here's a neat thing you can do with perspective! you probably know that the horizon line crosses a person's body at the same point no matter where that same person stands on the ground plane. (person "A" below and their clones of the same height/appearance) (thread) [Originally posted Mar 25, 2019]
Art Tips/Tricks/Thoughts
by @batshaped.bsky.social
Methods of thinking about technical aspects of art that I've developed for myself. Most of these are alternatives to the way books and classes teach these concepts. They work for me, your mileage may vary.
other one-off misc. perspective tips: 1) if the horizon line is especially high compared to the characters (wide landscapes etc) the HL won't cross their body; instead, stack ghost-heads on their real head and resize accordingly. (then erase the ghost heads. LOL) [Originally posted Mar 26, 2019]
More tips & tricks for people who, like me, don't click with the traditionally taught method! This time: tracking your characters using the 180 rule. You probably know the basics of this one: Don't cross the 180 line because it confuses the audience. [Originally posted April 3, 2019]
Thread re: my approach to screen direction/perspective and why my brain works this way... Current theory: I only want to deal with concrete, visible objects on the picture plane, not theoretical viewers or cameras (i.e. "invisible cameras" in the arc diagram). [Originally posted April 6, 2019]
More of my random perspective tips: to create an inclined plane (roof, stairs, hills, etc) in perspective, raise a third vanishing point vertically from an existing VP. Corresponding sides of an incline share a VP, but separate inclines have their own separate VP. [Originally posted March 8, 2021]
in real life, most shapes are convex, curving toward the exterior. shapes that *look* concave are often two convex shapes meeting. using convex lines makes a drawing look volumetric. simplifying into a mixture of convex and concave makes it look more flat/graphic. [Originally posted April 13, 2020]
a quick and basic tip, but one i've never seen articulated in a tutorial before. something to keep in mind when drawing the interior of a mouth: [Originally posted October 5, 2021] [tiptag]
i'm endlessly fascinated by the way drawing something "wrong" can make it look more right. drawing is a puzzle i still have to problem-solve all the time. i kinda enjoy it though. here's some observations from halo head #151 [Originally posted November 13, 2024] [tiptag]
Because I tend to prioritize clarity, the staging in my comics and storyboards can look deceptively simple. I actually put a lot of thought into it. Here's an example of my process from my comic's current arc. hope this stuff is interesting/helpful [Originally posted November 17, 2021] [tiptag]
this panel required me to fire several neurons (inadvisable). the main headaches were 1) making sure Pepper’s right-to-left movement reads naturally, and 2) shifting from my day palette to my night palette within a single image. a bunch of words: [Originally posted Febraury 25, 2022] [tiptag]
Thread on my perspective theory AKA why I would choose to set up my own perspective grids/roughs despite the wonderful 3D model I was lucky to have as a reference/base, and not simply trace the model as-is: many webtoons use/trace 3D models as BGs and you can always "just tell," right? [tiptag]
a small quick shoddy guide to help you avoid one specific problem in comics dialogue presentation. i'm smokey bear and this is my personal forest fire [tiptag]