Transcripts
1. Class Trailer: Hey, this is
learning how to draw the face at angles
on anime style. In this class, you'll be introduced to
volometrical drawing. Understanding how to
use the basics of perspective to give
dimensionality, believability to your
character's face drawings. You'll also learn the difference between shape and volume. The relationships of the
front and side views of the head to re
dimensional views. And how to basically understand the volumes of the
head on the face. With the help of simplification, the principles study in
the class can be used, any kind of drawing style, even if you're not
a find of animate. This class will teach you a lot. The ultimate goal of this class is to give you a strong tools to start understanding
the head for drawing as a biometrical form. Having dimensionality on space have been able to be
drawn on multiple angles. By the end of the class,
you'll be able to draw your own characters on
six different angles, including hard draw the neck
and the facial features. You'll end up with a lot of confidence, everyone
can learn this. Why don't you take your
sketchbook and let's start.
2. Introduction & Materials: Hey guys and welcome
to another class. Thank you so much for keep
on following my content. In this class we'll be learning hododrawicfaceing,
four new angles. We also make it easy to
follow a step by step resume on hododradicfront
inside views of the pace, which you can actually see on wider depth in each of
the previous classes. If you haven't, here are
the links in the notes of the video and the about
tab. For a class project. We'll be drawing on the
same page a character of your preference in all of
the learned phase angles. Altogether, they may seem a
bit challenging at first, but once you have
finished this class, there won't be any
hard because we'll be learning each of the
fundamental concepts needed to break down this topic
into small steps that anyone can understand and apply into their
own work and style. Great for this class materials, I'll use a two V
mechanical pencil, a mechanical eraser, a
red pencil, some colors. Squadrler, Wacom tablet
with a Be Photoshop. The brands are not
really important as long as each material
does well its job. The mechanical versions
of the pencil and eraser adjust my
preference since they feel much more
comfortable compared to the regular versions
which usually wear down. But if you don't have access
to this at the moment, it's completely fine, you go and use the ones
you have on hands. What's important here is the knowledge that
you'll be learning, not the materials you'll be using as a matter
of practicality. I'll be also using digital media to explain many of
these new concepts. But to be honest, there's no
point in to trying to put up digital over analog or
analog over digital. Just use what you feel
most comfortable with. All right guys, without further
view, let's get started.
3. Warm Up: It's a great idea to start
drawing new things by first having practiced for
a while some basic shapes. That way you won't feel stressed over the
fact that you will jump out straight
to the activity without any preparation. Since we will be
drawing in this class some head forms while being guided by circles
and crossed lines. Let's practice the
previously mentioned by doing the following
easy exercise. Start by drawing
a row of circles that will extend to
the end of the page. The size of the circles should remind to the size
of a regular coin, the number of circles
shouldn't matter. Now just try to fit as much
as possible on this row. Don't think about the
circle being perfect. Take your own time and just
do it as best as you can. Right after that, start placing a part of the line
hatching horizontally. That won't go further on length to what the previously
circle did. The same for the
height it should fit. Then redo the same process next to the previous
line hatching, but this time switch
direction to vertical. It's very likely your first
lines won't be perfect. Keep cool and take
your time to trace them in a way they will be
done as best as you can. Hand will start to be less
stiff with each stroke, so your lines will
also get better. Just repeat this
process of filling one row with circles and then another one with horizontal and vertical hatching lines until you fill the entire page. This exercise
shouldn't be rushed. It should be for you to make yourself very comfortable
with your hand, your pencil and your medium being a paper or being a
suffered, it doesn't matter. Once you have completed
this part of the process, go ahead and fill some of the circles that you
previously did with a smaller ones inside until
the circle looks full. Try to make these inside circles
not touching each other. And also don't fill, all of them alternate between them to
create some rhythin. Now, complete the warm up
and once you're ready, let's get our hands
into nice work.
