Drawing Easy People Drawing Easy People of Giving Up and Trying Again
When it comes to learning how to describe people, commencement uncomplicated to ensure success. And what is simpler than cartoon armatures? They are most like glorified stick figures! When yous finish worrying about getting the proportions of the torso and legs only right or making certain your eyes are the same size and align perfectly, yous can focus more on the basic idea of the trunk — where things get, how they work together, how they move. In starting this way, y'all can take your time, slowly working to heighten your figure drawing skills. Beneath, Jeff Mellem demonstrates the fundamentals of drawing armatures, excerpted from his volume, How to Draw People , and why starting this way leads to better figures down the line. Enjoy!
Drawing Armatures 101
The all-time way to learn to draw the man figure is to start as elementary as possible. Forget near tracing contours. Forget nigh shadows and values. And, forget near skin and bones and facial features. What you need to do is boil the figure down to its essence, something so uncomplicated that information technology can be drawn quickly; something and so clear that there's no question about what it represents. When people who don't know how to draw want to sketch a person, they frequently end upwardly with a stick effigy. That's about as simple as yous tin can get. The problem with the standard stick figure is that it doesn't possess the data on which to base a cartoon. Yet, with a couple of additions and modifications, you can turn a elementary stick effigy into a foundation for a cartoon.
Figuring out Stick Figures
If you take a stick effigy and add some shoulders and hips, y'all get something that looks a lot more similar a human than the usual stick figure. If you besides add together in some easily and feet and some bends at the elbows and knees, some volume to the caput and keep all the parts roughly in proportion to a real person, you'll end up with something that's both like shooting fish in a barrel to draw and recognizable every bit a homo. In fine art, this simplified figure is called an armature. Learning to describe armatures is a corking identify to get-go in figure drawing. Yous don't have to worry almost making the armature look similar the person you're cartoon. Once you lot take abroad all the details, what you're left with is a diagram of how someone is posed. By reducing the figure to this simple representation, y'all gain the ability to analyze and exaggerate poses you encounter and invent poses you imagine.
Hold Off on The Gestures…For At present
One important annotation about drawing armatures: This is not gesture drawing. Gesture drawings are a better way to build a drawing because they show both the pose and the proportion of your figure (like an armature does), simply they also give your drawing a rhythm and period. The armature is a more physical, rigid system that hones your sense of proportion and is an easy and clear fashion to build a pose. Gesture drawing is an important skill to principal. But for now, stick with the armature every bit a manner to assistance yous see across the surface of your subject area. At present permit's movement on to a demonstration on drawing armatures.
i. Draw the Head
The first stride in cartoon an armature is to draw an oval for the head. I start with the caput because information technology establishes the proportion for the rest of the body. Pay particular attending to the angle at which the head tips to the left or right. When you draw your oval, you don't need to become around and around. Only describe an ellipse in single lines once around or then. It helps to practice cartoon circles of various sizes and elongations until you can depict a simple oval shape consistently.
2. Draw the Face up Map
Now, you must define how the caput is tipping forward or backward. You lot accept to think of your shape as a sphere and not a flat circumvolve. A sphere has three dimensions, where as a circle has simply two. I know the page is apartment and your circle only has two dimensions, but you tin make information technology announced to have depth simply past wrapping a line around the sphere'southward equator. To see how this works in real life, wrap a rubber band around a ball or draw a line around the middle of a balloon. As you tip the ball or balloon away from you, the curve of the line appears to arch up; if you tip it forwards, the arch will appear to dip downward. This line around the centre of the oval represents the eye line. The chin will autumn at the bottom of the oval. The bottom of the nose is halfway in between the heart and the chin. The mouth is halfway betwixt the nose line and the chin. Yous tin can add those lines if you want to show the direction and tilt of the head.
3. Add the Neck
You lot will want to add a line for the neck. This line generally represents the spine. Don't worry about beefcake yet; just accept the line start at the back of the sphere opposite the face. The cervix bends and twists to a big degree, so exist sure to give it some curvature. Even when a person is looking straight forward, you can meet the natural curvature of the neck in profile.
