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CARLOS
Toy \=>
CABRAL
Whoosh! 250 Ways to Get
Motion into Your Drawings
A QUARTO BOOK
ee 2 SECTION 4
Dynamic Hands 88
STORYTELLING 102
Powerful Action 92
Direct Your Characters 104
Animal Movement, by Donna Lee 96
Composition Rules 108
GUEST ARTIST: Elisa Ferrari 98
Powering Your Scenes 112
GUEST’ARTIST: Louis Decrevel 100
Props and Staging, by
Mark A. Robinson 114
Using Props to Convey Action, by
Mark A. Robinson 118
GUEST ARTIST: Mark A. Robinson 120
GUEST ARTIST: Jason Chatfield 122
= ti
My story with illustrations started when | was about two
years old, when | scribbled all over the wall of our house
with the crayons that my mother had bought for me.
Obviously, this did not make my mother very happy, but
it was an indication that | had awakened to a new
magical world of infinite possibilities.
250+ ways
Carlos shares his )
concise toolkit of
your character is ready for
expert tips and tricks
for getting motion
into your drawings.
Artist’s drawings
Carlos applies the
tips to varied
subjects, scenes,
and characters, so
that you can see
=
S
i
, foreshortening into the
scene, and youre done:
art theory in action.
it ZI Hip power rules! ket
|
create different versionso}
|
movement,
until you
‘expression, Don't be
Guest artists
| ove writing and drawing} |live on a small farm
Various artists with in the Inman Valley, Australia, with my amazing
different styles take up wife and our small horde of hilarious children. |
have o BA in Multimedia and a Master of Visual
residence on several Art & Design (illustration), both from the
University of South Australia.
pages to share their
experience, inspirations, ! WHAT 1S YOUR FAVORITE
MEDIUM AND WHY?
Hq
you can bring te
Sequential action—
? power of comics into
drawings, and methods. £1 use pencil for sketching
? and digital for work. illustration if you have
because speed is crucial. multiple characters
Ink and watercolor performing the same oction,
otherwise, because of each at a progressive stage.
£ Calvin.and Hobbes. That's In the case of firing a gun, the
first character could be
loading, the second aiming,
NAME AN ILLUSTRATOR i and the third firing. This
YOU ADMIRE: = enables the viewer to read
Okay, then: Howard § the movement visually.
S
Aragonés, Bill Watterson, Jeff ch fast—your Freeze-frame—think
Smith, and Ben Hatke, all pencil should be a i of your illustration os
mushed up together. Gross, blur. The alm Is to stop your 0 paused movie screen. You
E but amazing. brain from second-guessing want to press pause at the
everything. If you can work peak of the action, to
WHAT INPIRES YOUP fost and small, you can bang } reference both what has
Iced coffee, adventure stories, ‘out half-o-dozen thumbnails i come before and what is
the local countryside, and the i ina minute or two. If you £ about to happen. The
wild children bouncing outside have movement and vitality environment Is also paused
my studio window. in your initial sketches, It vement: static dust.
£ will translate into your beads of sweat,
DESCRIBE YOUR STYLE: finished art birds stuck In midair
Energetic, expressive, friendly, superheroes frozen In flight
‘and fun. Your goal is to make the
viewer want to press ploy,
| ennte)\iemem STUFF YOU NEED TO KNOW
oy Center line
=]6 Pe Ol
The key to drawing a face in profile is to
find the center of the ear. Once located in
the skull, this will serve as a guide to the
rest: Use the guidelines shown to figure
out the placement of the rest of the
features, as with the front view.
Brow line
Eye line
Nose/ear
line
oy So
HEAD MOVE
It is relatively easy to draw
the basic front-view face
using the guidelines, but
once you understand how
the blocks fit together, you
Fleshing out the face
have to be creative to
Notice the contouring tweak features and retain
below the eyes, nose, and a realistic look. Here, | tilted
cheekbones. This gives the head down slightly: The
dimension to the face
around the eye sockets, eyebrows now touch the
nasal cavity, and so on. line of the eyes, and the
tips of the ears are at the
same height as the brow
line. Slight changes like
this can make for very
interesting results.
10)
7-\' a — A
DIRECTION
The secret to drawing eyes
with a sense of movement is
to get the path of the eyelids
right. First find the iris, and
draw its curved outline. Then,
find the outer corners of the
eye and connect them across
Eyelid meets nose the eye with sweeping curves
The line of the eyelid goes ¢
toward the nose with a to make the lids. Done!
slight curve.
| tonne) memes STUFF YOU NEED TO KNOW
Ear trumpet
KNOW THE TRICKS FOR EARS Imagine the ear
as a kind of horn
Ears are one of the most difficult anatomical parts to protruding from the
draw. Fortunately there are some shortcuts that can side of the head.
help! Imagine the ear as being formed of two letter
“C’s; a tiny one inside a bigger one. Now, notice how a
crooked “Y” connects the two, and voila! You have a
simple ear shape.
Simple spiral
From the front, you can
even reduce the ear to
Crooked “Y” between a spiral.
two “@’s
Front view Back view Three-quarter
view
KEEP TEETH
OUTLINES MINIMAL
The teeth look better when divisions
between them are suggested rather
than drawn in slavish detail. Add details
as appropriate to the character and
the context.
1 enne) Eee STUFF YOU NEED TO KNOW
USEFUL TEXTURES
THINK OF HAIR AS A FLAT SURFACE
If you think of hair as a ribbonlike flat surface rather
than a thicker mass, your sketches will be much more
dynamic. Try to imagine a series of ribbons stuck to the
head of your character.
REMEMBER: THERE IS AN
AVOID MAKING EXCEPTION TO EVERY RULE
NOODLE SOUP
In some contexts, such as dreadlocks, hair is
Attempting to draw all the lines permitted to look like noodle soup. To get the effect
that make up a head of human of dreadlocks, draw a series of long tubes following
hair is not the best way to the same direction and filled in with scribbles. The
achieve a convincing result. contrast between light and shadow helps us to “see”
Instead, draw the overall shape how the locks tumble down the character’s neck—
and fill in details as necessary. even the slightest indication of movement can add
Make curved lines bold, flowing, life to a drawing.
and dynamic rather than stiff
and lifeless.
METAL SURFACES
Open ovals highlight
the polished effect of
smooth surfaces.
Generally, metal surfaces are straight
‘and smooth, with a rim light on the
edges in contrast with the shadow
on the center. A metal sphere can be
| glossy when its surface has a high The same approach
shine. Achieve this effect by using a can be used on other
small oval (as a light reflection) on shapes and objects, to
create a look of luster
the object in conjunction with the
or shine.
rim lighting.
Ss)
Guides help you to use The liquid spreads across a Use shadows between the liquid and the
perspective to show the flat surface. The shape of the surface to indicate that this substance is
movement of a liquid. puddle conveys movement. thicker and stickier than water.
UNDERSTAND THE
Transparency and PHYSICS OF LIQUIDS
movement
Water has an extremely
Liquids are amorphous and adapt to the shape of any
reflective texture. To show
the transparency of water object that contains them, such as a glass, a bottle, or a flat
droplets, draw a fine line in surface. Understand the surface that will accommodate
the “corner” of each. The your liquid, as well as how the shape and form of the liquid
line needs to be in the same
direction in each drop. can denote movement or stagnation.
SHOW WATER
MOVE MENT
Drawing large volumes
of water, such as the sea
or a flowing river, can be a
daunting task. Large bodies
of water move when
subjected to external
factors, such as the
direction and intensity of
Approach waves logically the wind. Pay attention to
Use guidelines to mark these factors and be as
the movement of the
waves. Set the direction dynamic as possible,
and the orientation varying undulations of
of the light, and you’re the waves.
good to go.
Worn materials
communicate
repeated handling.
WORKING IN LAYERS
a
practice.) Be confident
throughout the process and
try to complete your art
using the smallest number
of lines possible.
WORK GENERAL
TO SPECIFIC
Minimize lines
Always work from light to dark, if you're making
from minimal to detailed. If you a circle, try to
start out with dark, thick lines complete it with
just a single line.
and shadow focusing on one
ff you make a
small detail, the drawing will turn
Sy
mistake, draw
out smudgy, overdone, lop- another complete
ine above the
sided, and out of proportion.
first. Keep
practicing, and
you will see your
art improve in a
very short time.
PAY ATTENTION
TO LINES
Movement lines will
dO S|
dictate whether the
BASIC SHAPES
final sketch is
OF MOVEMENT
something stiff or
pleasingly fluid. You This is the point at which
should also make sure you can start filling in the
these movement lines basic shapes of the figure,
respect the basic indicating its final, fleshed-
anatomy rules (see out format. At this point
pages 32-37). it’s also essential to better
define the proportions of
your sketch. —
DEFINE AND
RENDER
Now it’s time to begin
to combine all forms,
volumes, textures, and
shadows in a single
SPR oes oh drawing. Your lines
incrnele Sorirears: should still be loose and
for movies and fluid, but with a little
animations, this is more confidence and
usually the maximum : ee
level of detail that the richer detail.
artist provides.
FORGET YOUR
ERASER
Try to avoid using an eraser in
your first attempts at doodling
something. All these steps have
da purpose: Setting the basis for
a good piece of final art. With
practice, you'll start to feel
more confident and your brain
will know what works for you
and what doesn’t. For now,
experiment without fear and
you will succeed.
WORKING IN LAYERS
DON’T BECOME A
HOSTAGE TO YOUR
UNDERDRAWING
The sketch to this point is necessary to
set a baseline for your artwork.
However, this phase only exists to
transmit the energy needed to get
to the final drawing. So, if you
find something that needs
1 to be changed
(like the
position of
an arm),
go ahead!
