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Today's Document

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@anatomytutoreferences

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Hi! I just found your account and I LOVE your art. It makes me wanna rewatch Haikyuu!! Itâs amazing and I hope to maybe get one of your charms/commissions someday đâşď¸đ
thank you!! HQ is definitely always worth a rewatch. I think iâve rewatched parts of S2 and S3 a couple times over by now?Â
for colors: Iâll put this in a cut cuz the picture sample I made is longer than I thought lol
Afficher davantage
Following The Eye
Eye-Trace For Games
When the camera in a game is done well everything feels just right, everything just flows. Itâs the reason why Journey, why Inside, why Mario Kart 8, and just about every Nintendo game feels just as if anyone could play them.
Knowing how to deal with the eye not only helps you make your game more accessible but it also makes it easier to follow in the most hectic of moments.
From: PlayDeadâs INSIDE
My goal:Â Is to explain how to design the game around the eyeâs limitations and create experiences that are more comfortable for our users. I will start with the simple yet effective concept of Eye-Tracing.
An example:
From: Mad Max Fury Road
Follow the red circle: We can immediately read where the motorcycle is between shots and we see the barrel on the shotgun, each shot takes less than a second, yet we read every beat, and thatâs because the eye is directed so well here.
Eye tracing is an editing technique used to direct where the eyes of a viewer will be across several shots, in other words itâs strategically moving the eyes of your player to a specific point in the screen and using it in different fun ways.
Create an environment in which you know which part of the frame your player is most likely to be looking at, this can be performed a number of ways but I wont get in the details of composition, color theory, photography or animation. I will only talk about the eyes.
Now, how does something from cinema world, a world where everything is scripted, and thereâs a cut every 5 seconds or so apply to an interactive medium? Well the answer is simple it does so in a completely different way.
I will jump back and forth between games and movies but this is a game focused article.
-
Do Your Eyes Follow?
What does the player see? What do you as a creator want them to see?
Do those 2 align? Can they?
Eyes have a 5 degree central vision, this is where we read books, if our target moves outside of the near-peripheral section of our eyesight the eyes will have to change positions.
TVs tend to hang in the mid peripheral, it feels as if it covers the whole vision but it really doesnât. Close one eye and make a frame with your hands observe how much your monitor or your TV takes of your vision space.
-
My rules are:Â
Screen Is A Plane Not A Window.
Eyes Are Slow.
Eyes Need A Home.
Up And Down Before Left And Right.
One Thing At A Time.
-
The Screen Is A Plane Not A Window
The screen is a flat surface, not a window to another world.
The key word here is Planar space! This is the basis of eye tracing, and designing moving media in a way that is easy to read for people. Even 3D movies need to compose in planar space.
Maintaining the focus in a slowly moving point in planar space makes it easier on the eyes because your eyes have to move way less.
-
Eyes need a home
Even when thereâs nothing to be seen, the eyes should be directed to a point on the screen.
From:Mario Kart 8
In hectic game-play, having one direct point to return to is imperative as it makes the gives the eyes a simple point to return to as they jump from object to object during the action.
In games like Mario Kart the player doesnât have to worry where the character is, but where the obstacles are.
-
Eyes Are Slow
Eyes are freaking slow, if you bring motion to a target and this target moves too fast the eye will unhook from it, this occurs because of something called Saccadic Masking a mechanism in our brain that removes all the blur we should have in our eyesight and replaces it with point 2 in an image.
This means things on the screen need to move at a slow pace but not in any space but in planar space, remember the first rule The Screen Is A Plane Not A Window, as long as the characters move slowly through planar space the characters will be easy to follow, we are aiding the player to follow the character by moving it as little as possible.
If something moves slowly across the screen the eye has an easier time reading it.
if you move something too quickly the eye gets lost.
For example this is easy to follow by the eye.
This isnât.
From: Playstation All-Stars
Now on this.
From: Super Smash Brotherâs Ultimate
Unlike PlayStation All-Stars, Super Smash Brotherâs camera is designed around the philosophy of making the action as easy to follow as possible.
Game camera attempts to make the characters move smoothly through planar space, it will even sometimes hook characters if they donât move for a bit.
This philosophy means everything, this philosophy created this marvel of technical prowess. Regardless of how it was engineered the camera in Smash Brotherâs is superbly created.
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Up And Down Before Left And Right
Itâs easier for the eyes to follow vertical motion than horizontal motion.
This is why magazines design text in small columns, and entire languages are designed to be read vertically. Eyes find moving up and down more comfortable.
(Read on a large screen)
Up and down.
Left and right.
This also helped Journeyâs devs to create a smoother camera that otherwise would have wobbled inelegantly.
Vertical motion will still cause Saccadic masking if motion is too fast, vertical motion just happens to be slightly more comfortable to follow than horizontal motion.
-
One Thing At A Time
One thing at a time, and only one thing at a time.