4. From Flat to Solid: Great to draw the face
on multiple angles, we must have a clear
understanding of how to draw the head
on front and side, since drawing at angles
is just the result of understanding the views of form display on
different directions. Without these two
principal views, it's impossible to
properly know how to locate the features of the
face and forms of the head. Let's review how these
are working together. Please follow me by drawing your own character
or copying from the one I'm about to
do before beginning. Make sure you have two different
color pencils to draw. Then take another piece
of paper and start by tracing a circle at a cross line right
in the middle of it. And then two diagonal
lines that will chop out the form to
make it more head, like just like I'm doing
on the demonstration. Divide the inferior half of the circle into four even parts. See here how I identify
them by calling one of these spaces one x and
the sum of them four X. Then right on the middle line
that crosses horizontally, the whole circle at
the eyebrows and below them matching the tiny
guideline that goes next. Place the eyes on each side. Now locate the nose right on top of the tiny
guideline that is before the bottom of the circle at the bottom. Locate the mouth. Okay, place the counter
of the head form and proceed to extend
a space equivalent to two x right down the circle, which we will use to draw the cheeks and chins
proportionate shapes, Erase any of the ey marks. And draw the ears, which are going to
be placed based on the distance that there
is below the eyebrows. Going down to the nose,
we're almost done. Draw any kind of hairstyle you would like to add
to your character. Keeping in mind that the volume of hair may go a bit further, the top of the guide circle
to make it look natural. Finally, at the details, you would like to end the neck shape based on
what I'm just doing. Don't overthink the neck
shape since we will be reviewing it on a much deeper level later on the class. Nice, we have our
front phase now. In order to keep
the next view of the phase, proportion
and cohesive, I'll be using exactly
the same proportions for the side phase, one next to the other to make sure it will be
working as expected. Trace a horizontal line according to the guide
circle we used to draw the front phase and proceed to locate the
following guidelines. Add now a cross line
over this new circle, making sure it corresponds
as well to the previous one. Then divide again into
four even spaces, the half downside part
of the new circle. And add the extra two x space that will be used
to locate the chin. Locate a new circle inside
the main guide circle, which will go from where
the chop diagonal on front is to the extension of the tiny guide of the
character's mouth. Then proceed to locate
the facial features by extending a simple vertical line to the end of the
main guide line. But this time the facial shapes should resemble the
side view of the face. Add now the ear at the left part of the cross
in the middle of the circle, and the remaining
detles until finished. Please don't forget
this character is the same as the one
from the front view. You should look forward taking
care of adding the shapes to correspond cohesively
between drawings. I know this might be a little overwhelming for new students. If you might want to feel more confident about drawing
these two views, you should practice
them a few times from the given instructions
of this video. Or just if you
want to go deeper. Again, you could
remember to check out the previous classes I
made about this topic. All right, Continue. Take a look on the drawings
you just did for the class. Don't they look cool until now? And over the previous classes, we have understood the views
of the face to be made true. Only shapes which are the
dimensional on your drawings, being the sum on
interpretation of geometry. Working altogether,
they are great to understand basic proportions and a straight frontal
views of things, but they lack on properly described three
dimensional forms. To understand
better what I mean, please look at the
following example. This circle has
height and width. It's just a shape, as
you already know, right? But where is depth?
It sure looks hard to tell how to move this shape through space or
what's its form. If we also consider
this not as a shape, but as something
three dimensional which now displays depth, it's going to be easier
for you as a draftsman to describe the three
dimensionality and form of your drawing. Much cleaner and
more convincing. The first step to
go further front in side views to now a biometrical
three quarter view, which is a view that
displays the head tilted at the side in the middle of them is to understand
its connection. Notice how the first op, diagonal lines of
the front view are related to the circle with
it inside the side view. The thing here is that they are the same part of the
head, a circular plane. They correspond each other as a very recognizable
side plane of the face, which will be of great help when understanding and drawing
more angles of the face. Notice that a circular plane is a circle shaped,
parted on a space. It shouldn't be
confused with a sphere. Now, color over the plane. As I'm doing in
the demonstration, you have a better
understanding of this topic. Try to conceive
this circular plane to rotate just like a coin. That way you'll start to
form yourself a better idea of how the face and hell should look on the three quarter view, with all of its proportions maintained and its
features well placed. This plane, of course, works for both sides, left and right, in such manner for
you to properly draw the head at this
and more angles, you'll need to understand the previously
seen guide circle. Also a three dimensional
spherical form instead of a two
dimensional shape. Knowing now how long
it extends through the space and how the
chop side planes are working together Related
to the sphere form to accurately give volume
to your character's head. The process is pretty
much the same star, helped by the guides, but this time with the
volume form as a guide. Then just add the
facial features and remaining details to now, how do we learn to properly understand
and draw this sphere? And how do we know
how to chop it according to the head
corn so we can now make our drawings feel alive with nice volume and
not flat shapes. Well, you came to
the right place. Let's take a look at this topic.
