Cartoons,comics & drawing

Free Art Instruction - Portrait Painting Tips & Techniques

Animation Art - 5 Of The Most Common Mediums Purchased By Collectors

How Did the Comic Book Get It's Start?

Block-in Secrets to Explode Your Figure Drawings

Create Your Own Webcomic

Measuring and Proportions to Help Elevate Your Figure Drawings!

Hatching and Cross-hatching to Elevate Your Art, Simple Steps!

Shading Made Simple!!! Take Your Art to a New Level!

How To Contour Draw and Begin Reaping the Immediate Benefits

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Free Art Instruction - Portrait Painting Tips & Techniques By: Ralph Serpe

Being able to capture the likeness of a human being on canvas, using paint, is certainly a sought after accomplishment for many new painters. It can also be somewhat challenging. This article will cover some of the more basic portrait painting tips & techniques and help lessen some of the confusion many beginners face. With practice, you will soon be painting portraits like the masters.
If at all possible, I highly recommend you paint your portraits using a live model as opposed to a photograph. There is simply no substitution for painting from life.
Painting a successful portrait is all about how you observe the subject. You want to study the subject as a whole. Study the bone structure and try to see shapes and planes. Do not try and paint every little detail exactly as you see it.
For beginners, it is probably best to start out with a lighting effect where light and shadow are in high contrast. This will make for a much easier painting.
Focus on one section at a time. Finish each section before moving on to the next.
Keep the darks of your portrait at a thin consistency while your lights should be painted on thickly.
Many beginners struggle with mixing flesh tones. I know I did when I first started painting. Remember that skin comes in a variety of colors & textures, so there is no specific formula for mixing flesh tones in portrait painting. You will have to experiment and practice, until you find the right color mixtures for any particular subject. Never purchase any pre-mixed flesh colors. When mixing your colors be careful not to over mix, which can deaden a color.
Try and repeat the colors and values in your painting to create balance.
When painting hair, don't try and paint every individual strand of hair. Look at the hair as one object and then paint the lights and darks. Paint the hair in the direction of the shape of the head.
The muzzle area of the face (the space between the nose and mouth) is generally the same color as the flesh but cooler.
When painting backgrounds, don't make them too detailed or busy. If you do, you will draw focus away from your portrait.
Add bits of color where the shadow meets the light in your portraits.
Fleshier parts of the face are generally warm and bonier parts of the face, like the chin for instance, are generally cool in color.
The white in the eye is not white. To get an accurate color for the white in the eye you can take the subjects basic flesh color and then lighten it with a gray made from black and white.
I hope these portrait painting tips & techniques have helped. Portrait painting can be difficult, possibly even frustrating in the beginning. Never give up and keep practicing. You will get the hang of it.

About The Author

Ralph Serpe is Webmaster & Founder of Creative Spotlite: http://www.creativespotlite.com. Visit today for more portrait painting techniques.

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Animation Art - 5 Of The Most Common Mediums Purchased By Collectors By: Paul Callis


Animation Cels - A cel (short for celluloid) is a blank clear plastic sheet used by the studio artist to paint an animated character or object based on the animator's original pencil drawing. The cels are then placed over a background and photographed in sequence to produce an illusion of life in the completed film or cartoon short. Every cel is different but this does not mean that every cel is unique. Often multiple copies of a cel were created by the Inkers as color models in order to advance their technique and skills in Animation Art. Limited Edition Cels - A non production hand painted cel created for sale to the collectors market. It is produced in fixed limited quantities and are easily identified by a fraction (150/500) in the lower right hand corner. They were not used in films or cartoon shorts, and the original intent was to recreate the original production cels. Nowadays many studios release new images not based on production artwork.
Sericels - A non production cel created by means of a printing process similar to silk screening. No work is done by hand, therefore no painting or inking is involved. They are often produced in limited quantities of 5000, and they are marketed as a low cost alternative to production and limited edition cels.
Animation Drawings - A drawing on paper in pencil, sometimes colored which is created by a studio artist of an animated character or object for which the cels are later created.
Giclee - The French term "Giclée", literally meaning "spray of ink," is used to describe these prints. Four precision nozzles spray up to a million microscopic droplets per second on to fine art paper. Then, each piece of paper is individually hand-mounted. Displaying a full color spectrum, the prints are lush and velvety, capturing the subtle nuances of the original artwork.
© Premier Animation 2005

About The Author

Paul Callis is the proprietor of Premier Animation, a respected Animation Art Gallery in the UK. Paul’s passion for Animation Art, has helped collectors unable to source this fine medium, own pieces of art they thought were impossible to locate, and allowing many unknown to this specialized art form, gain great knowledge and understanding. You can visit Premier Animation’s web site, and see a fantastic collection at www.premieranimation.com, as well as reading information and comments on animation art.

