Drawing Comic Book Art Lesson 1: The Human Form | Ryan Hughes | Skillshare

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Drawing Comic Book Art Lesson 1: The Human Form

teacher avatar Ryan Hughes

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Lesson 1: The Human Form, Introduction

      0:31

    • 2.

      Part 1: Anatomy

      15:46

    • 3.

      Part 2: Body Differences

      8:58

    • 4.

      Part 3: Perspective

      13:02

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About This Class

Hi everyone! Welcome to my first class in how to draw comic book art! In this lesson, we're looking at the human form, how to design certain characters and the basic building blocks of sketching out poses from any angle with minimal references. Enjoy!

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Ryan Hughes

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Level: Beginner

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Transcripts

1. Lesson 1: The Human Form, Introduction: Hi everyone and welcome to the first-class in my articles on how to draw comic book car to your own breathtaking and professional standard. Now in this first lesson, we're going to be looking at the human figure, how to draw it. How to illustrate various body types and how to structure them and illustrate them from any angle or perspective. And you'll be able to, with enough practice, do this with minimal references. So without further ado. Let's begin. 2. Part 1: Anatomy: Okay, so for this lesson, are you going to need is some good quality paper, pencil and an eraser. For the paper, it's probably best to have a sketchbook A3 size with good quality paper. So by that, what I mean is anything with a 150 GCM or higher. This means that the paper is thick enough to take some rugged tools such as inks, which we will come to later on in the course. Again, probably best to use A3 size paper as this is going to allow you to put in enough detail. Now for the pencil, I prefer personally to use mechanical pencil for this kind of illustration. The detail that often has to go into comic book does require very sharp and fine lines. And I always just feel that mechanical pencil gives you a fine line without it getting thicker and you haven't keep constantly sharpening it. Finally, the eraser, which I'll might mistakenly color a rubber as we do here in the UK. It can be any, as long as it isn't heavily black and I'm like really heavily used. Because you don't want any smudging. Some people do prefer to use a potty eraser, which can do, but I find it normal one suits me just fine. Now when it comes to actually holding the pencil, I know that a lot of people out there can get the purist about this. But to be honest with you, the best way is whatever way that is comfortable for you. Having said that, there are some things that I think make things a little bit easier. So you want to be holding the pencil around two-thirds to three-quarters of the way down. About here. This way you do have control of the drawing end, but the way won't be off balanced from this end. So it's not going all over the place. Finally, be gentle with the lines that you're putting down. It's much easier to go back over a line that's too fine rather than pressing too hard. And then you've got a line that you can't fully arrays. Okay, So first we're gonna be going over some basic anatomy. Now, having this to memory is absolutely key to doing this kind of illustration, especially about references. So if we draw some quick figures here just so I can show you basic musculature. And then we'll go from there. Right now is not as strongly. Do you believe that? So I'm sure any ducts is watching this will probably tell you that this isn't 100% accurate. But it does illustrate all the muscles that you need to know when you're drawing out your figures. You don't have to be in anatomy expert, but knowing what each muscle does, or at least nine, all the groups at the mask, main groups of muscles and knowing what they do is really important. You know how to not only draw the foam, but also, you know, what muscles are tense or relaxed depending on what the character is doing or what kind of pose your drawing. So I've highlighted each muscle group in sort of Bolden, shaded them slightly. So if we just go over these now, just to explain what each one does, and then I'll turn it round and we'll look at the back of the body. So starting from the top, we have these neck muscles here. This is really responsible obviously for moving the head. These are not so much important as big muscles, but these are the kind of the main muscles within the neck. And then you'll see various sorts small striations across here, along with the windpipe in the middle here, which obviously doesn't check, doesn't it's not a muscle, so it doesn't get tensed or anything. Along. Here. You have the trap muscles, also known as the trapezius muscles. These are responsible for hunching the shoulders up. So they'd bring these two points here. I'm going on the collarbone, closer to the head. But you'll see that more closely when we look at the back of the figure. Going further down, you've got the shoulders, which are here. Now, the shoulder, if I quickly illustrate this, here, if we're looking at the shoulder from the side, that's someone's arm here. I've got the elbow here. The shoulder is made up of three heads. The shoulder itself is called the deltoid. So you have the front delt, which is what you can see here. And that's responsible for raising your arms from the shoulder in front of you. You've got the middle. This one here, which is what you can see here, that's responsible for raising your arm out to the side. And then you have your rear delt, which is responsible for pulling your arm back behind your torso. So those are the deltoids coming in. You have the pectoral muscles, which is the chest. These muscles, though, love typical comic book illustrations. These are kind of big and important because they make characters look quite powerful. All they're really responsible for is bringing your arms closer together so that your hands join. If your arms are straight out in your hands joined together and use, you try and squeeze them. Those are these muscles that are contracting and pulling together. So if your arms are wide out, these muscles will be stretched. If they're