Artist Advice

Sep 19

[video]

Sep 18

freeglassart said: You may get asked this a lot, so please excuse my ignorance - but how do you go about constructing character expressions and body language and such? Thanks!

makanidotdot:

Besides The Basics (construction of heads and skulls and muscles and skeletons and how they move), I’ll go over some things I’ve been trying to work on myself lately:

1. Treat expressions as a single gesture of the face/head, as opposed to a head and then individual features dumped on a plate and arranged into an expression.

First, just get down the big shapes of your expression, just like you would for a pose.  

So say I wanna do a low angle angry pose.  I know the features are gonna be all mashed down at the bottom because of perspective.

 Scribble it down

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start to put on features

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fix stuff

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put on more stuff

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fix stuff again

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erasing and flipping and stuff a whole bunch until you are happy with it or stop caring

Whole head is a gesture!image

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2. Just like a facial expression, jot down where the important parts of an entire pose goes first.  You can force the rest of the body to fit the pose.

So here I knew I wanted the shoulders tilted a certain direction, and te hand to be in that particular position in front of her face. 

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That’s the simplest explanation I got.  Don’t be afraid to push and pull faces and bodies around! Worry about being “on model” last!

[video]

Sep 13

naominovik:

ursulavernon:

A friend requested I make this, and so here it is, and I offer it to anyone who needs it, with all the authority vested in me by whoever vests these things. Print it out if you need to.
The best art advice ever given to me—ever, ever—was “Don’t be afraid to make bad art.”
You will make a whole lot of crap in your time. Some will be truly awful and some will be merely mediocre. And that is totally normal and totally fine and for the love of little green apples, just keep going, because that’s the only way I know to get to the good stuff eventually.
(I normally feel horribly egotistical mentioning my awards, but I think this counts as using that power for good.)

I second this about a millionty.

naominovik:

ursulavernon:

A friend requested I make this, and so here it is, and I offer it to anyone who needs it, with all the authority vested in me by whoever vests these things. Print it out if you need to.

The best art advice ever given to me—ever, ever—was “Don’t be afraid to make bad art.”

You will make a whole lot of crap in your time. Some will be truly awful and some will be merely mediocre. And that is totally normal and totally fine and for the love of little green apples, just keep going, because that’s the only way I know to get to the good stuff eventually.

(I normally feel horribly egotistical mentioning my awards, but I think this counts as using that power for good.)

I second this about a millionty.

(via pencilcat)

Sep 09

Artist

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shizuka-nix

(Source: seeyou--spacecowboy, via eskiworks)

Sep 06

[video]

Sep 03

Notes on Character Design

lackadaisycats:

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Character design and drawing are tome-sized topics and even if I had all the answers (I don’t - I have a lot to learn), I’m not sure I could communicate them effectively. I’ve gathered some thoughts and ideas here, though, in case they’re helpful.

First, some general things:

 - Relax and let some of that anxiety go. This isn’t a hard science. There’s no wrong way, no rigid process you must adhere to, no shoulds or shouldn’ts except those you designate for yourself. This is one of the fun parts of being an artist, really - have a heady good time with it.

 - Be patient. A design is something gradually arrived at. It takes time and iteration and revision. You’ll throw a lot of stuff away, and you’ll inevitably get frustrated, but bear in mind the process is both inductive and deductive. Drawing the wrong things is part of the path toward drawing the right thing.

