Tag: anatomy

Comparison of my arms before and after this month’s practice.

Before was with ref, after was done without.

September’s Daily Sketches

In this video I go through all the sketches I did this month and some new methods I used to practice.

If you have a tablet and are interested in trying 3d sculpting, I would suggest Sculptris which is free and very easy to use (also look out for Zbrush Core which is supposed to be an easier affordable version of Zbrush, all 3 are from the same company, Pixologic). Just note it’s not meant for point modeling (that is for very geometric shapes like the rib cage). It’s more like sculpting with clay, for point modeling you need something like Blender but it has a huge frustrating learning curve.

Read More…

Week’s Worth of Figure Drawing Practice

The image is just the thumb. I’m not scanning 100 pages. I go through them all in the video.

For the references I used a mix of pixelovely, quickposes, and characterdesigns, hence why unfortunately I did not have very early poses that repeat later. I have saved a few of my favorite poses for next time so hopefully there will be more to compare.

The anatomy book I like to use is Classic Human Anatomy by Valerie L. Winslow. If you can only afford one book get this one. The only downside is it’s all drawn but I have found no other book so well done.

As for Michael Hampton who I mentioned, he has a wonderful blog full of sketches that I found very helpful. He often shows his reference and I recommend you first attempt to do the pose from the reference, then look at his approach for help/comparison. He also has a book (Figure Drawing – Design and Invention) that looks very good.

The lightning bold figure drawing method I mentioned can be found here.

Oh also, this is kind of unrelated, but I fixed the noise on my microphone! I’m using an iPhone with a mic app plugged into my computer and I thought the noise was just a side-effect of the cable or being so close to my fan, but turns out it was all Windows. I had microphone boost turned on because otherwise I couldn’t use the computer mic before without it, turns out this just seems to introduce hideous amounts of noise.

Drawing Some Hands

I’m trying out something slightly different. I want to do more video but the editing always takes so long I avoid it. So I’m thinking of doing videos like this one, possibly even more concentrated (one hand at a time) because it’s so much easier to edit. Then maybe once I get the hang of it (and a proper mic – 50% of is getting the iPhone audio bits in sync) I’ll start making longer ones. Anyways enjoy.

Patreon Only Full Size PSD

Some Notes on Ears – Part 2

You can also find this post as an Instructable.

I finally got around to complete Part 2 of the Ears video. I’m still having some recording issues. If you have any questions please comment. Feedback is appreciated. I worked on cutting down the time to 15 minutes this time. Currently working on trying to sound less monotone.

First Part: How to Draw Ears – Part 1 – Structure

The two ears used for reference in the video where:

Mean me” by Pierre Vignaue used under a CC-BY 2.0 License / Cropped

Backlight 2” by Travis Pawlewski used under a CC-BY 2.0 License / Cropped

Below is the chart I rendered. Patreons get access to the PSDs for both files.

FULL SIZE - Colored Lights through Skin Chart

The 3D head scan I used was: “Infinite, 3D Head Scan” by Lee Perry-Smith used under a CC-BY 3.0 License / Rendered under different Lighting Conditions (Click the link there and scroll down to download).

You can download my ready made C4D scene here. In the future these are the types of things that if I heavily modified or made myself will be temporarily patreon exclusive. I’ll also probably use blender, but I’m currently still struggling with it. It doesn’t play nice with my graphics card and setting my own shortcuts has been much harder than I thought. I also still need to learn how to import/export models between programs properly. If you want to open the model and play around with C4D Maxon offers an “unlimited” demo (45 days with saving).

You can also go to Virtual Lighting Studio like I mentioned in the video. You can add multiple different colored lights to that same head (and others) and move their positions around. The only thing you can’t do is change the skin texture like I did, but the site can still be incredibly useful. If you’d like to recreate the scene from scratch or understand more about what I did, there’s this video, and I’ve added the exact details of what I did after the read more.

If you’re interested in learning more about subsurface scattering I came across this post on subsurface scattering, while researching the subject. Traditional artists especially might find it particularly useful.