pushed in. If your arms are pushed in together, these muscles will be tensed. Going down the torso, you can see the lats here. They're responsible for bringing the arms down, but I'll, again, you can see that more from the back-end. So I'll go through that property. When we go through that. Then you have these core muscles here. So you've got the six pack, which is typically known as are the abdominal muscles. These muscles are all responsible for curve in the spine. So when you do a sit up kind of emotion, people do sit ups to work in their abs. So the spine is being curled inwards. If a character is trying to bring their spine inwards, that's when the abs will be the most tensed. You also have these muscles going along the sides, which are the oblique muscles. These muscles are responsible for any twisting motion of the torso. So anytime a character needs to twist or bit, needs to twist or bend their torso away from where their waste and legs are. This is what those muscles do. So anytime they're doing that, that will be when they are tensed. Shooting to the arms. Now, you have the Bicep at the front, which I'm sure a lot of people know is responsible for curling the arm. And again, you'll see this more from the backend when I draw that. You also have at the side here the tricep muscles, which are the opposite. So they will straighten the arm at the elbow. You also have these forearm muscles here. This again is overly simplified. These muscles purely because there are a lot of them. And you can't normally see them with most of the figures that you'll be drawing. But this is all respond to these muscles are responsible for wrist movement and finger movement. So I'm sure if you feel the longer arm here, you'll feel them when you clench your fists. Moving down from here. This whole front part of the leg. This is one big muscle called the quadricep. Really simple. It's just responsible for straightening the leg at well, straightening the leg at the knee. So you've got the four main parts, which is this inner part here. This part, which is this teardrop shape on the inner part. This part which is similar shape with a slightly thinner on the outer part of the leg. And this big middle muscle here are normally the parts of the quadriceps that you'll typically see when there's skin on top and things like that. Then you also have the kneecap here below this or the calf muscles, which again, you'll see more from the backend. But also called the gastrocnemius. These are just responsible for straightening the toes, are pointing your feet. So anytime point out your ties as much as you can. That is the calf muscles working. Or if you barracks relation, if you go up on your tip toes, this will be when the calf muscles are working. So I'm going to flip this figure around and show you the backend. You change. Canceled. Okay, so here is the back-end of the same figure that we drew earlier. Same again, going through it. We have the trapezius muscles that I spoke about earlier, which bring the shoulders up closer to the head. Also pinch the shoulder blades together. And depending on what part of the trap is activated. As a general rule of thumb, you notice that I've kind of draw it, shaded it with these lines. Just to illustrate the muscle fibers. Whatever way the muscle fiber travels, essentially is the direction that it will pull a limb in. These going up to their head and go leading to the shoulder points here. So it brings up the shoulders close to the head. Again, we have the deltoids here, the rear delt, which like I said earlier, will bring your arm closer to behind your back. We have these muscles overlying the shoulder blades which help out the rear delts because they're not huge muscles, so they do help pinch everything back together when you're bringing your arms back behind you. Going down the torso, we have the lattes, latissimus dorsi either everyone just calls them that. These, like I mentioned earlier, bring your arms. If you raise your arms, they will bring your arms down and back around behind your waist. Moving down, we have the butt muscles. The glutes. These essentially do the opposite of the abdominal muscles. And that is to essentially straighten the spine and more importantly, straighten out the legs. So if you're sitting down and you need to straighten your legs from the hip. This is what the glutes do. Hence why squatting gives people Nussbaum's below that you have the hamstrings. Here. This will kill the leg at the knee. Again. That will be the muscle that is tensed up when you when you call your leg. And you have the calf muscles here which as mentioned earlier, straight, straighten your feet, are flexed them against the toe. So if you want to stand on your tiptoes, that's what they do. To the arm. We have the tricep muscles here. Now the cooled the tricep muscles because there are three parts of them. 123. However, when you see them actually in life, if I do a quick arm sort of from the back here. So let's say this person is like locking out that elbow here. There's less so they're locking out their arm. You see this kind of v-shape. So that is the tricep here. And it's kind of on the upper portion of the arm. Even though there are three portions, you normally see this kind of v-shape. You don't normally see definition. All the way up here is just this V-shape here that is the most defined when you're looking at the tricep. And going just below that, again, we have the forearm muscles, which I mentioned earlier. Now, obviously again, this is a massive oversimplification, um, of the muscle groups. There are a lot of muscles beneath them and there are more complex, more things going on. But in terms of drawing a character and illustrating certain musculature, depending on the pose that you're drawing. These, the ones that you need to know. Now these muscles, everyone has the same muscles. These are all the same no matter what, but the size and shape of them. They do vary. It can depend on who you're drawing them, whether they're male or female, or someone who you want to illustrate as being physically quite strong or physically weak. Also, there's no hard and fast rules to the exact shape of them because that can depend on genetics. Generally they are the same shape. But for example, if you're looking at the abdominal muscles, everyone has different shaped apps. There's no, The good