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How Did the Comic Book Get It's Start? By: Dave Gieber


The origins of the comic book are somewhat controversial and perhaps the jury is still out. So lets go back to the cartoonish broadsheets of the Middle Ages, which were parchment products, created by anonymous woodcutters. As mass circulation of these broadsheets became possible, they soon developed a market, particularly at public executions, popular events for centuries (ugh), which drew thousands of happy spectators. Many of these spectators would invest in an artist's rendering of a hanging or burning, and thus making a very lucky day for the broadsheet seller.
The broadsheet evolved into higher-level content as humor was introduced. Eventually, all types of broadsheets emerged, which were eventually bound in collections, the prototype of the modern magazine. Magazines formatted like the popular Punch, an elegant British creation, became the primary focus of documentary accounts of news and events, fiction and humor. One can see in Punch, the sophisticated evolution of a comic style, particularly in respect of the evolution of comics in Great Britain. Still and all, from an historical standpoint, the comic strip stood in the alley, waiting to be born. And then some say Great Britain's Ally Sloper's "Half Alley" was the first comic book. This was a black and white tabloid that had panels of cartoons mixed with a sliver of news; circa 1884.
Now while all this was going on in Great Britain, this inching towards the comic book, the United States had its own brand of evolution. Instead of magazines, US newspapers took the lead in creating the comic book industry. Newspapers, with their first steps, took their single image gags and evolved them into multi-paneled comic strips. It was during this period that William Randolph Hearst scored a knockout with the Yellow Kid, which was actually printed in yellow ink.
So where did the actual comic book begin? Some say it was with reprints of Carl Schultz' Foxy Grandpa, from 1901 to 1905. Although others say it was Great Britain's Ally Sloper's Half Alley. In 1902, Hearst published the Katzenjammer Kids and Happy Hooligan in books with cardboard covers. For a time, the Yellow Kid himself was a top contender. But it depends how rigid you are in your description of a comic book. These examples, for sure, were predecessors to the modern comic book, which exploded in the 1930's.
The Whitman Publishing Company, in 1934, became one of the pre-launchers for the modern comic book. They published forty issues of Famous Comics, which was a black and white hardcover reprint. The first regularly published comic in the more recognizable modern format though, was Famous Funnies. It featured such memorable characters as Joe Palooka, Buck Rogers and Mutt and Jeff.
Superheroes as we know them today took a strong foothold in the 1930's. In 1938, Max C. Gaines, who was one of the comic industry giants, brought "Superman" to Dell Comics publisher, Harry Donenfield. Donenfield scored the comic coup of the century when he published a story written by two teenagers, Jerry Siegel and Joe Shuster- and so "Superman of Metropolis" (the title of their short story they wrote in their own fanzine) was born. Superman was to set a standard for comic book heroes that persist to this day.

About The Author

Dave Gieber, a former rocket engineer, has decided to take up residency on the Internet. He is the owner and editor of several websites, one of which was built around one of his childhood passions; www.comic-book-collection-made-easy.com . You can visit here to keep up to date on the world of comic books and comic book collecting. Feel free to sign up for my comic book ezine at www.comic-book-collection-made-easy.com/comic-book-ezine.html

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Block-in Secrets to Explode Your Figure Drawings By: Todd Harris