Setting up the Scene in C4D

3D programs tend to differ vastly on where settings are, but the same basic concepts apply if you want to try to get these yourself. The skin texture must be changed. Subsurface Scattering must be on with the matching color. And you must render with global illumination. There’s a video using this exact same head in C4D like I mentioned, but my exact methods were the following:

      1. Drag the model into a blank scene to import it. It might be huge, reduce it to a reasonable size.
      2. It won’t import with textures or bump maps so you’ll need to add them. Create a material in the material editor, double click on it to open it’s properties. Under Bump > Texture > Load Image import the bump.jpg.
      3. Under Color > Texture > Load Image add the lambertian.jpg. If you’d like to mess around with weird skin colors you can add a Hue/Saturation effect within C4D (I forgot to mention in the video you could do this) or modify the texture outside C4D with a photo editing program. To do it within C4D go again to Color > Texture > Layer this time. It should change the texture to a layer, click on it and it should take you to the shader properties. From there you can go to Effect > Hue / Sat / Lightness. I recommend making a separate material for each skin tone instead of editing the same one for each render.
      4. You’ll need to turn on subsurface scattering for each material under Luminance > Texture > Subsurface Scattering and set it to the corresponding skin color (to get back to this section, like you clicked the layer, click on Subsurface Scattering). You will notice there’s already some presets to get you started (Light Skin, Dark Skin). Oh, and one last thing, I also forgot to mention this. you’ll need to adjust the path length to some value between 0-2cm, it will depend on how big you imported the head.
      5. I would advice against using a standard light. Instead make a sphere or any object and a new material for it (and for each color you’re going to test). Turn on Luminance and set it to around 700-1000 depending on the distance. The object color doesn’t matter, only the color of the luminance setting. Note: I found white needs to be a bit brighter to get a similar effect to the other colors. I’m assuming it’s because it contains all the colors, and therefore at the same intensity it doesn’t shine through as much as say pure red.
        C4D Notes
      6. I also added a soft infinite light at 14% Intensity so you could properly see the ear. Even in dim conditions, it’s rare that you don’t have some other source of light around the figure.
      7. Finally to get all this to actually render in the render settings don’t forget to turn on the Global Illumination under effects. The default settings might be a bit spotty. I’m not an expert with this but I managed to get it to render smoothly and fast by changing the following under Global Illumination.
        C4D Render Notes

    Primary Method: Irradiance Cache
    Secondary Method: Light Mapping
    Samples: Low
    Irradiance Cache Record Density: Low
    Smoothing: 100%
* = Optional

Some Notes on Ears

I was doing a very realistic portrait from scratch and I was having some trouble with the ear so I thought I’d do some ear studies and record it while I’m at it. The best way really to learn how to draw something is to draw it until you can draw it without reference. There’s no way around the hard boring work that studies can be. Looking at videos and posts will help guide you on what to observe and pay attention to, and mistakes to avoid, but nothing can replace practice.

A great place to get reference images for studies is morgueFile. You could also look around Flickr and such for CC licensed images but if you’ll be posting your work anywhere, those require crediting. morgueFile was made with artists in mind, as long as you modify the image you can do whatever you want with your work and that can be useful so you can just worry about doing your study and not whether you can share it later or you have to attach a giant list of credits.

Update: Part 2 is up!

I planned on talking about how to paint the ear and how it can be lit up from behind (subsurface scattering), but the video was too long already. I’ll do a second one and repost this post when I upload it. I’ve got some cool stuff ready for that video.

I think, I hope. This video was kind of nightmare to make. My computer was throwing blue screens. Turns out the damn video cache was in the wrong place. Also my internet sucks and the files are huge. Just want to mention this because I discovered this cool site called clipchamp that compresses your videos extremely well. I mean, it’s kind of astonishing. Even set on high quality it shrunk a 380MB file to 60MB! (ignore the estimate they give it’s way off). And you can queue the YouTube upload, so you can leave it to do the whole process overnight. I’m sure Premiere can probably compress as well, but I’m not very familiar with all the export settings and this is super easy.