General art questions

Questions, skill improvement, and respectful critique involving art assets.
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fioricca
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Re: General art questions

#16 Post by fioricca »

Thanks for all the replies, everyone! *_* I agree that the difference between the softwares used in the East and the West is interesting. I've never used Photoshop for anything other than image manipulation myself, since I find it easier to blend and create a variety of colouring styles with painting softwares, and because Photoshop tends to be really... really... heavy. OTL But it looks I can keep my CS2 for a while. :D Thanks for clearing that up!
Kaireen wrote:Legs & dynamic:
Drawing Legs are generally speaking quite hard to understand and make them looks naturally so don't stress about your difficulty.

Dynamic pose are considered as hard one because they use a lot of disproportion and perspective.
I would suggest to try start drawing pose from the spine itself. It might sound dumb, but It's quite handy. Spine gives most of motion emotion to the figurine. If spine is stiff it's hard to get natural looking movement. Movement is about curves and lines following one direction. When you get it right adding legs and arms and so on should be following movement.. I made quick sketch to show it, not perfect but hopeful might be useful XD http://gyazo.com/a184382fe29c693410a127446cfa1fca drawing silhouette might be helpful too in these kind of drawings.
One more thing. For better effect clothes, environment and so on should somehow 'follow' the movement. It's were general composition comes in.
I think it might be easier to redline it over your sketches so you could check out where the difference lies.

Your biggest friend in drawing more dynamic way is counterpose. It's basic and very effective way of adding natural look to all <dynamic or not> poses. I will not give a lot of detiles her but I think googling it will give most of answers.

Most important thing - do not worry if action pose looks unnatural. Really. People has to draw poses over and over again and some kind of understanding will appear if you try.
If you need some more help just let me know. I will try to find anything useful online or prepare same quick sketches.
laskdf this is SO USEFUL thank you so much ;_; and your sketch demonstrates everything effectively! My problem with hands is that I generally understand what they're used for, I guess -- I know how I want to draw my hands if someone is holding/swinging a weapon, or holding a phone, etc. But then when I get to the legs, I get confused. Let's say I want to draw someone speaking on a phone; I know how the elbow bends to bring the phone to your ear, and I know that the hand I'm drawing wraps itself around the phone. But then I get to the lower part of the body and I draw a blank -- how should this person stand? If the feet are supposed to be slightly apart, how far apart should it be? If this person is walking, how does the knee bend? I've looked at pictures, but I'm still confused, and I find myself needing someone to explain legs to me in detail. :'x I'm not sure what search term I should use to find out more. It's the same with the spine, somehow. I think I'm starting to grasp how spines bend, but twisting is beyond me...

But ahh thank you so much again -- it's encouraging to hear that hardly no one gets poses right on their first try. :'D I'll keep practising.

@Nyaatrap: Thanks for all the insightful comments! And yess that is indeed the thread that I was looking for. Many thanks for digging it up.
Auro-Cyanide wrote:I do remember the thread you where talking about, but I'm pretty sure it might have been a bit of a derail or possibly in the Art Dump so I don't remember where it is exactly. The Horizon Line is basically where the viewer is looking. It's more than just their eye height. If they look down, than the horizon line represents their line of focus. Same if they look up or tilt their head to the side. When I create background for VNs I usually stick in some sprite of varying heights and put the horizon line somewhere along the average. Technically speaking it would depend on the MC/viewers height and then where they were focusing. If they were looking at a shorter character, the horizon line would be lower than the middle. If someone taller it would be higher. So I just choose something in the middle, usually just higher than half way that looks appealing.
... ooo so would it be best to first sketch out sprites, align them on the screen, and then construct perspective lines after that? I admit that I'm a little concerned by these quotes:
You can't just draw backgrounds with different horizon lines (or use photos with different horizon lines) and the same straight ahead sprite dolls. To have proper perspective in a VN, every background must have the same perspective and horizon line and all character sprites must match that perspective and each of them must always line up at the same height in regards to the horizon line. Each sprite (if your characters are of different heights) will fall on a different spot on the horizon line, but they must be consistent in every scene if you wish to use the same sprites.

