Some drawing tips previously posted on twitter. More drawing tips on my patreon. Hope some of these can be helpful.
Your art is amazing in all aspects! It's very inspiring! My sister and I both adore your Morrowind drawings especially.
However one thing about your art which has left me in awe is how 3 dimensional it is. "It's like you can hold them" as my sister says.
I've been trying to improve this aspect of my drawing but it's very overwhelming. I don't know what to do and what to learn. Any tips or advice in this regard would be greatly appreciated. Like what do I even learn? Anatomy? Perspective? Shape design?
Thank you very muchđź’–
AHHHH this is such a kind thing to say, thank you so much ;; ❤️ i don't know what to say,, but i'll try my best to explain how i go about drawing!!
from my perspective, what really helps develop a sense of structure and three-dimensionality is breaking shapes down to simplified forms, take this maav sketch as an example:
breaking down objects into cylinder-like and rouded shapes provides a good visualization of volume and how an object moves and rotates in a three dimensional space! so yes, you were right!! structurization and perspective are crucial to learn along with anatomy. here's how i like to do it:
making grid-like structure studies like these helps me with shading and rendering later - think of it as some kind of a preview which shows you where exactly will the volumes intersect, curve, bend etc i hope i was able to answer your question and best of luck in your drawing!! much love :) đź’–đź’–
morty how the heck do you draw top heavy bodies (kinda like kuins) because its hell 2 me
OK SO THIS IS LATE AND IM BAD AT EXPLAINING SO I JUST SCREENSHOT’D MY PROCESS
FIRST, GET YOURSELF SOME MOOD MUSIC
BASE SKETCH: I don’t usually draw what’s in red there, but this is your basic inverted triangle shape. Basically, as long as you make sure the shoulders create an exaggerated silhouette that highlights the waist, you’re doing the top heavy thing right. Generally, you don’t wanna shrink the waist too much or else it looks REALLY weird, so if you want to exaggerate the shape more, try to focus more on the arms and shoulders. Keep the hips narrow.
LINING SHIT. Add some core muscles to actually support all that up top. I like making the pecs particularly pointy just to drive home the triangle thing.
It’s ya boi
You asked for it, so here it is- a shoddily composed but nonetheless candid and hopefully useful tutorial on the Mosaic Effect I used in the Mollymauk portrait. Those of a stout and courageous spirit, read on.
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Yesterday was my “Free to draw” day, and I was of course, drawing my guilty pleasure that is goth nerd boys. In light of the many beetles in my room that have crawled their way in, I decided to make this beetle witch character.
I thought I show people my thought process when creating a character. This is basically it, I always start by drawing the face then getting a concept, which ends with the body/colors scheme. Depending on the character, this process can take hours, days or a couple of minutes. I plan to make a full illustration of this guy, pretty soon.
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i wanted to practice portraits from photos ;_; but i ended up colorpicking a lotÂ
photo: ashley moore (i think)
disclaimer: I am east asian. if anyone who is not white sees anything wrong with my phrasing, inaccuracies, or insensitivity, or something I missed, please feel free to add on. I’m just one person with one perspective; none of what I say should be taken as The Singular way to draw an Asian character. if you havent done so already, please take the effort to expand your view of Asian culture outside this one tutorial.
if a white person reblogs this and adds something stupid I’m going to bite and kick you like a wild animal
Face tutorial for Anon!
I wasn’t sure whether you meant heads or facial expressions, so here’s a very basic head tutorial! Of course not all faces are the same so proportions and the size of ears/eyes/noses etc. can vary! Feel free to explore and play with them to create unique and interesting characters! I hope this is somewhat helpful, and let me know if you’d like a tutorial on expressions as well!
Here it is, my long winded tutorial, complete with some step by step action. I see a lot of people talk about wanting to diversify their artwork but not knowing how. This is my help to you. You really should take the time to invest in learning diverse eye shapes as diverse artwork always makes you a better artist. And frankly I’m really tired of drawing tutorials that talk up character diversity but only have the stereotypical “one Asian eye”.
I did some step by steps for those three diagrams, but I actually got them from this blog which has 14 of those examples! (Bonus: it’s a makeup blog so if you need help with that or want some idea of how to shade these eyes, there ya go)
I’ve been thinking about it for a while and I finally had the time to work on a really simple walkthrough of my design process for armors! Hope it can be useful :D
Before designing the attire I like to define first who this character is going to be, based on their alignment, their role, job and so on. I used a random dnd character generator and found a simple but cool prompt:
Based on this brief description the first step to take is to get a good silhouette and pose. Figure drawing and silhouette studies are a good method of exercise: they train you to think without any sort of detail. The pose alone should convey the whole mood. I wanted my human paladin to be an aged veteran knight in medium build, ready to strike and prepared to carry her weight in battle with two swords.
Armor is a tricky subject but only when you don’t know it. I study a lot from real traditional armor, because before designing something I have to figure out how it actually works in real life. I could recommend lots of book to buy but Pinterest does an amazing job in providing you with an endless stream of inspiration and photos/illustrations to study (Osprey Publishing has fantastic books about armor, weapons and military from 10th century and before to 20th century). I believe in functionality over beauty but with a middle ground that makes both aspects look good together instead of clashing (I’m looking at you, Korean concept artists): it’s my job to find a compromise between them. A good example to study is something like this:
Simple, readable, every rivet shown makes it understandable to know how to move into an armor like this. I also take lots of inspiration from fashion design but it’s another whole world lol, https://www.vogue.com/fashion-shows is pretty much the Bible for that since there’s a complete list of every season of pret-a-porter and couture from 1990 to the present day. It’s a fun game to play!
Question yourself when you design, “can I wear this? How? If I were to make a cosplay of this, how would I layer everything?”, if you’re aiming for realism you have to follow certain rules and guidelines. Speaking of guidelines, this is a simplification of the parts of the armor I want for this character.
You can call it a day and be done with it by refining the sketch a bit now. This is a good design, boring but functional. How do we make it more interesting? By using shapes and patterns to create a general theme, adding cloth parts like a cape and undershirt and all the elements needed like belts, chain mail and so on. Rectangles? Amazing. Circles into rectangles?? Beautiful craftsmanship (go wild)
This is looking like a real character now, congrats! Here’s where the fun really begins though: details. Once the silhouette is defined you can customize the character all the way and make it look like there’s a story to be told even in the armor. I like to think of a theme and apply it to pretty much everything, it’s usually animals or flowers because often times knights had themes like those. This woman is a fierce, fearless mom figure, tired but wise, willing to help the young adventurers to see them leave the nest and fly on their own… like a bird… but like, a cool bird? Like a cool bird often associated with freedom?
Eagle theme are all over the armor: it intrigues the viewer and makes the design look complex enough to be interesting on its own. The knee and elbow parts are wings now, one of the pauldrons has a raging eagle coming out of it (asymmetrical details are cool!), the important parts connecting the armor are shown with little details that make it look like a custom made set. At this point I’m satisfied and can go onto colors, then rendering.
Colors take a big part into the character design but it’s not something I feel good enough to cover lol, the only advice I can share regarding this is to have in mind the materials of the outfit. Right now the breastplate is in a grey zone: a slight change in material can turn a decorated breastplate into a half coat. Defining material when you’re sketching is a neat way to save yourself some time and get a bit less stressed when you get to painting.
And it’s done! Hope it was helpful!
I just realized how terribly short her right arm is LOL please don’t shame me