The Block-In in figure drawing acts as an organizational blue print or tool for the artist. The Block-In organizes the drawing and gives the form guidelines for the artist.
So what is the Block-In method and the benefits of learning this technique? In simple terms, the Block-In is a simplified 2D drawing of the 3D person or subject you are drawing. The block in is designed in observation to the model. This will help your drawing become more realistic and help your drawing come alive! It will help you begin to see the model correctly and help you avoid mistakes that may occur without the use of the block in. By practicing the block-in, you’ll be able to master the human form with more of a likeness and having it come alive in your drawings.
So, how do you do a block-in? This is definitely the simplified version but with practice, you will become an expert at this technique. First, you will start with a sketch of the shape of the whole pose using no more than 6 or so lines. This will create a shell, or what some teachers call an envelope. This shell is where the drawing will develop inside. It doesn’t have to be perfect. In fact, it won’t be perfect. The points of the shell will probably be out of place a little, just remember, it’s okay! This is just giving you a guideline of the pose, helping you figure the overall dimensions.
The next step would be to start to fill in your shell. Do this by sub-dividing your shell into smaller shells. Then begin to break the shells down into major shapes. I say major because you don’t want to focus on finer details of your drawing during the block-in. This is a major no, no! Worries of fine details such as hair, facial features, expression, etc are a waste of time at this point and could lead to big mistakes. This is generally a beginner’s mistake. It is much more important to focus on the larger shapes. At this point, your drawing will look not so pretty and a little broken up. However, one important note to keep in mind as you go throughout your block-in, always be conscious of your angles.
You will want to begin breaking down your sub shells and refine them. Stay general at first and then get more specific as you go. Your shell would’ve been broken down into dynamic shapes that will serve as the underlying foundation of the drawing. Your lines will change from long to shorter as the refining process begins.
Finally, after dividing and chiseling away at your shell, you will have a structure that will serve as your blueprint for your drawing. Keep in mind that you have been checking your angles the whole way, this is important.
Block-ins may take a little time getting used to and changing your drawing habits but the rewards are endless. You will see your drawings improve drastically and immediately and you figures will start to come alive. Explode your drawings with this technique!
For more information on this technique or on figure drawing, email us at info@learning2draw.com.

About The Author

Todd Harris is a master artist who is currently working at a multi-billion dollar company as a concept art director. He is trained in the florence academy method of art and loves drawing. Learning2draw.com is a resource web site developed to help aspiring artists master the human figure with drawing and sketching tips, tricks, techniques, and advice. It is jam-packed full of resource articles on drawing and sketching as well as career advice.

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Create Your Own Webcomic By: Daniel Punch