5. Tridimensionality - Perspective: In previous classes,
we've learned that shapes are great to break down the
things that we aim to draw, starting from the
basic circle, square, and triangle to the
extension mixture and variation between them. They really help beginner
artists to simplify complexity and thus making it more digestible for
its understanding. Given the current example on the screen and the previous
explanations of the class, how could one be able to draw the same character
on different angles? Yes, you're right. As seen
in the sphere example with three dimensional forms and the extension mixture and
variation between them two. Great, I understood this. I want to welcome you
now into a new world. A very new way of seeing things. As an artist that will dramatically
improve the manner you perceive conceive
project and draw things. Welcome to the world of
perspective drawing. I know those experienced artists have already heard about it. Some others have even been using it as part of their
drawing techniques. But many of you, I know my being now feeling intimidated or overwhelmed by the fact
perspective drawing looks a very difficult thing
to swallow at first grant, but I'm here to tell you
it's completely fine. Perspective is easy. If you have had
previous experiences that made you feel
it's the other way, then just set aside what you
think you already know about it and give yourself the chance
to take a fresh new look. We'll be using it here to directly apply it
over our subject, the drawing of the head. I won't go very deep inside what perspective drawing is and how it works on
different scenarios. I'll just mention
what I consider relevant for you to
understand at the moment, our class stuff follow me by doing the same as I
do on this demonstration. Let's begin with the very basis. First starty placing a
horizontal line that goes all over the paper from extreme
to extreme on perspective. This line is known
as the horizon line, but it's as well the eye level, the hide view, as the observer
is conceiving the things you perceive through your
sight over the horizon line. And commonly in the middle of it lies the vanishing point. A point where
everything that you perceive vanishes its direction. Then there's the plane, which is a flatform
over space that can also become part of
a more complex object. If we take the four
corners of the plane, we are perceiving and link them vanishing point
through orthogonal lines, which are the projection
lines that help the artists know how to
interpret the objects. Depth, You'll be
able to construct multiple planes that will
go in different directions, but cohesively together we'll
create a bigger object. This time, the cube, last thing to know
is the viewer, which is the person that
is perceiving all of the volumetry of the
scene you are creating. In this case, these are
just very basic elements of perspective drawing which
you will be using from now on which I'll be referring multiple times
throughout the class. You might want to keep an eye over their names
and their meanings. The cube is a great
and common way an artist uses to understand
any object Rouge space. This because a cube can easily show its three
dimensionality, allowing the artist to interpret difficult forms throughout
the planes the cube shows previous to see head volumes to construct
the heading perspective, I want you to get some
basics over the way three dimensionality
objects relate to the horizon as
simple as possible. Please again grub another
piece of paper and follow me on this demonstration by
doing the same as I do, place the horizon line
and the vanishing point. Then draw a frontal square foot and extend some orthogonal
lines to its corners. Just like we did on
the previous demo to construct the cube
right below the horizon. Thanks to this treating
model example, we can see how
perspective operates. Objects that go
below the horizon will display more
of its top plane, while objects that are on
horizon and move towards a side direction will show more of its
opposite side planes. If it moves to left, the right plane will show
if it moves to right, the left one will pause the video and
draw these two cubes. Just lay the example I did on the screen and when
you're finished, I pass. How will the top cube go? What will be the plane that
will display the most? Please pause the class again. Draw it as you consider
and then come back. When done, I bet you got it. The bottom plane of the cube
is the one that shows more. If you didn't get it right, it's completely fine too. You're still learning. Keep on watching the
class to understand more. Remember that the horizon line is equivalent to
the eye level of the observer if the object
goes above the horizon. Or eye level means it is
above the observer's eyes. If it's below, it is below
the observer's size. To the preceding model shown on the screen
is an example that could apply to how
simultaneous objects on your side will display
their three dimensionality. But also how a
single object will look if the same object will
move throughout the space. This can be understood if
you see the relationship of the object with the horizon
being the vanishing point, and the horizon
the ones that are moving while the
object rotates itself. Okay guys, I hope I made the previous explanation
as simple as possible.
6. The Sphere: I understood the
basic relationship of the cube to the horizon line. We need to know how the
sphere works in perspective. To grab a new paper
and follow me by taking notes and
sketching the same as ago. First son horizon line. And then draw
circular shape below. Just like we did in the
previous demo with the cube. How would you describe
the spheres form to much perspective, just like the cubes
did without knowledge? That's a tough question. The frequent way
every artist uses to do it is to add
two circular planes inside the spheres Counter one vertical and another
one horizontal. The amount of space
that will display will variy depending
on how far or how close the sphere is from the vanishing point and
the horizon or eye level. If the sphere is right below the vanishing point
and horizon line, the vertical plane will
remain as a straight line. Since it won't be going away
from the vanishing point. It won't be rotating or tilting. But the horizontal plane, however, will
display more itself, similar to when we
located a cube below the eye level and it show
a part of his stop plane. If you locate
another sphere right in the middle of the
vanishing point in horizon, you'll see either the vertical or the horizontal
planes are going to show because the sphere is
right in front of your side, not above or below. If the sphere goes
to the left side, but still remains
over the horizon, then the opposite as the
first sphere will happen. The vertical plane
will display itself, but the middle one wouldn't, since it is aligned to
your eye level or horizon. Do you see how the same
principle explained with a cube works on
the sphere as well? The planes reveal themselves, depending how far they are
from the vanishing point and the horizon applying to the above located the sphere
to the right side to now if we will have a sphere located diagonally to
the vanishing point and horizon placed to the right of the vanishing point and
below the horizon as well. How would the inside
planes look like? Please pause the video
and draw them both. Once you're done and pass
and proceed with the class, check your drawing with
the current example, the vertical plane will reveal itself as well as
the horizontal one. You might be wondering, yeah, I see how the sphere
is related to the horizon and the
vanishing point. But the construction
of the circular plane doesn't make any
sense for the cube. We needed orthogonal lines
to accurately constructed. But how do we know the circular plane is
actually well made, that it actually links to the orthogonal lines
just like the cube, so its depth looks correctly
in every situation. The answer is simple.