- Learn to draw.  It might seem perfunctory to say, but I’m not sure everyone’s on the same page about what this means. Learning to draw isn’t a sort of rote memorization process in which, one by one, you learn a recipe for humans, horses, pokemon, cars, etc. It’s much more about learning to think like an artist, to develop the sort of spacial intelligence that lets you observe and effectively translate to paper, whatever the subject matter. When you’re really learning to draw, you’re learning to draw anything and everything. Observing and sketching trains you to understand dimension, form, gesture, mood, how anatomy works, economy of line; all of the foundational stuff you will also rely on to draw characters from your imagination.
Spend some time honing your drawing ability. Hone it with observational sketching. Hone it good.
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- Gather Inspiration like a crazed magpie. What will ultimately be your trademark style and technique is a sort of snowball accumulation of the various things you expose yourself to, learn and draw influence from. To that effect, Google images, tumblr, pinterest and stock photo sites are your friends. When something tingles your artsy senses - a style, a shape, a texture, an appealing palette, a composition, a pose, a cool looking animal, a unique piece of apparel, whatever - grab it. Looking at a lot of material through a creative lens will make you a better artist the same way reading a lot of material makes a better writer.
It’ll also devour your hard drive and you will try and fail many times to organize it, but more importantly, it’ll give you a lovely library of ideas and motivational shinies to peruse as you’re conjuring characters.

- Imitation is a powerful learning tool. Probably for many of us, drawing popular cartoon characters was the gateway habit that lured us into the depraved world of character design to begin with. I wouldn’t suggest limiting yourself to one style or neglecting your own inventions to do this, but it’s an effective way to limber up, to get comfortable drawing characters in general, and to glean something from the thought processes of other artists.

- Use references. Don’t leave it all up to guessing. Whether you’re trying to design something with realistic anatomy or something rather profoundly abstracted from reality, it’s helpful in a multitude of ways to look at pictures. When designing characters, you can infer a lot personality from photos, too.
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And despite what you might have heard, having eyeballs and using them to look at things doesn’t constitute cheating. There’s no shame in reference material. There’s at least a little shame in unintentional abstractions, though.
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Concepts and Approach:

- Break it down. Sometimes you have the look of a character fleshed out in your mind before putting it to paper, but usually not. That doesn’t mean you have to blow your cortical fuses trying conceive multiple diverse designs all at the same time, though. You don’t even have to design the body shape, poses, face, and expressions of a single character all at once. Tackle it a little at a time.

The cartoony, googly eyed style was pre-established for this simple mobile game character, but I still broke it into phases. Start with concepts, filter out what you like until you arrive at a look, experiment with colors, gestures and expressions.
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- Start with the general and work toward the specific. Scribbling out scads of little thumbnails and silhouettes to capture an overall character shape is an effective way begin - it’s like jotting down visual notes. When you’re working at a small scale without agonizing over precision and details, there’s no risk of having to toss out a bunch of hard work, so go nuts with it. Give yourself a lot of options.

Here’s are some sample silhouettes from an old cancelled project in which I was tasked with designing some kind of cyber monkey death bot. I scratched out some solid black shapes then refined some of them a step or two further.
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- Shapes are language. They come preloaded with all sorts of biological, cultural and personal connotations. They evoke certain things from us too. If you’re ever stuck about where to go with your design, employ a sort of anthroposcopy along these lines - make a visual free association game out of it. It’ll not only tend to result in a distinguished design, but a design that communicates something about the nature of the character.

Think about what you infer from different shapes. What do they remind you of? What personalities or attitudes come to mind? How does the mood of a soft curve differ from that of a sharp angle? With those attributes attached, how could they be used or incorporated into a body or facial feature shape? What happens when you combine shapes in complementary or contrasting ways? How does changing the weight distribution among a set of shapes affect look and feel? Experiment until a concept starts to resonate with the character you have in mind or until you stumble on something you like.
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If you don’t have intent, take the opposite approach - draw some shapes and see where they go. (It’s stupid fun.)

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- Cohesion and Style. As you move from thumbnails to more refined drawings, you can start extrapolating details from the general form. Look for defining shapes, emergent themes or patterns and tease them out further, repeat them, mirror them, alternate them. Make the character entirely out of boxy shapes, incorporate multiple elements of an architectural style, use rhythmically varying line weights - there are a million ways to do this

Here’s some of the simple shape repetition I’ve used for Lackadaisy characters.
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- Expressions - let them emerge from your design. If your various characters have distinguishing features, the expressions they make with those features will distinguish them further. Allow personality to influence expressions too, or vice versa. Often, a bit of both happens as you continue drawing - physiognomy and personality converge somewhere in the middle.

