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Russian version [link]
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Part 2 of 3 for a tutorial on how to bend foam for cosplay and props.

Part 1: [link]

Part 2: [link]

Part 3: [link]
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In this tutorial I want to show you the most common perspectives for RPG-like games.

other parts:
Link Part 2

credits:
-"nichtlustig" font (headlines)
- games pointed out in the tut
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Pt 1 of a 2-3 part Clothing tutorial I'm doing.
This is a basic excersise to get you used to folds.
If you have any questions, I'm certainly willing to help, and I may put the answers into the next part. :)

Also, Observation is very important! The better you know something, the better you'll be able to draw it!

Part 2:[link]
Part 3:
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Front, back and outer/inner side views of the right arm.

Supine = when the palm of the hand is facing forward

Prone = when the back of the hand is facing forward. When the arm is in prone position the radius (forearm bone to the side of the thumb) cross the ulna (forearm bone to the side of the little finger).

Each muscle is colored with a different color. The orange colored area is actually a group of flexor muscles; the dark green colored area is a group of extensor muscles. The triceps (from Latin 'three heads') is colored with just one color but of course the divisions of its heads should not be ignored; the same goes for the biceps. The uncolored area next to the yellow area (triceps) is the tendon of the triceps.




Torso study

Leg study

Hand study

Foot study

Head and neck study




After hands and feet, arms are the most complicated thing to draw for me. It was difficult to draw even looking at the reference. I'll need to draw them infinite times till get all the shapes memorized... :yawn:




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Jake's Hair Map.

Keep in mind, these hair maps are headcanons/my interpretations. These are simply to help me, or anyone, trying to style wigs or draw the characters. Donít get mad at me because they ďarenít canonĒ or are not how you view the characterís hair style.

Please credit me if you use these!
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Nowadays I am back to basics and only drawing light and shadows, over and over again... The side-effect of such an intense job seems to be more carefully looking at what's around... Last weekend when I was having a smoke in my balcony, I've realised many different cast shadows under the bright sunlight... I want to share it because I believe there are lots of practical knowledge here, regardless of the poor photo quality... Here we go...

A  vs. B: A is the cast shadow of the frame of the window and B is of the wall... Although both are solid non-transparent objects, the edges of A seems to be more sharply defined than B.. This is because A is closer to the white plane than B... Also the value of A is a little darker than B (unfortunately the photo couldn't capture it..)

J vs. C (and D): Both are semi-transparent silicone fittings on the edges of the windows... Notice the different sharpness of the edges, despite both are the shadows from identical objects... Same reason; J is closer to the white plane than C... and the value of J is darker than C... Moreover, as the shadow of the fitting at the right-hand side moves away from the light source (C vs. D) , the edges start to resolve and the value moves towards a lighter tone...

F vs. E and G: While there is nothing between the sun and F (except air) to cast a shadow, there are glass windows at E (closer to the white plane) and G (farther)... All three have different values...

H vs. "I": Since the pink ball is darker in color, it has a narrower value range in comparison to the white ball.. However, since H is shinier the value of the highlight is the same with white balls'... But we cannot detect the reflected light from the white plane on H, as easily as on "I"....  Finally, as H is a little behind "I", we can easily see a reflected pink light on the white ball...

h vs. i: Since both balls are quite solid objects with the same distance form the light source, the sharpness of their cast shadows are almost the same... However as the pink ball is much shinier, I can see a second smaller pinkish shadow in "h", which I think the second bounce of the light (from white plane to the ball AND back)... The pinkish reflect light also shows itself on "i".... Meanwhile the reflected light from "i" to "I" also seems to find its way back onto the white plane and lowers the value of "i" around the ball itself (except the occlusion shadow)...

These are the first and most recognizable observations... I think we can confirm some facts, from all of the things above;

1- The closer the object to the plane it casts a shadow on, the sharper the edges of the shadow...
2- The closer the object to the plane it casts a shadow on, the darker the value of the shadow...
3- The material and the local color of an object directly affects its value range...
4- Shadows are not just dark areas to be simply filled with black..


If you see anything else that worth mentioning, please comment about it...

Cheers
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UPDATE 10/27/13:

3D versions with consolidated views now available!

MALE: shintenzu.deviantart.com/art/M…
FEMALE: shintenzu.deviantart.com/art/F…


ORIGINAL DESCRIPTION:

SIDE AND BACK VIEW AVAILABLE.

SIDE VIEW: shintenzu.deviantart.com/art/M…
BACK VIEW: shintenzu.deviantart.com/art/M…

FEMALE TEMPLATES ARE ALSO AVAILABLE.

FRONT VIEW: shintenzu.deviantart.com/art/F…
SIDE VIEW: shintenzu.deviantart.com/art/F…
BACK VIEW: shintenzu.deviantart.com/art/F…

This was the first muscle template that I used for the Deji outfit design. Was done almost entirely in blue lead on sketch book paper. The feet were drawn with a tablet because I ran out of space in my book so I couldnt fit the feet in. Took about 2 hours since I had to look at reference, but also improvise my own porportions and muscle thickness.

Uploading this for those who need male muscle references and prefer these type of proportions instead of textbook realistic proportions. I know stuff like this helped me tons wen I was figuring it all out.
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