The only other alternative is to draw new sprites for use with each background.
Using the real view in VN is unpractical. It's not just make hard to align sprites, also the sight becomes boring.
There's technique to fake player's eyes to solve this matter:
the eye level should be under collarbones, and the focal length should be higher than the real view of POV.
Right now, as I'm still learning, my perspective lines are all over the place, so needless to say my sprites don't align seamlessly with the backgrounds. In fact, I hadn't thought about this at all until it was brought up in that discussion. Is it jarring/unpleasant to have sprites that don't align with the background, or is it a negligible issue? :'|a This, of course, is in "normal mode" -- you would want to align everything properly in CGs.


... interestingly, to me SAI is great because it's a light program. It's also easy to use, and the brushes blend smoothly. I use it for lineart as openCanvas doesn't have a tool that can match SAI's default brushes in terms of smoothness and fluidity, but paint in oC as I love how oC brushes blend. I tried painting with PS once, but it didn't go so well -- not to mention that .psd files are relatively heavier, and my old laptop (this was in around 2006), with its 512 MB RAM, couldn't deal with it at all. So my decision was made mostly on what my laptop can support, as opposed to functionality. And now that oC and SAI have spoilt me, I have no patience for blending in Photoshop... |D

I'm making a general assumption based on my circle of friends, but it seems to me that people who are influenced heavily by Japanese media and draw anime figures (like me sob) would use a variety of programs, like oC, SAI or Painter, while people who work in western cartoons and draw realism rely on Photoshop...? It does make me wonder if different programs produce different painting effects, and no program can fully imitate what another program can do. Hmm.

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Re: General art questions

#17 Post by Auro-Cyanide »

... ooo so would it be best to first sketch out sprites, align them on the screen, and then construct perspective lines after that?
Not necessarily. If you are doing the backgrounds before the sprites, then just keep the horizon line on a similar point in each one and when you do the sprites make sure to make them large enough and with enough leg so you can crop them down to fit the backgrounds. I'm still learning a lot about perspective, but generally I just try to make the height level look right. Like if I know a table is going to be about at hip height on a person it gives me a guide on how the sprites will fit in with the scene. I look for points of reference and imagine them standing in the scene.

Technically you can have more than one horizon line (and by that I mean VP that are not on your normal horizon line. Really it's not a line, but it helped me to think of it that way ^_^;). The horizon line and the VP related to it only work for things that exist on a similar level. If something is angled upwards or downwards it will have a different horizon line. Anything turned at random angles get their unique VP different from everything else. Perspective isn't so much an absolute, but a guide to get things to look correct and in proportion.

As far as being exciting or boring, well that isn't one of my greatest worries while I'm still learning basic perspective. Generally I try to go for an 'average' perspective that just feels nice if I can. Sometimes I do a sketch and find it's the wrong perspective and so I just shift it up or down until it feels right height wise. That does mean I have to redraw the lines, so I usually start with a very rough sketch to map out stuff before I start using the guides a lot. What I do might not be perfectly correct but it suits my purpose while I'm still learning ^_^

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Re: General art questions

#18 Post by Deji »

Auro-Cyanide wrote: Technically you can have more than one horizon line. The horizon line and the VP related to it only work for things that exist on a similar level. If something is angled upwards or downwards it will have a different horizon line. Anything turned at random angles get their unique VP different from everything else. Perspective isn't so much an absolute, but a guide to get things to look correct and in proportion.
This is not quite right! As far as all my formal education and the info I've gathered from books in the subject, you only have *one* horizon line, but you can have as many VP as you want.

EDIT: According to this tutorial, you may have different horizon lines for different objects.
I'm not sure I agree, but not being super knowledgeable on the subject, I'll just remain skeptic instead f dismissing it ^^;
http://fox-orian.deviantart.com/art/Per ... -118068853

When I was doing Jisei BGs, I was reccomended to buy a couple of books in perspective.
In the end, I bought this one http://www.amazon.com/gp/product/158180 ... YPNTMK1G3R
And it's been *really* helpful! I suggest you to buy a book if you' want to be serious about your perspective and you don't seem to be able to learn enough from online resources. Now, looking at perspective "lessons" once or twice won't do the work, you have to practice and apply what you learn for that to sink in!