Iâm not going against the laws of composition nor framing, you can do amazing things with multiple characters, and crowds. This rule here talks about how even in highly composed shots we still only see one face at a time, one item at a time, or one enemy at a time.
Eyes can only see one thing at a time. Crazy huh? You have to literally stop looking at one thing to look at another. Hell itâs even scientifically proven we canât multitask. So donât force people in your supposed-to-be-entertainment product to attempt things that we arenât biologically designed to do (unless itâs multiplayer, or if you figure it out, who am I to stop you).
From: Super Mario Odyssey
Make sure that if something is happening on the screen that only one thing is happening that requires the playerâs full attention, now this may go against the idea of action game-play for a lot of people, specially in games with a lot of AI going at you, this is easily remedied by having only one AI attack at once, think, and ask yourself the question, What is the main focus at this very moment? and make it immediately readable. Yes, even if itâs outside the screen.
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Solutions
I will give some solutions to improve your game on the engineering side.
1) Create the camera system backwards.
Engineer the camera system to respect the points in planar space first and then calculate to it.
2) If you know where the eye is, use it.
Dynamically determine where the eye is right before the next shot, or right before elements are to be displayed.
We can create things that only games can do, we can dynamically adjust the camera, the next shot, or item position for our users.
3) Guide the eye.
Itâs your job to guide the eye, figure out ways in which you can do it the most effectively.
Things like the opening in Journey are just brilliant. The eye follows the character to the top of a hill just to bring an even bigger from the horizon.
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The Future
I hope this gives people an understanding of how the eye works in games and helps us understand the one issue that I think plagues entertainment software the most, we think of the camera as a dual state either it is a âGame Cameraâ or a âMovie Cameraâ, that just has to stop, I think we can embrace cutting and create something that is neither Game nor Movie camera.
With a better understanding on how to handle eye-tracing we can do things film canât even imagine, so I hope this article helps you learn something I noticed. And helps you realize that one thing that only your game can do that will blow us all away.
Cheers,
-Fern.H.W.
Liked this article? Follow Me In Tumblr
https://twitter.com/Fern_hw
A fine article.
Oh, hey, hereâs the thread I wrote on my twitter! Advice for getting started drawing backgrounds~ :)
for your upcoming art resolutions~
(also maybe follow me on twitter now, haha.)
source
This is how I used to teach a couple of students how to create vehicles or weird creatures when they had trouble coming up with ideas
Awesome!! :D

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Some drawing tips previously posted on twitter. More drawing tips on my patreon. Hope some of these can be helpful.
animation run cycle notes for my upcoming 2D animation video course package
by storyboard supervisor Erik Fountain
A few years ago, Erik put together these updated AT storyboard guidelines for new board artists and revisionists.
These are excellent notes for tv boarding.
Helpful!
Dammit, my tricks explained!
Wow, this is cool. Itâs something I do but Iâve never seen it broken down in this logic before. Nice way to make sense of this great writing flow.Â

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Useful if this is how you think, though often I donât see the outline until after the draft is written, because after awhile one just internalize this kind of stuff from all the media one ingests. Point is, use if helpful, ignore if not.
This is EXACTLY how many shows on television plot their episodes, though itâs usually through a five act timeline:
1) Introduction to the characters and the mission/adventure.
2) Mission begins. Protagonist establishes cursory allies and foes. Some sort of complication to the plot at the end of Act II.
3) Protagonist and friends deal with complication of the plot. Gears up for another go at the goal, but falls short in some way, usually related to protagonistâs personal journey.
4) Critical information needed for climax is discovered. Protagonist angsts, then rallies.
5) The lead up to and the final resolution.Â
Because studios sometimes require a 6 act break for extra advertising, the last coda is usually related to season arc/character development. But generally speaking, this is the structure a lot of screenwriters use.
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Anatomy:
Arms
Breasts
Body Types
Feet
Female
Hands
Heads -Ears -Expressions -Eyes -Facial -Hair -Mouths and Lips -Noses -Tears
Humans
Legs
Male
Muscles
Pelvis
Proportions
Shoulders
Torso
Animals:
Anatomy
Antlers
Beaks
Behaviour
Ears
Facial
Feathers
Fur
Hooves
Horns
Insects
Legs
Paws
Talons
Teeth
Wings
Backgrounds:
Cityscape
Indoors
Organic
Perspective
Quick BGs
Simplistic
Brushes:
Photoshop
Paint tool SAI
Design:
Buildings
Character Design
Clothing
Environments
Folds
Heights
Maps
Names
Sketching
Skin Tones
Drawing and Colouring:
Canvas Size
Colour Palettes
Colour Theory
Comics
Composition
Lighting
Lineart
Painting
Quick Tricks
Shading
Traditional
Fantasy:
Armor
Archery
Horns
Mythical Animals
Mythology
Power Ups
Weapons
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For the Artist:
Copyright
File Types
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Tablets
Tips and Advice
Tools
Languages:
ASL
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Misc:
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Master Lists
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Nature:
Blood
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Poses:
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Programs:
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Etc
World Building:
Buildings
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Links
Found it!
