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Published: 2012-10-10 16:57:52 +0000 UTC; Views: 38492; Favourites: 1379; Downloads: 1314
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Though I don't know if Lizards can tan, but hey..this would be a great time going with her to the Beach and then into a Tropical Forest or Jungle for that matterView the First: [link]
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Comments: 70
wsache007 In reply to ??? [2012-10-10 20:37:02 +0000 UTC]
Sooo..where is it you are getting at? Ca..can you give or show me an example of an anatomically realistic figure.
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RestrainedRaptor In reply to wsache007 [2012-10-11 22:33:38 +0000 UTC]
I can provide so many examples. I will try to pick just a few. Note that some of these examples are 'realistic' in vastly DIFFERENT ways, especially the reptiles. I've done that deliberately. You'll see what I mean.
Here are some reptiles: [link] [link] [link] [link] [link] [link]
Here are some mammals and avians: [link] [link] [link] [link]
Here are two pictures by you that I think are the closest to a 'realistic' anatomy (and hence why they're my favourites!): [link] [link] I can explain why, if you wish.
I hope that helps explain things.
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schmoe42 In reply to RestrainedRaptor [2012-10-12 01:52:32 +0000 UTC]
If the second last link is considered "anatomically correct," then I don't mind it so much.
Although, most of the links aren't my cup-of-tea. The legs seem on the skinny side. I like the femur's and hips a little bit thicker.
Though ultimately, Walter will draw what he will.
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RestrainedRaptor In reply to schmoe42 [2012-10-12 19:41:07 +0000 UTC]
Ah yes, I can see what your preferences in terms of 'ample figure' are now. I like strong females too, but I just find that in a typical ~wsache007 picture the characters are beyond heavy. If a human or animal in real life had bodies and limbs that thick, and the underlying body mass was normal body fat, it would NOT be pretty! It just wouldn't hold!
The size of the blue raptoress' legs and hips aren't too excessive, and given that she's covered in feathers, that allows a little more flexibility too. In terms of realism, what I admire are the realistic head and reasonable-sized breasts.
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Croxot In reply to wsache007 [2012-10-10 22:51:32 +0000 UTC]
I think what he's getting at is, if you study and practice the real human figure, you'll also improve your stylized images.
You have a starting point, but as it is right now, You're breaking the rules without first knowing them. That results in off-putting issues being ingrained into your art. When you know the rules, you can break them all you want, because you're using those rules as a basis. You can make really crazy voluptuous characters you'd never see in real life, but they wouldn't look wonky or broken (Even though they secretly would be). Best put: It would look like they could walk around and "work" in an actual setting, whereas right now it's really hard to see them as anything but static images.
Learning realism is incredibly beneficial, even if you don't want your characters to look realistic.
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wsache007 In reply to Croxot [2012-10-11 11:14:30 +0000 UTC]
Hmmm..sounds all confusing at first, but after re-reading it correctly( if I'm right) it does seem to make alot of sense. But I just don't know of where the hell to start..
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Croxot In reply to wsache007 [2012-10-11 16:04:59 +0000 UTC]
You don't need to try and make drastic changes right off the bat, do some experimentation. The best way is to try making small changes by using references. There are plenty of references online.
One of the better online tools is posemaniacs.com. It's got standard human proportions, and you can see what it all looks like at many different angles and poses, it's also beneficial because you can see the muscle structure.
If you do get the chance, take a life drawing class. It might not be fun at the time, but after some tutoring with drawing real people, you'll notice you're stylized images will look better.
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schmoe42 In reply to Croxot [2012-10-11 01:38:26 +0000 UTC]
I too have been accused of incorrect anatomy on some figures I've worked on before. Other than the exaggerated hourglass figure, what other anatomically off-putting issues do you refer to? Can you give a concrete example of how to make it work in an actual setting?
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Croxot In reply to schmoe42 [2012-10-11 02:27:13 +0000 UTC]
I'll start with the most obvious issues on the above image and go down from there. No offense to the artist, if this critique is unwanted please hide this comment.
1. Breasts. Breasts simply do not work that way, excepting maybe really bad implant jobs. Breasts are not simply circles/spheres tacked on to the torso. Breasts have weight. Breasts WILL show their weight, even implants. This doesn't mean breasts can't be "perky", but there is always a slope to them, breasts do not shoot directly out from the torso with no sloping. It's actually pretty easy to "break the rules" successfully with breasts.
2. Ribcage. The ribcage is tricky, it's supposed to be the foundation of the torso. Here, it's simply too small. It can't support those breasts. Those breasts combined are BIGGER than that ribcage. There's nothing wrong with large breasts, but in order to take that step the artist should make sure that they look like the bone structure behind it actually looks like it's attached.
3. Spine. You can do crazy hourgalss figures as much as you like, but the spine's bending angle is one of the few things that is almost impossible to stylize. Impossibly-bent spines are almost universally unattractive, and in a lot of cases artists are allowed to get away with this because other parts of the image are more immediately distracting.
4. Distance between shoulders and neck. Simple issue. Artist wants to make the shoulders look more round but still keep the shoulder hip ratio as even as possible to maximize attractiveness. Generally fixable by tweaking the neck/collar or easing up on the strictness of the shoulder/hip ratio.
5. Misc issues like hand/finger size/leg length but that's serious nitpicking for an area that's really a non-issue at this point, and with a little refinement would look great.
As far as successful stylization I'd immediately point to *Robaato 's gallery. With the exception of maybe only a few images, he manages to draw ridiculously unrealistically proportioned characters, and it works. The way in which his characters are stylized shows his knowledge of real human anatomy without the characters actually being real humans. You know they could not be real, but then again you feel like his characters could move and exist in a 3d space.
If stylization did not exist, animation in general would not, but the kicker is that 95% of those professionals in animation had some types of formal study in real human anatomy.
Basically, unless you're going all out fetish, you've got nothing to lose and everything to gain by studying real anatomy. I'm not a perfect artist, but over the 7 years I've been on this site, I attribute all of my improvement to the rule "KNOW THE RULES BEFORE YOU BREAK THEM".
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schmoe42 In reply to Croxot [2012-10-13 18:59:09 +0000 UTC]
4) I don't mind the more athletic/ muscled shoulder look though.
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schmoe42 In reply to Croxot [2012-10-12 02:05:17 +0000 UTC]
Fair enough. The examples (links) you give seem to work well enough. I always thought that perhaps the belly buttons the figures I've worked on were out of place, or something like that, when people made note that they were not anatomically correct. I guess it's a matter of how a person wants to stylize the hourglass figure.
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Croxot In reply to schmoe42 [2012-10-12 05:38:37 +0000 UTC]
Belly buttons are usually located about halfway between the pectoral muscles and the crotch (on both men and women), if that's any help.
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wsache007 In reply to Croxot [2012-10-11 11:46:40 +0000 UTC]
*Analyzing*....
...
...
...
Huuhh.. seems simple enough. Confusing, but should be simple enough.
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Bahamut-255 [2012-10-10 17:01:22 +0000 UTC]
Better question. Who cares they Lizards can tan or not, I don't think that's gonna make any difference to me.
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