URD1
URD1
FRONT VIEW
[2b]
These are the author's steps to draw Madoka's
RIGHT eye – the eye-circle is not as wide as
Hikaru's or Kyosuke's, so u need to draw lid-line b4
drawing in the eye-circle. Her brows are long, thin,
quite straight and low – expressing subdued
character.
COMPLETE!^o^
DIAGONAL VIEW
[2n] Can u draw this? ^ - ^ NOSE level is about 1
eye-length below the (closer) eye. CHIN level is
slightly below the circle. EYE is still midway to
nose, but now u have to think about perspective.
But, but BUT! The eye itself goes AGAINST
perspective! ie the further eye is larger than the
closer eye. Also, note the midline is still straight
(because Madoka's face is kinda flat), but the nose-
to-mouth part is on a slightly curved line (to give
some perspective).
[2o] Use what u've learned in front and side view
to draw Madoka's faceline and ear.
[2p] Draw eye, nose and mouth. Note that the nose
is ABOVE the curved midline, not inside it.
COMPLETE!^o
I want Chunli to be kicking front-on, ie towards the viewer, coz foreshortening is very
effective in action poses.
So I tried visualising (seeing in my mind) Wil's sketch in that view, and
came up with this sketch:
Wil mentioned that he wanted some rips in the clothing. Ok, I'll keep
that in mind for later.
The sketch still wasn't right though. I felt the raised leg was too front-on (look at her
kicking foot—it's way too BIG, and it's gonna be real hard to draw!). And I don't like the
arm position.
No good, I thought. Have to get back to the refs. I looked at an SF2 series pic. Chunli was in her red outfit kicking
like this:
I tried sketching that slightly front-on (I was determined to do a front-on kick).
Also, Chunli in the ref was light and agile, but the Chunli I
wanted to draw was strong. How can I show this?
I tried clenching her fists, tense up her arm, and move most of
her weight onto her supporting leg so it seems more solid. I
achieved the last point by making her torso and the supporting leg more vertical. I also
tried slightly bending the kicking leg (but that doesn't seem to help).
I'm getting close to the desired pose. But it needs to be more dynamic... you know,
like Kaboom! Pow! I should probably make her legs straight. But how do I do that
without making them look like matchsticks?!
... I dunno. I'm busy trying to find a nice leg angle. I'm also checking that the arm position—right up, left down—is
correct... yes, I think so. I move the right fist closer to her face, and the left arm behind her body more. This makes
her pose more compact, wound up, ready to spring out—more dynamic.
This seems like a good pose. Let's refine it.
A habit of mine is to test what I draw with a real model... usually myself. I got up
and, yes, did a roundhouse (if you can call it that) at knee level (you thought I'd
do splits? ;P). Well, that was sufficient.
What did I learn? I found that the face and upper body had
to lead the legs. So I twisted the torso in the direction of
the kick, as in the right sketch:
Chunli is in a good pose, so now I can think about view point. Remember I
wanted a front-on view? Let's turn the above pic like so:
Note how I've made both legs straight. They look more
impressive than bent ones, ne?
I choose the head size I think I can comfortably work with, then do everything else around that. As you can see, I
haven't got everything worked out just yet (the arm! the arm!).
All I've done so far was design the pic. I took a long time coz I'm brain-dead when it comes to creativity and
deciding what I want. If my brother could draw himself, he'd be much quicker, coz he knows what he wants.
This is the problem of having an intermediary I suppose (especially a brain-dead one like me :P).
Anyway, stop whinging and let's carry on!
ROUND 3: Details
Now that I know what I want, I can just follow book rules from here on. There'll be
minimal originality, which suits me fine. ^_^
I only did one detailed sketch b4 the final copy, and everything went pretty quickly. I
don't know how accurately I'll be able to recall what happens next, but I'll try.
I like to start with the head, coz as soon as you add something there, the pic just comes
alive!
DETAIL: Head
As I said at the start, I had a fair idea of what Chunli's face was gonna be like—pretty
fierce coz she's fighting.
By the book, to get that effect, her brows should slant in, her eyes narrowed and
slant up, and her mouth stretched open [see left pic below].
Now I noticed that Chunli was looking to the left, since her head's supposed to lead
her kick. But I changed so she now looks more towards the viewer [right pic].
Remember I thought about Chunli's age at the start? This will be useful in answering
the questions:
How big should I draw the eyes? and How long should the face be?
By the book, the narrower the eyes and the longer the chin part of the face, the
older the chara.
I checked with Wil if the sketch above was ok. He said it didn't look like Chunli, so I
went back to the refs. It seems that Chunli's pretty mature, so I narrowed the eyes [left
pic below]. And her faceline? I don't want Chunli to be too mature (as I said, I'm
drawing for my young brother), so I decide on a medium-length face.