news is there's no right or wrong way of really drawing them. As long as you have six abdominal muscles with the obliques coming out the side, it, it doesn't matter. That's too much. 3. Part 2: Body Differences: Okay, so now you have basic nets, me and mine. And you know how to change things depending on what your character is in terms of musculature. Now in terms of actual proportions. This, but I've left till afterwards because this is the stuff that varies a lot more. So you have these kind of basic proportions here. Now you notice that every single time I draw any sort of figure, I always start with this line, which represents the spine. Because I feel like the spine is intrinsic to everything that the body is doing. So once I have an idea of a pose, I'll do the line for the spine first and work from there. From there, you have the torso. Now, this can range a lot because obviously no two people will look the same in real life. So why should they are? But generally speaking, the more masculine type body will have shoulders that are wider than the hips. And a more feminine figure will have hips either as wide or maybe even slightly wider than shoulder as well. Now again, this doesn't necessarily mean that this is how it is for all men and women. But generally speaking, these are the kind of proportions that illustrate a more masculine or more feminine figure. So you can have a play around with it. So if you want a very slight or strong looking female, or vice versa, you can play around with the shoulder and hip width. Now when it comes to the actual body length, this is again, generally the same for men and women. However long the body is. The legs will be, or at least where the hips are. So just here. Take that same length and that's how long the legs are. The knees come halfway down the leg. When it comes to the actual arms as well. They normally come around mid thigh. So the ends of the hands should come around mid thigh here. Again, these proportions are not hard and fast rules and there's not a mathematical precision to it. These are just the general rules. I can see. I've got a feeling. I know, you know, Wendy's. Okay, So just die. A few examples here. From what you can see. The different body types you can kind of play around with. So this is where you can really have a lot of fun, really thinking about what your character is as a person. So you can have like a lean app or Acrobat or you can have an absolute powerhouse is capable of lifting us and with one arm. Or even someone who's not capable of any of those things. You can also play around with how much fat character holds and how it's actually distributed. I've got one example of someone who carries a little bit more to love on the right-hand side here. But this is another one where there's not too many rules on, on an individual basis. Generally speaking, men normally carry their fat around this midsection, around here on the stomach and torso area. And women tend to carry it more in the lower house and their limbs. But again, this does vary a lot in the real-world. So it should vary a lot with characters as well. So that's something else you can have a play around with. Just remember that having that extra fat will also add size to wherever you decide to distribute the fat. When there is a lot, you'll have size as well as fat reacting to physics. So it can overhang or it can bunch up. And it reacts just as much as muscles do when the character is moving. Just sort of more out the characters kind of control. Just remember that again, it does sit in some places more than others, but it is mostly distributed around the body. It's just going to look really weird. If you have a character with a massive overhanging, got a really cool face and really toned arms. That again, from here you can play around with muscle size versus fat percentage. So you can have somebody who's working on a very lean and muscular, someone who's very petite and SLI, or someone who's overweight end of the spectrum. You can also have someone who's incredibly strong with a high amount of fat. For example, you see a lot in the strong man competitions. They do have these. For example, here you would have bigger muscles, but also less tone in those muscles. So that'd be less detail. That is required. We need. Okay, So another point I just wanted to touch on here as well, is another factor you have to consider is a character's age. So the same rules apply in terms of anatomy. In size. You've still got the same basic proportions. So the character has one torr, so the legs are as long as the torso with the arms kind of meet in the same sort of points. Difference. Or the exceptions would be here, is that the younger the character is, the bigger. I mean, it's an oversimplification, but the bigger the head will seem in comparison to the body. So the differences between males and females, you know, it doesn't really apply to pre-pubescent characters. Those anatomical differences become more apparent the more the character kind of Ages. Generally speaking, it's a kind of generic child's body that becomes more and more adult in its proportions the older you get. So for example, this one here on the right would be sort of go hit and her sort of teenagehood. More adult proportions or starts coming into play. This one. Really it could be a boy or a girl. Because again, those differences don't really show themselves in pre-pubescent characters. 