For instance, Viktor’s head is proportioned a little like a big cat. Befitting his personality, his design lets him make rather bestial expressions. Rocky, with his flair for drama, has a bit more cartoon about him. His expressions are more elastic, his cheeks squish and deform and his big eyebrows push the boundaries of his forehead. Mitzi is gentler all around with altogether fewer lines on her face. The combination of her large sleepy eyes and pencil line brow looked a little sad and a little condescending to me when I began working out her design - ultimately those aspects became incorporated into her personality.
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I discuss expression drawing in more detail here (click the image for the link):
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- Pose rendering is another one of those things for which observational/gesture drawing comes in handy. Even if you’re essentially scribbling stick figures, you can get a handle on natural looking, communicative poses this way. Stick figure poses make excellent guidelines for plotting out full fledged character drawings too.

Look for the line of action. It’ll be easiest to identify in poses with motions, gestures and moods that are immediately decipherable. When you’ve learned to spot it, you can start reverse engineering your own poses around it.
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- Additional resources
- here are some related things about drawing poses and constructing characters (click the images for the links).

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Lastly…

- Tortured rumination about lack of ability/style/progress is a near universal state of creative affairs. Every artist I have known and worked with falls somewhere on a spectrum between frustration in perpetuity and a shade of fierce contrition Arthur Dimmesdale would be proud of. So, next time you find yourself constructing a scourge out of all those crusty acrylic brushes you failed to clean properly, you loathsome, deluded hack, you, at least remember you’re not alone in feeling that way. When it’s not crushing the will to live out of you, the device does have its uses - it keeps you self-critical and locked in working to improve mode. If we were all quite satisfied with our output, I suppose we’d be out of reasons to try harder next time.

When you need some reassurance, compare old work to new. Evolution is gradual and difficult to perceive if you’re narrowed in on the nearest data point, but if you’ve been steadily working on characters for a few months or a year, you’ll likely see a favorable difference between points A and B.

Most of all, don’t dwell on achieving some sort of endgame in which you’re finally there as a character artist. There’s no such place - wherever you are, there is somewhere else. It’s a moving goal post. Your energy will be better spent just enjoying the process…and that much will show in the results.

(via anoia)

Aug 27

Tree Tutorial v1

taleclock:

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(via inthetwilighthours)

Create floor plans, house plans and home plans online with Floorplanner.com -

isthisrubble:

I’m using this at the moment to plan out characters houses. Super useful!

(via thewritingcafe)

Aug 26

the single greatest cloud brush I’ve worked with so far oh my god

purmu:

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just adjust opacity and size depending on how crisp lines you want

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this shit took like 10 minutes

(via sad-face)

[video]

[video]

senshistock:

Available now! SenshiStock Sketch is a web app that lets your jump through random SenshiStock images for sketch, gesture and warm up drawing.
Use the timer for shorter or longer poses, hit the random button for a new pose at any time. Pause if you need a bit more time with a pose!
Happy drawing!

senshistock:

Available now! SenshiStock Sketch is a web app that lets your jump through random SenshiStock images for sketch, gesture and warm up drawing.

Use the timer for shorter or longer poses, hit the random button for a new pose at any time. Pause if you need a bit more time with a pose!

Happy drawing!

[video]

Aug 24

Admin Kin’s mega inspiration blog masterpost

anatomicalart:

Hello friends! I have put together a collection of inspiration for you. These are all on Tumblr, and I tried to include only active blogs as well.

If you are interested in having another one of these masterposts, please send us a fanmail with links to your favorite inspiration blogs, as well as ideas for any categories you would like to have added.

