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Introduction
Greetings! My name is Athey, and I'm the one who wrote all the tutorials on www.bakaneko.com. I first started writing anime-style drawing tutorials for the site over four or five years ago. Many of the tutorials on the site are still VERY VERY old. The most recent tutorial before this one, was written over 6 months prior, and it wasn't even a drawing tutorial (it's the 3D maya modeling tutorial).
Needless to say, over the past five years, my ability to draw has changed and improved, and I currently find most all of these drawing tutorials very embarrasing... honestly, they make me cringe, and I try to avoid looking at them. ^ ^;;;;
However, many people tell me that they find them useful, and whenever I suggest that I might take some/all of them down, many people yell at me and tell me to leave them up... so I do.
This "tutorial" will be more of a lecture, than a step-by-step instruction. I'll try to explain things, show examples, detail some theory and some important concepts, and hope that the information I lay out will be helpful to those who come to read it.
The advice that follows will mostly likely be far more advanced than the advice in the older tutorials simply because I know a whole lot more than I did back then, and my techniques are FAR improved, over those that I used earlier.
This tutorial was written on 08-13-04
So you want to draw anime, huh? Did you know that learning to draw "anime" isn't really any different from just "learning to draw"?
A lot of kids (myself included, way-back-when) think of drawing "anime" and drawing "realistic" as two completely different things. In their mind, the two are seperated so much, that they feel that the techniques used to learn them are different, but they're not.
If you want to draw a person, you need to learn how to draw a person. You can change the proportions, or the "style" of the facial features all you want, but the skeleton underneath is still the same. The same basic rules apply to anime "style" as to "realistic" art. It's all human figure drawing to begin with, so that's what you really need to learn.
Here are some "basic" concepts that one has to accept in order to advance in their ability to draw:
- A human body has a skeleton in it that is solid and doesn't deform. Your bones don't bend in half, and they remain a constant length (they don't grow longer or shorter from one picture to the next, unless the character has actually aged).
- A human body had muscles over the bones that determine what the shape of the body will be. Generally, these muscles are not best represented by rounded masses. They have specific shapes, and if you actually learn where the muscles are, and what they're shaped like, your drawings will be far more accurate.
- A human body is a three-dimentional mass that has depth, and exists in perspective. Just like you'd draw a box with perspective, you have to think about the same things when you draw a body.
The best way to learn to draw people is to actually look at them. Life-Drawing is the absolute best option, but most kids don't have access to that sort of thing (which is quite unfortunate). Studying anatomical anatomy, bones, muscles, and actually observing and drawing from a live nude model, are truely the best ways to learn to draw a person. If you are still in junior or senior high, and truely have an interest in persuing drawing, I highly recommend you talk to your parents about enrolling you in a life drawing class somewhere. Some art stores actually have weekly life drawing sessions where everyone who shows up chips in $8 to help pay for the model, and everyone just draws for a few hours. If you can find a local art store, like a Dick Blick Art Materials, or a Daniel Smith, etc. go in and ask them if they know of any life drawing classes or meetings.
For those of you who are unable, or unwilling to attend any life drawing classes, I highly recommend you get an art anatomy book. Anatomy for Artists is a good reference.
I will say that it is useful to know about the human skeleton. It's useful to know what and where the large bone areas are, and it's interesting to understand how some of it works (I always found the forearm bones - ulna and radius - really facinating... maybe I'm just weird...) but I wouldn't say that it is EVER nessecary to draw a skeleton before drawing your figure. It would simply be a waste of time and effort. Putting a lot of effort into drawing something that you'll just end up erasing, is a waste of your time.
For this reason we use guides.
There are LOTS of different guide systems, and in the end you should stick with what helps you to visualize the final result best. Some people draw circles and ovals for all the masses, but personally I find that particular technique of very little help. All it really does is flatten the masses, it doesn't help in creating the depth illustion at all. But then again, there are those that would argue that straight lines couldn't possibly help in creating depth illusions either... and it is partly true.
Below is an example of the basic guide system that I use most often. Notice how the lines are NOT STRAIGHT. They're curved because our bones are curved, and our muscles create curves. There is no part on the human body that ever looks straight. The lines that we draw to represent the human form are always curved in some way. The direction those lines are curved plays a large role in the way we preceive the depth of the form.
When I use lines as guides, they serve several purposes. First - Length & Proportion.
Putting down simple lines to begin with gives me the ability to jot down a quick version of the person, step back and look at it, and see if it's going to be in proportion or not. If I went to the trouble of drawing a finalized version of the whole person and THEN I realized that the legs were too short, or the arms were too long, I'd have put in so much effort already, that I wouldn't want to go back far enough to correct the mistakes.
With guides we can get the figure laid out with simple lines that aren't so difficult to redo, if we realize we've made a mistake. Catching yourself at this early point in the process can help greatly in the end.
Another use for guides is defining depth. While the lines of the arms and legs don't show an aweful lot of depth to them, they do a little. In the profile view of the above example, you can see from the curves in the legs that the back of the calf comes back. You can already see some of the flow that the upper-leg will have, even though all we have here is a single curved line.
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