Im an artist trying to take my own pose references for some difficult art, any advice on how to do it right?
Oh gosh I've been meaning to do a big post about this and I will at some point but for now here's the basic basics:
decent lighting - doesn't even have to be 'good' just decent. I used to use light through a slider door, directional will help show the forms. If windows aren't an option some directional lamps could help.
I do form fitting lightly colored clothing because I find it easiest to see what I need. Biking shorts, sports bras, fitted tanks, yoga pants, etc.
Contrasting solid colored backdrop - in my oldest photos this was a blue sheet hung behind me with thumbtacks. Make sure it contrasts both your skin tone and the clothing so you don't wash out anything.
Timer for your camera - most people will use cell phones which are all pretty good enough these days for ref. I know Android cameras have an option to open you hand and close it to set off the remote timer so check what your phone can do. Worst case set the timer and run back if there's not a remote setting. I did this for YEARS. :')
if you want a 'straight on' look with no foreshortening or perspective then you want the camera probably about 6ft away from you and as vertical as possible. Get fancy with boxes and books to prop it up if you need to.
The lens should be around or just above belly button height to eliminate foreshortening. If you WANT foreshortening just mess with the angle and placement of the lens. If you have a wide angle lens that can do some really cool stuff with low and high perspective.
Don't forget your face. Getting the pose is a nice start but future you will appreciate it if you can get a little into character with your expression too.
Okay I think that's all the very basics and I hope this helps! Obv if you have a friend, sibling, parent, roommate, s/o, whatever around they can help you get any very specific angle the way you need it.
I hope you make great refs!!! Happy posing, happy drawing! 🕺🏻📸
266 notes
·
View notes
Hi, how did you learn to draw Steve's physique?
Ohh what a complicated thing to answer...
When it comes to how I learned to draw anything, it's hard to say anything too specific since it's always a culmination of many years of assorted study and practice... but I can try to do my best to explain some of the biggest things that helped me learn, some tips I keep in mind, and maybe at least some places to start/delve further.
(just a little disclaimer it's not like my drawings here are going to be 100% medically accurate.. they're just to illustrate concepts!)
The main thing about learning various physiques is understanding anatomy. Which feels obvious, but I don't mean proportions; these are important, but perhaps more important is understanding the skeleton and how it moves and learning where muscles connect to bones and where fat grows on the body. When you understand how these function on a more mechanical level, depicting form and movement in a way that feels natural comes in tow.
For instance, understanding things like the pronation and supination of the radius and ulna, as well as the fact that muscles can ONLY contract or relax, will help you understand a bit better which muscles will be flexed and which will not while someone moves. It's inherent to the positioning based on the structural makeup of the body... It's not like you NEED to memorize all the muscles and bones, of course, but understanding and gaining at least a passive familiarity with the concepts really helps.
In tandem with this concept is the way parts of the body flow into eachother. Muscles ALWAYS come in groups because they can only contract. Whatever muscle is there to lift something, there is a muscle on the other side to pull that bone back down. What this results in is a series of straight edges next to curves, which gives us a lot of really lovely "s curves" and dents and folds and so on and so forth just naturally occurring.
I would suggest at least learning the "bony landmarks", which are bones (usually) visible on the surface of the body. things like the iliac crest, the great trochanter, the 7th vertabrae, the acromion process... These can be used to help you understand the parts of the body as angles and relationships, rather than trying to remember lengths and sizes, which vary immensely... (since you asked about steve, he can be our model... also study these on your own don't just take my word for it haha, these are the ones I personally keep in mind)
I've done the same thing with body hair... learning where it grows and in which directions... It helps me make up variations without needing reference, because I have a set of rules I can follow.
The biggest thing that helped me understand all this on a much deeper level was my ecorche course. I sculpted this guy. We started by sculpting the entire skeleton to understand the bones, and then we added muscles on top. Not every single muscle, of course, but the "artistic muscles" AKA the ones which directly affect the surface of the body. Doing this let us see where muscles connect, because we would make a shape, put it on the bone where it actually goes, and then you get to see how other muscles overlap that.
This helped me, perhaps, more than anything else. But I also didn't just start with this course, I had been drawing for years before I even took it. I had been in school for years before I took it. Not that I think it wouldn't be helpful to someone just starting out, but I do think that the more you know going in, the better an in-depth course like this will help you and stick with you. Classes are also expensive, though so I'm not really like... recommending you pay potentially thousands of dollars to take one... But it did help me a lot, personally.
I also, of course, have done many figure, gesture, and master studies...
