Sunday, February 7, 2010

348 Days of Sketches!


KAME-HAME...
Sometimes you just feel like drawing Goku. Annoyingly, I kept pushing the pose by hunching him over, but if I had moved the drawing up on the page, i could have probably got that foot on the page :(

Shuffled into Jupiter Jazz while drawing this, so now I'm in a good mood :)

Saturday, February 6, 2010

349 Days of Sketches!


Running a behind schedule do to lethargy and metal gear solid 4, expect multiple posts in the next couple of days.

I draw Wonder Woman a lot these days. Maybe more than the Hulk, Captain America, or even Wolverine (who holds the all-time record for me at like 0285698565 drawings). I hope to color this once I get a computer that can handle Painter :(

Tuesday, January 26, 2010

Artstream 101: Construction 2a (or Crisis on Infinite Art Supplies)


I ran out of col-erase blue lead, so I couldn't finish the drawing..but this should be enough to get the point across.

Today we talk about fleshing out a character from basic lines of construction. On the right, there's a quick sketch of the basic arm construction I use and to the left of that is the same thing fleshed out with arm muscles. From years of studying musculature (for drawing super heroes and the like), I have a pretty well formed idea of how I'd like them to look. This is something I recommend even in the early stages of an artists career. You'll notice in the sketch to the left that I've done the construction in graphite and the fleshing is in blue. I usually make the head about the size i want it to be in the finished drawing, but the rest of the body's construction is a bit smaller as to function underneath the flesh like bones.

This particular blog article will be discontinued as I'm writing a book from the subject matter I'd planned to cover here.

350 Days of Sketches!


Here we have some doodles from my moleskine of an original character from my "League of Defenders" project called The Wraith. I wanted to fiddle around with the hood a bit with different designs, but really just winding up.

Tuesday, January 19, 2010

351 Days of Sketches!


Lisa Simpson dresses oddly. Anyone else notice she wheres a Flintstones dress? Groening says that The Simpsons were named after his own family, so maybe his daughter Lisa liked to play cavewoman...

Sunday, January 17, 2010

352 Days of Sketches!


This is an older piece that I recently unearthed and decided to blog about. Its Makoto from Street Fighter III: Third Strike. She's has an awrard build, kinda stocky with big hands and feet, so she's A LOT of fun to draw. Watercolor is not my favorite medium, but its fun and I hope to work with it more in the near future.

Artstream 101: Construction!


Ok, so This is the first installment of Artstream 101, a crash coarse in character art conducted by me, Brian Charles. Disclaimer: If you feel as though you're a "better" artist than I am (AND don't have the intestinal fortitude to challenge me to an art battle) rest assured that the information included in Artstream 101 is regurgitated from wise masters of the character design craft. Thusly speaking, if you've studied The Illusion of Life, Chuck Amuck, How to Draw Comics the Marvel Way, and Constructive Anatome, you can probably skip this coarse and meet up with us for Artstream 102 :P
I hope to build up from very basic breakdowns and sketching tech to sequential art, animation, and eventually I'll teach you guys how to play Rival Schools.

First order of business is construction. Everyone who draws characters well uses construction, and I know that you might think you've seen the pros NOT using construction, but lemme tall ya, you're wrong. Think of it like the basics of a sport. When you first tried to dribble a basketball, you did it with two hands and probably bounced your whole body with the ball. As you become more advanced, you learn to practice dribbling with one hand, so that you can switch hands to avoid defenders (your first crossover). Stay with me, this is the important part... Once you've mastered switching your dribble from hand to hand, to the point where you can do it through your legs and behind your back without looking, you're not even thinking about the day you learned to NOT dribble with both hands. Your body remembers the practice and activates everything you learned whenever needed. Drawing construction is like that. The more you do it, the less you have to think about it, to the point where you don't even have to lay down a sketch all the time. But lets not jump ahead :P

The image in this post will be referred to as fig-1. In fig-1, you see my basic construction for a character. You can probably expect to develop your own style at some point, and bare in mind that it took me years to settle in to doing it this way. I first learned this specific style of construction from the book "How to Draw Comics the Marvel Way" when I was 12 or 13. It involves using circles and lines to map out a stick figure that can be posed in different ways before fleshing it out to look like a specific character.
I start with the head by drawing a circle at the point that I want the cranium to be. Then I round out a jawline with a half oval underneath. A horizontal line drawn about the points where the oval jawline and the cranium circle meet gives me a basic idea of where the eyes will go, and a vertical line crossing that will show where the nose will go. Yes, drawings of characters that are not referenced with photos or models should have that sort of symmetry. I know everyone's eyes don't line up perfectly and all noses are not in the center of the face, but drawing is about making something that "looks" correct, not necessarily something that "is" correct (more ranting about this later).
From there, I draw a line from the head down that will basically indicate the spinal column. A large circle represents the torso.Toward the top of that on each side are small circles where the shoulders will be and lines going down the sides representing upper arms that go into small circles which are for the elbows, another line segment for the lower arm and a circle at the end for hands. The spinal column line goes down to a horizontal oval which will be the pelvic area, with circles on the end where the legs meet the pelvis and lines that drop down from there for the upper leg that go into circles for the knees. Another pair of vertical lines that rep the lower leg and a jumble of circles for feet. Now, I know that pelvises don't actually work that way but in years of development through my personal style of construction, I found that using a triangle (with the singular point facing down) which is the "normal" way to handle this area lead me to drawing REALLY tiny waists, so I came up with this to give my characters a more solid feel.
The feet are composed of a very small circle for the ankle, a bigger circle for the heel, and a sort of triangular oval for the front of the foot. The reason for all of this is that the position of the feet REALLY balances out a pose. Much like how the head requires a lot of construction to determine the direction the face is pointing, the feet also need a lot of fleshing out at this stage.
You'll notice that most of my lines are curved slightly in toward the body or out away from the body, and that the directions of the curves alternate. This is a technique sometimes referred to as "controposto" that gives character drawing a more relaxed and natural feel. I'll do a lesson on "line of action" later, but for those of you who know about it already, this controposto construction gives a line of action to different parts of the body and helps to make dynamic poses less mechanical.
Ok, that's part one of construction. Next week we'll discuss fleshing out the body and talk about how to use this construction for dynamic posing.