By understanding how the circular plane correlates
to the squared plane, crossing two lines right in the middle of the squared plane. We can run up each
corner drawings of marks and create a circle
formed inside of it, one that goes according
to the same proportion. This is how it looks like. Putting on perspective, we
first create a square plane on a direction that
resembles line on a surface held by the
orthogonal lines. Next, we locate the cross lines right in the middle of
it by calculating with an x that should fit inside the plane and that should
go from extreme to extreme, the exact middle point. Finally, you just
proceed to locate their, just like you did it before, until you now have a circle
plane on perspective. For the following demo, please use a different color to differentiate between
guidelines and final planes. As always follow me as I
go by drawing the same. After having traced
the horizon line and vanishing point extend to vertical lines that
go one parallel to the other at an even distance
from the vanishing point. These lines are going to
be guides to know while drawing that all the
planes are the same size. The only difference between them is that they
are one on top and below of the other one right below the
horizon or eye level. And showing how each of
them displays themselves. The ones that are closer
to the eye level, the less they
display themselves, the ones that are farther
away from the eye level, the more they
display themselves. The same behavior applies to both shapes squared
and circular. For all of the directions, you can find the perspective
above and below, and left to the right. Just remember that all of the planes should
always come from the flanishing point constructed
by the orthogonal lines. Okay guys, but how do we
apply this now to construct the sphere with its
inside planes being correlated to the horizonal
orthogonal lines. It's just a simple matter of remembering the past principle. The further away the object
from the vanishing point, the more it will display
its vertical plane. The farther away the object
from the horizon line, the more it will display. To just create the
necessary planes by locating them inside
the sphere counter and connecting them to
the vanishing point, helped by the orthogonal lines. Then find the middle
of each so you can place the circle
and there you have it. The key is to link
that the sphere form behaves very similar to how
the head doesn't perspective. And that by based
on the simple form, we can easily go
further and locate the features and details that
construct the human phase. For this class,
we're going to learn how to construct the
main angles that the phase makes when moving on perspective only to
site directions. Since going above or below
the horizon is going to add more variables that will
make this first stage of the process unnecessarily
more complex. We will leave those
for upcoming classes, which are going to be
easier by then when you have already mastered how
to draw these first angles. Now let's see how the sphere becomes useful to draw heads.
7. The Sphere for the Head: Every object, if considered on perspective, has three axis. Axes are a way to understand the three dimensions
of any object. But especially on spheres, it becomes extremely helpful
since they don't have all of their planes clear to differentiate their positions
related to the horizon. Spheres just have their content. Many people interpret them
with different names. For this class, we'll be naming them the way I used
to interpret them. Y is going to be the axis I'll be using to refer to the
height of the object. X corresponds to the
width of the object, and C means the depth the object has according
to the octagonal lines. And its connection
to the vanishing point C is meant to be a great help to see the overall depth and
direction of the objects. Even if X and Y are not
marked to be visible, we somehow intuitively
recognize them easier. Yet is not easy to recognize at a glance if
it's not drawn first, or if you don't have enough
experience using it. Since perspective drawing is breaking down the loss of how we perceive the three
dimensional reality over a flat surface, like paper or not a screen. Notice how the axis goes through the y and X axis and its circular plants by passing
right in the middle of them. Also notice how we can apply the previous knowledge on how to create planes and
circular planes in perspective directly to our sphere to make sure it's
well placed on perspective. This spheres location is very far from the
vanishing point and the horizon line for the sake of the clarity
of the explanation. But as mentioned in
the previous video, the angles will be
covered in this class are just related to the side
movement of the head, not the tilting to above
or below the horizon. The plane shouldn't display
any of its length because it's actually aligned to horizon different
from the Y plane. Where you can see here if we
project orthogonal lines, that comes from the
vanishing point from the right part
of the composition. Even if vanishing points or horizon lines are not
obvious at first glance, because they are not drawn, everything that
you'll be drawing volometrically will always
be related to them. Please keep that in
mind for the spheres, cubes and more complex forms
that you will be drawing. That's why axis can be a very helpful Okay spoke in
the previous Let's see. Know how to cut the sphere to identify the side
planes of the head, just like we did
on the front and side us video of the class. Please follow me on this demonstration by
drawing the same as a go draw spheres counter and fill it inside with y and
x planes that should be matching the spheres
location related to the horizon line
and vanishing point. I picked this
spheres location for this demo for clarity
of the volume again, just remember that
for our angle vis, we will be locating
the sphere right on the horizon line based
on the y planes length. Locate the new planes that
will chop the sphere. It should go less wide
than the middle one, since this plane is closer to the vanishing point
than what the other is. Remember that planes further
from vanishing point and horizon line reveal more themselves than the
ones closer to it. Then the same
principle applies to the right side plane even
if it's inside the sphere. See how I draw thinner lines for the inside planes for the sake
of clarity of the drawing. All right, this is the basic knowledge behind chopping out the
sides of the sphere. It wasn't that hard right now. Let's do this again by
placing the sphere, just like we will use it for drawing the face
angles of the class. Please keep on
following this demo by drawing exactly as they
go over the explanation. Locate a new counter for the sphere right in the
middle of the horizon line. Then the inside Y plane, the not very visible plane. And finally, go
ahead for the chops. I like to cross a visible line over the visible side plane to help myself later place the year in different parts
of the side view of the head. I also don't stress