These just help you quickly gain a stronger understanding of generalized anatomy, and gives you real life examples of and practice with of how people move and balance.
What all this does when combined, is gives me a very solid ability to depict movement and form in a way that feels relatively natural from my subconscious without the need for reference.
The rest of how I've learned to draw his physique is honestly mostly just stylization. I understand the body, and this is how I am depicting it for his level of musculature.
And as I move into depicting him in other ways, either moving in comics or in animation, realistically rendered, or extra stylized, these concepts inform every step of that process for me! When he keeps the same/similar relationships between parts, he gets to still look like himself.
It ALSO really helps when putting clothes on, because the way cloth falls and bunches and lifts is all directly related to the form it is on... So the more you understand that form, the more you can depict clothing and movement in a way that feels natural.
This is all, of course, true when I draw anyone, you asked about Steve so I'm trying to mostly show with him! But because I'm just drawing from raw information of general anatomy rather than trying to study one body type at a time, it allows a lot more "give," I think!
Like, here's most of the cast from TTA so far... actually, they're not as varied as I thought they were nevermind LMAO ignore this part
But, it also makes monster and alien design much easier! It's a lot easier to come up with non-human anatomy when I understand human anatomy, because I can manipulate the knowledge I have...
There is infinite more to study in the world of anatomy... The complexity of the human body goes extremely deep. For our purposes as artists, we need only depict a fraction of it, but more information rarely hurts the process.
I'm sure there's something in here that's wrong on a technical level, I'm mostly going off of memory. But that's kind of my point - I understand enough generally and conceptually that when I am missing something and need to find reference for it, I understand what I'm looking at. It's much easier than trying to learn AND draw at the same time.
I hope even one thing in here helped you! Sorry it's so long.
67 notes
·
View notes
Can I get some Human anatomy tips ? I'd Google it but I like hearing from fellow cartoony artists. If you have no tips or anything u can just ignore me :)
All you gotta do to achieve good humans with accurate anatomy in your art is to only draw Canadians in the winter
Jokes aside, honestly just practice. There’s no quick and easy trick to do good anatomy, you have to put in the time. Study references, do billions of figure drawings, look at skeletons, bone structures, muscle and fat formations etc.
Dont just practice drawing people standing in the pick your character/sims stance. Draw ‘em walking, playing an instrument, playing a sport, (yoga is a good one for more complex pose practice).
Bear in mind this is coming from an art major, so I probably have snobbish opinions about the « right » way to draw lmao.
And if all else fails, just draw Canadians in winter.
18 notes
·
View notes
WOW I FINALLY FINISHED THIS SET. There were a lot of things I wanted to get right for them so I took some extra time but hopefully it was worth it! The guild for this set is Cobalt Heart- a guild with focus on maritime missions, lead by (of course) guildmaster Neptune. There was no other planet I could've picked for his namesake lol. They're the guild I jokingly call the most jockish, but some moreso than others. I really do hope I did all the characters justice, but if you wanna know more about the individual members, it's under the cut as usual!
Name: Neptune
Name Origin: The planet named for the god of the ocean
Pronouns: He/him
Age: 52
Guild rank: Guildmaster
Weapon: Trident
Ethos (Power): Ocean wave (Control over water- stronger with sea water)
Flaw power is based on: Originally based on his overly relaxed go-with-the-flow nature, but since becoming a father and guildmaster he's matured, and his power grew from simple wave control to more powerful control over the ocean's water. Waves aren't always peaceful, but he's become someone who understands their power and the responsibility needed for it.
Notes: If it's unclear, the marks on his chest are meant to be top surgery tattoos, but in cool wave shapes!
Name: Triton
Name Origin: Neptune's moon, aptly named for his son
Pronouns: He/they
Age: 24
Guild rank: 4 star
Weapon: Twin sai
Ethos (Power): Ocean breath (Underwater breathing as well as other aquatic adaptions)
Flaw power is based on: His ardent wanderlust, especially in regards to the ocean. They literally cannot leave it alone despite any possible better reasoning, which is when it becomes a problem.
Notes: Was his other parent a mermaid or did they just do the fish thing on their own? The world may never know.
Name: Otrera
Name Origin: A trojan asteroid named after the queen of the Amazons
Pronouns: She/her
Age: 32
Guild rank: 5 star
Weapon: Brass knickles
Ethos (Power): Preflexes (Hightened reflexes)
Flaw power is based on: Her overly-guarded and cagey nature.
Notes: But her brass knuckles are pink so its quirky when she knocks your teeth out.