ADDING THE
FINISHING TOUCHES
This is the long-awaited stage where
you remove all the “dirt” (okay, now Line weights
you can grab your eraser) and A secret to finishing a
drawing is to focus on the
prepare the artwork for the final line weights in the outlines.
touches with ink or brush. The lines Simply press the pencil a
should bring the character to life. This is little more in some parts,
varying the intensity along
also the moment to stamp your own style the line.
on the art.
RECOGNIZE COMMON y,
MOVEMENT CATEGORIES Z>) if
By no means the only types of movement,
The swooping line
the three movement categories pictured ff guides us through
here are quite common and are often seen YU a swift Fall wind
in many drawings. They are swooping, U blowing around dust
and dead leaves.
jagged, and straight motion. Look at a
variety of work online and see how many
drawings you can identify as being based
on these core movements.
Swooping
Straight
2 CTtoaitelhemed STUFF YOU NEED TO KNOW
i
DEMYSTIFYING LIGHT
UNDERSTAND THE ROLE OF LIGHT
Light defines the surface and structure of objects. In art cand life)
light is responsible for creating the perception of depth, volume, and
texture in everything we see. A circle is just a flat geometric shape.
But shine a light on it and it becomes a sphere, giving it a completely
new dimension.
REPRESENT TONES
WITH PENCIL
Knowing how to reproduce shapes and
tonal variations using only the pencil is
essential, especially if you work with an
inker. Look at the rendering technique
of the two spheres below, and you will
clearly understand this point.
\
the light source will create an
undesirable tic-tac-toe effect.
UNDERSTAND
LIGHT IN MOTION
How does light affect the feeling of motion?
As the figure moves, the light moves
differently across the surface of the body.
With this outstretched arm, we can see the
light from above gives us shadows below.
Keep in mind studies of muscle groups
(see pages 32-37) when you draw. The
shadows will follow the surface of each
muscle group so that the light creates an
uneven pattern, but follows the structure
of the arm to highlight each line and curve.
i enstelmemrs STUFF YOU NEED TO KNOW
The outlines,
before shading.
USE SIMPLE FEATHERING
Lighting an object that is in a dark
environment adds a mysterious, dramatic
effect. The feathering technique can be
simplified to show just the contrast
between blacks and whites, rather than
suggesting volume changes.
or -\— ae
SHADOW
Cast shadows are
flat, and are created ©
when an object
blocks a light sour
The positions of cas
shadows are vital to.
indicating movemen
and motion. lf the _
character or object
is moving, so is the
shadow. Where that
shadow falls, and
how, tells us a lot.
about who or what
is moving. — .
Reflection
on right
*
lense) em STUPF YOU NEED TO KNOW
EASY PERSPECTIVE
D<
DON’T MISTAKE THE HORIZON
oO) a | edOLS) =
One of the biggest mistakes beginners make is to think that the horizon is
the same as the floor. It is not: The horizon line is the eye level, or how far
your sight can reach. The horizon is often associated with the floor because,
in general, you can think of it as the line that separates the earth from the
sky. The horizon is also the line from which the vanishing points emanate.
DRAW ONE-POINT
PERSPECTIVE
In one-point perspective there
is only one vanishing point,
which is responsible for giving
a sense of depth to all objects
in the scene. One-point
perspective is the method
usually used when drawing
hallways, tunnels, railroad
tracks, and so on. It’s the
simplest perspective method
and, as a result, the most
widely used. Horizontals and verticals One-point perspective
With this method you can see of a hallway.
that the horizontal and vertical
lines remain horizontal and
vertical.
DRAW TWO-POINT
PERSPECTIVE
Take the box drawn in the previous
example and rotate it so that one of its
corners is at the center. Here there are
two vanishing points; the concept of
perspective is applied in two directions
rather than just one.
Verticals Two-point
In two-point perspective the perspective of
vertical lines remain vertical, a room interior.
while the “horizontal” lines now
go toward the vanishing points.
— 1 EASY PERSPECTIVE
Placing dividers
The point where the lines converge (the
center of the “X”) is where you should
place the horizontal divider.
Horizon line
USE BODY SIZE TO
MEASURE DISTANCE \
When dealing with a horizon line that lies
well above the characters (also called
“bird's-eye view”), you cannot draw them
all at the same level. Instead, use the a) i
character's own body height to determine
how far away from the horizon the character
should be.
62 DRAW TRICKY
SCENARIOS
There are some situations in which the
application of the basic rules of perspective
will not be as effective. When you’re drawing Use figures to calculate
natural elements, for example, you will When seen from above,
have to use some freehand techniques to the distance between
& 4 the Gacired it | the characters and the
achieve the desired results. O viously, some horizemicreaiculated
perspective rules will still apply, but in a less using the actual size of
formal, measured way. their bodies.
Analyzing a scene
In this scene you can
identify the one-point
perspective method (in the
center), but most of the
details that make up the
scene don’t work exactly
with the vanishing points.
UNDERSTAND
CONSTRUCTION
When you start drawing
the human figure you must
understand its four main
parts: Head, ribcage, pelvis,
and limbs. These parts
need to be connected
harmoniously and must work
together in order to create
gestures and movements
that are convincing to the
viewer. You can represent
all the parts of the body
with basic shapes such as
circles, rectangles, triangles,
and curved lines.
The four main
parts of the
human body _
shown by
different shapes.
v= Wrists
STUDY THE
SPINE
The human skeleton
is designed to
balance the weight
of the body. The mu
;
spine is responsible TS
ed
=2reer
The front view of the spine together Try to make your lines asymmetrical.
The shoulders (1) sit on top of the pecs
with the collarbones looks like the Bodies often look more believable when
(2). The lats (3) start on the back and
front view of a bicycle. they are built with variations in line.
become apparent in front of the body.
1 onto} eae STUFF YOU NEED TO KNOW
Geen
This is a simplified back: There’s a The major muscle groups of the back Compressed muscles of the back of a
triangular bone between the shoulders are also noticeable on the front of the muscular man: Some based on real
and the other muscles. The traps start body: 1—Traps, 2—Lats, 3—Obliques. anatomy, others made up. Be creative
behind the neck and hit the middle region with your interpretation of reality.
of the back, in a kind of star shape.
OVERLAP THE
MUSCLES
The muscles change in
shape partly depending
on the behavior of
neighboring muscles (and
the intensity of their
movement). Imagine
muscles as very elastic
The arm:
tissues that overlap 1—Deltoids
each other.
Seo ges Think of the shoulders The arm from behind:
3—Triceps as three eggs Notice how large the
(middle region), : connected to each triceps is, wrapping the
4—Carpi and other. Apply this idea elbow at the center.
The shoulder follows Flexors (forearm). to other areas, too.
the movement of
the arm when it 9
extends. Tissues are
interconnected and
overlap each other.
LOOK AT THE STRUCTURE
OF THE ARMS
You don’t need to know all the muscles
that make up the arm (or any part of the
body), only the main ones. Once you
understand the underlying structure of
the arm, the muscles follow.
THE BASIC FIGURE
RECOGNIZE
MALE/FE MALE
DIFFERENCES
Women have more
sinuous and rounded
lines than men, who
should be drawn with
more straight lines.
Paying attention
to other anatomical
differences will help
| you to draw women,
such as the prominent
Simplified female collarbones, the belly
By working with button positioned below
Sl alae re the waistline, the breasts
forms of the female positioned below the
figure with ease. male pectoral line, and
SO ON.
Gender differences
Among other differences, women have thinner-looking
necks (an illysion, due to the size of the traps), and the legs
appear bigger due to the shape of the hips.
PAY ATTENTION TO
FEMALE FORMS
If you look closely, you'll notice that lots Muscle:
ts of the eSfemale body Le are rendered Bevan
There are
of Petes of
differently in order to make the forms not many
lip :
more aesthetically pleasing and plausible
i bones
For iinstance, the hip eee
etween sae ates
While women have
to the viewer.
j
female aoe
are higher, the obliques are longer, the
lats are thinner, and so on. musculature. muscles tend to
look squarer and
more pronounced
1 —enne) eae STUFF YOU NEED TO KNOW
ENGAGE THE
Ol ed12)PD
When a realistic figure
throws a downward
punch, we.can see the
tension in his shoulders,
the thrust of his arm,
and the tightly-
clenched fist of his
other hand to tell us
what is happening.
CONVEY TENSION
THROUGH POSTURE
The shoulders lean in
Here, we see the beginning of toward one another in a
a fight sequence, and there is physical sign of aggression.
dynamic tension visible even
before a punch has been
thrown. Notice how the
figures’ shoulders lean in
toward each other. This
slight sense of movement,
combined with their tense
postures, already implies an
impending corflict.
THE BASIC FIGURE
USE MUSCLE
PROPULSION
A running figure already conveys a
sense of quick movement. By staying
mindful of how the muscles of the
body work together—how the arms
and legs will move, tense, and bend—
you can enhance your figure from
one in a mere trot to someone
racing athletically for the finish line!
An — Oo a me
FOLLOW THE SPINE
See how this athletic figure bounds
backward over a high-jump bar. The curve
of the spine indicates both movement and a
certain grace in its flexibility. But that’s not all
that’s moving—notice the arms and legs. As
the figure makes his leap, the limbs will
stretch or bend in response. In any dynamic
pose, when the spine moves, the rest of the
body follows suit.
USE SHADOWS TO
REINFORCE POSITION
Outstretched arms contrast with bent
legs to tell us this character is upward-
bound. Use shadow to emphasize that
your character has left the ground.