over the length of the final plane that goes opposite of where the vanishing
point should be located. This plane should be at
least the same length of the middle one or longer. Since the farther from the vanishing point the
longer but never shorter. In this example, I
intentionally didn't place vanishing point because we won't be using it every time
we're going to draw a head. Of course, I'm always
considering it. This time it is coming from the left part of
the composition. Just remember,
every time you are constructing this
form that this is not something isolated
from the final drawn will be doing this is actually the forms that are serving
as guides and structure for the volume of the head and the placement of the
facial features. It might seem very
obvious at the moment, since we're not finishing
the drawing yet, but remains very important, can be a very common mistake when just turning this topic. Remember that the chop part corresponds to the side
part of the head of our future character and the
front part to only the face.
8. Angles for the Head - Explained: We're finally into the
juicy part of the class. We've learned most of the complex things from
the perspective knowledge. Now we can directly apply
for drawing the head. From this point on, we're into the most interesting part where we'll see your
characters take form. So I'd like to explain and share a few tricks into how to
avoid common mistakes when drawing the
sphere guide before jumping straight into
how to draw each angle. The first one, use the
line way to your favor. Carefully see that I
only draw thicker. The lines that are
corresponding to the outside surface of the
sphere where the planes look confront the part of the
plane that goes throughout the sphere to the back part of it since it's not
visible up front, but it is necessary
to understand is drawn with thinner lines. The second one is to
always keep in mind the curvatures of the old shape the circle plane
has in perspective. Another thing that
seems pretty obvious but that I've seen beginner
artists do it wrongly. They forget that the shape
should remain the novel. Very curvy and soft. Not straight or pointed. That's it for the tricks. Let's proceed to the
angles of the head. A special way that
I like to use to directly and properly
draw the of the sphere, depending on the angle,
without the need of a horizon or a vanishing
point. Goes like this. Knowing where is the
front part of the sphere, the first thing to do is
to base on the y axis, which should go right in
the middle of the sphere, Draw half a circular plane. Then based on its length,
draw the other half, which should be the same length, or a bit less than
the previous one, but never longer or shorter. The same principle
applies for both planes, the vertical coming from y and the horizontal
coming from X. Said the previews, please follow me doing the same as
I do on this demo. Keep in mind that
only watching and not applying is
going to let all of this knowledge to
dust words mastery comes from being active
guys, please remember that. Okay, start by first
doing a circle for the spheres counter
and locate the Y axis. Then trace a line
that should go on top from the middle of the sphere
to the right extreme of it. See how I make sure by extending this extra thin line that it actually fits
the correct size. Then intuitively dividing
into three even parts. This measure and name all of each part like this on
top of the white plane. Front, then three quarter, two quarter, and finally side. This is to break
down the rotation, movement of the sphere based
on the vertical plane, which is going to help us
locate the angles of the face. Each tiny line you've
made for dividing each part is going to be
the limit for placing. How much the plane is going to rotate if the plane is
looking straight to us, which means the
vanishing point is not going to reveal himself
but is still there. See how marking it
here with blue color. If the vanishing point goes away from the
sphere to the side, then it's going to
reveal the plane. Progressively, the further the object from the vanishing point, the more the plane is
going to display until eventually the plane is
going to fully rotate. You can see this
dynamic happening starting from three quarter, passing on to
quarter on the side. I'm only using blue
color to show how the dynamic is working for
clarity of the explanation. Thus, as you could
see, also one sphere. Go ahead and do the same steps, but I advise for a
better understandment. Draw each angle plane, each on a different sphere, or all of them on one, with each plane with
a different color. Okay, I've explained until this moment perspective drawing
from one vanishing point. But in order for a plane or
an object to fully rotate, we need to add a second
vanishing point. This can become unnecessarily more complex at this
stage of the class. The steps I'm given are
just enough for you to understand the rotation of the sphere and its
circular planes. For the sake of the head drawing at these specific angles, maybe if you're starting to notice that something
is not making sense, it's just the result of
the lack of knowledge about one vanishing point and the second vanishing point
working both together. That's why it's
completely fine if you don't know more about
this from this point. We are, for instance, based on the
previous explanation about how the head
should rotate, held by the inside plane
that represents the Y axis. We can start placing the
side planes of the head, the ones coming
from chopping off the sphere and all of
the facial features. The same way we learn to place them over frontal inside views. Then by moving the
Y axis plane and the side planes of the head to the degree that matches
the desired view, we'll be able to cohesively
draw the three quarter, two quarter and side views. Pay attention that
on screen examples are rotating the angle of
the head to the right side, but it isn't necessarily
restricted to that direction. You can always apply
the same principles on the direction you choose, being right or left. Okay guys, one last thing
that I love to talk about are these two extreme angles that I find very interesting. I call them the treaty side view and the treaty front view. These angles are just the
slightly tilted versions of the front and side views that we already
know how to make. Because regular front and
side views are somehow flat, since right straight
on the viewer, the features and values
won't appear very dynamic to construct them. It's just a merit of placing the Y Xis plane very close to the front view and
to the side view, each one allowing
the head to display just a bit of extra information over the chopped out planes. That will add very
interesting dimensionality. See right on the
screen how I mark the placement of
each Y, Xis plane. Remember when placing the side planes of the
head that they should be corresponding to the rotation of the
circular plane. Also remember the
principle of planes display more the further they are from the
vanishing point, then just proceed to locate the features on the
correct proportions.
