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Anonymous
gimme some sketches ...
>> Anonymous
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ok then how about thighhighs?
>> Anonymous
well i only wanted some sketches and her nippels looks strange >.<
>> Anonymous
>>601384
Oh my shitting God!!
Where do people learn to draw like this!?
All my life i've wanted to be able to draw like this, I mean...
is there some kind of secret, some fuckin' . . . . . . . .

I DON'T KNOW!!!! HELP!!!
>> Anonymous
>>602604

1. Practise
2. Go to 1.
>> Anonymous
>>602623

1.5 Random revelations in understanding how to draw.

Little things like understanding a tiny pencil line made with a single quick stroke is actually a multisided polygon that has contours on both sides of the line, and a thickness throughout. This is something folks familiar with calligraphy know innately, and can make the difference between a crappy drawing and a great one. A single line stroke can be an eyebrow or mouth, yet there's subtle differences between the two. Having an eye for such subtleties, and then put some effort into mastering control of them can cause you to jump exponentially.

vs. just drawing the same isht over and over again, you could fill up sketchbooks for years and never get any better.
>> Anonymous
(cont'd)
Besides just "goto 1", try to fit in there something new to learn about drawing each time. Study other artist's techniques to see what they know that you don't. Learning composition, anatomy, weight distribution, physics, size relationships of body parts, perspective, forced perspective, wide angle distortion. It's important to notice things like how long and thin a teenagers legs are to body and head, vs. an older person or young child or baby. Babies have amazingly short arms and legs relative to their diameter. Teens have long sweeping curves for arms and legs that seem sometimes spindly, almost too thin relative to their length. Bones protrude in certain places when the body is twisted certain ways; these are important to learn. Skin folds in certain ways when arms bend, clothes wrinkle and stretch in certain ways during walking, or when at rest. Different fabrics stretch and fold in different ways due to fabric thickness, and due to size differences, wrinkle differently on children vs adults. Children's clothes have less wrinkles that are often larger, vs tall people that have long lengths of cloth that wrinkle differently. Weight distribution in poses can make the difference between someone well posed, and someone about to fall over. Hair; how it falls, curls, separates, ears/eyes/mouths, how they're shaped, and how to draw the lines that delineate them to give hints as to lighting. The line in a mouth might be broken to give the sense of a highlight, the varying thickness of the creases of skin between the fingers when making a fist can symbolize shadow; a small twist of the pencil while stroking these lines can have a big effect on the resulting image. Mastering these little things a little at a time over years, and you can get really good, as long as you improve on each before moving on.
>> Anonymous
(cont'd) and finally..

Carry around a sketchbook and study these things. Don't be afraid to trace other people's stuff to train your muscle memory; you can learn a lot from tracing. You'll begin to see things about other people's drawings you didn't notice. Blow their stuff up; print it out on a printer large, then trace it. Or if you like photoshop, make two layers, one slightly transparent, and trace it that way. Zoom in on things like eyes and ears and hands. Good artists have very subtle tricks in these areas; learn what they are by looking. Figure out what their rules are.
Study different artists, not just one, otherwise your stuff will look like their stuff, and will limit you, preventing you from learning your own style which might turn out even better than theirs. Take good stuff from each artist, and find your own stuff as well. Trace photographs to learn shapes and size relationships of body parts. When tracing, don't just draw a line around areas; try to figure out how to vary the line thickness to give visual clues on lighting and shape. In some cases, leave lines out completely. You may find it's better not to draw the lines around the lips, just the mouth itself. Instead of drawing a line around the whole nostril, maybe a line just on the shadow side is all that's needed. For the nose, maybe no line is needed along the sides, just under the bulb of the nose, or around the sides of its point to indicate the cartilage. A good book on learning this kind of stuff wrt anatomy: Bridgeman. Don't just look at the drawings, read the text that accompanies the drawings.

Peace, out.
>> Anonymous
We need to archive this shit GOD DAMN!

I'm not>>602604, but thanks for the tips.
>> Anonymous
What do you guys mean go to 1 is there a link to it or can you tell me where to go.
>> Anonymous
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Oddly I don't have many ecchi sketches, but methinks this qualifies. Sauce unknown.
>> Anonymous
Does anyone else find that looking at 2d drawings (ie: anime) too limited to learn from? They're all exaggerated in their own way, which makes it hard to compare them to each other. You kind of end up leaning too heavily in one direction or the other. Like huge ass, tiny or no nose, offset nose, skinny legs and no thighs, huge forehead, etc.