38 SECTION 1
Also, | still
think that
? study and practice
: have a huge
: importance
? in the work of
: an illustrator or
: cartoonist. Among
? the most important
: things are drawing
: as much as
: possible, reading
: lots of different
: comics, observing
? the world around
: you, and being
; curious.
Anatomy
is very
Strong, sharp : important in my
proportions : studies. | think it is
add to the
dancers’
: critical to properly
elegance. : depict a scene,
: and it’s a great
: way to convey
: the emotion and
: mood of the
: characters we are
: drawing.
LO § SECTION 1
This series of
figures conveys
4 elegance and
poise. When we
see the easy
curve of the
spine, we tend
to overlook the
rest of the
body’s tension.
lento) eam STUFF YOU NEED TO KNOW
DENNIS JONES
’'m Dennis Jones, a freelance illustrator from the U.S. My
artwork has been commissioned for comics, games, books,
toys, bibles, cards, newspapers, wall coverings, and a host
of other products. | am probably best known for bringing
biblical characters and stories to life—a talent which earned
me the Platinum Book Award and fans around the world for
my original “Read With Me” Children’s Bible.
QUESTIONS
& ANSWERS
: WHAT IS YOUR FAVORITE
: MEDIUM, AND WHY?
: At the beginning of my career
: | loved to paint, and gouache
: (opaque watercolor) was my
: favorite. Over the years, technology
? advanced and Adobe Photoshop is
? Now my medium of choice.
: NAME AN ILLUSTRATOR
: YOU ADMIRE:
: | enjoy looking at the artwork of
: J. C. Leyendecker. He was a popular
: illustrator in the early 20th century
: and had an art style that was
: very unique.
=
—— y
7S le
ae
92 SHOW BASIC
EMOTIONS
Emotions are
expressed based on
stimuli, and may be
involuntary. The
following primary
emotions are universal:
Happiness, anger, fear,
and sadness. There
are also two more
primary emotions,
which are variations
on the first group:
Disgust and surprise.
Variations
The disgust expression is a
variation of anger; surprise
Sadness Disgust Surprise ISO vara
LE SE) a/
MASTERING EXPRESSIONS f /
“|
| \ (( = Cz
ae PLAY WITH INTENSITY
The number of possible facial expressions is
almost infinite (think of Jim Carrey). We can
find new types of intermediate emotions just
by changing the intensity of some of the
primary ones. For instance: Intensifying
happiness gives a huge laugh; intensifying
fear leads to panic, and so on.
Angry Furious
MIX THINGS UP
You can get interesting results
just by mixing elements of the
face to find new expressions;
many of the elements get
repeated, but the effect each
time is completely different. See
how many combinations you
can create.
EXPRESS MOVEMENT
THROUGH EXPRESSION
When considering facial expressions,
remember that the face changes
its expression and appearance
because it moves. The more
movement in the features, the
stronger the expression. The
more exaggerated the expression, nN
a >
the more intense the emotion A
being indicated. \ Y
Staring at a boring . something unexpected
soap opera on Ty... has just happened!
—j]—ennte) eae HUMANIZE YOUR CHARACTERS
MIMIC EMOTIONS
We can mimic universal expressions at
will, and even add stylistic features to
make fun of other people. Comedians
and theater actors are among the people
who can do this most easily.
CONTAIN THE
FEELINGS
When we are not
comfortable showing our
feelings, we are required
to restrain them. This
causes small changes in
facial expressions, which
should be reproduced in a
subtle way. Remember that
even if a character intends
to hide an emotion, the It’s common to find people who
viewer is the only one who look exactly the same in every
should be aware of this. photograph. The reason is
simple: They smile falsely. A
Barely concealed
real smile shows feeling and
anger. is reflected in our eyes.
Remember that in the face
everything is interconnected.
Range of expressions
Emotions such as pain
can result in many Real or fake?
different expressions, The first smile is clearly false while the
depending on the second is real—the eyes are half-
intensity. Here, you can closed. Now you can tell a real smile
see a mixture of mild from that of a phony.
discomfort and surprise.
SHOW THE
PHYSICAL STATE
Expressions that reflect a physical
state can be unpredictable.
Whenever we are confronted by
physical factors over which we
have no control, facial expressions
are involuntary and may merge Giving in to sleep
dozens of other types of Tiredness is a physical state of
expression that we may struggle
expressions. However, many against, and over which we have
remain recognizable regardless little control. A sleepy face may
of culture or age. mix sadness with surprise.
MASTERING EXPRESSIONS
) “BUT, UNFORTUNATELY,
I WILL HAVE TO KILL YOu”
Here, tears are used to What could more Spirals in the eyes show
Teardrops spurting from
strengthen the feeling effectively represent love that this character is
the eyes can indicate a
of sadness. than hearts? being hypnotized.
good belly laugh.
HUMANIZE YOUR CHARACTERS
BODY LANGUAGE e
STRENGTHEN THE FACTAL
EXPRESSION WITH THE BODY
The body needs to work as a unit; a single organism
that captures any kind of emotion we feel and translates
it into instantly recognizable movements. So, the body of
your character is a reflection of his/her facial expression and
vice versa.
“THINK, MAN...THINK!”
LEAD THE VIEWER INTO. YOUR WORLD
When you create a scene with a well-defined context,
you must lead the viewer into your world, making them
feel the same way as your characters. This requires . Leaning away
drawing the characters’ bodies responding properly to from the
the correct stimuli. Notice here how the bad guy goes ie
anger.
toward the target while the victims move away from
the life-threatening object.
THINK ABOUT
High contrast between light and REACTIONS
shadow is used on the bad guy
to enhance the composition When creating
and readability of the scene. characters, you need
to define their
personalities. This
typical comedic
character has a way
of reacting when
faced with imminent
danger, just as the
damsel in distress
may seek the
protection of
the man
beside her,
throwing her
body toward
him. These are
small details yet
they make all the
difference in the
composition of your
shot and draw in
the viewer.
READER’S ATTENTION
CONTEXTUALIZE
THE REACTION
Even when we are facing an
imminent danger, our senses
make us react in different
ways, according to the context
of the situation. For instance,
its common to run away from
a fire, while we would hold a Fire! Run away
from it!
static pose with our hands
raised in front of us to face
down an armed thug, if afraid
that he’d shoot the gun.
CONVEY EMOTIONAL
DISORDER THROUGH
ASYMMETRY
The movement shown in your
drawing need not be greatly
exaggerated to be effective.
When showing characters under
emotional distress, remember
that a small gesture of
imbalance can go a long way
to convey what you want.
Movement has a starting point,
and often those points are
shown subtly. Nobody leaps
The curve of one arm works Our figure here appears to
about with exaggerated poses
with the extension of the be moving very little. But and gestures all the time. Even
other to indicate that while we have the indication of the most pronounced movement
the movement is slight, the movement as this pensive
boy’s concern may be
has to begin somewhere.
character looks ready to
considerable. start pacing as he organizes
his thoughts.
BODY LANGUAGE
CONVEY CONFIDENCE
THROUGH SYMMETRY
Just as the imbalanced pose can convey a
sense of concern, a balanced pose can convey
confidence. The best way to represent this
artistically using body language, is to make use
of symmetry when drawing characters.
Raised chin,
menacing
‘look SHOW WHO’S
THe BOSS
CONVEY DISINTEREST
THROUGH GESTURE
Being somewhere that you don’t want to be, or with an
annoying, boring person is uncomfortable, and makes us
want to get away as fast as possible. There are easily
recognizable gestures that signal this common situation.
Even the slightest movement in posture and eye
direction can convey a lot to the reader.
Clearly bored
This bored girl doesn’t appear
to be moving, but the pose, with
the pencil against her forehead,
combined with her expression,
makes it easy to imagine her
tapping the pencil on her brow A tale of two dates
as the minutes tick slowly by. In these two examples of a couple in a
diner, we see two distinct stories. Above,
the forward gesture of the figure on the
left indicates he is attempting to engage
his companion, whose slumped posture
and eyes directed at her phone, show she
couldn't be less interested.
SHOW WHO’S
UNDER CONTROL
Just as feelings of victory,
conquest, pride, and self-
esteem are related to a
perfectly balanced body
and an upright stance, so
defeat, shame, shyness,
and humbleness can be
Submission
graphically portrayed by The act of kneeling
a hunched body. This is with the head down
why teenagers are often is a symbolic
representation of
portrayed looking down,
submission, worship,
with a stooped posture; prayer, thankfulness,
they may not yet feel or respect.
ready to face the
challenges of adulthood.
BODY LANGUAGE
My!
/ /
CONVEY INTEREST
THROUGH GESTURE
Just as we express our dislike of a
situation, so we also have ways to
indicate that someone or something
has captured our attention. UNDERSTAND THE
—)tNGF Oe —10)—9—]
Notoriously, we act
cautiously around those
we don’t know well,
maintaining a safe
distance from them and
keeping them outside
our bubble. With family
or friends, the bubble
shrinks, leaving us open
to accepting a touch, a
| hug, or another sign of
affection. Compare the
taste two examples of a date
in the diner, left, and how
the space between the
figures lessens as the
interest grows.
Start your
“turnaround”
figure with a
front view.
CONSIDER ANGLES
At a three-quarter angle the character presents
a half-front view and a half-profile view. Again,
you need to make sure these views are
consistent with the features of your character.
For example, when the head moves up and
down, it doesn’t change its size—it’s only the
position of the facial features that change.
DESIGNING CHARACTERS
MAKE HEROES
AND VILLAINS
Heroes and villains are the
main generic types we find
in a story. All of us can identify
with the universal attributes
that separate good from evil,
right from wrong, and these
characteristics need to be
clearly defined. When
developing your characters,
consider the importance of
these two extremes, so the
Give your figure Finally, follow
a side profile, the lines and intentions of your character
based on his shapes from will be clearly portrayed.
front view. the front view, Remember that heroes and
but apply them Peer .