9. Drawing the Angles of the Head: Wow, I'm very surprised
you made it through here. You sure have a
spirit and you have a clear desire to truly
learn how to draw. Good, I'm sure you're going to get great at drawing this
matter and many more. Well, just keep consistent and keep practicing.
Never give up. Now, continuing with the class, take a new piece
of paper and let's put all of what we've just
seen in the class altogether. I'll be using red color
to show the guidelines. Apart from the final drawing, I recommend you do it as well. Start by drawing four circles. You can try to use
different sizes to make the overall look of the
composition more interesting. Then locate the y and X axis. Select the direction you
want your head to go forth, and choose one of the
explained angles by drawing the guide that will help you
to recognize each of them. Finally, just proceed to at
the side planes of the head. Make sure that all of the
planes each sphere has are being placed based on how far they should be from
the vanishing point. The further they are, the
more each well displayed. I know it may be
evident for some. But make sure that each sphere is being run on a
different angle. Going from tree front, three quarter, two quarter, and tree side views A t cool done. All of the previous guidelines. Pick an angle you
want to begin with and locate the guidelines for
all of the facial features. Keeping in mind that
one must divide the lower half of the sphere
into four even parts. Then extend the line
coming from the center, cross over the sphere surface to go to two extra even parts, which I'm naming here two x. Just like we did in
the first exercise of this class where we did draw out the front in side
views of the face. Start by placing all
of the face shapes, go with the order
that you would like. Just make sure that they are corresponding to the correct proportions you already know. Finally, at the counter, without putting any deal, and don't worry about locating any hairstyle at the moment, we purely want to understand the head and face as a whole. Here could be a factor
of distraction right now remember that the
jowlination shows itself the right after passing
the location of the mouth. And that the to chin connection shouldn't
be a straight line. But inclitively add
some curves and breakdowns that define the join chin form more
three dimensional. I want my girl but
when they get that, I know Ty girl out. Just don't worry if each face angle is not
coming out perfectly. Just focus on feeling that
the drawn character on each angle actually looks still
to a different direction. And that it also she feel
proportionate and believable over these angles.
The same features, location relationships
are working. As we learn on frontal and
side views of the face. The ears shouldn't go beyond
the eyebrows and the nose. The distance between each
feature works the same. The mouth shouldn't go further than the
middle of the eye. I know I haven't explained how most features behave
depending on the angle. Like for example, the
eyes and the nose. Just focus into drawing based
on how I draw a screen. Don't worry, I'll explain how to place all of them right
after this video. This exercise is very helpful to get used into drawing each different angle
as a whole process. It can be used to later draw multiple different
characters with different features
and styles together. Or to draw the same character facing different directions. That's it for this
part of the class, guys. Don't you like that? You now know how to
draw more angles. Just keep practicing and eventually they will come
out more natural to you.
