Sarah Sketches

2 Sep 2014

robinwdavey:

Sitting Is Killing You
A piece for TIME Magazine, commissioned by AD Alexander Ho.
Being desk-bound myself most days, I think (worry) about this topic a lot. Maybe that’s why I went a bit melodramatic with this?

robinwdavey:

Sitting Is Killing You

A piece for TIME Magazine, commissioned by AD Alexander Ho.

Being desk-bound myself most days, I think (worry) about this topic a lot. Maybe that’s why I went a bit melodramatic with this?

1 Sep 2014

1 Sep 2014

Notes on Character Design

lackadaisycats:

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Character design and drawing are tome-sized topics and even if I had all the answers (I don’t - I have a lot to learn), I’m not sure I could communicate them effectively. I’ve gathered some thoughts and ideas here, though, in case they’re helpful.

First, some general things:

 - Relax and let some of that anxiety go. This isn’t a hard science. There’s no wrong way, no rigid process you must adhere to, no shoulds or shouldn’ts except those you designate for yourself. This is one of the fun parts of being an artist, really - have a heady good time with it.

 - Be patient. A design is something gradually arrived at. It takes time and iteration and revision. You’ll throw a lot of stuff away, and you’ll inevitably get frustrated, but bear in mind the process is both inductive and deductive. Drawing the wrong things is part of the path toward drawing the right thing.

- Learn to draw.  It might seem perfunctory to say, but I’m not sure everyone’s on the same page about what this means. Learning to draw isn’t a sort of rote memorization process in which, one by one, you learn a recipe for humans, horses, pokemon, cars, etc. It’s much more about learning to think like an artist, to develop the sort of spacial intelligence that lets you observe and effectively translate to paper, whatever the subject matter. When you’re really learning to draw, you’re learning to draw anything and everything. Observing and sketching trains you to understand dimension, form, gesture, mood, how anatomy works, economy of line; all of the foundational stuff you will also rely on to draw characters from your imagination.
Spend some time honing your drawing ability. Hone it with observational sketching. Hone it good.
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  • I don’t think I’ve ever seen anyone do this sort of thing better than Claire Wendling. In fact, character designs emerge almost seamlessly from her gestural sketches. It’d be worth looking her up.

- Gather Inspiration like a crazed magpie. What will ultimately be your trademark style and technique is a sort of snowball accumulation of the various things you expose yourself to, learn and draw influence from. To that effect, Google images, tumblr, pinterest and stock photo sites are your friends. When something tingles your artsy senses - a style, a shape, a texture, an appealing palette, a composition, a pose, a cool looking animal, a unique piece of apparel, whatever - grab it. Looking at a lot of material through a creative lens will make you a better artist the same way reading a lot of material makes a better writer.
It’ll also devour your hard drive and you will try and fail many times to organize it, but more importantly, it’ll give you a lovely library of ideas and motivational shinies to peruse as you’re conjuring characters.

- Imitation is a powerful learning tool. Probably for many of us, drawing popular cartoon characters was the gateway habit that lured us into the depraved world of character design to begin with. I wouldn’t suggest limiting yourself to one style or neglecting your own inventions to do this, but it’s an effective way to limber up, to get comfortable drawing characters in general, and to glean something from the thought processes of other artists.

- Use references. Don’t leave it all up to guessing. Whether you’re trying to design something with realistic anatomy or something rather profoundly abstracted from reality, it’s helpful in a multitude of ways to look at pictures. When designing characters, you can infer a lot personality from photos, too.
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And despite what you might have heard, having eyeballs and using them to look at things doesn’t constitute cheating. There’s no shame in reference material. There’s at least a little shame in unintentional abstractions, though.
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Concepts and Approach:

- Break it down. Sometimes you have the look of a character fleshed out in your mind before putting it to paper, but usually not. That doesn’t mean you have to blow your cortical fuses trying conceive multiple diverse designs all at the same time, though. You don’t even have to design the body shape, poses, face, and expressions of a single character all at once. Tackle it a little at a time.

The cartoony, googly eyed style was pre-established for this simple mobile game character, but I still broke it into phases. Start with concepts, filter out what you like until you arrive at a look, experiment with colors, gestures and expressions.
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- Start with the general and work toward the specific. Scribbling out scads of little thumbnails and silhouettes to capture an overall character shape is an effective way begin - it’s like jotting down visual notes. When you’re working at a small scale without agonizing over precision and details, there’s no risk of having to toss out a bunch of hard work, so go nuts with it. Give yourself a lot of options.

Here’s are some sample silhouettes from an old cancelled project in which I was tasked with designing some kind of cyber monkey death bot. I scratched out some solid black shapes then refined some of them a step or two further.
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- Shapes are language. They come preloaded with all sorts of biological, cultural and personal connotations. They evoke certain things from us too. If you’re ever stuck about where to go with your design, employ a sort of anthroposcopy along these lines - make a visual free association game out of it. It’ll not only tend to result in a distinguished design, but a design that communicates something about the nature of the character.