Gye oe villains will move and pose
back view. differently.
DRAW PEAR-
SHAPED BODIES
A concept made famous by
Disney animators is that of
“pear-shaped bodies” (or
“bean-shaped bodies”) to act
as a blueprint for building
bodies in cartoon style. This 7 Sy rRAR * 2 - §
; ie ee es ("
technique is based on the
— es é
idea of weight (see pages as pear-shaped
‘o-
ie eg
82-87) and the use of simple bodies.
DRAW CONVINCING
DRAPERY Here, there is no
aie tension point
When drawing drapery,
remember: The movement of
drapery is always related to the
force of gravity and the texture
of the material. Also, drapery Notice how the tension
should respond to an points hold the drapery
beni Pp fenal y while the central part falls
underlying material. down with gravity. The
number of folds suggest
that this is a soft fabric.
= FN
The cape is a
good example
of applying
SWOOPpING
movement (see
page 22).
APPLY
SWOOPING
LINES
Motion adds a sense of
dynamism to a drawing,
which is especially
important when drawing
comic book heroes. Note
the difference here: The
first sketch has our hero
standing in a stock pose.
The second sketch,
ah
PSy) er) 12) 0 ee olae)4
however, makes our hero
Even though your character may be standing on look victorious, perhaps
one spot, such as the figures here, you can give him standing tall atop a
a sense of life by adjusting his posture. Use the skyscraper, overseeing his
muscle groups (see pages 32-35) and think about city—all thanks to the
the story and personality you are trying to convey. simple addition of a
swooping line to send his
cape billowing in the wind.
Dynamic hands
support the
sense of floating.
Our hero is on a
mission—clenched fists,
streamlined body, and
determined expression
all combine to tell us this.
SUGGEST SPEED
THROUGH POSTURE
Body posture radically
changes the sense of motion
and speed in our flying
champion. An opened-palm,
relaxed pose with a lightly
billowing cape indicates he is
floating effortlessly through
the sky. In contrast, the tense
posture in the example seen
right tells us he needs to get
somewhere in a hurry.
“4
a
HUMANIZE YOUR CHARACTERS
STYLIZATION
UNDERSTAND “STYLE”
Many styles are associated with EXPERIMENT WITH
cultural issues and the artist’s personal Xo)>) 14. eh
a 1)
taste (and technical skills). Often, artists
Contemporary art styles embrace
are exposed to a certain drawing style
the graphic quality of the drawings
when they are already professionals
with heavy emphasis on simple
and, from there, try to insert elements
lines, shapes, and even colors as
of this style into their own work. You
the main assets for designing
can either adapt (or create) your own
characters. Movement can
style, depending on the requirements
be depicted in simple, easily
of a particular project. Practice is the
recognizable gestures, such
secret to achieving a distinctive style.
as a waving hand.
Manga features
Manga artists tend to DRAW MANGA
direct the focus toward i ilt 3
the eyes, simplifying
other parts of the face. “Manga” is the term used
The hair is also full of life. to refer to comics produced
in the Japanese style. The
faces of characters have
strong stylization, with
big eyes providing the
Movement in everything
Even in a formal, rigid pose, main source of emotional
the flowing hair and the expression. However, many
layers of clothing give a authentic stories are dense
sense of movement to
this samurdi.
and extremely realistic,
based on Japanese
philosophical and cultural
issues. Manga is subdivided
into several types based
on the age and gender
of the target audience,
for example “Kodomo”
intended for children) and
“Shojo” (for teen girls).
o;
COMPARE
REALISM VS.
CARTOON
A realistic style demands
that you use real life
as your reference. You
also lose some creative
freedom, although a lot
of excellent artists
produce incredible results
by drawing realistically,
even in comics (look at
the work of Norman
Rockwell, for example).
The fundamental basis
of the cartoon style is
the distortion of reality,
helping the viewer
identify more readily with
the characters. It is
important to learn the
universal principles of
character creation and
play around with them,
Realistic
in order to master the These figures are walking with a
style and to push things believable motion of the extremities,
in different creative as observed from real life.
REMEMBER THE
FUNDAMENTALS
Cartoons work with
simple shapes
All styles—from the simple
With the use of simple to the more realistic—are
shapes you can build a built on the same principles,
template for cartoon
and it is misleading to think
characters. Here, the
same shapes work for that simpler styles are
a cat and a pig; only the “easier” to draw. Quite the
features change. opposite! These styles need
to capture the essence of a
character through simple
forms. In the end, what will
differentiate you from the
crowd is your dedication
and efficiency, regardless of
the style you choose.
EXAGGERATE TO
EMPHASIZE SPEED
The faster a figure moves, the
more pronounced his gestures
become. Arms pump in arcs and
legs stretch farther. The trick is
in knowing how far to take your
gesture. The realistic man is
running, but his cartoon
counterpart is really pouring on
the speed as his elastic limbs
whirl around his frame with
great exaggeration.
Decide on the
Baek or your CREATE AN IMPACT
tse! When drawing physical conflict
(fight scenes), show the thrust of
your figure. The realistic figure is
throwing a solid punch, as befits an
action story. His cartoon buddy flails
wildly, even lifting himself off the
ground. One shows intensity, the
other comedy.
DICTATE THE
INTENSITY LEVEL
Expressing surprise
comes down to body
nd facial realistic
t While the
oe
expression.
a
The greater edie iain
the surprise, the more when surprised, the
pronounced the cartoon character
oo fly up
could literally
M fois
movement. Our realistic ‘A? Rents celina
gentleman has been Sar
caught off guard, as we “Vih
can see by his raised
arms, his wide eyes, and
gaping mouth. The
cartoon version of this
fellow is so surprised
that his body stretches
out like a rubber band,
with his expressive
features to match.
HUMANIZE YOUR CHARACTERS
BRITTANY MYERS
My name is Brittany Myers. | am currently
a high school senior with a passion for
animation and character design. | will be
attending CalArts for character animation
this Fall, as well as taking part in Walt Disney
Animation’s talent development program as a
visual development artist.
QUESTIONS
& ANSWERS
: WHAT IS YOUR FAVORITE
: MEDIUM, AND WHY?
: | prefer drawing digitally with my
: Cintiq tablet right into Photoshop.
: NAME AN ILLUSTRATOR
: YOU ADMIRE:
? Glen Keane. The level of expression
: and gesture in his work is inspiring.
MY ART TIPS
One of the most
143 important aspects
: Of drawing, in my opinion, is
: storytelling. | try to use clear body How is the
: language and expression in my character
: character drawings. | think jeelngs
: consideration of the personality is
: also very important. What is the
: character thinking? How are they
: feeling? And what are they doing?
JONATHAN HILL
| live in Portland, Oregon. | graduated from the
Savannah College of Art and Design in 2003, and
have since been freelancing as a cartoonist. My
work has appeared in publications by Fantagraphics,
Dark Horse, and Image Comics. First Second Books
published my first graphic novel, Americus. | teach
comics at the Pacific Northwest College of Art.
QUESTIONS
& ANSWERS
? WHAT IS YOUR FAVORITE
: MEDIUM, AND WHY?
: Brush and ink. | love the life
? and energy good brushwork
: has, and the act of inking is
: very meditative for me.
: NAME AN ILLUSTRATOR
> YOU ADMIRE:
: Meg Hunt (meghunt.com). She’s
: been a friend of mine for years,
: and I’m constantly inspired
: by her dedication and her
: constant drive to push herself
: and her work.
MOVEMENT
AND
LIFE
MOVEMENT AND LIFE
GIVE DEPTH
At the sketching stage, use
oval shapes around the |
cylindrical portions of the”
body to give depth to
characters, helping you
avoid the flat look. It’s
important to start by
constructing the body with —
these transparent shapes,
Three-point perspective even if some wt) be
Here you can see three covered later.
different points of
convergence, which
means that the
character is drawn in
three-point perspective.
FORESHORTENING
mS oe
[72 IS
~ 4
USE THE “Y”
Mi
GC 2):
PRINCIPLE RACK [=
Eye level of
the viewer.
| A quick way to measure
the foreshortening you
use in your figures is to
| count the number of “Y’s
in them. This is a simple
way to map how much.
| parts of your drawings
overlap others.
MAKE IT BIGGER
The character in the second image (left,
apparently has one hand that is much
bigger than in the picture where he is
shown farther away. This is related to
the relative distance from the camera.
The closer to the camera, the greater _
the distortion and the more of a “fish-
eye” a yees the biager
the: Lois eee
)
| \ Eye level of
2 \ j the viewer.
SECTION 3 MOVEMENT AND LIFE
Considered omissions
Here the left calf and
much of the left foot are
omitted, as well as a small
piece of the right leg; a
small part of the head; and
a small part of the left wrist.
All of these were strategic
choices, and this is a fine
example of well-implemented
foreshortening.
=e Eye level of
iy va the viewer.
FORESHORTENING
MIX DIFFERENT .
ANGLES
One of the coolest things to
do with characters when using
foreshortening is to work
different angles in the same
drawing to create dynamically
posed figures and bring huge
impact to the action scenes.
If the character is close to the
camera you can also play with
the relative sizes of elements,
| such as the leg here. Referring
to the units on body language
(pages 50-55), lighting (pages
24-27), and muscle structure
(pages 32-37) will help here.