Some resources for perspective I easily found by doing a search on deviantART:
The aforementioned tutorial http://fox-orian.deviantart.com/art/Per ... -118068853
Part 2: http://fox-orian.deviantart.com/art/Per ... -125042592
http://crashdummynl.deviantart.com/art/ ... 1-80130317 <- a handy tool for testing :)
http://shattered-earth.deviantart.com/a ... -244463251
http://dzioo.deviantart.com/art/tutoria ... -190257927


The same with legs.
I usually just look for reference, but if you have problems understanding legs, I suggest you study the anatomy of the legs and start making "studies", just like one does with hands, for example. Same with torsos :)

Here I found some resources for you about legs that you may find useful!
http://cgcookie.com/concept/2011/11/03/ ... -the-legs/
http://liannaoddi.blogspot.com/2012/05/ ... s-leg.html
http://www.drawinghowtodraw.com/stepbys ... g-article/
http://corrandark.blogspot.com/search/label/legs
http://www.2d-digital-art-guide.com/drawing-legs.html

Doing anatomy studies may seem tedious at first, and you may have a lot of excuses not to (been there, done that myself x'D ) but once you do and learn the fundamentals behind why the parts of the body work and look a certain way, it's *way* easier to draw the simpler anime-ish legs and get them right! :D Trust me, I started taking my anatomy book seriously some time ago and my human figure drawing has turned *way* better :)
Last edited by Deji on Mon Nov 12, 2012 8:13 am, edited 1 time in total.
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Re: General art questions

#19 Post by Auro-Cyanide »

Deji wrote:
Auro-Cyanide wrote: Technically you can have more than one horizon line. The horizon line and the VP related to it only work for things that exist on a similar level. If something is angled upwards or downwards it will have a different horizon line. Anything turned at random angles get their unique VP different from everything else. Perspective isn't so much an absolute, but a guide to get things to look correct and in proportion.
This is not quite right! As far as all my formal education and the info I've gathered from books in the subject, you only have *one* horizon line, but you can have as many VP as you want.
It was the only way I could figure out to make it work when I was doing a sloping counter made out of boxes. The normal horizon line was way too low since the VP had to be off the top of the page. If I used the normal horizon line, the counter looked flat. I was only using 1 point perspective so moving the VP up was the only solution that made sense. Maybe not so much a new horizon line, just the line where a new VP can sit when it isn't on the normal horizon line. I guess it's like 3 point perspective, just without the 2nd point. It helped me to think that I was just sliding the whole line up because of the angle.

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Re: General art questions

#20 Post by Deji »

@Auro: I just found a couple of tutorials that show the use of extra horizon lines.
I'm skeptic about the subject, since It's outside from everything I've learned so far, and it may become a problem if you apply it before fully understanding perspective with the "usual" 1 horizon line.

I'll investigate further and see if I can find reliable resources about it (:
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Re: General art questions

#21 Post by Auro-Cyanide »

Deji wrote:@Auro: I just found a couple of tutorials that show the use of extra horizon lines.
I'm skeptic about the subject, since It's outside from everything I've learned so far, and it may become a problem if you apply it before fully understanding perspective with the "usual" 1 horizon line.

I'll investigate further and see if I can find reliable resources about it (:
Haha, yeah, I kind of stumbled on it because I couldn't figure out why my counter looked flat. Once I moved the perspective lines all up, it made more sense, so it's not really a scientific method. I guess I might just be thinking that the 3rd point in perspective, the zenith, sits on a line in my mind, though I don't see why it would have to. You usually have only one of those, so it might be just the way I'm approaching it. I've never really heard of more than one horizon line either. I've probably confused things by phrasing it weirdly since I've never had the zenith point in a 1 point perspective drawing ^_^;

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Re: General art questions

#22 Post by Deji »

This is what I could find on drawing tilted angles and extra horizon lines (which are used for tilted/angled/sloped surfaces):

http://hsc.csu.edu.au/ind_tech/design/3 ... rfaces.htm
http://www.handprint.com/HP/WCL/perspect2.html
http://www.handprint.com/HP/WCL/perspect5.html
http://books.google.cl/books?id=cZi8uag ... &q&f=false
http://books.google.cl/books?id=hu8-KVO ... &q&f=false