Think about what you infer from different shapes. What do they remind you of? What personalities or attitudes come to mind? How does the mood of a soft curve differ from that of a sharp angle? With those attributes attached, how could they be used or incorporated into a body or facial feature shape? What happens when you combine shapes in complementary or contrasting ways? How does changing the weight distribution among a set of shapes affect look and feel? Experiment until a concept starts to resonate with the character you have in mind or until you stumble on something you like.
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If you don’t have intent, take the opposite approach - draw some shapes and see where they go. (It’s stupid fun.)

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- Cohesion and Style. As you move from thumbnails to more refined drawings, you can start extrapolating details from the general form. Look for defining shapes, emergent themes or patterns and tease them out further, repeat them, mirror them, alternate them. Make the character entirely out of boxy shapes, incorporate multiple elements of an architectural style, use rhythmically varying line weights - there are a million ways to do this

Here’s some of the simple shape repetition I’ve used for Lackadaisy characters.
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- Expressions - let them emerge from your design. If your various characters have distinguishing features, the expressions they make with those features will distinguish them further. Allow personality to influence expressions too, or vice versa. Often, a bit of both happens as you continue drawing - physiognomy and personality converge somewhere in the middle.

For instance, Viktor’s head is proportioned a little like a big cat. Befitting his personality, his design lets him make rather bestial expressions. Rocky, with his flair for drama, has a bit more cartoon about him. His expressions are more elastic, his cheeks squish and deform and his big eyebrows push the boundaries of his forehead. Mitzi is gentler all around with altogether fewer lines on her face. The combination of her large sleepy eyes and pencil line brow looked a little sad and a little condescending to me when I began working out her design - ultimately those aspects became incorporated into her personality.
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I discuss expression drawing in more detail here (click the image for the link):
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- Pose rendering is another one of those things for which observational/gesture drawing comes in handy. Even if you’re essentially scribbling stick figures, you can get a handle on natural looking, communicative poses this way. Stick figure poses make excellent guidelines for plotting out full fledged character drawings too.

Look for the line of action. It’ll be easiest to identify in poses with motions, gestures and moods that are immediately decipherable. When you’ve learned to spot it, you can start reverse engineering your own poses around it.
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- Additional resources
- here are some related things about drawing poses and constructing characters (click the images for the links).

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Lastly…

- Tortured rumination about lack of ability/style/progress is a near universal state of creative affairs. Every artist I have known and worked with falls somewhere on a spectrum between frustration in perpetuity and a shade of fierce contrition Arthur Dimmesdale would be proud of. So, next time you find yourself constructing a scourge out of all those crusty acrylic brushes you failed to clean properly, you loathsome, deluded hack, you, at least remember you’re not alone in feeling that way. When it’s not crushing the will to live out of you, the device does have its uses - it keeps you self-critical and locked in working to improve mode. If we were all quite satisfied with our output, I suppose we’d be out of reasons to try harder next time.

When you need some reassurance, compare old work to new. Evolution is gradual and difficult to perceive if you’re narrowed in on the nearest data point, but if you’ve been steadily working on characters for a few months or a year, you’ll likely see a favorable difference between points A and B.

Most of all, don’t dwell on achieving some sort of endgame in which you’re finally there as a character artist. There’s no such place - wherever you are, there is somewhere else. It’s a moving goal post. Your energy will be better spent just enjoying the process…and that much will show in the results.

1 Sep 2014

shirtsnshorts:

MARINA GARDNER / 5 Second Run / :24

1 Sep 2014

Anonymous said: $100 is a lot of money for a single page.

jamaligle:

postcardsfromspace:

mooncalfe:

himteckerjam:

katyfarina:

fauxboy:

how much is a loaf of bread? hm? $3? $5? 

At my local grocery store, bread is about $4.50 for a decent size italian loaf. If I make $7.25 and hour, that means I’d have to work 37 and a half minutes for a Loaf of bread.

but hey, that’s not so bad right? Work two hours and you’ll have a sandwich, eh?

Oh hey, turns out I also need toilet paper, rice, chicken, some veggies, a can of soup, and some cereal. (to name a few basic groceries one might need on a budget) we’ll round those things down to $25 just to make the math easier.

at $7.25 an hour I’ll have to work about 3 and a half hours for basic groceries.

That doesn’t include bills or gas or all the other groceries I need, That’s ONE quick trip to the store and I already have to work half a day just for that.

You don’t understand Anon, my pages could take HOURS if not DAYS. Between the sketching, inking, colouring, lettering, and finishing it’s taken at least a full two day’s work if not longer for each page.

I have a job that pays me beans, I cannot afford to post more pages a week without compensation. I literally cannot afford to do that. Not to mention the idea that art is only worth minimum wage cheapens the amount of work and effort that goes into producing it. I should be making WELL ABOVE minimum wage for my art via page count and commissions but it’s this damn “deviant art” mindset that makes people feel like they’re being swindled for paying a livable wage to artists. It’s rude and childish and I ask that you please stop considering artists as less worthy of affording a normal life.