10. The Neck: To draw a bunch of heads just floating around
will be weird, even without the body. A head neck to be drawn with a neck to be believable
and natural. That's why we'll
also be covering this very important
subject on our class. We'll see how to draw
the neck depending on each angle for starting. The overall volume
of the neck is a great way to truly understand what's going on over there. How's the anatomy,
how's the neck working related to the
head and the body? And how are the
parts of the neck related even between each other? Let's take a better
view of what I mean. The neck is of
course, attached to the whole body throughout
the torso on frontal length. See how it goes to these very elongated bones
right above the rib cage, which are best known as the
color bones or clavicles. On a side view, it
goes right above the shoulders and over the back to the shoulder
blades or scapula, which are connected
to the clavicles. We won't be going any further
from the part that extends from the head to the
clavicles on front view. This is the part that
we will be focusing on on side view. See how it goes from the end of the round scull
to be on top of the shoulder, on the back side. From the end of the
round scull to above the shoulder blades
as a starting point, why don't we check out the next overall shape
and proportion. Given the drawing
process we already know from front
and side views of, Please post the video and draw one front and one side view
of the head to practice the given knowledge on previous videos and to
learn the next one to show. Then once you're ready, go ahead with me and draw at the same piece the
following demonstration. All right, based on one X
as we previously learned, we shall be extending
down the chin another four X measure for
the neck to be placed. Trace some horizontal lines
that will meet the two views so they can clearly relate each other and
maintain proportions. Then just to start
locating the neck shape, you're just the way you are. First draw a cylinder forms from the cheeks to
one x down the chin. Then trace two opposite
almost mirroring diagonal planes that will
occupy two x and a half. Finally, just connect each
other to the center of the character with two other diagonal lines for
the side view. Extend a line that
connects the end of the, with the spine, which should go to right the same
height of the chin. Then draw a new line
that starts where the facial features end to
half an X, almost to the chin. Now extend from the line
that goes to the spine. A new diagonal line that extends down three x and
a half is part of the tropceous muscle right next to the little diagonal
below the jaw trace. A straight line that
goes almost to x if counting the health
and x before the chin. From there extend
the diagonal towards the chin direction which should touch the end of
four x main measurement, just connect the back
part to the frontal, one of this next view. These are the main
shapes the neck gives if considered as non
barometrical forms. But just like the front
and side views of the head working
together based on them, we can construct the
way a three color angle would work if these were
not shapes but volumes. These forms are based on a two
point perspective dynamic. Thus, the volumes
are coming from two vanishing points
and not only one. As I said before, explaining
this relationship of more perspective
related topics at this stage will be
unnecessarily more complex. For the sake of the main
topic of the class, just approach this as a manner of identifying
the main volumes of the neck form and not
a construction process for them yet. Based on the rotation of
the simplified volumes, you will try to memorize the
angles they given each view, we can be able to draw
them attached to the head. The blocky volumes are just a more evident way
to show the rounded ones. Both are the same, okay? Considering the horizon and a vanishing point to be
aligned to the head, the head volume and the inside
planes we used to describe its form wouldn't show any three dimensionality
at first glance. However, the neck would by remembering the inside circular plane of the cylinder form. They should also
revere and display themselves the farther
they are from the horizon. Once again, please
follow me as a draw this demo by drawing the
same on your sketchbook. The aim for this
exercise is for you to take a good grasp on
the three dimensionality of the neck rather than to exactly construct it as
a non flexible process. Try to draw this
time in Twitty fly. The proportions of the
neck should remain as close as possible
to the original ones. But since these volumes
are going to be rotating, they will switch shapes and thus some proportions
of the shapes. It will be very difficult and impractical to
measure all of them. Starting with the front view. Draw a vertical cylinder that should remind the overall
length of the neck. Then keeping in mind
that the farther away from the vanishing
point the plane, the more it displays, draw the following shape as a vase for the whole
form of the neck. Once done that, just connect
the cylinder to the vase by extending two lines that will resemble the
trapitious shape. If we draw right in front of us, this base shape of the neck,
it will be seen like this. This stop view is going to be of great help when drawing all
different angles as well. So don't lose it from your side. See how the more these
forms are rotating, the more departed
goes away from us. Heights and the more
departed comes towards us. Reveals I've placed an inside plane on the cylinder to show you how the rotation is
actually taking place. It's very helpful to understand this basic plane
rotation to learn how to do it with
more complex stuff. Okay, I'm sure that all of
this volume movement through two vanishing points
on perspective may be leaving you more
questions than answers. But keep on focusing. How to break down these forms by memorizing the
way they will be simplified and placed and not the core of its
construction and movement. We will definitely see these key and core concepts
on the upcoming classes. Select the three quarter
and two quarter angles for the sake of make things much
easier for this explanation. If you would like
to apply this over the treaty front view and
treat side view angles, just go with these front
and side views of the neck, which are really close to them. Okay. Please don't draw anything over these
previous blometrical forms. We'll be using them for
better understanding. I mentioned before
that anatomy will be very helpful for
understanding this matter. You've also listened to me
to mention names of muscles, thus let's check them out. The first and most visible
muscle of the neck, it's called the
sternocleomster. What a name? It goes attaching
from the cranium right behind the ear
to the color bone. Just like I'm
signaling on screen, this muscle is located symmetrically on each
side of the neck. After the muscle passes the
ear down to the clavicle, it branches with two parts. One attaches to the
middle of the clavicle, ending up a bit thinner
than how it started. And the other one to the opposite direction
over the clavicle as well, and a bit thicker and wider
compared to the first branch. Remember the previous
drawings and follow me as I go to locate each of
the explained muscles over each pulse a
different color for each muscle so you can
differentiate between them. Start by drawing the clavicle, by just following the
shapes the frontal part of the base has and
then attach each. See how the second
branch of the neck usually attaches to the
curvature of the clavicle for two quarters in side views. Also see how this muscle
reveals itself on the side view to have a
clearer understanding and then located to
please don't change. You're perfect, just
the way you are. My head. I the second muscle that I consider relevant is the tropcus which
you heard before. Look how it looks in general, including the back part of it. Knowing that the front and
side views are going to be the most relevant because we won't be focusing on any other
angles for the head and the neck that will include
them to face backwards. But knowing how it is related with the back
side of the neck, since it is the
place where it must covers is very important. Now, it attaches to the
back part of the skull, elongates to the
shoulder blades, and falls in to end attaching to the back
part of the clav, just like we did before with
the sterno clatomastoids. Let's draw them over
to learn how to do it. Once you have understood
the previous two muscles, it's going to be
even easier than drawing the face. All right? The last one thing
that I would like to show you guys is to put in action all of this knowledge together with a
brief demonstration. Here we go. First, learn how to consider the front
and side views of the neck, not as shapes but as volumes. Second is to attach
these basic volumes, right where the
head form cuts at the height of the nose
and beginning of the jaw. After that to locate
the two main muscles. Beforehand learned, the sternocletomasoids
and the tropsus. Wasn't that hard now, was it?
