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/ic/ - Artwork/Critique


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6701529 No.6701529 [Reply] [Original]

Hey ic, currently building a teaching program for a bunch of people who have been wanting to learn a lot, I'm a decent artist, but I don't have a lot of experience. What do you think would be good things to teach for new artists? Such as things to do and things not to do.

>> No.6701548

I tutor secondary-aged kids in digital art. When I've gone through the process of creating art with them I've usually structured my lessons like this:

1. Explain the function of tools and referencing in art. I take a "no rules, only tools" approach, with emphasis on the fact that it's extremely important that they first learn how to everything they need to without the aid of tools, but it's fine to use software like Blender or DesignDoll to expedite the process. A lot of these are kids looking to get into concept art, so I've explained to them that their boss isn't going to bust their balls if they trace a 3D model, just so long as they supply the work before the deadline . Number one rule is no plagiarism, whilst explaining to them what actually constitutes plagiarism (yes you can study other artist's work, just always credit them. Yes, you can literally trace other artist's work, just make sure you credit them. Do master studies you little shits).

2. Gesture. This the most important foundational skill an artist can have imo, more important than colour, more important than rendering. Encourage them to study the movement and posture of people irl when they're out and about in their daily lives.

3. Basic construction.

4. Simplified anatomy. I encourage them to buy (or get their parents to buy) a medical muscular anatomy chart for their workspace, and the ones that are 16+ I encourage to attend life drawing classes.

5. Go a little bit into perspective, foreshortening etc.

6. Basic colouring. I explain colour theory and how colour is actually relative, and how the appearance of colour can change depending on what colours are adjacent to one another.

7. Basic rendering.

This usually gets them off to a good start.

>> No.6701558

>>6701529
Emphasize surface anatomy. There are medical anatomy books that show what's right underneath the skin, with some reduced opacity, which helps alot with forms (can link one later.) Worst I've seen is when you get med students or the odd prof that tells you to echorche from bone to skin memorizing the names of every part and their insertion by heart that most doctors don't even remember. No, you deconstruct to understand the cause of the effect on the original subject of focus. The important aspect is students figuring out why learning such things is important, which is it will answer questions that eventually come up from practice. It helps to know what an arm pit actually is and what creates its borders. It's good to know why there's a continued raised surface when the scapula covers only ribs 2-7. It's nice to know where everything begins and where it ends and how much positional change of anatomical parts occur with the raising of a hand, thus transforming surface anatomy.

Again ecorche is there to answer questions. It won't answer many questions about a woman's undefined arms like it would a man's.

>> No.6701559
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6701559

>>6701529
At all stages, encourage them to proritize drawing whatever they want and have fun. Teach them that if their drawing sucks they can always re-do it later and they should embrace making mistakes because they'll never stop making them.

Assuming your program is aimed at very new people who never held a pen. Sticky is pretty good. Focus on making them on explaining what symbol drawing is and how to get rid of it. There are 3 crucial things a beginner should do:
>copying stuff like the upside down Picasso, Bargue Plates, life drawing (learning to copy things easily and draw proportions right)
>perspective crash course (literally just the basics of perspective, 1 pts and 2pts perspective are very easy to explain/learn but crucial at every level)
>Boxes exercises, spheres, 3d forms, etc. (to learn to draw in volumes in perspective)
This sounds similar to shit like drawabox. But where drawabox fails is that it never makes you draw boxes forever and never teaches you how to make use of that.

So after the beginner feels comfortable with simple perspective and drawing boxes, I'd just guide them towards Loomis/Hampton/Bridgeman etc. or similar video courses.
From then on, they should focus on creating finished pieces, but before each piece make a few preparatory studies. Wanna draw an anime girl? Then copy some anime girls, do a master drawing related to the subject, do some gesture drawing, look up the Loomis section about how to draw a female body and incorporate all that in the drawing,... This is a good habit that will make anyone progress quickly.

>> No.6701569

>>6701548
Thanks for the detail! Lots of these are good things to teach and I very much agree with the first one, using software such as these really lends a hand in learning

>>6701558
Good stuff! Understanding the inner workings is very much something everyone should WANT to learn.

>>6701559
Super! I completely forgot about unlearning symbol drawing, that will be important, thank you! And drawing boxes is also something all new artists have to get through haha.

>> No.6701629

>>6701569
Here. Found this overlap to be very helpful: https://doctorlib.info/anatomy/surface-anatomy/4.html

Resources for the hips since I notice they vary in references rather than being aligned consistently with the pubic hair patch near or on mark with the pubic symphysis (that and it's kind of implied unintentionally that the ilium is your hip bone when it's more of an abdomen bone surface-wise):
>Typically, the normal adult has an angle of inclination between 120 and 125 degrees, it usually is closer to 125 in the elderly. An increase in this angle, greater than 125 degrees, results in coxa valga, and a decrease is called coxa vara.

https://musculoskeletalkey.com/hip-9/

Also have a mega resource compliation of anime proportions (based off of jap prportions) and am overflowing with do's and do nots and they're just from two free sources, if you're interested.

>> No.6701632

>>6701629
Definitely interested in the do and don'ts, and also these are great resources even aside the tutoring so thanks a lot haha!

>> No.6702077

>>6701632
There are some duplikeets here and there but you'll still probably have over a thousand photos to go through out of almost 1500.

Just go to manga material's Faceboo photos. He has them all there.

The six pages of art academy magazine are useful ESPECIALLY for proportions. Can also take a look at Anatomy for Sculptors as well, since the same you're eventually going to find the same lessons on forms (e.g. visualising the arm as non-perpendicular chainlinks twisting agajnst each other). AfS has new material on their art station while AAA has their images reorganized together in one.

Reccomend AAA's: use-this-template-to-draw-a-perfect-face-every-time

And

using-head-to-body-ratio-to-adjust-a-characters-height-and-age-part-1 (and 2)

If sculpting figurines is anyone's thing, the azn secret to morphing a realistic head into an anime head is to just sculpt Dural from Virtua Fighter with real structure and just smooth brush much of it away and push the back of the head in to be less egg and more spherical more the jaw, so the face is less elongated. Mostly smooth Dural though.