Syndicated comic authors have been complaining about newspaper size restrictions, content censoring and similar issues for a long time. Comic enthusiasts have been increasingly irritated by the treatment their entertainment medium receives as well. Then along came the Internet, providing unlimited and unrestricted distribution possibilities. Thus the webcomic was born.
There are millions of webcomics out there, dealing with such vast topics as video games, college life, samurai, Lego men, identity and self esteem, depression, suicide, children and joy. People write them either for a living, for fun, as stress relief, for artistic expression, or often just for the hell of it. Then they stick their creations on the web and hope that just one more person will find and enjoy the fruits of their labour.
There seem to be several hundred new comics created each and every day. These often dwindle and fade after only a few months. Occasionally, however, a comic rises above the rest and gains such popularity that the creator is able to forgo all other work and scrape a living solely off the proceeds generated by their websites. Some examples of such are Penny-Arcade, PvP, CtrlAltDel and Squidi.net.
Many people, when introduced to the world of webcomics, think to themselves "Wouldn't it be cool to have my own comic?" and a few go beyond this and create their own. So how can a newcomer ensure that their comic continues beyond the first few weeks of enthusiasm?
Now before I go into some useful tips it is probably worth noting that I am the proud owner of a failed webcomic. It went for a few months before hitting a few snags and then grinding into the ground. I have plans to return to creating the comics, but as of yet have not. So I'm not really drawing from a foundation of success, more of failure and an understanding of some of the main factors contributing to my failure.
For starters, you're going to need to plan a little. It's unfortunate, unfair and certainly not fun, but it is necessary. Sit down and think about your comic. Come up with a location setting, some characters and maybe even a few plots to test them in. Run the characters through some adventures and see how they react and how you react to them. Your characters will grow and change throughout this process, and continue to do so throughout the life of your comic but you need to get a handle on their basic character traits.
For some reason the majority of comics revolve around a group of people (usually guys) that are somewhat geeky and live together. Usually in a university dorm. I would imagine that this is because that's the general life of the majority of webcomic authors. The premise itself also makes an awful lot of sense for the basis of a comic. When designing my own webcomic the process went a little something like this: I designed the main characters, most of which were drawings that I had been playing with since high school. Then I needed a reason for them to constantly see each other and interact, so I got them living together. They needed character traits that I could relate to, so they become university-aged students that had at least a passing interest in the geeky side of life.
I drew my first few strips and showed them to some friends, who liked them, so started looking into putting them online. The initial line up included two guys who lived together, a female love interest for one of the characters and a talking animal (in my case a frog, because I had this frog that I'd been drawing for years and had become quite attached to him).
At this point I wasn't very experienced with webcomics, having only really read the syndicated newspaper comics that the syndicated press companies post online. So I started looking through some of the major comics, only to find that Sluggy Freelance had the talking animals, geeky guys that lived together and female love interest already covered. A bit more research revealed that the "university students living together" was covered in the large majority of comics. Furthermore, having a kind of wacky (and just a little stupid) character, and a more sensible and reserved one was practically a given. Then, to rub salt in the wound, I found that another comic had its main character design very similar to my own. So I got rid of the frog, removed the focus on gaming and university and otherwise left the comic as it was. Not entirely original.
Anyway, the point is that you should probably try to be more original. Check through your concept and remove the whole university students living together with wacky talking inappropriately anthropomorphic sidekicks. You'll be better off in the long run and have a more original creation.
Before you jump headfirst into publishing your comics online, you should build up a bit of a backlog of comics. Try to draw at least ten or so quality comics that you would be proud to have on your site. If you're going to have a story-based comic then it would be a good idea to plan your first story arc. It is really useful to maintain this backlog of comics whenever possible, so that you can fall behind in the creation of the comics but still have content to post online. Nothing turns away readers faster than failing to provide them with content when you say you will. If you eat into the backlog, try to draw a few extra strips so that it doesn't get diminished.
As a helpful guide for your comics, decide roughly what format they will take (e.g. three or four panel gag strips etc.) and draw up the panels on your computer. You can then print these and draw the strips within the panels, ensuring that they stay neat and consistent. When the comics have been drawn, scan them into your computer and touch them up any way you like. It's generally the best practice to remove speech balloons and text and add these on computer, because it will usually be neater and easier to read. Remember to fit balloons around the speech, not the speech into the balloons. It's amazing how often this is forgotten. Some good fonts, free for non-commercial use, can be found at http://blambot.com. Don't get too stressed about your artwork, I found that most people don't mind slightly inconsistent and not overly fantastic artwork provided they enjoy the content of the comic.
So now you're ready to get going with the online side of things. Start writing your web page so that you can just upload it when you're ready. Webcomic PHP management systems are relatively easy to find. I personally really like ComicPro that, unfortunately, seems to have vanished from the web. If you can hunt it down it's worth a look. Web hosting is quite easy to find as well, you won't need much space to begin with so you can use one of the many free providers out there (including http://keenspace.com that provides free hosting specifically for webcomics), use the web space provided by the majority of ISPs or purchase your own web hosting plan (you can get a quite cheap one because you won't be needing many features to begin with). When signing up for any hosting package, make sure you have permission to change the read/write attributes of your files because the PHP comic managers will need this (this is done on Linux servers using CHMOD from your FTP program; In Windows you can Right-Click a file, select Properties and change security permissions there; or you may need to use a proprietary control panel provided by the host).
You're going to need to decide on an update schedule for your comic. It's probably best to start small and build up; maybe two or three updates a week. This way you have three to five weeks of comics in your backlog, which allows you to fall behind substantially before anyone notices.
While we're on the topic of deciding schedules, it will help you if you actually try and schedule an hour or so into your day to write comics. If you just try to fit them into the free time that you're "bound to have just after you finish just this one last thing" then you'll often find yourself failing to get a strip drawn on time.
Now that you have your comic online you can start promoting it. There are a huge number of comic directories out there that will help get you exposure. Get your friends excited about your comic and they in turn will get their friends excited. Read other people's comics and get involved in their forums. Find sites that accept guest artwork or comics and send some to them. The best promotion comes from getting people to read your comic and fire a link across their instant messenger program to another friend. My current list of "must read every day" comics came entirely from various people sending links to me. Don't expect instant success, look to sharing your vision with even just one new person every day.
Well, I hope that helps to give you a few ideas about how to make your comic and keep it running. When your characters start to grow they'll almost create the stories and jokes themselves and the strip won't be anywhere near as hard to write as it was when you first started out. Just keep drawing the comics on a frequent basis so that you don't fall out of the rhythm of your created world and above all else have fun.

About The Author

Daniel Punch M6.Net www.m6.net Daniel Punch is a University student doodling his way through many a boring lecture.

