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Sketchy skeletons in a closet
#1
Honestly, it wouldn't make sense to flood the community CGI modeling thread with multiple pictures of crudely drawn skeletons, so I thought that a wiser decision is to place all my attempts right here instead. Basically, I want to work my way up from creating an actually good looking skeleton all the way to a CGI human model without any glaring flaws. At the same time, I want to drop my bad habit of broken scratching as I work on improving my figure drawing skills.

Here's my very first attempt by comparison to the second attempt you'll see below.
[Image: yQYzQN0.png]
[Image: nuDuxgV.png]

How am I doing?
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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#2
always look up reference! if you're scared of copying the reference, you shouldnt! it may help you understand the shapes and sizes. here' an example:

[Image: latest?cb=20130409004754]

your skull doesnt leave space for a brain, and it doesnt have the shape of a skull. i recommend moving the face down while moving the nose+mouth, since they're out of place now.
[Image: XeE6VeC.gif]
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#3
(06-11-2015, 08:07 AM)E-Man Wrote: [Image: nuDuxgV.png]

hoooo lawdy, look at dem skeleton buttcheeks on that there lefthand side
(actually, this reminds me of a skeleton from like Banjo-Kazooie or something)


Not being obnoxious here, E-Man, but what kind of character are you going for? The current skull makes me think it's for a stocky male...
As recme said, there's nothing wrong with using a frame of reference while drawing one. It doesn't have to have every crease and nook and cranny, but as long as it adheres to basic structure, you should be okay.
[Image: 57d2BGH.png]
! ! ! ! ! ! ! ! ! ! ! ! ! ! ! refs
shoutouts to cutesu for the new av!
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#4
That comment about the skeleton buttcheeks made me laugh a little, which is good since I needed something like that to lighten my mood. Smile

Anyway, I want to be able to make a convincing female skeleton since I'm trying to go for Anju here, but I'm more or less using this skeleton below as a loose reference, which I assume is a male version due to the lack of any curves. This goes without saying, but I ought to try finding a good reference of the female variant in addition to practicing drawing this one.

[Image: HumanSkeletonFront-819x1024.jpg]

I'm a bit relieved that I can rely more on the reference than I initially thought. If it's fine by you guys, I'll try tracing construction shapes over a good reference to give me a better feel of the skeleton. Once it's done, I'll try replicating those shapes as many times as needed on a black canvas until I get a set that nails it (and possibly replicate that perfect one just for good measures).
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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#5
The differences between male and female skeletons is generally very slight. And the variance differs from person to person. That skeleton in question looks like it's a 3D model and looks fairly androgynous from what I can tell.

[Image: 8947.jpg]

A large difference between male and female bodies is fat distribution (which also varies depending on different factors) But generally, women have fatty tissue localized in their hips/thighs and chest, whereas men have most of their fat localized more prominently in their abdominal region.
However, using multiple references is a better way to learn, and practicing general things before tackling on a project is better than jumping into it. It's a "learn to walk before you run" kind of thing, so multiple references and multiple sketches are essentially a requirement before coming even close to a final model sheet.
Salvador Dali Wrote: Begin by learning to draw and paint like the old masters. After that, you can do as you like; everyone will respect you.
[Image: shrine.gif]
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#6

Anyway, I used one of the skeleton references to trace some construction shapes of sorts. Usually they're more geometrical than this, but I think you guys will like it if I use another variation of construction shapes (especially ones that compliment the sketching style I need to embrace).

[Image: E9tpuum.png]

Then, using the set I made, I attempted to copy the shapes I created.

[Image: jk5FDvB.png]

I know that only the torso/ribcage is the only new shape I drew, but I wanted to try something with that sketch. On the very right of the image, that same sketch of the torso/ribcage had some new lines drawn with some lines erased to make it look nicer. How does it look?
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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