In a compilation of five different files, this is a paste-together of everything.
Top left section is how I drew hands.
Break hands into workable segments and line around where bone and musculature are. Remember that fingers are 'attached' to eachother in the way they move, and the position of one affects the next finger(s) over.
Bottom left is a basic human-to-furry guide for head shape. It's MOSTLY the same, but this was done for some folks having trouble with the transition between anime and anthro. Only real differences are the protruding muzzle...
(don't forget how the dental works affect the bone structure beneath, and hence the expressions of the character)
Top right is a super-basic foreshortening of the head when someone turns from the side to facing the view ("camera"?) straight on. That "head-ball" rig helps with positioning, esp. with weird angles and/or partial turns.
Note: facing the camera is a VERY Difficult angle because even the most MINOR discreprencies then to get picked up by viewers because for whatever reason, that's how our brains are typically wired.
Bottom right (pink) is a bunch of structure hints.
-For body, play with the most advanced level of you're comfortable with, and then try moving to the next level up... stick figure -> block figure -> Skeleton (plus overlay, of course) -> Articulated rough figure
-More hands
-Faces... Here's a tough subject.
For artists playing with expressive characters, faces are NOT Eyes, nose mouth..
They are Brow, eyes, nose, cheeks, lips, jaw and even ears to a degree.
Sorry I don't have a better scan of the 'faces' thing because it's actually helpful.
Hopefully this will be of some use to someone.
Top left section is how I drew hands.
Break hands into workable segments and line around where bone and musculature are. Remember that fingers are 'attached' to eachother in the way they move, and the position of one affects the next finger(s) over.
Bottom left is a basic human-to-furry guide for head shape. It's MOSTLY the same, but this was done for some folks having trouble with the transition between anime and anthro. Only real differences are the protruding muzzle...
(don't forget how the dental works affect the bone structure beneath, and hence the expressions of the character)
Top right is a super-basic foreshortening of the head when someone turns from the side to facing the view ("camera"?) straight on. That "head-ball" rig helps with positioning, esp. with weird angles and/or partial turns.
Note: facing the camera is a VERY Difficult angle because even the most MINOR discreprencies then to get picked up by viewers because for whatever reason, that's how our brains are typically wired.
Bottom right (pink) is a bunch of structure hints.
-For body, play with the most advanced level of you're comfortable with, and then try moving to the next level up... stick figure -> block figure -> Skeleton (plus overlay, of course) -> Articulated rough figure
-More hands
-Faces... Here's a tough subject.
For artists playing with expressive characters, faces are NOT Eyes, nose mouth..
They are Brow, eyes, nose, cheeks, lips, jaw and even ears to a degree.
Sorry I don't have a better scan of the 'faces' thing because it's actually helpful.
Hopefully this will be of some use to someone.
Category All / Tutorials
Species Unspecified / Any
Size 1240 x 1280px
File Size 355.5 kB
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