Creative foreshortening
Here a black-gloved
arm in the foreground
reaches to grab the
standing character, but
instead of having the
hand approaching the
camera, it is moving
away from it. Try
to explore more
creative ways to use
foreshortening to
avoid repetition.
lense) meme MOVEMENT AND LIFE
FLEXIBILITY AND
Spot the difference BS.A
ENHANCE THE ACTING This first image shows y ai
how an athlete runs y a}
| Dynamic art bends real-world rules in real life, even at
to bring life to fictional characters. full speed.
Regardless of style, the “acting”
needs to be a bit stronger than in
real life. The viewer must never be
in doubt about what is happening in
the scene. Think about how far you
can stretch your character, using
momentum to force the stretch.
ae
——
7
Mi)4 A poet |
a LOPAAV
Ly a 122 BG
The squash and stretch
technique can be ©
applied on humans just ‘za
as well as objects or r
animals, by showing
the way they appear
to change shape and
size when they are
moving. Try to observe
where the body bends
to most effectively
exaggerate the motion.
4 ON |
UNSTRETCHABLE
| Unlike areas of the body that are Even teeth can stretch
( ited by flexible muscles As if by magic, this
med a th t Le character's teeth stretch
iS us OS oe Port ae when he is mad. This would
static and cannot change never be possible in real life,
| size. However, you can still be but in dynamic art it works.
creative and find new ways to
| apply the technique.
MOVEMENT AND LIFE
STRIKE A
NS)
©) 1 aeol) =
Heroic and fearless characters
behave differently from ordinary
human beings. They can even
pose like catalog models.
Although you will rarely see
these poses in real life, they can
have great visual appeal and
can be necessary to exaggerate
certain parts of the body.
Tre
arm wr
coeee
Try to explore points |
of bending that offer
a good range of :
movement, such as
the wrist.
Inject some dynamism
Despite having nothing
wrong with it, the first hand
is not as dynamic as the
second. The fingers of the
second hand are not linear
like those in the first image
FLEXIBILITY AND EXAGGERATION
PAY ATTENTION TO
ANATOMICAL LIMITATIONS
| While you can exaggerate your
| characters by overcoming their
physical limits to create visual interest,
-you must be careful not to create
something that doesn’t make any
| sense. You need a firm grasp of the
‘rules of figure drawing to allow you to
overstate with credibility.
Unreal move
The eyes appear to
The second pose
jump off the face—this
is only possible in
iS an exaggerated
horror movies!
representation of a
natural reaction.
aNoo TOT
Think context CARTOON
Here exaggerations have CRAZINESS
been applied according to
the character’s context. His A little craziness and
body is overly inclined toward escape from the rules of
the object of interest. The
reality is good—showing
waistline is well above the
normal line, and the full the extreme changes in the
measure of his head is almost physical appearance of a
the same as his trunk. character, or in elements
of the scene in which they
VA, are involved. However,
it’s important to choose
carefully where to
exaggerate (and where
not to) so that the scene
can still be believable.
Arrangement of shapes
WEIGHT This character is a set of
rounded shapes being pulled
down to the ground.
GIVE IN ue GRAVITY
| Gravity is responsible for giving weight to
objects when they are released in the air; VY
the Earth’s attractive force (gravitational
pull) causes them to fall to the ground.
A basic understanding of this theory
is essential so you can give weight
to your characters, making them
more credible.
Observe water
A single drop of
water shows how
gravity acts on a }
substance. Notice
how the bottom part
retains all the weight.
CONVEY
MATERIAL LET SHAPES
BEHAVIOR BE MUTABLE
Interactions between Objects change shape —
different forms and depending on the
materials each need to be surface underneath
handled in a specific way. them. Take, for example,
Understanding how different a bouncing ball: When
objects and materials a soft falling ball hits a
behave when they move solid surface, it will
and meet is essential for squash a little on
Soft objects such as :
any artist. this ball change when impact, then return to
they hit something solid. its original shape. —
Likewise, most solid :
objects will chdnge a soft
surface that they strike.
i !
A solid ball e
bounces without u
changing its form.
Glass
S2QF
When glass hits
a hard surface, it shatters,
and pieces go everywhere
WEIGHT
Yielding to pressure
If you press down hard
on a solid surface with
your fingertips, your
fingers will bend.
APPLY PR
An effective way to represent the
weight of objects in drawings is
| through the use of pressure. Pressing
down on any hard, solid surface will
| affect some kind of change, which
might be in the object
or elsewhere
in the body if the object will not be Thevenectohivaning
moved. When something will not be If we lean on something and use our hand to
/ moved from its original state, this is support us, we take the weight through our arm
known as resistance. and the shoulder alignment changes. If the support
a Pees a : is then removed without warning, we fall.
UNDERSTAND FORWARD
MOVE MENT
There is no simpler way to convey weight
than by showing the act of walking or
running. When we walk, we are trying not
only to move forward but also to keep from
falling on the floor.
&
Walking blueprint
The arms are always in opposition to
the legs. When one leg is straight, our
body rises.a little—crossing with the
arm in the straight position.
Running blueprint
When we run, our trunk is
projected forward. If we lose
the balance on the front leg, we
will suffer a very violent fall, in
proportion to our speed.
VARY
WALKS
Not all people have
the same kind of
walk. They carry
| their weight in
different ways —
based on two
factors: Emotional
and physical. Is
your character
young or elderly?
Intimidating or
/shy? ied
Happy, sad, A person may walk with However, age and low self- Intense adverse weather
worrled, Or : pride, if he is emotionally esteem can affect the way conditions such as rain or
‘depressed? Think secure and socially a person carries himself. wind can affect the way a
about the message confident. person moves.
you want to
convey.
KEEP ON GOING...
Follow-through
A woman in a long dress can
stop instantly with ease, but
her dress tends to stay in
motion a fraction longer. In
animation, this technique is
% called “follow-through,” and
is used to give more realism.
KNOW WHERE
TO APPLY
THE WEIGHT
People carry their
weight in characteristic
areas of the body, which
affects their movement.
For instance, a strong
man has a higher
concentration of weight
around the rib cage, ~
while an elderly person
may have a major
concentration of woe
on the back.
Bottom-heavy
Some women may
have a higher mass
Top-heavy in the pelvic area.
Babies have very large heads
and small limbs, which causes
them to overbalance often.
NOTE THE ARCH OF
THE BACK
When a person |
his/her shoulder, the spir <
“C”
a shape to counterbalance _
the weight behind. With a weight — |
& lifted over the head, the “C’ is
reversed. The spine isa vital —
component of our strength—
showing the correct spine -
position is the secret to
convincing the viewer that
a character is carrying a
real wea
180 SHOW
PREPARATION
A practical way to show
weight is to communicate Raised elbows
the prior effort involved in Elbows might be raised in
moving something from its preparation for a jump, or
to lift a heavy weight. Both
natural state. This could be are “preparation acts,” but
to change the direction of with different purposes.
an object, or simply to pick
up our body off the floor.
These necessary acts are
known as “preparation
acts” or “anticipation’—
concepts widely studied
in animation. Think, for
example, about how many
bounces a trampolinist
makes before performing
the perfect jump.
WEIGHT
Feminine pose
The angles of the
shoulders and hips
emphasize the
femininity of the
figure, adding a
special charm.
Set UP
OPPOSITION
However we move, and
whatever our size, when —
we're standing in line,
walking, running,
swimming, or even
writing, we are %
constantly shifting our
weight from one side to
the other. A technique
used to convey this is -
to draw the shoulders |
opposed to the hips,so _
when the right shoulder —
is tilted down, draw the
right hip tilted up, and —
vice versa.
Ka | i. Draw guidelines
A, ~— to help you
si perfect this
technique.
MOVEMENT AND LIFE
EMPHASIZE CURVES
“When drawing hands in any style you
/must emphasize their curvy forms.
| They are a complex part of the human
body, and tend to be a weak point for
many artists. Note the curvature of the
fingers, and how they differ from each
other in size and in shape.
a)
Oe ) EetO 7 od OO
Follow the flow of movement in the muscles that run through
the wrist and fingers to pose your character’s hands
dynamically. The positioning of hands will always mean
Both the position of the fingers
something, but it need not mean the same thing every time.
and the flow of the wrist, as it
connects to the fingers, provide With careful attention paid to the figure’s natural movement,
a sense of moyement. you can use hands to support the body’s overall pose and
avoid bland stock poses.
4 Sd Os OeDe Bh |
LITTLE FINGER
Have you ever noticed that the little
finger has the biggest range of
gestures? In general, as you move Draw the viewer in
away from the index finger, the Movement becomes
much more
other fingers become less static. | interesting when
Highlighting the movement of the little you involve the little
finger in your drawings can make finger—enhancing
the gesture and
your art much more dynamic. bringing it to life.
“WHAT DID
YOU SAY?”
IDENTIFY UNIVERSAL GESTURES
There are some gestures that are universally
recognized—a kind of informal sign language—and it is
important to be aware of these. Try to identify all of
them in order to incorporate them into your artwork.
ESHA <2.
BE QUIET!”
——
DYNAMIC HANDS
OBSERVE DIFFERENCES
Characters should have hands that are
consistent with their gender, age, and
personality. For example, male hands
are thicker, stronger, and have a more
weathered look than female hands;
they are generally squarer at the finger
tips. Children are at the other extreme
and have much more rounded hands
that are generally chubby.
If you try to draw each finger with its own Hands are very important in gestural
gesture and position, the hand will look drawing. To deny this potential is one
odd. Fingers work collaboratively and of the biggest mistakes that an artist
often follow the movement of their closest can make; it’s like denying the second
neighbors. You can push this point much most important body communication
| farther in a cartoon than in agmore tool after the face. Make sure you use
realistic drawing, but be careful not to them to their full potential.
overdo it and lose a sense of accuracy.
