Drawing Comic Book Art Lesson 2: Drawing Faces | Ryan Hughes | Skillshare

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Drawing Comic Book Art Lesson 2: Drawing Faces

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.

      Drawing Comic Book Art Lesson 2 Faces

      0:34

    • 2.

      Part 1: The Human Skull

      2:05

    • 3.

      Part 2: Basic Facial Structures

      13:17

    • 4.

      Part 3: Facial Differences

      9:17

    • 5.

      Part 4: Treating it as a 3D Object

      10:21

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About This Class

Hi everyone! Welcome to my second class in how to draw comic book art! In this lesson, we're looking at the faces, how to design certain characters and the basic building blocks of sketching out faces 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. Drawing Comic Book Art Lesson 2 Faces: Hi everyone and welcome to the second class in my articles on how to draw comic book carts, your own amazing and professional standard. Now, in this second lesson, we're gonna be looking at faces. So we'll be looking at faces as well as how to draw the head and face as a 3D objects. And as well as that we'd be looking at how to illustrate any expression that you can think of and how to properly show that in your app. And you'll be able to do this with enough practice with minimal references. So without further ado, let's begin. 2. Part 1: The Human Skull: Okay, so we're gonna be using the same equipment as less than one, which is quality A3 paper, mechanical pencil, and of course an eraser or a rubber hand techniques. It might be helpful to check back in the first lesson, just some little hints and tips as to how to properly hold the pencil. First, as with any sort of anatomy, we'll look at the skeleton first. So here is a basic skull from the front and side. Obviously you're not going to have to draw this every time you want to draw a face or anything like that. But it does help to kind of illustrate the basic structure in how the head and the face is built. So the only things you, the end joint that you really have to worry about is the jaw here. Obviously it just opens and closes. Everything else is gonna be facial movements or muscle movements, I should say on the actual face itself. You can see here that the cranium, which is the top part of the skull, is slightly wider. This is the widest point of the head. With the cheekbones are jets out here. The face comes down here and follows along the jaw here. When you're looking at it from the side. Always remember, you have the head that starts all the way back here. The neck will come down from here. The jaw. And the year. We'll start much further on. The jaw comes just behind, sort of wrap around halfway across the cranium here. Okay, so next we're going to move on to actually building up this face. 3. Part 2: Basic Facial Structures: Okay, So I have a couple of examples drawn here that I'm going to kinda build upon. So whenever I'm doing a character's head along the face, when I'm doing a head or face that's quite large, I'll normally start with this. Just a basic sort of circle. Doesn't have to be perfect, but circle is best to start off with, which represents the cranium of the skull over-simplified. Now from here you'll notice that I do these two crossing lines going across. So I'll start with the ball. And then Aldi, one vertical line. One horizontal. Now, the first vertical line. This is going through exactly the halfway point, down, down the middle of the face. So it goes down exactly down the middle of the nose. And this helps to visualize kind of lateral movement. So anything side to side. And this horizontal line is where the eyes will sit. And this is to help visualize any movement going up and down. So you have these examples here. So the character is looking slightly to our rat and slowly upwards. This vertical line is all the way to the right-hand side of the circle. And this line, which sits near the bottom, circle, is heading slightly upwards. You have this example here. Quite neutral point for the horizontal line. That vertical line is nearly all the way to the side because we're looking at nearly the profile of the character. You have this one here. Again, the vertical line is slightly to the side because the characters took him to the side and the horizontal line with the ice, it is really near the bottom is the character is looking down. And this one here, slightly to the side, but a fairly neutral horizontal line here. Now from here, we can draw on the soft jaw line. And again, the jaw line will sit within its never wider than this circle which represents the cranium. And as to where the chin we'll go. That's going to follow this vertical line here. It's just going to go through exactly halfway through the chin, know the sides of the jaw here. And it's a case of joining out. Let's say I'm making it very angular just to kind of show you guys, but there were different draw shapes that I'm sure you guys can experiment with. Okay, So from here, you can build up the basic features of the face. So again, the eyes sit around the halfway point of this horizontal line going across the face. Now looking straight on, there should be roughly one eye One eyes worth of space between your two main ice swab DDS in bold. We can see what the main eyes or you should be able to fit roughly one I between the two. And then from here, you can also fit another I roughly to the side of the head. So from here, if you establish the side of their head, come up. Now, it's not gonna follow this circle Exactly. Normally I find it the actual head sit just inside the sides of the circle. So remember if we look back at that skull, you see that the cranium isn't a perfect circle. In fact, it's got long lr, square root, squarish quality to it. I'm not quite square, but not as round as, as you might think. You've got in total, Five Eyes or five eyes worth of space going across the head here. So we can get rid of them because they're looking quite confusing now. Unless your character has flybys, that's fine. So we still want to keep these lines here. So we've established that our chin is somewhere down here. Now from here, you want to establish where your nose is going to be next. So halfway between this line where the eyes sit and the chin. Will be where the bottom the most sets. Now, when looking straight on, it's fairly easy just to do a nose shape. Just as a quick example. One more thing, this nose, the nostrils normally lineup roughly with the corner of each. Again, these are very approximate. I'm going to be the exact same for every single facial look at. But these are good guidelines to stick by. When it comes to drawing