It *is* advanced perspective, and it seems quite complicated X_X

Advice: master regular perspective first before attempting to do this kind of thing ^^;;;
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Re: General art questions

#23 Post by Auro-Cyanide »

Deji wrote:Advice: master regular perspective first before attempting to do this kind of thing ^^;;;
Agreed! I literally only tried this out last night and it was by accident. I'm sorry for confusing the matter! orz

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Re: General art questions

#24 Post by junna »

Deji wrote: The same with legs.
I usually just look for reference, but if you have problems understanding legs, I suggest you study the anatomy of the legs and start making "studies", just like one does with hands, for example. Same with torsos :)

Here I found some resources for you about legs that you may find useful!
http://cgcookie.com/concept/2011/11/03/ ... -the-legs/
http://liannaoddi.blogspot.com/2012/05/ ... s-leg.html
http://www.drawinghowtodraw.com/stepbys ... g-article/
http://corrandark.blogspot.com/search/label/legs
http://www.2d-digital-art-guide.com/drawing-legs.html

Doing anatomy studies may seem tedious at first, and you may have a lot of excuses not to (been there, done that myself x'D ) but once you do and learn the fundamentals behind why the parts of the body work and look a certain way, it's *way* easier to draw the simpler anime-ish legs and get them right! :D Trust me, I started taking my anatomy book seriously some time ago and my human figure drawing has turned *way* better :)

and...umm, if you have very accommodating/gullible flatmates (younger siblings are better) like I do. You can con/bribe them into posing for you so you can take front, sides or back pictures of different poses... whatever you need. If all else fails...there is a 10/30 sec timer on cameras so you could, in theory, pose yourself. :mrgreen:
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Re: General art questions

#25 Post by Deji »

junna wrote:If all else fails...there is a 10/30 sec timer on cameras so you could, in theory, pose yourself. :mrgreen:
I use the webcam for that *all* the time xD;
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Re: General art questions

#26 Post by nyaatrap »

I think I'd post my practical theories (or hypotheses) about perspective for VN.

There are many elements you need to consider to get accurate perspective:
1) camera level
2) camera angle
3) camera tilt
4) horizontal line
5) vertical line
6) angle of field (it's also related to the focal length)
7) each vanishing points on each objects (btw, the line 2 vanishing points make matches the horizontal line only if object's edges are parallel to the earth. These lines and the horizontal line are basically different thing)

When I make sprites and backgrounds, I'd use some rules:
1) camera level = chest level (around 120cm)
2) camera angle = 0
3) camera tilt = 0
4) horizontal line = nearly on the center of the canvas. It also through the camera level of each objects
5) vertical line = None (because angle = 0. Technically, it always exists. but you can ignore it when there's no angle and no distortion)
6) angle of field = less than 60° horizontally. (each objects don't have zooming distortions. this also means the length between 2 vanishing points is over 3 canvas, because 180° is the length between 2 vanishing points 90° faces make)
7) align each faces of the objects as possible to get the same vanishing points

When I make one-complete image (event CG), I'd use other rules to make dramatic scenes which sprites can't produce:
1) camera level = low (~90cm), or high (140~)
2) camera angle = 15~75°
3) camera tilt = 0~30°
4) horizontal line = nearly on the edge of the canvas, or outside of the canvas
5) vertical line = anywhere on the canvas (if the vertical line doesn't through the center, the whole image will look like tilting)
6) angle of field = more than 60° (each objects have zooming distortions)
7) Keep the number of objects minimum, because if angle != 0, each objects need 3 vanishing points.

(I might be using some incorrect terms in English. Excuse me)

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Re: General art questions

#27 Post by LateWhiteRabbit »

Deji wrote:
Auro-Cyanide wrote: Technically you can have more than one horizon line. The horizon line and the VP related to it only work for things that exist on a similar level. If something is angled upwards or downwards it will have a different horizon line. Anything turned at random angles get their unique VP different from everything else. Perspective isn't so much an absolute, but a guide to get things to look correct and in proportion.
This is not quite right! As far as all my formal education and the info I've gathered from books in the subject, you only have *one* horizon line, but you can have as many VP as you want.
Me too, Deji. That's been the experience of my education. But now apparently doubt has been cast! Honestly, even after looking at those tutorials and papers, I feel only one actual horizon line can exist in an image. Different objects may have different vanishing points that fall off the horizon line, but there is still only one true horizon line. A person can only focus on one point or direction at a time, and in taking a picture or drawing one, you are "locking" a viewer's eyes to one horizon line.
nyaatrap wrote:I think I'd post my practical theories (or hypotheses) about perspective for VN.

