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Advice and Tips From a Professional


ErBoi

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Warning:  This is a very very long post.

 

Hello Creative Resource board! All things considered, I'm surprised I haven't been more active on here before.
You may or may not know me but I'll just go ahead and lay out where I'm coming from.
I am a digital artist and animator, both by freelance and contract. I am currently a Junior Animator at Atomic Cartoons, and the two supervisors I work under worked on Friendship is Magic in the past. I also have past experience doing prop, character and effects builds on Mother Up! and Rick and Morty.

There is a lot of potential in this community and I want to help it along.

So, as the title suggests, I'm making this thread to give advice and tips on drawing. Obviously there are tons of threads asking for individual advice and, while I'm happy to give advice directly to specific people, a lot of the advice that can be given is universal.
In fact, a rut that just about every aspiring artist (myself definitely included) falls into, usually in the high school age-range, is to under-value roughing out your work and go immediately for slapping clean lines down. When you draw like that, your lines don't have any sense of expression or hold any indication of volume. For my own eye personally, the ugliest drawings are those that clearly had a lot of care put into their rendering; fancy colours and shading; while having had no foundations put into their early stages. Ultimately, characters drawn that way look like cardboard cutouts. While the layman may look at those drawings and immediately praise them, an experienced artist will know at a glance, beyond shadow of a doubt, when you've skipped the roughing. And, again, those are the kinds of drawings I was guilty of before my college years,

I'm gonna section these off into their own spoilers since this post is likely going to end up very lengthy (as if it wasn't already).

First, I'm going to start by rehashing some advice I posted over in this thread a few days ago, reworded slightly where appropriate. This is largely about the process of drawing well.  :

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Drawing ponies well takes the same approach as drawing anything well:  Know what you're drawing and how to draw.
To further demonstrate some of the principles I was talking about there, I made a drawing of Rainbow Dash and separated each major step so I can talk about them more in-depth:

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Now we're going to get a little more philosophical than practical.  This is something I've actually been meaning to post on here for a while but I was never too sure about giving it it's own thread.  Anyway, this is an informal essay I wrote...and re-wrote...and re-wrote...called Growing as an Artist:

 

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There's so much more that can be said but this has already gone on way too long.  And, in the end, no drawing is every totally perfect.  In fact, I'm already noticing issues with that Rainbow Dash drawing I did for this post.  To make a very long story short:

-Value rough stages.  I really want to stress this one.

-Learn from those above and below you skill-wise

-Value criticism

-Life Drawing is an excellent way to learn core fundamentals

With that, it is well after 2 AM and I'm extremely tired.  I really hope whoever finds the time to read this will find it helpful.  Feel free to ask questions if anything was unclear.  I'll try to check this thread as soon as I wake up.

  • Brohoof 11
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Wow.

This is really helpful. I didn't know about Line of Action and now it seems obvious to me, I always thought my character poses were too stiff.

Also that's a very good essay.

 

Thanks a lot !

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Once I understood the Line of Action as an artifact of our brain's ability to imagine physics laws by looking at the image. When we look at real 3D objects, we see real physics laws working, but our brains are doing exactly the same: They take the flat pictures from both our eyes and try to deduce the distances (from perspective shortening and relative sizes of objects), their "solidity" and "weight", and deduce how gravity force would act upon them. So there's no surprise that our brains do the same when looking at flat drawings.

 

Our brains try to measure distances between different parts of an object and find its imagined "center of mass". Then they check if this center of mass is stably located over some base which would support it. So if you fail with your proportions, you may mislead the viewer's brain about the location of the "center of mass" (he would think that it is located somewhere else than it should be), and then your character would seem as if it were about to fall, since its center of mass would be off the base.

Here's a picture which demonstrates this principle:

Smok1.png

Notice how the dragon in the first picture on the left is balanced, because his center of mass is above the base line. In the middle picture, I exaggeratedly changed the dragon's proportions to show how one can fail with it, because wrong proportions shift the center of mass somewhere else (notice shorter tail, legs are too much in the rear, claws are too much in the front, and his head is too much in the front too), so that is it no longer "supported" by the base, and the dragon seems to be falling forward. You can imagine a line (blue) connecting the middle of the base with the center of mass, and this line will rotate around the point where it connects with the base, because gravity acts at the center of mass now along the red line. To fix that, the dragon needs to move one of its legs forward, to make the base wider and support the center of mass again. Then it won't fall and it would look stable to our brains again.

 

Walking and running is actually constant falling forward. You bend your body in a way which makes the center of mass shift off the base (of your feet), and then you start falling forward. So you move your foot to restore balance, but not 100%, to keep falling forward a little bit. And the process continues.

 

And here's where the Line of Action comes to play: When you join beginning and end of that line with a straight line, and the center of mass will be somewhere on that line, then your pose will seem stable. But when the Line of Action bends too much, shifting the center of mass off that line, it starts to act as a stretched arc of a bow: it uses its "springiness" to pull on the center of mass and make it move in the direction the Line of Actions bends.

 

It's all physics, and our brains make these physics simulations all the time, even for imagined objects which exist only on a piece of paper or a TV/computer screen.

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