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So my mental game for quite some time with hands is "Look at them and study them, then draw without looking at them at all". Tricky as hell at first because hands almost seem to transform or mold to help you express and compliment both your external and internal emotions. Once looking at them though for a certain amount of time and thinking of them as simple or basic shapes, you start to realize the how and why's of the hands.

Studying the under structure of the hands will help make things even that much simpler. So I would say pick up an anatomy book to delve a little deeper into why things are the way they are.

So the test is>

first: spend 5 to 10 min analyzing
second: Draw what you saw!

Tools> pscs6

If yah want more of this stuff from me and anatomy ref hit me up through meh note. Thanks :)
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BECAUSE I'M PRETTY SURE I HEARD SOMEBODY SAY HANDS
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just drawing heads and getting female faces from different angles. I try to not use stuff direct from photographs as much as using screen caps...but that can get time consuming.....

see any likenesses? theres a few.
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When building animation assets, you'll discover that the number of drawings you end up with can easily overwhelm you if you do have them properly organized. The best way I've learned to keep drawings from getting lost in the shuffle is to embrace a very strict naming convention. By now, I'm sure you noticed that each illustration has a label on it; those are how I name them.

0F is the front angle, and 4B is the back angle. 1Q is the three-quarter front-right angle, 3Q is the three-quarter back-right angle, 5Q is the three-quarter back-left angle, and 7Q is the three-quarter front-left angle. 2S is the side-right angle, and 6S is the side-left angle.

The next letter identifies which shape series these drawings are in (in this case the full closed fist, represented with the letter B), The number 01 is the neutral, straight angle, while 02 and 03 are tilted in and out respectively. The one identified as 04 is the bottom angle.

Feel free to use this as a reference for your projects. Even trace it if you want (tracing DOES help beginners improve). Just remember to credit me in your comments and link back to either this deviation or my account page.

Hand Study Angle Chart 1
Hand Study Angle Chart 3
Hand Study Angle Chart 4
Hand Study Angle Chart 5
Hand Study Angle Chart 6
Hand Study Angle Chart 7
Hand Study Angle Chart 8
Shoe Study Angle Chart

Photoshop CS5
Toonboom Animate 2 Pro

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Requested by :iconlordluke200: It's just a tutorial on how I draw faces/eyes/noses/mouths....

I draw men with sharper features, such as a longer mouth and a "stronger" nose and wider/rounder eyes, whereas, the women always have softer shaped faces and features, such as a small mouth and small nose...as well as more narrowed and "asianic" eyes, even if the character isn't really asian...:P And the many bipolar faces...
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I have helped!!!
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I just share it,and all done by myself.I enjoy the teps of making tattoo on my works.
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Disney eyes practice.
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Figuring out a walk-cycle is an entry-level test of your ability to animate.  It was the first thing I fully animated (which isn't much, considering it was only 32 frames looped 4 times).  This taste of animation is really what got me hooked on wanting to make more!  

Although it is possible to animate a walk-cycle with a minimal number of drawings, I consider it to be better to have around six per angle (with an exception to the profile angles).  This chart provides all the basic shapes needed to draw a walk-cycle for a character wearing sneakers/trainers at eight angles.  Flip the image if you need the left shoe.  Since I remember having a LOT of trouble drawing feet, I highly encourage beginners to trace these drawings (experienced artists should just use it as a reference).  Please link back to me if you use it.

Take a look at my Hand Charts!

Photoshop CS5
Toon Boom Harmony

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