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Just wanted to let you know I am not normal about how you draw Robert at ALL
I need your drawings of him injected directly into my bloodstream
thank you so muchhhh. i am also not normal about him at all. everyone in my immediate circle knows i don't stop thinking about or drawing him unless i'm asleep. you don't know how happy i am to hear that i'm infecting people with the same brainworms π
i leave you with this specific robert i keep thinking about
β οΈ i've adjusted the pricing for skeb comms and i'm now offering discounts for dispatch, naruto, and haikyuu characters! no additional charge for an extra character but i will be capping it at two total.
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hi! you are one of my fav digital artists iβve come across ππ and i have to say one thing i love about your art is ur anatomyβ¦ to me it mimics real life bodies (if that makes sense) and thatβs what iβm aiming for one day for my art as iβm getting back into it. is there any key tips you personally discovered when it came to drawing anatomy other than practice of course :]
hi, this is so sweet and extremely flattering π₯Ή thank you so much. if i can help you achieve your goals in any way i would love to be of service to you or anyone that is looking to develop their skills further. i'll try my best to explain a few things that helped me below.
i mentioned this briefly in a twitter thread answering a similar question (i'll link it here) but what is most important is how you translate figures onto paper/canvas. and that doesn't necessarily mean everything has to be there, and be perfect. we are not aiming for perfection because it doesn't exist. the so-called "trick" here is to understand depth and dimension of the body so that you can simplify it (i.e. a line to suggest concavity, or a line to suggest a protrusion).
one thing i think is important for people to take away when you're breaking anatomy down into simple shapes is: the body has straight lines* and curved lines. we are made of bones, and skin, and fat. you have to understand that when body parts move, or twist, or flex, they will look different than when they are at rest.
*straight lines are not literally straight, of course, but the curvature is sometimes so slight it appears that way. obviously you will see less of this the higher the fat percentage
take this torso for example. where there is less "meat" like one side of the forearm lines tend to be straighter because there are less overlapping muscles/flexors beneath the skin.
where muscles flex, it can sometimes exaggerate contours and shadows (like the triceps and scapulae when engaged).
another thing i think is important is: proportions. look closely at where certain body parts start and end relative to others. often the elbows are somewhat in line with the belly button, or your fingertips end in the middle of your thighs.
using heads as a measure of calculation is also a quick way to estimate proportions.
i'm going to be a bit liberal with the measurements but, head to heel, the average is usually 6-7 heads (ahhhhh πππ). head to hip, usually 3-4 heads. hip to heel, around 4-5 heads. this can vary by body type. if someone has a lengthier torso or shorter legs, you adjust accordingly. if someone is shorter overall, well, you get the point.
excuse the image. maybe that's a lil creepy idk. but say hello to iseul, my gsgw oc who will be helping us today.
you can see that he has kind of a model-esque body type. slender frame, long legs, small head. he's even an extra head longer, wow. and that has to do with what type of physique i was going for. iseul is an ex-model, celebrity, k-pop idol. and he was scouted for his looks. yes, of course, characterization starts here! that's a can of worms for another day.
anyway, if we're doing the math, each section (full body height, torso, legs) fall within the average range. 3.5 heads long torso, 4.5 heads long legs. isn't that neat?
there's no shame in stacking some heads next to your character when you're making a reference. which is another very important thing i will always bring up. use references. or in this case, you can make your own! especially if it's for an original character or how you headcanon characters from media.
just a simple, straight on, full body. maybe a side view if you're feeling it. i'll show you a few examples of old references i have. boom.
they also roughly follow the rules i detailed above, don't they? at a certain point you'll get good enough to guesstimate. and whatever you put down, you can refine further.
if you're really looking you will notice some warping. THE WARPING TOOL IS YOUR FRIEND! thankfully, this is not real life. these are pixels on a screen. if it doesn't look right to you, feel free to move it until it does! whatever reference you make will be a tool for you to use. you can make it good, or simply good enough. then you can make it better later on (this is the true golden rule).
another extremely important tip: do not draw for anyone but yourself. draw what makes you happy. indulge your hyperfixation. because without motivation or passion, you have nothing to keep you going. and i'm not saying you shouldn't draw for others, but your primary drive should come from within. self-cultivation before seeking attention.
of course, it's nice to be praised, but if you're chasing a dopamine hit or instant gratification you will quickly bore yourself. or worse! feel that invisible pressure of pleasing an audience when the only audience should be you.
anyway, yes. i hope you found something useful here. i've gotten to the point where some of this stuff is muscle memory to me, and some i can just picture in my head. but i have a lot of recordings where you can see how i get started on unfamiliar poses & how i figure out the angles.
once you get basics down you should move on to stuff like foreshortening and funky, exaggerated perspectives. because while they challenge the idea of where things typically go, it forces you to think about whatever you're drawing in a three-dimensional space. your character may be 2D but it certainly is not conceptually flat.
i'm trying to remember what else to put down but i've nothing else to share at the moment π€ feel free to ask more questions if you want, i will be happy to answer.
i wish you a wonderful time getting back into it. art is one of the great joys and passions of my life, and if i can get people into it (for the first time or otherwise) it is honestly a huge honor.
thank you for sending the ask, and good luck! π
hello hi if anyone cares to know, I actually used a 3d model to help me with the general composition hehe
I tried tackling the mirror on my own but found out very quickly how difficult it was to do accurately so what I did was I modelled how I imagined the scene would look with a 3d poser.
This whole mirror portion is actually just a hole in the wall where I duplicated the poses I made onto the other side to achieve the effect a mirror would have had, cause who has the time to figure any of that out???
I purposefully used more cartoony/simplistic models so that I don't rely on the 3d models too much for the anatomy. If you're familiar with it you'd be able to tell when someone's traced over a model, (I would know cause I've done it before many many times) even though all of the anatomy is technically correct, there's still this weird "stiff" vibe that the overall pose gives off. So it's better to just work out the anatomy over the model and using it as a sort of "skeleton"
I don't think I've exactly perfected it myself yet, there's still some traces of that "stiffness" in my posing, but it definitely does help a ton!
The end product's usually never one to one with the modeled scene, if you looked closely at my finished illustration there's bound to be some inconsistencies here and there... π€π€π€
It's no big deal though since the important part is that I was able to communicate the intention and weight of the pose well enough for the viewer to get what I was going for!
So yeah that's pretty much it thanks for listening to my unprompted ramble yay!!!
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.
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