MOVEMENT AND LIFE
EMPHASIZE RESULTING
ACTIONS
Sometimes it is better to emphasize the
result of an action rather than the act
Reading the scene
The character who strikes itself. Take the punch as an example.
has his body hanging What is more interesting to show—the
forward, as if the arm is exact time the punch reaches the face
carrying all his weight. His
clothes move as a result of of the character, or the damage it
the action, helping us read causes? Obviously—in this case—the
the scene. answer is the second option.
MOVEMENT AND LIFE
Sd os THE eit
As action poses require sudden 5
movements, a shift in body ogy is”
natural to maintain balance (see —
“Weight,” pages 82-87). A simple way to
ensure a dynamic pose is to keep your |
characters’ legs spread apart. This is
Strike a pose also an effective way of showing that |
Modify the position your character is ready for battle.
of the arms and
legs until you find
the best dynamic
pose.
Turned hips
The chest of the
character slightly scene, and you re don
turns to the side |
Hip power rules! oe
while his legs oe Yl
are facing the fi\ Hie Ss
viewer. The feet f y|
are hidden to
strengthen the
composition |
POWERFUL ACTION
MH USE TEMPLATES
It can be a hard task to
make several action
poses within a scene
~K consistently good.
! . However, there
are established
movements that
you can reuse to great
effect. Over time you
will find what works for
you (and what doesn’t).
This will help you to
‘&— The position of the develop a distinct style.
legs is the same
each time—certain
movements work
well in this way
and can be used
BREAK THE repeatedly.
RULES
rg
| The “rules” for drawing
| characters in action should
not limit your artistic
- decisions. Some rules must
| be broken to give your
| figures more style and
| personality. Often your “Sy
&;,
Sze
da
| particular way of doing i)
audience’s expectations.
Ad
PAV
SMITA
od = 9 i | ee a) ae
Before drawing anything, it’s important to understand your subject and
think about the character you would like to capture. As many animators
have done, envision yourself as the subject and really feel out the
poses, even if the subject isn’t human. Feel the gesture as you're ~
drawing and think about what your subject is thinking or doing as you
work. Keep your hand loose so that the gesture flows out naturally.
LINE OF ACTION:
ROUGH IT OUT
Simplifying the gesture to a
line of action will help you
to focus and communicate
it clearly. The line of action
should lead the eye through |
the drawing and convey the |
direction of movement.
Everything else on
the dog reflects the
main motion, whether
he is walking,
crouching, scratching
his ear, or rolling over
at the end of along
day’s play.
ANIMAL MOVEMENT
“al =)218(oe ee Oe
The dog's /
snout, as well
as the focus of
his eyes, bring
the reader to
the spot that
has captured
the dog’s
attention.
FINISHING TOUCHES
After mapping out the gesture,
you can go back to the
drawing and make adjustments
These color blocks show how
some parts of your drawing to finesse the design.
can indicate movement without
moving much themselves. The
perked-up ears, raised tail, and
curved back show us a happy
dog, ready to play.
ELICA FERRARI
Hi! My name is Elisa Ferrari and | am an Italian comic
artist based in Verona. | have always loved drawing,
and after graduating | decided to try to become a
professional comic artist. A few years ago | started
collaborating with various artists on my first works. Now,
| am working as a freelance illustrator and comic artist,
mainly for the Italian publishing industry.
QUESTIONS
& ANSWERS
: WHAT IS YOUR FAVORITE : and traditional inking instruments,
: MEDIUM, AND WHY? : like the brush and nib.
> | mainly work in digital, with my :
beloved Cintiq and Manga Studio. : NAME AN ILLUSTRATOR
ee : : They give me the freedom and >: YOU ADMIRE:
serve yourself!
RE a ;: a :
the self-confidence | need to do : i
| love the work of so many artists
gestures in front of a : my best work. One day | would : that it is really hard to choose.
mirror or webcam : like to learn to use watercolors : But if | have to, | will say Enrique
? Fernandez. He is a Spanish comic
: artist and | consider his style a
Late Youll : perfect fusion between his strong
— : and personal use of color and his
: extraordinary way of inking. Each
: panel is a real journey for your
? eyes. Check out his amazing work,
: if you don’t know him yet.
Static characters
are less engaging.
LOUIS DECREVEL
| love writing and drawing! | live on a small farm
in the Inman Valley, Australia, with my amazing
wife and our small horde of hilarious children. |
have a BA in Multimedia and a Master of Visual
Art & Design (Illustration), both from the
University of South Australia.
QUESTIONS
& ANSWERS
: WHAT IS YOUR FAVORITE Sequential action—
>:MEDIUM AND WHY? you can bring the
? | use pencil for sketching : power of comics into
:
: and digital for work, : illustration if you have
: because speed is crucial. : multiple characters
: Ink and watercolor : performing the same action,
: otherwise, because of : each at a progressive stage.
: Calvin and Hobbes. That’s ? In the case of firing a gun, the
? g reason, right? : first character could be
: loading, the second aiming,
: NAME AN ILLUSTRATOR ? and the third firing. This
>: YOU ADMIRE: : enables the viewer to read
: Just one? Okay, then: Howard : the movement visually.
: Pyle, Quentin Blake, Sergio MY ART TIPS
: Aragonés, Bill Watterson, Jeff
: Sketch fast—your ; Freeze-frame—think
: Smith, and Ben Hatke, all
: pencil should be a : of your illustration as
: mushed up together. Gross,
: blur. The aim is to stop your ? @ paused movie screen. You
: but amazing.
: brain from second-guessing : want to press pause at the
? everything. If you can work : peak of the action, to
i WHAT INSPIRES YOUP : fast and small, you can bang : reference both what has
: Iced coffee, adventure stories,
: out half-a-dozen thumbnails : come before and what is
: the local countryside, and the
: in a minute or two. If you : about to happen. The
: wild children bouncing outside
: my studio window.
: have movement and vitality : environment is also paused
: in your initial sketches, it : mid-movement: static dust,
: will translate into your : hovering beads of sweat,
:DESCRIBE YOUR STYLE: : finished art. : birds stuck in midair,
: Energetic, expressive, friendly,
: superheroes frozen in flight.
: and fun.
: Your goal is to make the
: viewer want to press play.
: ‘ @é
baa | ey
= ae S. —~ ~~. G7
GUEST ARTIST: LOUIS DECREVEL
Ss
Saas
.
Treat movement as
a progressive action:
know what stage
your character is
depicting.
eS
eee
ee
—See
[os
De)! NR STORYTELLING
=) a) - 33) on Ba =
WHEN NECESSARY
Clarity is important when
telling a story, and there’s
no better way to drive
characters than by
presenting them objectively—
that is, as if we were ina
theater, watching them _
acting. This technique is
called “objective plane.”
a
l
First-person viewpoint
This is one-point perspective: If you follow the lines of the table, you
can find the vanishing point behind the character at the center.
USE THE DOWNSHOT TO
CONVEY LACK OF POWER
|‘There are plenty of ways you can apply a
| downshot—also called “bird’s-eye view’—in a
scene. There is an automatic superiority effect,
-causing the character to “shrink” and seem
| fragile. This notion may help you to make use of
the ideal camera angle to convey the necessary
information to your viewer.
Exaggerate angles
Here, the recipient of the punch is
almost falling down on us with an
exaggerated effect.
CREATE SOME
MYSTERY AROUND POM ft
SSS,
JH |
N
ontext, where
all is not yet clear to the ©
viewer. This is a VERY
exciting technique!
Mysterious entrance
In this scene, we see people running away from someone, but we don’t
know who! All we can see is his foot: Who is he? A hero? A villain? What’s he
doing there? Is he carrying a lethal virus? Here, the upshot angle also lends
dramatic impact to the scene.
DESTABILIZE
THE VIEWER
Your character may feel
disorientated by the strangeness
of the moment in extreme-action
situations. To simulate moments
| like this, you can use “Dutch angle,”
where the sloping horizon line is
/usedto evoke a sense of imbalance
and displacement.
Reflection in a mirror
COMPOSITION RULES
225 USE THE RULE OF THIRDS
Often something just
No clear subject
doesn't look right in a Here, there isn’t a clear
drawing. The rule of thirds subject—only a horizon and
is a helpful technique that a sky with clouds. Simply
align the horizon with the
can give compositions a lower horizontal line of your
more natural and yet grid to achieve a pleasing
precise look. Simply draw composition.
a grid that is split into
three parts vertically and
horizontally. Use these
guidelines to help you
place elements in a
Obvious subject
composition for a The clear subject is the
more harmonious and isolated tree on the horizon.
balanced result. Align the tree with one of
the vertical gridlines, while
keeping_the ground
chorizon) aligned with the
lower horizontal line for a
naturally pleasing look.
PROVIDE SPACE
fh When aligning a
character ina
composition, always
(deave head space).
above them—especially
| in fairly open scenes
| like the one shown right.
Also, allowing space in Bee enc
_ front of the character eRe mnieecrecting
_ looks much more _ her gaze to
natural and inviting. something or
it someone in front
of her.
DON’T CUT
THROUGH JOINTS
When drawing characters
in a frame, many artists
disregard the bottom part
of the body, showing only
from the head to halfway
down the leg. However,
if you do this, don’t cut
through the joints, or it will
look as if your character is
missing body parts.
ACHIEVE
CONTINUITY
ie
Character A Character B
No touching!
AVOID TANGENTS The eee arm
USE THUMBNAILS
Good composition requires good
planning. Thumbnails are a great way
to werk up early ideas. The idea
is not to define lines at this stage,
but to connect with them. You can
enlarge your thumbnails later on
as a guide when you come to make
final drawings.
|
pole beet ls
aaa f eee
Explore cotnpositions
Try out different compositions
by sketching reduced-ddwn
versions of the final drawing.