I am No ARTEEST, but Iâm going to save this for my future reference. Thanks.Â
Various arm studies implementing simplified muscle structures for better understanding and quick-hand methods. Arms with an âoâ near them were done with minimal to no reference.
The Body Shapes of the Worldâs Best Athletes Compared Side By Side
Health and fitness comes in all shapes and sizes. Every single one of these athletes is a certified bad-ass.
Iâve posted this before but itâs worth reblogging!
Just a reminder - if youâre drawing a team superhero book and more than one of your characters has the same build YOUâRE DOING IT ALL WRONG
Always reblog
This is excellent.
A long time ago an anon asked my thoughts about drawing backgrounds, so I finally got around to putting this together. Itâs more prop-centric, but it still represents my philosophy to backgrounds.Â
Iâll try to do something more about drawing actual background spaces in the future! Please let me know what you think, if anything is unclear, or if you have suggestions for other tutorials you might find helpful!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Character Mannerisms
Hereâs some considerations for the tiny little details that can add a lot to a character. Figuring out these mannerisms can do a lot for conveying character traits through their normal actions rather than just their thoughts, dialogue, etc.
Howâs their posture? There are more options than just sitting up straight or slouching a lot. Whatâs their most comfortable sitting position? Do they have a consistent posture or does it change depending on situation / present company?Â
Howâs their etiquette? Do they hold the door for people behind them? How do they handle handshakes and other kinds of typical contact? Does their language change or become more formal when speaking to strangers? To their elders? To their superiors?Â
In a crowded space, do they get out of peopleâs way, or do people get out of THEIR way?Â
How do they point something out? Pointing their finger? Nodding their head? A flippant wave of the hand?
What are their comfort gestures or self-touch gestures? Common comfort gestures include rubbing the back of the neck or gripping their own arms. Can they suppress these gestures or do they do them often?
Also consider the characterâs common reactions to common emotions. Do they whoop when theyâre excited? Do they tremble when angry?Â
What parts of the body are the most expressive? Do they shuffle and stomp their feet a lot when agitated or excited? Are they a hand talker? Do they have an impressive range of motion with their eyebrows?
How do they sound? Do their car keys jingle as they walk? Do they drag their feet? Do their heels clack resoundingly on hard floors? Do they breathe loudly? Do they fidget in ways that make a lot of noise?
How do they handle eye contact?
Any behaviors they reserve for moments when theyâre alone? (Or possibly among family/friends that donât care?) Do they pick their nose? Do they bite their toenails? Do they sniff their armpits? Or do they not care if people see behavior like this?
Apart from comfort gestures, what else do they do to comfort themselves in trying times? Whatâs their go-to self care? Whatâs their comfort food? Whereâs their safe space?
What are they doing with themselves as theyâre suppressing emotion? Lip biting, fist clenching, and avoiding eye contact are common methods of coping with strong emotions.
FUCK THIS I SPERFECT, IT SHOWS THE ARM PRONATING AND ALL THE MUSCLES SHIFTING ALONG WITH THE WRIST
IT EVEN HIGHLIGHTS THE ULNA BONE Â
HEY THIS IS THE ULTIMATE ANATOMY REF, FUCK THOSE MISLEADING TERRIBLE FUCKING âANATOMYâ TUTORIALS THAT GOEAS AROUND TUMBLR, THIS IS ALL OYU NEED, LOOK AT THE LATISIMUS STRETCHING OVER THE SERRATUS, THE PECTORAL MUSCLE MOVESUPWARDS AND OVER THE BICEP AND EXTENDS Â ALONG WITH THE ARM THERES EVEN THE CORACOBRACHIALIS;. AAAA OMFG IâM SO HAPPYYYYYY
Admin Kin here: This is one of the most helpful references in our library, but I wondered if any of our followers might be able to help identify the color coded muscles? It would be great to be able to know what is what while practicing from these sheets!
Sure, @anatomicalart! The colors get reused between the arm/back angles so Iâll separate them.
Arm view: Red = Deltoids (all three heads are in one color) Blue = Latissimus Dorsi Green = Biceps Brachii Yellow = Triceps Brachii
Forearm: Red = One of the wrist flexors Blue = Brachioradialis
Back view, left side: Red = Deltoids (all three heads are in one color) Blue = Latissimus Dorsi Green = Infraspinatus, Teres Minor, Teres Major Yellow = Trapezius (all groups one color)
Back view, right side: Red = Supraspinatus Blue = Serratus Anterior Green = Rhomboids Yellow = Levator ScapulaeÂ
Not an artist, I just like cool stuff.
Helpful!