Sketching Tutorial: Breaking out of the "Box" Scroll down for the accompanying text. |
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Sketching Tutorial: Breaking out of the "Box" |
This is not a "drawing" tutorial where I'll show you the finite, end all to How-To-Draw-Perfectly. I call it a "sketch" tutorial because that is the area most artists need help in. The purpose of this tutorial is to get you sketching! The most important thing to making art is the realization that a finished
piece is the product of hundreds of studies, practices, or no-so-finished
pieces. A major part of "learning to draw" is learning to sketch.
If you go to a fine art school, you'll spend your first year "life
drawing" (drawing from a model) or "still life" (drawing
from a set up scene, like a fruit bowl. How droll.) Let yourself go from the mindset that every time your pencil touches paper it must be better than the last time! It will only make you tense. Progress comes in small steps--it's not a smooth slope. Anyone can tell you "build the figure using cubes, spheres, and cylinders," but building robots like that completely loose the feel of the "organic" creature--something made of fluid lines, curves, thicks and thins, and most important: movement. Movement becomes Story, and Story becomes a great work of art. Gesture sketches are what art students learn to do to learn to create
fluid characters. Its a sketch of a complicated pose done by a model,
and the student has 10-25 seconds to capture that pose on paper. What
you get when you start out is scribbles and the art equivalent of gibberish.
After time, you develop an "economy of lines," the ability to
capture movement, weight and physical feel in a few strokes. It takes
time, but so does everything worth having. |
Key Notes on Gesture Sketches: Work Evenly, Quickly, And Fluidly. |
Why do it? Now! On to the Tutorial! Normally, this tutorial sketch might have taken anywhere between 30-45 seconds (if you don't count all the time scanning.) Supply Requirements for the Tutorial:
#1 - I start with a quick circle just to start somewhere, then the line of the neck, and the broad line of the shoulders. #2 - I flush out the feel of the torso, with the pectoral muscles and abdomen. I've draw the figure many many times, so it comes naturally where the muscles should be. Reference photos are a great thing to have when your learning. However, sketching from models is the best, as your eye perceive light and form different in 3D versus on a photograph or monitor screen. Everything is more tangible and "real." Even if you can just get a friend to do 10 minuets of 30-45 second poses a day where you can practice gesture sketches, you're on a good track to understanding form. #3 - The back and the hips. Male hips are very square, where as female's are curvy. Also, spines are not straight! There is a natural, gentle S-curve to all standing figures. If your standing straight, your head balances on your spine directly in line with your pelvis/hips. #4 - Sketch out the legs. I make "anthros" stockier than humans, because if they walk digitigrade (on their toes) like a dog, then their legs would naturally be bent more than a plantigrade (walking on your heel) creature such as an upright human. Hence, their thigh muscles would be stronger, to help bear their weight. Of course, anthros are a fantasy creature, but if your creating a believable beast, some rules like physics to apply. #5 - Fill in the arms. A couple useful notes on arm
proportion: The elbow rests against the middle of the abdomen, and the
hand rests at mid-thigh if the arm is relaxed and hanging at your side.
When you sketch out an arm, look at it and pretend the elbow is resting
at the character's side--would it meet their midsection? If not, best
to fix it now than have it wonky forever! #6 - Quick gesture drawn hands of a few strokes and
finding the "right" size of the head. A good site for hand reference photos: Spend some time sketching hands (you can use your own, the one that doesn't
hold the pencil) in 15-25 second poses. Try to maximize the feeling of
substance in as little lines as possible! #7 - I added a couple details, such as claws, a tail,
ears and the indication of where the muzzle will be. I also retraced the
"good" lines to help pull them out a bit and emphasize the form. All I can stress is practice! Work from life, from photos, or from the
alien broadcasts in your brain, but all I can say is: Sketch! Develop the foundations and when you do have that awesome idea in your head, your hand will be trained to respond and get the right lines on paper when you need it to. This is only page one of the Tutorial. Page two goes over the face, expression
and some simple shading. I'll post it in a day or two. ;] Cheers, |