Re: [SkunkworksAMA] Re: rookie artist need muzzles adv

From: Scrapper Black Dragon <scrapperbd_at_yahoo.com>
Date: Tue, 20 May 2008 22:58:28 -0700 (PDT)

TL;DR version - start with basics, get good references,
practise lots.

Detailed version - read on!

--- Damon gearlock <damon.gearlock_at_gmail.com> wrote:
> I would just suggest to practice,
> focusing on studies of the parts you are challenged by.
> Don't try to do a finished character every time. Fill a
> sketchbook with muzzle studies...
>
Exactly - you have to understand what you are drawing, not
just 'copy' it.

> various species from various references. Fill a page
> with sketches, of random animal muzzles...
>
Random pages are fine for trying to figure how something
works, but if you want to get an understanding, you have to
do the same muzzle again and again till you know it.

> Repetition is how we learn. Make notes alongside,
> detailing what makes a particular snout
> distinguishable from others.
>
Each time you draw something, you will see or find
something new, hence learn more. Make notes next to
sketches that work well, or not, noting what is good or
bad. This brings things to your attention so you know what
to or not do next time!

> Also break those distinguishable features down
> into basic shapes and lines/contours. It also helps to
> study bone structure and muscle placement...
>
This in two sentences has encompassed two enormous subjects
of drawing - far easier to say than do. Breaking down
features into basic shapes is part of structuring and holds
true for cartoon and realistic drawing styles. The easiest
way to learn to see these shapes is to work from a
simplified picture. A simplified picture is a toony style
picture that someone else has drawn - they have done all
the analysis for you. Subsequently, to learn to draw
structures, start by referring to someone else's simple
drawings.

Once you can see the shapes, then having understanding of
underlying physiology can help, as it allows you to know
where the shape will be placed. If you don't know what the
shape should be, knowing where it should be placed is
little help!

In regard to lines and contours, there are no 'lines' in
reality - a line suggests a two-dimensional object. Even
marks on skin are three dimensional as the skin as depth
and thickness. This is getting massively technical and
unless you are going for photo-realism, un-necessary.

> the fundamentals that contribute
> to the overall shape you see on an animal...
>
Correct, but it is a matter of how much time you want to
spend getting the picture to be 'realistic'. If you are
drawing toons, this is far less required!
 
> The part I can't stress enough is to just sit down and
> draw muzzles. Fill a
> sketchbook. Draw them until you are tired of drawing
> them, then draw some
> more. once you feel more confident, do the same with the
> other parts...
> Practice drawing the pieces, and practice them as a
whole.
>
Very much so. Which is why Shon Howell (King Cheeta)
releases so many of his sketchbook pictures, etc. Many
pictures that are very similar, just practising and getting
up the mileage to become proficient at drawing a particular
figure and set of features. You can see his work on
Deviant Art if you are interested.

> This will also help you understand
> how the anatomy works.
>
It is essential to understand structures and basic shapes,
then how physiology works if you ever want to be able to
draw without a reference. Otherwise you will tend to draw
things in locations they just don't naturally move and the
picture will look wrong.

> So yea... Draw, draw, draw.... alot!
>
And enjoy what you are drawing. If you aren't enjoying it,
draw something else. Yes, the repetition can get boring,
but if you can push through and see it as a challenge, it
will help you lots.

Unfortunately, a large number of people overlook basics
like structuring when drawing and especially when learning
to draw. Even fewer know how to teach it. I've been very
lucky to learn from Tokes of Tokes Design who has been
teaching cartoon drawing for around 10 years (and drawing
far longer). This means he (and subsequently I) can
explain a lot of what is required to get drawing working.
In my case, applying the knowledge so I can get proficient
is still a big requirement. Doesn't matter how much you
know if you don't use it! So yes, more pencil time!

Get a good reference, learn to structure, learn to use the
structure, learn to apply detail, learn physiology, learn
to move the structure - in that order. And do a massive
amount of practise along the way!

No disrespect to Jim, as awesome as his artwork is, he is
not a good artist to learn from. Two main reasons - 1) His
work is too detailed and complicated for beginners to
refer. 2) He can _do_ the picture, but is not good at
explaining how he does what he does (by his own admission).
 Neither are a failing on his part - some people have skill
strengths in doing, some have skill strengths in analysing
or explaining (hence an athlete and a coach). You need to
find suitable material to teach you the lesson you need at
the time you need it. Nothing can be everything to everyone
all the time!

Find something that inspires you, practise drawing it. Use
the steps and learn from each piece. You've got to produce
a lot of crap art before you produce okay art, then a lot
of okay art before you produce good, then great art. Look
at how many pics Jim has done - and these are just the
finished ones he shows us!

Scrapper, Black Dragon, who was inspired to take up drawing
after feeling compelled to submit a fan art to _this_ group
~5 years ago! (So thank-you Jim for the inspiration).


      
Received on Tue May 20 2008 - 22:59:46 CDT

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