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/ic/ - Artwork/Critique

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>> No.6817635 [View]
File: 74 KB, 340x480, Neco.png [View same] [iqdb] [saucenao] [google]
6817635

>>6817616
Multiple sources. Bridgman, Watts, Loomis, Hampton, art books from games, old masters (Michelangelo, in particular I like). Basically master studies and cross referencing from anatomical text and life to dissect it, especially so in the case of Bridgman since his drawings need to be deciphered and understood. Some are more obvious than others. It's important that you practice accurate observation so that you can see what the artist is attempting to convey in their drawings.

>>6817620
Hampton, Reilly, Loomis or any other approach will be the same on a fundamental level. They are all based around simple forms and navigating perspective. The same will remain true whether you're mass drawing or line drawing. I don't even start with a sphere most of the time for heads, but where the centerline and eyebrow line meet. As for the actual figure, I tend to start at the head, ribcage or pelvis then build out from there using rhythm, shape and construction. One thing I like to do a lot, that I notice animators tend to do, is integrate perspective I have in mind into the shape representing a particular mass/structure. Other than that, the rest is my experience from accumulating knowledge from the model and having to invent based on what I know.

The sketch on the left I started with the bottom of the ribcage and then established the rest of the mass. The other sketch I started at the head and worked my way back.

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