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/ic/ - Artwork/Critique


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4047023 No.4047023 [Reply] [Original]

how do i stop drawing so stiffly?
im trying to do a short animation but i cant seem to make anything not look like a robot. im doing it cartoony and am not really looking for realism

>> No.4047024

If you don't know how to draw you shouldt be thinking on anímate, it's like wqnting to surf without knowing how to swim.

>> No.4047033

>>4047024
mostly to have a reason to practice drawing from imagination
im not very good unless i have a model or picture

>> No.4047042

>>4047024
You can surf without learning to swim jackass

>> No.4047058

Spend a lot of time practicing gesture drawing from references or better yet from life if possible. Study how the human body balances itself and the shifting of weight in various poses. Once your figures have a good gestural foundation the next step is to try and maintain that while laying the forms/anatomy on top of it.

>> No.4047060
File: 46 KB, 564x729, 1549885486363.jpg [View same] [iqdb] [saucenao] [google]
4047060

Drawing better is, in a way, a universal skill.
As you improve your realism, so will you improve your ability to simplify and draw cartoons.

Cause right now you have to struggle just to make a stiff pose believable enough within your artistic limitations. A pro who can draw the human body from any pose with little to no reference can shit out 200 drawings of the same character doing whatever they please, because they know anatomy, perspective, they can rotate objects in their minds and translate that to paper.

The answer is not a forgiving one, but it is the sad truth: draw more, draw from life, draw with intent.

Doesn't mean you should give up on your project just because you're unable to do it masterfully - it will be good mileage and help you if you can pull it off - if you can't, but try, you will also be learning.

For now what I'd suggest is picking up some tutorials on gestural drawing and composition. Also be aware of your characters' silhouettes and geometric shapes, so that you may transmit their actions better.

>> No.4047065
File: 166 KB, 503x485, At_My_Limit.png [View same] [iqdb] [saucenao] [google]
4047065

>>4047023
READ
THE
FUCKING
STICKY

>> No.4047068

>>4047042
Autistic.

>> No.4047100

>how do i stop drawing stiffly?

How the fuck did you arrive at the point of wanting to animate something, without encountering the first hurdle of drawing for animation called gesture drawing?

Animation software shortcuts was a mistake.

>> No.4047126

>>4047023
Read the sticky, click the links, and read the artbooks. All the answers are there

>> No.4047262

>>4047042
Hope you like drowning

>> No.4047271

>>4047060
blog of that pic?

>> No.4047284

>>4047271
Don't have it, this was casually picked from Shiterest.

>> No.4047311

>>4047023
cartoons are 100 times harder to do than realism

>> No.4048310

>>4047023
stop hiding the hands you fucking cunt

>> No.4048314

>>4047271
>>4047284
Found it http://www.nnekamyers.com/characterdesign

>> No.4048418

>>4047023
#1 thing is to learn gesture drawing. #2 is construction. Read the sticky to get on the right track to learning both.
keep on going with the animation and stop every time that you feel like something isn't right. Figure out what you dont like about it and learn how to fix it. Ive seen people do this and in a single one minute animation you can see the progress from beginning to end. You, like anyone else, can git gud if you just keep at it.

>> No.4048421

>>4047311
KEK

>> No.4048450

>>4047023
>am not really looking for realism
thats the problem! you cant skip the fundies anon.
u must get dirty with hampton and vilppu until it clicks

>> No.4049028

>>4047023
Is that your art?

>> No.4049164

>>4048421
idk about "100 times" but cartooning certainly has its own unique challenges that no amount of anatomy studies will prepare you for.

>> No.4049341

1. Learn construction as a first priority. By breaking your vision down into basic shapes your drawings will look more organic.

2. Draw stable, more confident lines. Try drawabox

>> No.4049380

>>4047023
F U N D A M E N T A L S

>> No.4049385

>>4049164
stylizing is easier than realism because it have less information to convey.

>> No.4049563

>>4047023
That loli looks like she's about to get some good dick

>> No.4049567

>>4049385
pyw

>> No.4049580
File: 184 KB, 494x468, 55213.png [View same] [iqdb] [saucenao] [google]
4049580

>>4049567
here now post yours ngmi boi

>> No.4050476
File: 41 KB, 542x602, 12.png [View same] [iqdb] [saucenao] [google]
4050476

>>4047060
I have an art friend who seems to completely disregard studies and drawing from life, and it seriously pisses me off. There was this one time I was drawing my surroundings in perspective for practice, and they tell me "don't do that, you just need to FEEL the perspective and draw from your imagination". Or there was another time where I had to draw a character with flowy clothing, so I started sketching from some clothing references, yet they also said the same "that's not important, you just need to FEEL the cloth". It doesn't help that their drawings appear a bit stiff and flat, yet every time someone tells them to draw from life, they seem to have this "realism isn't important, I want to draw magical fantasy bullshit that breaks the norms" mentality. A lot of artists in my surroundings seem to disregard studies and fundamentals, and it's making me feel like some strict by the book old dude

>> No.4050489
File: 269 KB, 1000x1293, ballbounce.jpg [View same] [iqdb] [saucenao] [google]
4050489

>>4047023
As I said before here, this is the most important lesson in animation. You aren't animating a character, you are basically animating a big stretchy ball. Animate a ball "acting" first then replace the ball with your character.

>> No.4050496
File: 104 KB, 1024x768, gesture example for op.jpg [View same] [iqdb] [saucenao] [google]
4050496

>>4047023
I'm a fellow animator, I love making short films, but it becomes stressful in finding a way to make your animations have flow instead of seeming robotic, a good thing to do is to start with pose to pose, which is a good way to know what comes in the scene. Working on gesture is a way to make your drawings in certain frames not seem too "boxed" and have a nice balance overall. I like to act it out, and then put exaggeration on my poses, so if I were to be sad my shoulders would drop, as would my head, and slouching would come to play.
tl;dr: just learn gestures dude and instead of animating straight-ahead try pose-to-pose (depending on if you're doing traditional animating)

>> No.4050507

>>4049580
anything from imagination?

>> No.4050545

>>4050507
not him but damn you're coping really hard anon.I guess a beg doesnt really post his work

>> No.4050565

>>4050507
That is from imagination. Now pyw

>> No.4050661

>>4050476
>like some strict by the book old dude
Nah, your refusal to gender your friend tells me you're pretty zoomer.

Did you pick Wojak because he keeps telling you to "FEEL" things? I chuckled.

>> No.4050670
File: 139 KB, 1280x853, 1430793144599.jpg [View same] [iqdb] [saucenao] [google]
4050670

>>4050565
Not him but if you're going to flex nuts at least use a reference that isn't in someone's fap folder. Embarassing.