You can either pay me what I ask for what you want or stop complaining about what I already give you for free.

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I cannot fucking stand people who tell illustrators that something they produce is too expensive.

Yall motherfuckers want cheap? Go get some paper, get a fucking pencil and then draw it your motherfucking selves because nobody freelancing on the internet who hasn’t even half made it in the illustration world is charging you ANYTHING close to industry pricing even when some of us are as good if not better. Why? Because of people like Anon. Your name must be out there and known to charge anything close to what your time and skill is worth. Yet still? You are paying for my effort, my time, my blood, sweat and tears and a lifetime of learning my trade.

A cheap page for yo ass is a piece of paper I haven’t touched yet.

/rant

(As a freelancer I cannot staaaaaaaaaaaaaand people who pull this dogshit.)

$100 is pretty cheap for a page.

Basic math, for Anon up there: Break that $100 down into an hourly rate. Factor in materials. Factor in skill and schooling and experience. Bear in mind that a page rate *at all* means there’s a good chance it’s work-for-hire, which means that $100 a page might be all the artist gets, ever.

And then, when you’ve done that math, think about what that means in terms of how few comics artists make a living hourly wage.

Want a pro artist, anon? Pay them like a fucking pro.

I’d like to add the a professional of any stripe has the duty to themselves, and the right to charge a rate based on his skill level and the work he or she puts in.

31 Aug 2014

anniemeiproject:

heytemb:

Animation of ctchrysler.tumblr.com's Annie mei, orbs are fun to animate.

*__*

WUT

anniemeiproject:

heytemb:

Animation of ctchrysler.tumblr.com's Annie mei, orbs are fun to animate.

*__*

WUT

31 Aug 2014

(Source: notkorras)

30 Aug 2014

crazyhamlet:

Making another post about this with more info because a couple people have asked;

So I have some debt that pretty urgently needs to be paid off by the end of September.

Now I might be able to do it with my paychecks, but if I do do that I won’t have enough money to do things like: Buy groceries, pay for transport into work, buy food and litter for my cats, pay bills, get medication, or afford rent. I’ve been living pretty sparsely for the past few months as it is trying to do it on my own.

So as it stands, ideally, I’d like to get together 800$ to cover my debt and allow me to eat; I really hate to ask for help, and I realize that this may be un-doable, but any little bit helps.

Which is why I’m taking sketch commissions!
I’ll be doing Full-body clean roughs for 15$ apiece. 

Above I included examples of my style and what you might get. You can see more of my stuff over at my  Art  Tags;

I’ll be taking payment primarily through paypal, but if you have an alternative I’m open to discussing it;

If you have any questions or would like to Commission me, you can contact me at alyssalmpenney@yahoo.com
And in case anyone doesn’t want to commission but still wants to contribute,my paypal info is (Please note it is not the same as my email address) alyssalmpenney@gmail.com




As before I appreciate any reblogs to help spread the word, and am incredibly grateful to any and all who helped me out by signal boosting my last post; I understand that it’s back to school time for a lot of people and appreciate any help I can get;

30 Aug 2014

americanninjax:

floozys:

image

inspired by x

I have no idea what I was expecting from that picture but it wasn’t this. And it’s glorious

Play count: 104,476

30 Aug 2014

franryott:

I actually can’t cope with this

(Source: lepipehd)

29 Aug 2014

kylerspears:

every day when I get home I’m greeted by a tiny masseuse

kylerspears:

every day when I get home I’m greeted by a tiny masseuse

29 Aug 2014

starclimax:

Enjoy some baby mutant turtle.

starclimax:

Enjoy some baby mutant turtle.

29 Aug 2014

(Source: amoursteph)

28 Aug 2014

Shingeki no Kyojin => key frames to final animation


Dedicated to l-e-v-i-ackerman
Key frames originally posted by artbooksNAT [x] [x] [x]

(Source: 21sekundurfyrir)

28 Aug 2014

kurtsnyder:

bog-girl:

Coming soon!

I’m happy to announce that my new project I’ve been developing for a while is going to be released in a few days! Stay tuned for the first installment of a webcomic early next week!
And be sure to follow the BogGirl tumblr for some sweet adventures here!

YOU GUYS. I’ve gotten a sneak peak on what Kurt’s been working on and I’m so excited! The comic is amazing. Make sure to follow kurtsnyder and bog-girl for all the updates!

kurtsnyder:

bog-girl:

Coming soon!

I’m happy to announce that my new project I’ve been developing for a while is going to be released in a few days! Stay tuned for the first installment of a webcomic early next week!

And be sure to follow the BogGirl tumblr for some sweet adventures here!

YOU GUYS. I’ve gotten a sneak peak on what Kurt’s been working on and I’m so excited! The comic is amazing. Make sure to follow kurtsnyder and bog-girl for all the updates!