the nose from a more difficult kind of angle. Let's take, for example, this one. We want to go halfway between these two. And that halfway point will never change because if the character is looking down, his chin is only going to get closer to this line. So it's always going to stay halfway. So we have this line here and here. We go halfway. Except it's not just going to sit like how I've drawn it here. Instead, what I like to do is draw almost this pyramid like shape that ends where the eyes sit. So it comes to a point on this horizontal line here. You have this always pyramid-like shape. From here. This helps as a great guide to drawing the nose. The nostrils, the ends of the nostrils will come to this line here. The actual nostrils themselves. I should have said the side of the nose sit underneath here. Then from there. You can do the rest of their lives. Now when you're doing nostrils, as a quick side note, you might have noticed I did it slight. Don't do a full just to all of the bigger here. I wouldn't do just two holes drawn like that. This can make the nose look a bit sort of pigs now see, instead, what I would do is use lines to hint at something rather than just draw ray. If we have the side of the nose here. So we'll have this line coming down here. That's it. Because there's no hard looking from this angle, There's no hard line. It just kinda gradually goes into the inside of the nose. Okay. And finally we have the mouth which is going to sit. We're going to go halfway again. So between this line that you've done your nose on, halfway between that and the chin. Sit where? Our mouth. Now the mouth itself. It's not that complicated. People sometimes are a little bit intimidated by drawing miles, but the end of the day is it's just a hole in your face. That's a flexible hole at that. So as long as you remember that this jaw can move up and down. And you have a hole here which is of a limited space. So if you imagine, if it sits close like that, when the door opens is going to get longer but less wide. Okay. So we'll draw a closed just for now, just so we can give this face and mouth. And then I'll expand on that. Okay. Once again, a closed mouth will come halfway. A little bit shorter, roughly halfway between these eyes. So we have the mouth, halfway between the nose and the chin, and coming perfectly in-between the midpoint of our eyes. So again, I said before that we treat the mouth just like flexible Hall at the opening of a balloon or something. So if we come back to this one here, let's say the jaw is fairly open. When we draw the jaw open, just remember that the jaw itself, a very rudimentary looking jaw here. The hinge point is here. Which means that it doesn't just come straight down. It comes in this arcane motion this way. So it will. And up here. Okay. So when we're drawing it from the side, we have a character's mouth open. We don't want to just make this bit longer. We want to have it come down an arc backwards. So draw the chin slightly more back. Again. We visualize, we started off with a jaw, kind of where it would have been before. So we know the middle of the mouth is roughly here. So we know that the mouth is opened. Just come up here. Still hint at the corners of the mouth here. The wider the mouth gets, the less it will lose its kind of diamond shape. Okay. Coming back slightly here as well. 4. Part 3: Facial Differences: So last but not least, we finish off this face here. Again, when you're drawing faces, you might find yet go slightly off the guidelines to make it look a bit more appealing and that's fine. And also remember, not many faces are perfectly angularly shaped like this. So you can rub out things like a very hard square jaw. Make it a little bit more rounded. Again, this how rounded or how square depends on how you want to draw your character. Then we have the ears, which will line up again exactly in line with the bottom of the nose. We do today. The line of the nose and the line of the eyes. Okay, Um, another quick point with the ears. Again, this is something that a lot of people tend to dislike the idea of doing because they kind of look complicated. But they're not really have this kind of C-shape. And then all you've got to do, start from the middle here. You have this little flappy feeling bit if you feel your own, you can feel that. Not only just do a line going around the ear, incorporate the ear lobe. Don't necessarily join these up exactly. Because again, a lot of ears are different. Then. Contend that the ear canal opening just here. Then we can just put in some, some line work here because most people's ears kind of take of a different sort of shape. But it is generally, what I do is this line going around the outside, fluffy bit with the ear canal, with the ear lobe and some random indentations and raisings on the inside of that. Now, one quick point. I think it is worth making. When it comes to drawing faces. That is the level of detail that you put in. I tend to find that when people draw faces, they put almost a little bit too much detail into the face. So for example, they'll have some really detailed lips join all the way up here. That'll do this, this, these lines that come up here because that's what they see all the time. They'll do it for all these all these lines and where they see shading and things like that. I personally don't find this necessary. It does depend on what kind of style you want to go for. If you want to go more cartoony, the less detail the better. However, if you want to go on a slightly more realistic looking end of the spectrum. Be careful, because sometimes too much detail can be a detriment if you're not practiced in it enough. So it can make the faces look for what, for lack of a better term, a bit creepy. Features that are attempting to look realistic. When in fact they, they just kinda make the face look off. So don't be afraid to not put detail in. Worst comes to worst. You can use shading to put those details in rather than just line work, rely more on shading for things like this, then your line work. If, if you want something to look a little bit more organic. But again, it does depend on how cartoony you wanted to take them. Now, as was the case in less than one, no two people look the same. So when you are. Drawing faces, you have a lot to play with. Now, again, it will depend on your character's personality or what you want to show about your character. But you can fake, you can play around with a lot more features than you can on just the body. So not only can you play around with fat distribution like we did before, but there's also a lot of variety to the face, such as almost infinitely shape noses. So you can have very sharp