Also the straighter the face, the older; the rounder the face, the younger. I use a
bit of both [right pic]
Flowing hair is effective in expressing action. Since Chunli has a right fringe, it's
easiest to make her fringe sway to her left [left pic]. Later on, I realised my mistake: if
she's doing a back roundhouse, her fringe has to sway to the right! [right pic]
This instance illustrates how your "feel" for what looks good sometimes conflicts
with nature's laws. Often in anime&manga, your feeling wins, but in this case
nature wins (though Wil tells me the fringe doesn't suit Chunli now and to just stuff
nature... oh well, can't win, can I?).
Adding scratchmarks [right pic above] is also good for expressing action.
Scratchmarks over the nose and under the eyes make Chunli's face more heated, an
effect similar to blushing.
Those hair buns in the left pic are starting to look funny. I think making them a little
bigger and adding more details to them should do it for now.
DETAIL: Body/Clothing/Legs
The body and legs are pretty much drawn. I mainly need to work out the clothing.
Remember Wil wants rips? He shows me the various types for various fabric in Chunli's clothing (don't
underestimate him, Wil knows his stuff—just needs some more experience to draw on his own). Rips and tears
help add interesting detail to Chunli's clothing.
Both rips and folds help show body depth and roundness.
DETAIL: Arms/Hands
Now I have to decide once and for all if I want the right arm up or down [left pic]. I prefer it up, but when I tried
sketching it, it looks anatomically impossible. So I settled for her arm down. The right pic is a rough sketch (so
rough that the knuckles don't match the fingers, oops!).
There's slight foreshortening in the right arm, but it's not so tricky as the leg. Just imagine the lower arm as a cone
[left pic]. With a little touch up, I get the right pic below.
For the left hand, I decide to upturn it—kinda weird, but I think it's more interesting. However, looking back at it
after a month, I think it's not something Chunli would do.
DETAIL: Accessories
First I add the ribbons and refine the frills of Chunli's hair buns. The
frills are easy coz they're just wavy lines. Then I add her bracelets.
The bracelet itself is pretty easy (just ellipses), but the spikes are
more tricky. I have to make sure I get the angles of the spikes and the
spacing between the spikes correct. Oh, and better not forget her
earring.
Next I draw the loincloth. I don't need to worry about drawing nice
clean lines, coz the cloth is ripped anyway. The front part's
straightfoward, but I'm not sure about the back part. I'm not sure how
the cloth flows between her legs, so I just draw what I think looks
good. I draw one half flowing between her legs and the other half
caught against her right leg (just for contrast).
And lastly, her boots. Not much to say here, just that
it contours to her leg, and that the rim helps show up
the roundness of her leg.
Putting everything together, here's the big picture.
ROUND 4: K.O.!
This is the part where I say "Abracadabra!" and the messy sketch in the previous page is miraculously transformed
into this work of stunning beauty you see below....Ta daaa!
Ok, ok, so it's not so stunning. Basically, I trace over the previous sketch very, veeeerry carefully, making sure I get
nice clean lines. I refine the details in some parts, eg eyelashes, hair strands and patterns on the ribbons. The pic
should really be finished at this point. However, bcoz I now intend to colour it, I need to remove detail in some
other parts, eg the scratchmarks on her face, part of the boot rim and the clothes folds at the torso. The pic looks
plain now, but as far as outline is concerned, this Chunli pic is...
COMPLETE! ^o^
Of course, we're not really finished yet. Next comes rendering...but that'll have to be in another section. So til next
time, Ja ne! ^_^
SHADOWS
It's all about light source. Say for light coming at this angle...
[For a light source from behind, and in front, the shadow may look something like this...]
For manga, we can simplify by using something half-way between a medium and dark shadow.
These were the sort of shadows I used to shade the titlepage below. Note that the balls deeper inside the pile will
have very dark shadows.
That's pretty much the principle behind basic shadowing.
– Bee yori.
SHADING ~ TREES
Sometimes in (shoujo?) manga, leaves/branches are used in the foreground for interesting composition, as well as
to add depth.
[LEFT] Using medium tone for the tree leaves, while dark for foreground leaves. As I said, the foreground leaves
can be (and usually is) black if coloured in well.
[RIGHT] Add darker tone for tree leaves (for the screentone enthusiast).
This rendering technique could probably be used for any trees or plants, though ideally it's better to study the
various species individually.
Questions?
I'm right here. — Bee.
SHIMA-CHAN: Does the green-ness of the trees get darker as it gets farther away, or vice
versa?
Well, it should get darker – unless the trees are VERY far away. Mountains get hazier and lighter in the distance
because the atmosphere scatters light; you can use the same idea for far away trees.
Looking at examples by Urasawa-sensei:
1) Trees usually get darker with distance.
[The light/dark tree in this example has black shadows and is an exception because the artist has used a black&white technique instead of
greys.]
2) Very far away, they can be hazy and lighter. Whether they do or not is really up to you.
3) Sometimes, the foreground bushes are dark, because the main light source is farther away, so we see the shadow
of the bushes.