i made a video about coloring with adjustment layers!
the psd file is up on gumroad if anyone wants to noodle around with it tips would help me out a lot, but it’s available for free!
This breaks it down a bit more toward the level I need
good tutorials are few and far between ( a lot of artists seem to get caught up in the superficial trappings of portraiture rather than the nitty gritty fundamentals), but these breakdowns by Bryan Lee are just fantastic. Super applicable tips and tricks, no matter your personal technique/approach.
more progress art and gifs available to my $5 supporters on Patreon!
The Boy Who Fell
:) hope you like it!
my current brushes i used a lot here: painting brush(speckles), the ones i called sim
enlarged tutorial images:
a super quick tutorial on how I make wooden board textures. (sorry for the handwriting)
I like making the textures myself, so I can mess with them and embed them easily
here are some examples:
when i got this ask i got so nervous because i really suck at teaching;;; sorry for getting to this so late and letting this stew in my drafts but here’s my best shot!
Some things to consider: Line of action is perhaps the most important thing when drawing poses and figures, as it is the balancing rod that guides the body’s movement. If the line of action is weak or doesn’t make sense, then the pose will not work no matter how much you try to fudge it.
I forgot to mention this in the drawings but you can see that i start every drawing with a basic skeleton. As much as i wish i could draw without the aid of a skeleton, it’s the most essential part of drawing figures.
USING REFERENCE PHOTOS IS A GODSEND. Do not disregard using references, it helps clarify the way a body can move and bend so so much. If you have trouble imagining how the fingers in a pose should look, try it out in the mirror and study your own hand!
there’s so much to talk about with posing and figures, i feel like i hardly scratched the surface. But i hoped this helped somewhat!
You’ve waited for the how-do-I-eyes post since 1954 but it’s finally here YAY! I hope it helps and stuff! °˖✧◝(⁰▿⁰)◜✧˖°
Sorry this one’s a little long.
I got a good response on my last tutorial, and I want to thank all of you for that. I revived a handful of questions and requests on other subjects too, so, a least for a while, I’m going to post a new tutorial (or tutorial type thing) once or twice a month. If you left a question or request you’re on my list and I promise I’ll get to you, just be patient (these things are kind of involved to make). Also, if anyone else has a request, please feel free to comment and let me know!
Thanks again!!
1. Ah Fai was a chief animator for McDull’s animated features. He’s super cool. Ultimate senpai.
2. Previous post on breakdowns right here
Some thoughts on acceleration and force
I presented this in the order of how I slowly understood the trick of delivering force - first an abstract concept of impact taught by Ah Fai, then a more complicated discovery on the acceleration pattern, last back to a more abstract concept of breakdowns.
Like I’ve previously stressed, 2D animation is everything but one single approach. There’s no one rule that rules them all, but interchangeable ideas with math, or physics, or music, etc. There’s no “perfect” animation either, but what is perceived as organic and dynamic. E.g., using the Fibonacci numbers to animate didn’t bring me a perfect animation! On the other hand, a tiny change in the pattern could already make the feeling of force so much more powerful.
Not so much of a tutorial than a personal experience. I hope you find this interesting hahaha
1. Ah Fai was a chief animator for McDull’s animated features. He’s super cool. Ultimate senpai.
2. Previous post on breakdowns right here
Some thoughts on acceleration and force
I presented this in the order of how I slowly understood the trick of delivering force - first an abstract concept of impact taught by Ah Fai, then a more complicated discovery on the acceleration pattern, last back to a more abstract concept of breakdowns.
Like I’ve previously stressed, 2D animation is everything but one single approach. There’s no one rule that rules them all, but interchangeable ideas with math, or physics, or music, etc. There’s no “perfect” animation either, but what is perceived as organic and dynamic. E.g., using the Fibonacci numbers to animate didn’t bring me a perfect animation! On the other hand, a tiny change in the pattern could already make the feeling of force so much more powerful.
Not so much of a tutorial than a personal experience. I hope you find this interesting hahaha
Contour vs Structural Animation
A friend asked recently: how do I start animating? So here I have a quick example of happy running squirrel.
Start simple, I recommend, that is, to simplify your animation so you don’t get caught up in the details in the beginning. I observe there are two basic ways you can make a rough animation - by Contour and Structural animations.
Animating is basically to draw a lot and link these drawings together. Some of us draw naturally with contours, the best way for them to begin animating is perhaps simply by animating the contour! So here we link all the drawings by animating the outline and silhouette that are represented by curves, straight lines, and angles.
Some other of us draw more comfortably with the structures, because that how most of us are taught to understand forms in school. With balls and springs, it’s maybe easier for them to understand what’s happening underneath the moving body, and what drive different parts to move differently.
Personally, I’ve always animated with contours because that’s how I draw naturally. Since it’s convenient for me, I could then focus on delivering a more dynamic action. But there are occasions where the character design is based heavily on forms which requires me to animate structurally.
So you could consider trying either of these two by first understand how you draw - do you draw better by jumping straight to the outlines, or by first representing the body with a skeleton. Contour and structure are like the two ends of a spectrum, once you master one method, you could try the other way to improve your animation! I believe good animations are based on the knowledge of both.
I hope this helps!
Extended ref: I made a contour animation of a squirrel using the sine curve, and you can see how linking the curves could help to bring out the flow. (x)
a tutorial on how i do my webcomic pages….. its a bit hard to read but i hope it ..helped!!! (in the second step i meant : separate the selected zone with the deselect tool)