I find that anime figures help give you an idea how to draw anime, yet with a better chance at getting perspectives and proportions right. They can be unrealistic and such, but at least they'll be consistent because you can look at them from different angles.
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>>603430

> Does anyone else find that looking at 2d drawings (ie: anime) too limited
to learn from?

In some ways yes, in some ways no.

Anime is a style of its own, in many ways defined by the limitations of traditional animation; mouths are small to be easily animated, shading is limited due to the history of how cels were painted and inked, eyes large for emotions to read easily, efficiency of lines to economize the grueling process of animation, and graphic simplicity of shapes to facilitate motion.

American illustration traditionally seemed to fall into either classical (realistic) or cartoony (Peanuts, Disney) or somewhere in between (comics, Mad magazine).

For me, Anime "kind of" fits in somewhere between Peanuts/Disney cartoony/flat/cute/simple) and comics (human body shapes, correct number of fingers, respect for anatomy, "caricatured realism").

A lot can be learned from Anime though.. economy of line, caricature of body shapes, graphic composition, color theory, layout, and there are so many cool tricks anime illustrators do to get highlights in hair, shadows, hair 'shapes' that are like flowing calligraphy, strange camera angles, and in animation there's a unique 'cinematography' that live action filmmakers have picked up on (Tarantino, Wachowski Bros..).

If you're a life drawing student, anime can give you some good info with respect to gesture drawing and recognizing form.
>> Anonymous
>>603537
Appreciate the detailed response, but what I meant was more on how looking at anime only seems to limit people. For example when I want to learn how to draw anything, anime is the last place I go. I look first to photos of real people, then paintings, then 3d models or figures. Each one is a step down but offers the artists' interpretation of how to recreate life in a simpler form. Anime and cartoons would seem to be last on the list of being helpful since they're the simplest form.

In my opinion, anime in general offers too limited a scope to help developing artists get a grasp on how to draw. And like I said, it's usually because they vary so much that you can't really begin to copy a style without learning how to draw /with/ mistakes instead of avoiding them.

You can start with anime when you're beginning I suppose, but I wonder if it might set you off on the wrong path.
>> Reply Anonymous
Artists that go to art school are usually trained in the basics before moving on to other techniques. That is they learn to sketch and paint realistically, mastering shapes and proportions. Matisse for example was skilled at ordinary portraits before he moved on to the later Fauvism and Modernism styles. His later works look simplistic but there was a long process for him to get there.

The same goes for anime/manga I believe. You start off mastering shapes and proportions of realistic subjects before you go on to anime sketching. You don't do it the other way around. The strength of manga is that is has no boundaries. You are not ruled by realism and strict rules of proportion are not adhered to. For this reason I believe this art style sets a person free but it should never be the starting point for a serious artist.

In summary I agree with Anon. :P
>> Anonymous
>>603647
I always wondered that myself: if starting yourself off artistically with anime could kill your artistic future (or seriously limit it, anyway). It's definitely a thought, and I've seen cases where it happened. I grew up with a good few people who have for a very long time been jammed in an anime rut.

I feel sorry for them. Anime is a pretty style but it isn't a show of artistic prowess at its fullest. I don't hate it, but it's just that fact.

Thoughts?
>> Anonymous
>>603647
>>604016

If you're striving to become a "real" artist, don't apply anime or any other cartoon genre to your realism bullshit. It's as simple as that. Most anime artists aren't even striving for realism. Anime artists strive for ANIME because that's what appeals to them. Hell, some people here even prefer the anime style over realism.

This certainly isn't "high art" and if you want to draw that way, you aren't going to find it here. Go to /i/. Study real paintings. Draw from life. Whatever. We know anime is limited compared to realism and we don't need people like you reminding us of something so obvious.

Sage for the same fucking argument all over again.
>> Anonymous
>>604016
Didn't mean to offend.

But would it be a fair assumption to make that the pictures in this thread illustrate that someone can use both anime and some realism to make "good art"? I love realism and anime, and that's why I posted these. I figured it showed that you can look outside of anime for inspiration. Nobody is forced to anything, but you can enhance your work by broadening your horizons.

TL;DR: Do these pictures exemplify something to aim for or learn from?
>> Anonymous
>>604016

>isn't a show of artistic prowess at its fullest

Go look at Gunnm, and Kishiro's work on enviroment and backgrounds. The Scrapyard is quite possibly the most vivid and detailed rendering of a city in any drawn medium, EVER.

Saying anime style is "artistically limited" compared to realism is just naive. There's a lot of people who can't draw anything but crappy poses of characters, sure, and those people are limited and without futures. But there's also a lot of shits who can't draw anything but bowls of fruit in their art class, and no matter what they're taught about perspective, they aren't going anywhere either.