4. Depict the Torso
The next footstep is to work downwardly the body to the feet. Depict a line that represents the torso. Like the cervix, this line follows the full general motility of the spine, but you're not trying to draw the curves of the spine itself. Don't worry about the outer curve of the spine at the rib cage or the inner curve at the waist. You're trying to capture the general motility of the body downwards to the hips.
v. Add together the Hips
On the armature, the hips are represented by a straight line that is at a 90-caste angle from the base of the spine. This makes it easy to figure out how to draw the hip line. One time you've fatigued the torso line, the hip line will be perpendicular to it. Facing forward, the hips are wider than the head. But, every bit the torso turns to the side, this line foreshortens and could exist as small-scale as a single point.
6. Draw the Legs
The legs should be about as long every bit the caput, neck and torso combined (assuming the trunk isn't foreshortened), bending at the middle for the knee joint. Add a simple line to indicate the direction of the anxiety and to anchor your effigy on the ground.
7. Draw the Shoulders and Arms
Each shoulder moves independently, so they aren't represented by a straight line like the hips are. When the shoulders are shrugged or rotated frontward, the shoulder line should reflect this with a curved line. The shoulder line connects to the body at a right angle, similar to the hips, but it curves upwards, downwardly, frontward or back as it moves abroad from the body, according to the pose. Add the arms and manus in a similar style to the legs and anxiety, only a fiddling shorter.
Proportions
Once you're comfortable posing an armature, you'll need to start paying attention to getting the proportion correct. Every person is a niggling bit different. Some people accept long legs and a short trunk. Other people might have long arms or wide shoulders or a squat head, so you have a lot of leeway in drawing these things. That said, the classical proportion of an adult is roughly vii-and-a-half heads alpine. The pinnacle of the head to the pubic surface area is four heads high. The legs are nigh three-and-a-one-half caput lengths tall, but many people stretch them to a more statuesque four heads.
Armatures in Motion
A peachy fashion to practice the armature is to give information technology something to do. This armature is hoisting a heavy sack onto his shoulder. In each of the drawings, I had to consider how he would move and how he would stay balanced. Information technology helps to act out the motion yourself before getting your armature to do the same motility on the folio. Do:Stop here and choose i of the armatures you lot drew from a reference. Picture in your mind the motion the person was going through when that image was captured. Act it out if you can. Now attempt to describe armatures that breathing the movement before and after the moment you drew in the picture.
Moving Toward Gesture Drawing
Armatures are good for analyzing the pose and clearly defining how the trunk is positioned. The biggest shortcoming of beginning a drawing with an armature is that information technology is rigid and tiresome to get downwardly on paper. Gesture drawing is an even quicker way to convey the motility and flow of a pose while however conspicuously showing how the body is positioned. Yous demand the skills of armature drawing even though y'all're not really putting it down on paper. Gesture cartoon isn't about drawing a skeletal construction or the body's contours; information technology'due south about capturing the totality of the pose as i fluid cartoon. That means you may mark the twist of the spine or the outside curve of the hips, just yous're non thinking about those individual pieces equally much equally y'all are trying to capture the energy of the total pose. It withal needs to give you lot all the positional information that the armature did, simply it also needs to requite you a feeling for the whole subject — non simply how everything fits together but also the attitude and energy of the person you're drawing. Y'all tin can see the difference between the armature and the gesture in these two drawings of the aforementioned pose. Both evidence how the body is positioned and the proportion of the figure, but the gesture gives a sense of rhythm and menstruum. Yous may use a night line to emphasize the stretch at the hip or the twist through the torso and lighter, smoother lines on a relaxed arm. These initial observations, recorded in your gesture drawing, will come through every bit the drawing develops and aid to continue the energy and emotion through to the terminal rendering.
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Now that yous know how to draw armatures, yous can movement on to learning all at that place is to know about gesture drawing. From in that location, yous tin can move on to the basic skeleton of the body, simplified volumes, learning major anatomy, and and then how to put information technology all together for successful effigy drawing. And, Josh Mellem's How to Depict People covers information technology all, with footstep-by-step lessons, exercises and assignments along the way.
Source: https://www.artistsnetwork.com/art-techniques/beginner-artist/drawing-armatures/
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