There are many elements you need to consider to get accurate perspective:
1) camera level
2) camera angle
3) camera tilt
4) horizontal line
5) vertical line
6) angle of field (it's also related to the focal length)
7) each vanishing points on each objects (btw, the line 2 vanishing points make matches the horizontal line only if object's edges are parallel to the earth. These lines and the horizontal line are basically different thing)
That's a good checklist. Particular the focal length of the "camera lens" you're employing. Film artists that do a lot of plate work can start to recognize the focal length of the lens used on sight. It can really add dramatic impact to an image when used properly.

Photographer's consider a 50mm lens to be the closest to the human eye, but even 50mm photos don't truly show how we see the world. Artists fake more realistic perspective with 3-point perspective, but to truly replicate the real world in drawing, you'd need to use 5-6 point or more curvilinear perspective. That'll wreck your day sketching it out.
nyaatrap wrote: When I make sprites and backgrounds, I'd use some rules:
1) camera level = chest level (around 120cm)
This isn't quite right, unless you are talking about putting the camera at chest level of the characters in the scene. The camera level will ALWAYS be the eye level of the "viewer" in the scene. So if you assume the player is seeing through the eyes of the main character, the "camera" is always the same height as the main character's eyes. If you always place the camera level or horizon line at chest level to the other characters in a scene, you are implicitly showing the main character or viewer is shorter than everyone else in the game.

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Re: General art questions

#28 Post by nyaatrap »

LateWhiteRabbit wrote:This isn't quite right, unless you are talking about putting the camera at chest level of the characters in the scene. The camera level will ALWAYS be the eye level of the "viewer" in the scene. So if you assume the player is seeing through the eyes of the main character, the "camera" is always the same height as the main character's eyes.
It's a trick of VN sprite aligning. If we set the camera level = the eye level (140~150cm), the scene become more realistic, but boring. So we set a slightly different camera level to the POV intentionally. Using a lower camera makes scenes more interesting. Also, my games are yuri games - I prefer to use a lower camera to watch them XD

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Re: General art questions

#29 Post by Auro-Cyanide »

LateWhiteRabbit wrote:
Deji wrote:
Auro-Cyanide wrote: Technically you can have more than one horizon line. The horizon line and the VP related to it only work for things that exist on a similar level. If something is angled upwards or downwards it will have a different horizon line. Anything turned at random angles get their unique VP different from everything else. Perspective isn't so much an absolute, but a guide to get things to look correct and in proportion.
This is not quite right! As far as all my formal education and the info I've gathered from books in the subject, you only have *one* horizon line, but you can have as many VP as you want.
Me too, Deji. That's been the experience of my education. But now apparently doubt has been cast! Honestly, even after looking at those tutorials and papers, I feel only one actual horizon line can exist in an image. Different objects may have different vanishing points that fall off the horizon line, but there is still only one true horizon line. A person can only focus on one point or direction at a time, and in taking a picture or drawing one, you are "locking" a viewer's eyes to one horizon line.
This is an example of what I was doing the other night. Ah, if it's incorrect or if I should be approuching this a different way I would like to know so I don't keep making the same mistake ^_^; Basically all the lines except the lines sloping upwards use the Lower Horizon. This is where I dragged the horizon way, way up so I could get some okayish angles for my slopes. Kind of like a vegetable counter at the supermarket.
Perspective-example.jpg

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Re: General art questions

#30 Post by nyaatrap »

The way itself is correct. I think the name horizontal line confused you.

They are vanishing lines. The horizontal line is one of a vanishing line. Only if planes are parallel to the earth surface, vanishing lines these planes make are equal to the horizontal line.

A vanishing line is the sum of the vanishing points of any lines on a plane. (Sorry, I can't explain it well in English)

(To be precise, that object has 3 vanishing lines. what you draw as upper horizon line isn't vanishing line, but explain it is too confusing)

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