USE FRAMING
The ability to tell stories is
often even more .
gOie) A Do|
important than drawing
VIEWER
the perfect line—and it _
can be tricky. You may The establishing shot |
have a story clear in your shows the area where >
mind, but that doesn’t the story (or event) is |
‘mean it’s clear inthe happening. It may be |
minds of your audience. ad relatively extensive —
Framing is about how you shot, showing an
catch the reader’s entire city or a larger —
attention and tell your location, or it could |
story in a fluent and simply be a room.
flowing manner that also A broader shot like —
looks good. The idea is to. this always has the
give the impression of | intention of showing
movement to your scenes | something to the
through the correct use viewer, providinga |
of “camera” angles. location in space
ond time. 25
Establishing shot
This establishing shot sets a scene in which anything could
happen. From here, your story may begin within the house, the
cars, or even with a figure lurking behind the trees.
Long shot
Here, we can see a girl with a bicycle in an alley. Even by
giving a lot of information about where the action is
taking place, she is clearly the focal point in this shot.
POWERING YOUR SCENES
GO OFF-PANEL
When we allow one of the
characters to break out of the
panel, they come out of the
story to meet the viewer,
making for an interesting effect.
This is a technique specific to
comics, as a way to create an
immediate 3-D effect.
Medium shot
USE MEDIUM The man in the foreground establishes
SHOTS that he is our focal point of the story.
FELICIA, STANDING
IN THE RAIN.
Po
LINES FORae
FLOW NO
‘C4 )
I FELICIA BEGINS
TO STRUGGLE
WITH SLIGHT
Once the stage is" f GUSTS OF WIND.
set, decide on where
and how the energy
will flow through
the illustration. —
Understanding and
utilizing your primary
and secondary
action lines will help
you create a sense
of elevating motion.
PROPS AND STAGING
FELICIA
LOSES
CONTROL
OF HER
UMBRELLA.
LET’S FOCUS
ON HER
HANDS AND
FEET.
eee IT DOWN
THE FOCUS
NOW SHIFTS
FELICIA
TO _PACING
HOLDS AND ACTION..-
THE UMBRELLA
IN A QUIZZICAL
MANNER.
BUILD THE
ACTION
Remenoet that.
you want to show
a crescendo of—
movements to build
action. Keep in mind
the ruleof threes:
1) a beginning point
of action; 2) a Yo
middle point/turning p
point in the action; f
3) finally, an end y
point. a FELICIA
’’ FIDDLES WITH
¢ THE UMBRELLA’S
HANDLE DEVICE.
THE RULE OF
THREES |S
APPLIED TO
THIS SKETCH.
PROPS AND STAGING
FELICIA SWINGS
THE UMBRELLA
WILDLY.
—]onto) me STORYTELLING
BRAND NEW
BOXING GLOVES.
FELICIA JUMPS
ROPE. rNA a oe
4 4 od enI) |
Use repetition -
to create the re
illusion of.
passingor a
progression in
time. Repeat an |
action to create |
GN CRG Of 08 e
motion.
sh
sieFELICIA
EaPUTS
ROPES. (NOBODY ——— -
a hace KEEP IT
IN fwd : fe CONSISTENT 3
THE CORNER!) : | : .
CREATE ANTICIPATION
|Use props to establish a sense of
building tension, and to give the.
‘illusion and intention of an action
about to occur. The interaction of
props can create more flair and
drama in your illustrations, which
!can also help push a story or
scene along.
REUSE PROPS TO
= 10h
gS Ot
Reoccurring props can be used
as story devices to help define
themes for your illustration’s drama.
Themes create questions like,
“Where is the story going?” and
“Where has it been?”
SECTION 4
NAME AN [ILLUSTRATOR
YOU ADMIRE:
Will Eisner. Jack Kirby. Ralph
Bakshi. Chuck Jones.
JASON CHATFIELD
l’'ve been a professional cartoonist for 12 years, which
makes me a little tadpole among my colleagues. | was
born in Perth, Australia, and now live and work from my
studio in New York. My work is published daily in over
120 newspapers in 34 countries in the iconic comic strip,
Ginger Meggs.
or] 6]=e) I)
& ANSWERS
; WHAT IS YOUR FAVORITE MEDIUM,
: AND WHY?
: Brush pen on paper is my favorite at the
: moment. | always carry a little sketchbook
: and pen in my pocket wherever | go to
: sketch things | see—there’s something
: about the spontaneity of it that | find hard Decide if oss
: to recreate digitally. your vehicle
needs to be
fast or slow.
: NAME AN ILLUSTRATOR
>: YOU ADMIRE:
: | really admire Jack Davis, particularly his THE RACE /S IN [TS FINAL SECONDS! <
: working attitude. He’s never been difficult TIGER KELLY HAS KNOCKED OUT EVERYONE
ELSE IN THE RACE BUT THE SPEEDY <
? Or a pain to work with, and he manages CUTHBERT FITZCLOON!
: to turn out some of the greatest work in
: commercial illustration. He is attentive Keep your
: about his work for commercial clients—if pencil lines
: it isn’t right, he tosses it and starts again. spontaneous.
lf it helps—
: DESCRIBE YOUR STYLE: especially to
: It's a chaotic pastiche of John K/Bob convey
: Camp’s Spumcg@ style from Ren & Stimpy, speed—draw
the line of
: Disney animation, Mort Drucker, and the
motion.
: Usual Gang of Idiots at MAD Magazine.
GUEST ARTIST: JASON CHATFIELD
MY ART TIPS
: a he most important Always sketch out a Think of the physics
question | find few different angles, of the object or
: myself asking when drawing : and once you've established : character you're drawing. Is it
> movement is “What is the : a line of “intention” or a : clunky and slow? Jiggly and
: intention of the action?” There : “motion path” (depending on : bouncy? Sleek and swift? If
: are many angles and ways to : how you were trained) settle : you need to literally draw the
: draw the same motion, but if > on your action drawing and : line of motion to indicate the
: you understand what the _ ? make sure you know where : path of the object, sometimes
> intention of the movement is, ; the weight is flowing. : that is absolutely fine. And
: it removes a lot of variables : don’t labor over it—too
: from the visual equation. : many lines confuses good
: movement. Try to retain
: the spontaneity of your
‘
: pencil lines.
VALUABLE RESOURCES
41. RECORD WITH 4. TURN TO SOCIAL MEDIA 7- TAKE LIFE DRAWING
A CAMERA CLASSES
: If family photos don’t have
If | need to check something : what you're looking for, social ? Learning about the human
simple—like the correct : media sites can be a good : figure through books is great,
position of a clenched fist, for ? place to look—try your own : but it’s even better to learn
example—| use my phone ? networks, or those of friends. : from real life. In addition to
camera, take a picture, and : the immersion in the subject
use it as reference for my : that the environment
drawings. Whether you 5. WATCH MOVIES : provides, you also get the
choose a conventional : chance to network with
camera or your smartphone,
: Do you need inspiration for
; other artists.
having a camera ready at
: action scenes? Do you need
all times is a great tip for
: to research a medieval dress
any artist. 8. KEEP A PERSONAL
: or a futuristic scenario? Or
SKETCHBOOK
: maybe you need inspiration
: for a dialog scene between
2. LOOK IN A MIRROR
: people in an office. Movies : A sketchbook is one of the
: can make great reference : best ways of récording things
A wall mirror is really useful, : sources for these scenarios. : you see when you are not
especially if you can see your : Just as a director needs to : drawing at home or in your
whole body. Struggling to : choose the best angles, : Studio. Regular use also
draw a pose? Use the mirror. : environments, lighting, and : makes you faster and more
Trying to show grief, joy, or ? props to tell a story, so ? accurate. You can use it as a
disappointment? Use the : should you. : tool to record your ideas, and
mirror. : observe their evolution
: through the pages. Choose
6. SEARCH THE WEB : from a real sketchbook or a
3. DELVE INTO FAMILY FOR BACKGROUNDS : sketchbook app on your
PHOTOS : smartphone or tablet.
: Hardly any artists draw
If there is more than one : background scenery without
person involved in a pose, : references. The web is an 9. STUDY ANATOMY BOOKS
turn to your family photo : excellent reference source for :
album. Look for pictures : backgrounds—from anywhere : This book does not claim to
showing several different ; in the world. Just try7running : serve as an anatomical
people, their behavior, how : Gn image search in your : encyclopedia. For a deeper
they hug each other, their : browser. You can also use : study of anatomy, keep a
smiles, and how they share : tools such as Google Street : solid anatomy book by your
a moment of happiness. If : View or 3-D apps such as : side; preferably one aimed at
you're searching for reference : SketchUp (great for checking : artists. There are loads of
for clothing, you can also find : how an object looks from : Gmazing books on this
great historical details. : different angles). : subject, for example those
: by Burne Hogarth, George
: Bridgman, or Michael
: Hampton. Find what you
: like best.
VALUABLE RESOURCES 122
.
°
.
.
°
.
.