Name: Naos
Name Origin: A star whose name means "ship"
Pronouns: He/him
Age: 21
Guild rank: 3 star
Weapon: Modified crutches
Ethos (Power): Helm (He can change the direction of inanimate objects. It's not limited to projectiles, he can change the direction of objects while they're in someone's hand too.)
Flaw power is based on: His avoidant tenancies, especially where more serious responsibility is concerned.
Notes: Honestly? Joined the guild to boost his playboy status.
Name: Aitne
Name Origin: One of Jupiter's moons, named after the personification of Mount Etna, a stratovolcano
Pronouns: They/them
Age: 27
Guild rank: 4 star
Weapon: Spiked gauntlets and armor
Ethos (Power): Molten Core (Lava manipulation)
Flaw power is based on: Their brash and destructive nature.
Notes: Likes all their food to be charred.
Name: Ariel
Name Origin: A moon or Uranus, named after an air spirit!
Pronouns: She/her
Age: 16
Guild rank: 2 star
Weapon: Baton
Ethos (Power): Harmony (Perfect balance on anything)
Flaw power is based on: Her own difficulty maintaining emotional balance under stress
Notes: She's a gymnast! And even though I didn't make the character named "Ariel" a mermaid, you can still see a scale pattern in her leotard!
Name: Maru
Name Origin: A white dwarf whose name means "Sky." It's orbited by the planet Ahra.
Pronouns: She/her
Age: 18
Guild rank: 3 star
Weapon: Claymore sword
Ethos (Power): Sky walking (She is capable of interacting with air as if it were a tangible object, creating leverage for herself to walk and balance on as if it were solid)
Flaw power is based on: Her somewhat vain tendency to place herself above others
Notes: Complete and utterly confident she's the cooler twin
Name: Ahra
Name Origin: A exoplanet whose name means "Ocean." It orbits the star Maru.
Pronouns: She/her
Age: 18
Guild rank: 3 star
Weapon: Claymore sword
Ethos (Power): Wave riding (Creation and control of tidal waves to ride on, as if she was surfing them with no board. But she does have to be on them.)
Flaw power is based on: Her arrogance and recklessness
Notes: Completely and utterly convinced she's the cooler twin.
Name: Pipoltr/Pip
Name Origin: A star named for "a bright and beautiful butterfly."
Pronouns: Whatever really?
Age: 8
Guild rank: 1 star
Weapon: Giant lollipop
Ethos (Power): None yet!
Flaw power is based on: N/A. This doesn't mean they're flawless, but until their power develops they're really just here to go on fun little adventures.
Notes: This child hangs around with sailors all day long. The words they know....
42 notes
·
View notes
Helloo! I freaking love your edits and wanted to ask you how you edit the lighting, it's fantastic 😱 expecially in your black Madonna post, I'd love to hear about your process :D
HI! OF COURSE! (Also thank you!) 💜 Omg I had a lot of fun with that particular post! From what I can remember, the room I built was lit with one orange light on the floor. I like to utilize relight with reshade and I have like a mini tutorial over here! One thing that I wanted to correct myself on (I’ll probably edit into that post as well) is the load order of reshade and I typically notice, it looks more muddy depending on whether or not it’s below or above a LUT but sometimes the muddiness of relight can work with a photo. oKOKO but anyways back to this edit. I used lightroom in reshade to cool down the photo because it started out warm. I really like orange lighting as a base in the sims because it doesn’t flashbomb my sims but it still adds enough lighting for me. I also find that I can adjust tone of the whole photo a lot more easily with orange i comparison to other lights. Then I started to add in lighting from relight, I picked out the colors blue, green, magenta and orange. On Atlas’s side I leaned towards orange, green and magenta while on Taryn I lit her with blue and green. However because she’s standing closer to the camera while Atlas is a bit further back, the blue on her face collides with the other three colors giving it an almost cyan, whimsical appearance. So the original photo of this was heavily contrasted, sort of neutral/hint of cool tones but when I pulled it into photoshop after adjustments (shadows/more highlights/hair wispies/cropping) I went into camera raw filter and colorgraded the shadows to pull more greens. I’m not sure if I touched highlights or midtones tho! Final step was adding in some scratches, film dust (the contrast helps so it doesn’t get too hazy when adding an overlay) and sharpened it! I’d like to do like a breakdown of how I edit or even a speed edit just to show the process! It’s always ever changing as I try to learn new things or certain photos require different steps. Funnily enough, I was leaning really heavy toward like… The Haunted Mansion in color scheme for this photoset HAHAHA and I think it worked really well here! I hope you enjoyed reading my yapathon LOL and thank you for asking! 💜💙💚
2 notes
·
View notes