looking noses, very flat ones, very rounded ones, or anything in-between. Just as some quick examples. Another thing that can vary a lot in his mouth. Again, you can play around with lip size. You can play around somewhat with the width. Or how down or slowly up they might naturally sit. Another thing to play around with, which is probably going to have the most effect is the eyes. Now you can have a lot of various shapes. Eyes. We have characters. It really depends on lots of factors such as their age, what style you're going for, what kind of look you want to show in your character. Okay? Just remember with eyes. This is the point of the character that people naturally tend to look at. The same, The same way that we always look into the eyes of people that we speak to and interact with is going to be the same when people look at our character's eyes are probably one of the most important parts to get right. So it also says a lot about what kind of style you go for. A lot of people kinda go for the more realistic looking eyes. Other people might want to go for a more sort of Japanese style. Others more of the Disney esque going to style. It really, really does depend on what you're most comfortable with and what kind of image you want to put across. Just remember, whatever style you do choose that you need to stay consistent with it. So you can't have a really realistic diagnosed with this kind of AI. For example. Next up you can play around with other features that can illustrate who your character is and what they're about. So if the character is not afraid to get a little bit roughed up, you can have the facial scar or, you know, sort of broken nose coming across here or slightly swollen. Horizontal or broken. Nice. That's a bit better. 5. Part 4: Treating it as a 3D Object: So you can play around with things like that. Or you can have features that can really soften up the look of the character. So for example, here, you can soften up the shape of the jaw and you can make the nose a little bit more dense here, a bit more smoother. Get rid of some of more of these details and soften up or round and of the eyes as well. Another little thing that you can play around with is the actualize itself. Again, this is what your readers are really going to connect with. So if we write this out just to show you an example, one thing I like to really do with the pupils, experiment with just how warm or cold. You can make them look. If you want something or surmise that look very cold and nature can have this white or the color will be and have the, the actual pupil itself. The very small. This can, well, as you can tell this, this has already, given a bit more coldness to the eyes. Changed that up with a shape here. And you can, you can have a character very cold, steely looking eyes. Or if we warn them up a bit, we can do is add in a highlight. Depending on where your light sources, like the pupil bigger. You can sort of shade this in as well and give the iris itself some warmer colors. And it instantly that has warmed up this person's eyes. So it can, again, it can bring a bit more of a warmth and Kylie nature to the character that you're drawing. So just having experiment with all these sorts of things. You know, you can have again, thin lips, thick lips. You can have quite shallow cheeks. I'm looking face or bring some gels and hair as well to add a bit of age. Ready with the addition of some lines, it's changed what the character is. Whereas we change up. A few more things. Make it the opposite. I'm slightly rounded nose, some softer lines here as well. At some folds for the eyelids. Always makes the character look more relaxed when you do this as well. Then if we shade in the corners of the mouth a little bit, give it a slight upturn. At these in a little bit higher ups gives them more for the cheeks. Now already, that has given a lot more home and fullness and some youth to the character as well. So you don't necessarily have to overthink or change around the basics of the face to put across what you want on the character. Sometimes it can be very, very subtle. In terms of features on the face. Again, this just comes down to getting as experimental as you like. Just as long as you don't make the same mistake that I see a lot of comic book artist making in that they made all of their characters look the same. Obviously they're very good at drawing a face. And they're very good at doing that without references. But that tends to, again, make the face is kind of all look the same. So kind of think about your character and think about how much you want to play around with those features. So whether you want them to be very steady and cold looking or quite warm or strong or weak. Anything like that. Those features that can, that can really play around, you can really play around is that if I do a couple of examples now, just to kind of show you what I'm talking about. Hands down. You have your way. And it's making me lead you and you're walking back again into my Campbell, that makes me feel like you I gotta hold of me when I'm awake and you and God knows, that you're pulling me clothes. Stay away, but you. Okay, So here I go. Two faces that I have drawn up. Just to show you an example of how you can really play around with features to give a character's face or rules on individual flare. So on the left-hand side, I have drawn, well, let's just say a certain hero of vengeance and the night. And someone who is very rich, who I'm not going to mention because I'm terrified of copyright. And as you can see, he's got much more sharper features, stuff that makes him look a little bit more grizzled, a little bit more cold, especially with the eyes. And the features that I've done the shading on. And again, I'm shading will go on to in later lessons, but this is it for now. And then on the opposite end of the spectrum on the right, you've got a certain someone who, let's say is a very powerful alien, came to planet Earth as a baby. He can shoot lasers out because always, again, terrified copyright. But you get the idea. We've got this guy on the left, on the right here with much more prettier features, a little bit more. Typically. So handsome, very pretty boy. As opposed to the one on the left here, which is a little bit more sharp and grizzled. But for these both, sorry for both of these faces, or follow the same basic structure that we've already gone over. But with certain things that have changed up the nose, the jaw shape, the mouth, the eyes, things like that, the hair. So again, this is a chance for people to get really creative with how they do their character designs. Just so you don't fall into the trap of making them look the exact same.