°
e
°
The main purpose of : You need to focus on
animation is to convey reality : Most great artists cite other : evolving, seeking challenges,
in a slightly distorted way, and : great artists as influences. ; and trying to go beyond what
yet in such a way that it is : When we enjoy the style : you consider your comfort
much more interesting and - ? of an artist it is natural to ? zone. Listen to criticism from
plausible than real life itself! : emulate their style to some : people who are not related to
Cartoon Animation by Preston > extent, even if unconsciously. > you (your mother will always
Blair and The Animator’s : There is nothing wrong with : say that you are the best
Survival Kit by Richard : that—on the contrary, it’s a : artist in the world). Show your
Williams are among the best : great way to measure your : work to industry professionals
books of their kind if you ? Own progress. Obviously, you : and publish your portfolio
want to go deeper into the : do not want to turn out exact : on the Internet for others
subject. ? copies. But with practice and ? to judge. Look for other
; the necessary dedication, you : influences, other ways to
: will start to develop your own : expand your art, other
: style... and guess what—you ? materials you can use on
will become the favorite artist : a daily basis. The key is to
of someone in the future! : never settle for the status
? quo. The market is extremely
Comics are sometimes
: competitive, but also very
known as the ninth art Cafter
: diverse. Take every
architecture, sculpture,
opportunity to invest in
painting, dance, music, poetry,
your career.
cinema, and television). | grew
up reading comics. They were ? How can you improve
the first contact | had with : the expressions of your
literature. Comics are the : characters—the way they
reason | started getting : react to fear, surprise, :
interested in art in general, ; happiness, sadness, or anger? :
and decided to become an : Well, every good artist is :
artist. Dozens of my favorite : also a great actor. Before
artists are comic artists. : attempting to convince
Regardless of the comic style > your audience of what your
you prefer (such as’American, : character is feeling, try to
European, or Manga), comics ? convince yourself first! You
are a fantastic resource for — : may even benefit from
the study of storytelling. ? acting classes. Break free
Read them! : Of prejudice; be an observer,
: nota critic.
£
eathering 15, 16
female forms 35
Fernandez, Enrique 98
Ferrari, Elisa 98-99
figure drawing 32-37
confidence 53 finishing touches 21
acting 125 contrast 26 flexibility 78-81
action poses 92-95 cross-hatching 25 squash and stretch 78-79
£
Adams, Neil 42 cross-hatching in manga 63 oreshortening 74-77
alignment 109 center point principle 75
anatomical limitations 81 D the “Y” principle 75
anatomy books 124 Davis, Jack 42, 122 forward movement 83
angles 36 Decrevel, Louis 100-101 framing 112
consider angles 56 depth 74
“Dutch angle” 107 detail 20 G
exaggerate angles 106 directing your characters gender differences 35
lighting in upshot angles 105 104-107 gestures 54, 55, 90, 91
mix different angles 77 Disney 64, 68 animal movement 96
animal movement 96-97 Twelve Basic Principles of glass 15, 82
animation 125 Animation 93
Aragonés, Sergio 100 drapery 59 H
arms 34 Drucker, Mort 42, 122 hair 14
arm in perspective 75 Afro hair 14
artists, emulating 125 dreadlocks 14
Asterix 42 ears 13 short hair 14
Avery, Tex 8] rotational views of the ear 13 and light 15
simple spiral 13 hands 88-91
B Eisner, Will 120 Hatke, Ben 100
back 34 elbows 86 head 10-13
backlit objects 15 emotions 46 making the head move 11
Bakshi, Ralph 120 and asymmetry 52 tilt the head 49
basic shapes 19 contain feelings 48 heroes 57
building up 19 intensifying 47 Hill, Jonathan 7O-71
“bird’s-eye view” 105 mimic emotions 48 hips 94
Blake, Quentin 100 endseyse2© holding the pencil 18
blast lines 63 establishing shots 112 make the right stroke 18
body language 50-55 exaggeration 78-81 relax your grip 19
boredom 54 expressions 46-49 horizon 28
Braga, Laura 38-4] eyebrows 12 “Dutch angle” 107
Buscema, John 42 and expression 12 use only one horizon line 29
work the eyebrows 47 horizontals 28
Cc eyes 1] Hunt, Meg 7O
Camp, Bob 122 draw eyes with direction 11
cartoons 64-65, 81 exaggeration 81 I
character movement 66-67 realistic eyelids 11 intensity 47, 67, 76
center point principle 75 and reflection 12 interest 55
character design 56-61 lack of interest 54
add visual distinction 58 F inverse concept 84
be consistent 56 fabric 17
character movement 66-67 fabric and the human body 59 J
create an impact 67 faces 10 jagged motion 22
draw pear-shaped bodies 58 coherent faces 46 John K 122
find good references 59 fleshing out the face 11 joints 80
flip your drawings 57 front view 10 don’t cut through joints 109
make heroes and villains 57 profiles 10 Jones, Chuck 120
posture 60 strengthen facial expressions Jones, Dennis 42-43
Chatfield, Jason 122-123 with the body 50
comics 125 underlying bone structure 10 K
common movement categories using light to shape the Kahl, Milt 64
22-25 face 27 Keane, Glen 68
composition rules 108-111 family photos 124 Kirby, Jack 120
L p social media 124
leaning 83 pear-shaped bodies 58 soft objects 82
Lee, Donna 96-97 perspective 28-31 solid objects 15-16, 82
legs 35-37 analyzing a scene 31 speed 36
and expression 94 draw accurate intervals 30 exaggerate to emphasize
Leyendecker, J.C. 42 draw tricky scenarios 31 speed 67
life drawing classes 124 move a person in perspective know what influences speed 84
light 20, 24 30 suggest speed through
casting shadow 26 one-point perspective28, 104 posture 61
deal with different light directions perspectivized spheres 74 spine 33
2y), placing dividers 30 make the limbs follow the
feathering 26, three-point perspective 29, 74 spine 37
light effects 24 two-point perspective 28, 74 note the arch of the back 86
play with lighting in upshot use body size to measure squash and stretch 78-79
angles 105 distance 31 staging 114-117
represent tones with pencil 24 posture 36, 6O, 61 build the action 116
show halftones with cross- identify key postures in familiar end staging 115
hatching 25 activities 66 exaggerate for effect 116
throw light on strong features powerful action 92-95 push the narrative 115
105 powering your scenes 112-113 set the scene 114
understand light in motion 25 establishing shots 112 slow it down 116
using light to shape the face 27 go off-panel 113 use of action lines 114
lines 19 look from the ground 113 straight motion 23
line weights 21 place the viewer 112 strength 76
minimize lines 18 use framing 112 stylization 62-65
the right stroke 18 use long shots 112 basic building blocks 62
liquids 16 use medium shots 113 manga style 63
long shots 112 powerlessness 105 mix different styles 65
pressure 83 mixing techniques and styles 65
M proportions 32 modern styles 62
MacNelly, Jeff 42 props 114-118 noir style 62
Manara, Milo 38 apply repetition 118 realism vs. cartoon 64-65
manga 63 create anticipation 119 remember the fundamentals 65
manga features 63 keep it consistent 119 understand “style” 62
matte surfaces 15 reuse props to build use style to enhance your
medium shots 113 themes 119 story 66
Michelangelo Buonarroti 38 Pyle, Howard 100 submission 54
mirrors 124 surface textures 15-17
mouths 13 R swooping motion 22, 60
female mouths 13 realism 64-65 symbolism 49
leading lip 13 character movement 66-67 1
male mouths 13 reflections 107
teeth outlines 13 resources 124-125 tangents 111
movies 24 Robinson, Mark A. 114-121 teeth 13, 79
muscles 33 Rockwell, Norman 64 tension 36
exaggeration 80 rule of thirds 108 textures 14-17
gender differences 35 running 83 threat 105
overlap the muscles 34, 75 thumbnail sketches 111
use muscle propulsion 37 Ss tones 24
mutable shapes 82 self-criticism 125 torso 33
Myers, Brittany 68-69 scenes 31, 93, 112-113 tracing 78
shadows 26 types of movement 22-23
N use shadows to reinforce
noir style 62 position 37 U
noses 12 shoulders 94 Uderzo, Albert 42
silhouettes 107 upshot 105
O sketchbooks 124
outlines 107 sketches 18 Vv
slipstreams 23 vanishing points 28, 29
smiling 48 think outside the panel 29
Smith, Jeff 100 verticals 28
Villains 57
volume 19
WwW
walking 83-84 This book is dedicated to the following people:
water 16, 82 To my dear wife, Fernanda, for understanding my
approach waves logically 16 absence when | was dedicated to making this book.
transparency and movement 16 To my beautiful daughter, Mariana, for bringing
Watterson, Bill 100 moments of joy to our lives and for being a Godsend.
web searching 124 To my dear mother, Candida, for all the support, care,
weight 82-87 and dedication during every moment of my life Cand for
apply pressure 83 buying my comics, of course). To my dad-hero, Alcy, for
bottom-heavy 85 teaching me to be strong and humble and to never
convey material behavior 82 lose my sense of humor, even in the most difficult
effect of leaning 83 moments of life. To my aunt, Marilia, who always
feminine pose 87 believed in my potential as an artist and encouraged
forward movement 83 me to get ahead. To my great friend, Stanley, for his
give in to gravity 82 optimism and for putting up with me all this time—
showing weight 84 without grumbling.
and speed 84
top-heavy 85 Special thanks to my editors Kate Kirby and Katie
vary walks 84 Crous, for all their care (and patience), and for the
where to apply weight 85 invitation to go on this incredible journey. Thank you to
Williams, Richard 58 all the extremely talented people at Quarto Publishing
wood 17 for being responsible for bringing this book to life.
working in layers 18-21
finishing touches 21 | cant finish without thanking all of the guest artists
sketches 19 (some of whom are my idols) who agreed to participate
underdrawing 21 on this book, contributing their fantastic artwork and
work general to specific 18 valuable tips.
“worm’s-eye view” 105
worn surfaces 17 And finally, | would like to thank you, the reader, for
buying this book and for giving me the opportunity
Y to contribute a little to your professional growth.
“Y” principle 75 Thank YOU!