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Measuring and Proportions to Help Elevate Your Figure Drawings! By: Todd Harris


Proportions and Measuring
Proportion is a word often associated with another word for artists, stress. But I’m here to share with you that it doesn’t have to be a stressful word.
Proportion - How big should the head be? How long should the legs? How long should I draw this line? These are questions, we as artists, face everyday. There are several tools and methods to help artists with proportions.
There are certain proportion formulas, such as the figure being a certain many heads tall, or the head of the figure being so many eyes wide.
I like to know these formulas and use them as a guide. The human form being so individual you can never go strictly off of these formulas alone. As an artist, it’s important to know these formulas to be able to recognize the deviations from the formulas in the model/subject you are drawing.
Measuring
Measuring is a little bit different for every artist. It is a tool for proportions not to overlook. Just as someone aiming a poolstick or firing a gun does it differently than the next person, so goes it for the artist. Some artists, while measuring, will shut the left eye and some the right, while others will keep both eyes open (just never keep both shut LOL). You’ll need to see what’s right for you. Then, hold your pencil between your thumb and fingers with your fingers wrapped around the pencil. Measure from the top of your thumb to the end of your pencil. You can hold your pencil vertical or horizontal for this technique, keeping it at shoulder high.
Your measurement from your thumb to the end of your pencil may only be ½ inch, but on your drawing it could be an inch or more. All of your measurements are comparative. For example, if an artist wants to know how long a leg is, he can compare it’s length with the length of the subjects head. Using the measurement method we discussed with the pencil, it’s easy to compare.
This is a brief overview on proportions and measuring. For more information on proportions, measurements, drawing people or faces, and much more. Please see www.learning2draw.com or email us at info@learning2draw.com.

About The Author

Todd Harris is a master artist who is currently working as a concept art director for a multi-billion dollar company. He is trained in the Florence Academy Method and has a love for classical training. He loves to teach art and spends all his free time drawing. Learning2draw.com is a resource website devoted to helping aspiring artists master the human form and elevate their figure drawings. It is jam-packed full of free how-to articles, information, tips, tricks, and more. Visit this site for industry news on careers and more.

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Hatching and Cross-hatching to Elevate Your Art, Simple Steps! By: Todd Harris


Hatching and Cross-hatching
Hatching is a shading method where lines are in a series of either parallel or radiating. Hatching is making a set of close parallel lines. When hatching, an artist’s pencil moves in a rhythmic manner to get the lines evenly spaced, gradually making the lines longer and then shorter in length. Hatching is a skill that requires a lot of practice and still can be difficult in certain situations, even for the skilled artist.
Hatching is a little different for right- handed artists, than left- handed ones. For the right- handed artist, hatching is done the easiest by the diagonal running from the lower left to the upper right. Left- handed artists usually the opposite, running from upper left to lower right. However, as in all art, practice will make hatching come comfortably in all directions. The direction of light in your art will often affect the direction in which your hatching should be drawn.
The lines for hatching are generally short and straight. They differ from each line in length, direction, and pressure, yet they are made at one time. They are not drawn individually.
Cross-hatching is a process where you hatch on top of hatching, forming a right angle. It is where you make sets of close parallel lines crossed over one another, usually at right angles. This is done either casually or in a very controlled manner. There isn’t a particular way of cross-hatching that fits every drawing or object in your drawing. Cross-hatching can be done multiple ways with many layers. Alternatively, it can be a simple crossing of two hatches.
Every artist benefits from mastering the skills of hatching and cross-hatching. For more info on this or on drawing the human figure, please contact info@learning2draw.com.
Learning2draw.com is a website that is content and resource packed. You'll find guides to figure drawing, how-to's on getting started, shading, etc. Art advice that will take your art to levels you never dreamed of. You'll learn to draw faces that you will think are impossible, your figures will come alive as you master these techniques. Soon you'll be drawing like the masters.

About The Author

Todd Harris is a concept art director who has been studying the human form for 15 years and is trained in the Florence Academy Method. He is eager to help artists of all levels elevate their art. If you have any questions for him please email him at info@learning2draw.com.

