

If you want a solarian piece that lands, the brief I find easiest to paint from answers four things in plain language. What weapon shape do they carry, and is it always the same one? Are they primarily photon, primarily gravity, or do they live in equipoise? What is the moment you want painted: pre-fight stillness, mid-charge, post-victory exhale? And what is the one feature of the character that has to survive every revision pass, the face wrap, the prosthetic arm, the specific shade of the mote? Those four answers cover most of what I'd otherwise ask in a call.

Reference images help, especially anything that captures the quality of light you want. The cover of the Starfinder Core Rulebook is a reasonable starting point. A still from a film where someone holds a torch close to their face is even better. The brief I painted from for the equipoise commission last September had a single photograph attached, a candle in a darkened room, and that was enough to set the entire lighting plan.

Solarian pieces also work well as part of a wider sci-fi character art commission, or as a sibling to the broader Starfinder character art guide if your party is mixed-class. If your solarian is built around heavy armor with a specific cut, the hardsuit, mech, and softsuit armor article walks through how those silhouettes paint, and the alien species piece goes deeper on the kasathan and vesk reads at portrait scale.

If your character has cybernetic elements as well (and a fair number of solarians do, especially the augmented melee builds), the cyberpunk character art commission guide has the closest visual cross-references for chrome-on-skin work. And if you're still working out the brief itself, the commission style guide covers the painterly-vs-anime-vs-lineart question, which for solarians I almost always answer with painterly.

When you're ready, the order form takes Starfinder briefs the same way it takes any other character commission. Pick the size, attach references, write your one-line pitch, and I'll come back inside two business days with questions or a kickoff slot. The portfolio has the closest painted versions of what I've described above, including the equipoise piece for Theo if you want to see how that specific lighting problem resolved on the canvas. And if your solarian is part of a larger group, the character work service page covers party-pack pricing and how the pack pipeline keeps the lighting language consistent across multiple characters.

Solarians are one of the most rewarding classes I paint. They give you a character whose entire visual identity is the relationship between a person and a star, and that relationship is genuinely fun to put in oil. Pick the attunement, pick the moment, pick the weapon shape, and the rest of the painting falls into place around it.