4. Part 3: Perspective: Okay, um, next up, I'm going to be covering on this video perspective when it comes to your characters. This is something that obviously a lot of people can often struggle with. It does cause a lot of people grave, but there are ways around it. So obviously you have to have your character doing certain things. But you can't stick to just one angle all the time. One thing that did help me, or a couple of things that helped me that I'm going to show you now is again, I start off with this line here when coming up with the character's pose that represents the spine. So I kind of try to have the skeleton in mind here. So I used to very much start off drawing a really basic skeleton to help me rub these out quickly. This is why I used to be able to sort of start off with then draw around. Now, I've practiced enough to not really do that anymore, but the point was still stand here. And when I got to the joints, I do circles here. And say I want this arm coming down here. Quite simple. Likes coming off here. We want to do the whole thing. Quite simple. But these circles can help with getting a perspective on a bit of more of a difficult angle. Obviously. Foreshortening Wendy. The arm or the leg or wherever is coming towards or away from the camera. The circles will get closer together. So you'd have the elbow here, then the hand joint here. And it would end up like that. If we have a hand. I'm not gonna go into massive detail with the hands because hands and feet will be covered in a separate lesson, but this will do for now. So I have this kinda foreshortening going on, cut down. So the real basics. And from here, I know that if I wanted to draw, start from here, I know the shoulder is here. Then I know that the bicep is somewhere along, but again, this is all foreshortened and coming more closer together and overlapping. So you would have the Bicep overlapping here, shortened, and then you will have the forearm. There's also overlapping and coming towards here. And then the rest you can do from there. Another way that I sometimes kinda visualizer hand if I'm having trouble, especially with the more minute details of the anatomy and the body is not only doing this kind of skeleton structure. So if we do another example, this may be a little bit more tricky. Started with the spine here. And we want again, this rib cage and pelvis, the body, if the body is coming towards us now, we want those two to be overlapping. And then it comes around here. The head is gonna be sitting here. You know, the neck will come from here. That's the line of the spine. And then the pelvis will be behind this ribcage here. And then from here I can decide where I want this the shoulder to be. So it can be down here coming out to the side or it can be up here. Again. We'll have it coming towards the camera, so to speak. Okay, so I'm just going to rub out a couple of these lines here. Just to kind of show you another way that can help with more advanced perspective sides of things. So what I tried to imagine is horizontal lines going across the body. Now, if you're looking at it straight on, these lines will be going exactly horizontally across the body. But then when, once we started looking at perspective, try to imagine these lines following around the contours of the body and the muscle groups that eventually, you hopefully have to memory. I'm finished that example, but that's kind of what we were aiming for. So we kind of come up with the same basic structure that we did here. Okay, so as you can see, I've used these horizontal lines here to follow the contours of where things are raised and depressed along the arm. So for example, here you've got the front dough, the dough and the red dell. And you can see how those lines console around it to form a more circular shape. The more things are coming towards or away from you. Saying coming all the way down the biceps and triceps as well as the various forearm muscles. And as you can see here, this is helps even me to realize that this part should be coming in slightly from this sort of angle. These lines will also help massively when it does come to shading your pieces, which we will come on to in a later class. As I say, these, these horizontal lines are straight. When you're looking at some things head on, they become more circular. The more you are looking at them coming towards or away from you, in the same way that the circles overlap each other. Okay, So the secret here is you may have already guessed is to really think of your characters as 3D objects, as obvious as it sounds. So these are the secret to that is really what we've been looking at here with these lines. And looking at the circles that can really help you with that. One thing, when it comes to foreshortening. Obviously sometimes depending on the camera angle or how close it is to the character. While the object can appear to be getting larger, the closer it gets and vice versa. That is really up to you. Generally speaking, the closer something is to the actual viewpoint, the bigger it will end up becoming. So you can have foreshortening here, say on my hand. And the hand doesn't appear much bigger than the ends of my fingers, kind of like what I've done here. Then if my hand comes closer to this viewpoint and all of a sudden, my hand and wrist, all of a sudden much bigger than the ends of my fingers. If you've got a character say hand very up close to the viewpoint, is going to appear much larger and take up more space than the rest of the character. Versus if they're standing further away. Foreshortening isn't going to be quiet as impactful. So that's really something that you can have a play around with. Okay, so those are the basics of the human figure and character and body design. Now this is really all you need to know when it comes to doing this without reference. Or at least the building blocks that you need to do in this Vout reference. Now I haven't specified specific angles and how to draw them because the idea is that you build this up yourself. The rest really just comes down to practice. Now as an assignment for this lesson, I want you guys to have a go at drawing some basic human forms, doing certain things. Now, I'll leave up to you what those things are. And I'll leave up to you as to what kind of angle you want to play around with. But see if you can come up with ten different poses and really try and get creative and try as many combinations in terms of the character, the age of the character, the gender, the physicality, the angles, things that they're doing. Don't worry too much about the hands and feet are the faces because we will come on to those in different classes. Just really, really try and push yourself with this. You can go as basic or advanced as you'd like. But make sure you're pushing what your limits are. Because that's really the only way that any of us will get better. Just remember the practice is always key. Once you're done with these, make sure you keep a hold of them, as well as any other art that you do in the future lessons. Because we will be coming back to them to practice things such as inking and things like that. But we'll get into that in later lessons. So look forward to seeing what you guys do, and I'll look forward to seeing you in the next lesson.