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Shading Made Simple!!! Take Your Art to a New Level! By: Todd Harris


Shading
Shading is an important skill for every artist to develop. Shading requires certain tools and steps to be developed in order to master.
The ability to shade is determined on how well you can see value relationships, along with a basic understanding of how light works. Value, or how light or dark something is, is relative.
Like many things artists experience, no single value can exist by itself. Our eye will automatically lighten or darken. A medium grey will look almost white next to black and very dark next to white. When determining value, it is important to squint or open your eyes very wide. This keeps you from focusing in on a single value and look at all of the value relationships together as a whole. Without doing this our eye will play a trick on us. For example, if we focus in on a shadow area of our subject, our eye will adjust to that specific value field and give us a false reading. We will have a tendency to start averaging our values, making our lights to dark and our darks to light, failing to see the over all relationships.
Your sensitive touch to the pencil is very important in shading. Shading can range from blacks, dark grays, middle grays, lights, all the way to whites. Each of these tones is usually represented in your drawings. Your pencil and the pressure applied to it, is another key to shading. It is important that as an artist you understand pressure and pay attention to how it affects your drawings.
Blending is also a skill in shading. Blending graphite can be done easily with the correct method. Laying pencil on smoothly with the strokes close together (so much so that it’s hard to tell one stroke from another) is essential and necessary to good shading. A controlled stroke laid carefully with even pressure is important. I also recommend using the end of a kneaded eraser to help you blend.
Again, practice is the most important advice I can give any artist. Passion and practice will overcome any lack of talent.
If you have questions, feel free to contact info@learning2draw.com.
Learning2draw.com is a value resource site for artists learning to draw the human figure. Elevate your art to new levels and learn to figure draw and draw faces like the masters. You'll see your figures come alive. This informative site is jam packed full of how-to's, tips, techniques, and advice. Plus by subscribing to the free newsletter at learning2draw.com you'll receive a free e-report on How Any Artist Can Get an Art Career, absolutely free.

About The Author

Todd Harris president of Learning2draw.com is a concept art director who was trained in the Florence Academy method and is excited to share his secrets and knowledge to artists of all levels.

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How To Contour Draw and Begin Reaping the Immediate Benefits By: Todd Harris


Making a contour drawing may seem a little overwhelming or pointless to you. Let me say there are a great many advantages and lessons learned through doing these drawings.
First, let’s discuss what a contour drawing is. Before you can draw the human form, or anything else for that matter, you must be able to see it accurately. Contour drawing is a tool that helps artists develop this skill through the sense of sight and sense of touch.
The contour is the edge of the model in space, or in more simple terms, it is the outline or horizon of the form. Contour is more than the outline; it shows forms within overlapping other forms and so on. It creates the sense of 3D. It is curved lines representing specific forms along the silhouette of the form. Defining contour can be tricky but as we explain how to do the contour drawing, you will see a clearer definition.
How to draw the Contour
Contour drawings should be handled carefully and delicately to see the great benefits in your drawings. To make a contour drawing, you must be able to see the different variations in the shape of the figure you are drawing. Put your pencil on your paper and fix your eyes to a starting point on the model. The starting point should be on the edge of the model. Starting on this contour, move your eyes and drawing hand slowly along the edge/contour at the same time. (A helpful hint is to turn sideways so you are not tempted to look at your drawing.) As you move your eyes along the contour, your pencil is moving along the paper to draw the contour. These are done synchronized. Don’t worry about your drawing! Just keep concentrating on the edge/contour/ as your eyes follow along the contour. Follow this edge/contour until it ends or changes direction. When it changes direction, establish a new starting point and begin the process again.
One note of caution - Try not to let your gaze get ahead of your pencil. Don’t get too concerned about the accuracy of the drawing. Use patience and practice and you will reap the benefits of this tool.
Benefits of Contour Drawing:
Contour Drawing is a great tool for helping artists to be able to see the model/human form accurately. It helps you develop this skill through the sense of sight and sense of touch.
Since childhood, we are sometimes taught to draw icons as certain shapes. Use a football shape for an eye, etc. Contour drawing helps us learn not to be iconists. We start seeing the subject correctly. In addition, contour drawing helps create a sense of 3d. Done well, it can stand-alone. Contour drawings help us get rid of biases that may have been ingrained since childhood.
If you have further questions contact us at info@learning2draw.com.
Learning2draw.com is a resource website that is focused on helping artists elevate their figure drawings. How to draw a face, torso, legs, hair, etc., are explained and will take your art to new levels. Easy steps, tricks, tips, and techniques that will help you master the human form and make your figure come alive. You can subscribe to a free newsletter jam packed with advice that will advance your art in ways you thought unimaginable. Or you can subscribe by emailing newsletter@learning2draw.com. Todd Harris is a concept art director for a multi-billion dollar company and has been studying the human figure for more than 15 years. He is trained in the Florence Academy Method and is excited to help artists.

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