[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/ic/ - Artwork/Critique

Search:


View post   

>> No.3281423 [View]
File: 499 KB, 552x485, Milt Kahl Rough Gestures.gif [View same] [iqdb] [saucenao] [google]
3281423

>>3277572
The way traditional/Disney animators do it is first, a very, very rough pass that is meant to capture the movement and gestures more than the character design. Some artists don't even bother trying to make it look like the character, just their general shape. They typically don't worry about shape consistency during this stage either because it's all about just getting the very rough idea out on paper.

This I believe is a Milt Kahl rough of Madame Medusa from The Rescuers.

>> No.2511486 [View]
File: 499 KB, 552x485, milt kahl Medusa rough.gif [View same] [iqdb] [saucenao] [google]
2511486

>>2511223
Line quality is the last thing you're supposed to worry about when animating. The most important thing is the motion, followed by the construction. You clean it up later.

>> No.2091408 [View]
File: 499 KB, 552x485, milt_kahl_medusa.gif [View same] [iqdb] [saucenao] [google]
2091408

>>2091383
What do you mean by too much? if you have a decent understanding of drawing, no. approach it like you would a study with gestures and form first, then details. use whatever means you normally use for drawing.

here's a rough from Milt Kahl (timing is wrong though). The form, consistency, and motion is what's most important.

Navigation
View posts[+24][+48][+96]