<3 Admin Kin [kin-draws]

Fantasy and Sci Fi

forest-in-the-night: Elvish-grade fantasy—forests, woodland creatures, crystals. Has an awesome music playlist to go with it.

fairey-tale: Just like the URL says, fairy tale flavored—princesses, classic fantasy creatures.

writersblockbuster: All kinds of epic fantasy posts.

enchanted-forest00: A little bit of everything here, still a little more in the fairy tale realms.

artsfantasia: Tons of epic, sourced fantasy art.

mycrystalplace: Pagan and fantasy posts (not particularly gothic).

fantasy-art-engine: Much like artsfantasia, all different kinds of fantasy and sci-fi art.

the-clockmakers-daughter: One of very best fantasy inspiration blogs I’ve found, this one also has an amazing playlist.

fyeahfantasticalthings: Lots of high fantasy and foresty-flavored posts.

theartofanimation: Pages and pages of fantasy art (some nudity).

fyeahscifiwomen: Designs for practical female sci-fi armor.

babesinarmor: Similar, for fantasy.

(I would also recommend bikiniarmorbattledamage for more discourse on practical female armor).

Fashion

postapocalypticfashion: Exactly what it says on the tin.

silkspiders: More on the artistic, surreal side of high fashion.

okiya: Dedicated to geishas and their clothing.

fashionsfromhistory: Just what it sounds like, lots of lovely full-length dresses here.

carnevaledivenezia: Tons of gorgeous photos of Carnival of Venice masks.

treshaute.tumblr.com: Haute couture, no gaudy colors here.

dressesthatilike: Lots of different types of fashion and fashion references.

notordinaryfashion: Mostly haute, Dolce & Gabbana couture-flavored.

thingstheheartdesires: Some modern, some couture, some steampunk.

frillsanthrills: Lolita, mostly pastel.

Color-themed

neuromaencer: Images in the grayscale range, edgy theme (violence/ weapons tw).

themagicfarawaytree: Changes color every so often, mainly fantasy-flavored.

turquoi5e: Turquoise, cheery with lots of ocean photography.

a11-1n-r3d: Red, a little bit of everything here.

my-favorite-colors: Pinks, lavenders, and pastel blues.

portion-of-the-rainbow: Also changes colors, all kinds of gorgeous photos.

Dedicated to non-Western cultures

perishedinflames: Asian-flavored (including Middle East), includes fashion and fantasy elements

souls-of-my-shoes: Lovely photos of people from all around Africa.

queen-of-de-nile: Mostly Middle Eastern themed posts of all types.

mingsonjia: Chinese—posts architecture, fashion, and lots of great music.

minimongol: All about Mongolia.

oriental-sunrise: Mostly Middle Eastern and Indian clothing, people, and architecture.

russian-style: Russian art and architecture.

lovesouthkorea: Photography of both nature and cities in South Korea.

Nature

naturalpalettes: Takes gorgeous nature photography and adds color swatches from them.

darkenergies: Space photography (galaxies, nebulae, etc).

heathenharnow: Dark, wild photography—mostly forests, some with a surreal flavor.

scandinaviapictures: Gorgeous photography of Scandinavian countries.

Architecture

moulures: Old French interior architecture (mouldings).

gothic-architecture-blog: Exactly what it says on the tin.

lordstarkwinterfell: Mostly Western European castles.

ancientromebuildings: Dedicated to ancient Roman architecture.

urbanile: Modern Egyptian architecture.

castlesfromallovertheworld: Exactly what it says on the tin, includes short educational descriptions with each photo.

daitao: Combination of classic and modern East Asian architecture.

Gothic/ Victorian

velvet-armour: Has a wild sort of Victorian flavor.

okkvlt: Gothic-flavored, lots of statues and bronze casts.

ghosts-in-the-library: Appreciation of Victorian art, people, and architecture.

Misc

warriorconcierto; Epic music posts.

breathtakingdestinations: Beautiful photography of both natural and urban settings.

visitheworld: Similar to above.

art-of-swords: Posts about all types of blades from around the world.

inkandichor: Combination of Indian and Victorian influences, and then some.

Shameless plug for my own inspiration blog

nebulae-and-orchids: A little bit of everything over here.

(via anatomicalart)