11. The Eyes: As mentioned beforehand, the further a plane from
a vanishing point, the more it displays its length, which also means the
more it rotates, see how each plane corresponds to the
orthogonal lines correctly. Except for the last one, which I modified to look
completely frontal, since it also relates to
a second vanishing point. Now remember that this dynamic completes when you
use two vanishing points. In order to correctly use perspective to place the
basic shape of an eye, I'd like to consider
both eyes as planes that will be affected
by perspective as well. If you just draw an eye, put it inside a rectangular
plane and with an x from corner to corner,
find its middle. You'll be able to guide yourself when the head form
should be tilt to a side angle where the eyes will also be affected by
perspective distortion. Rub your sketchbook
and go after me. By drawing the same as I draw, being guided with the
sphere guideline, Draw a three quarter head, that its horizontal plane
is aligned to the horizon. Never forget about that. See how in simplified terms it can be perfectly
compared to a que. If you remember from
the previous class on drawing front pass, the distance from eye to
eye must be of another eye. That is a reference point I take to always play
them well apart. Let's now place them over the three quarter
phase we just made. Whether you pay
enough attention. You'll also find that both eyes together with an eye of
distance between them, sum up on a plane
obviously wider. Thus, by remembering
how a plane rotates, consider now that the phase, which I'm signaling here in the head where the
eyes will be located, is also going to be affected by a second vanishing point
over the same horizon. This time located at the
right side in distance. If this plane is not right in
front of us, but at a side, it will be formed naturally by the degree of its
orthogonal lines. That will show the plane to be slightly bigger when facing to the viewer and a bit smaller to the direction
where it vanishes. But how do we correctly place the ice on distortion
if there is also distortion between each eye and not only inside the ice. The way I go is considering first this long plane that
is conformed by the two. Yes. And the invisible
eye between them. I take the middle
by tracing the x. After that, I consider a progressive distortion
for each inside plane, where the closer eye to the
viewer is a bit longer. The invisible eye
between both of them and the last one are a bit
shorter. That's it. Just proceed to place
the ice based on the right proportions from
the guided sphere eyebrows. Placement is now very simple. They should also be affected by the way you locate the ice having the same length or
just a bit longer each. This technique is pretty
much the same for front, three quarter and
three front angles. But if I were to
place the ice on a two quarter or
three side view, there is something
a bit different that you should consider. The heads form is more similar
to a sphere than a cube. The frontal plane, where
the head will be placed, should also be
considered the same way, like a curvy plane. This is not evident on front
and three quarter views, but it definitely is on two quarter and
three de side views. Considering this
curvature will change the way the farts eye from
the viewer will display, which is going to be fitted
inside a much shorter plane.
12. The Nose: We're getting a specific
into the facial features. The time for the nose has come, just like we did with the neck, It's very important to consider almost everything
volumetrically. Here's the way I think the
volume of the nose works. If simplified, please
draw a side draw. You take a real grasp on this subject By first knowing
the front and side views, we can easily infer the three quarter and
two quarter views. Top and below views are also a great way to make sure they
will be both well drawn. The key to consider when drawing the three quarter and
two quarter views is to change the degree
of the central line. The nose has a other
forms based on that. The more the head rotates, the more the central
line will change its degree to finally match exactly like
the side view of it. Knowing how the volume
should be working, it's easy to properly
place the contours of the nose and nose
trills and perspective. You've seen me to place a tiny line that is
in the middle of each eye and that connects to the nose that is located
at the eyebrow height. I'm sure you have taken
it without explaining it as just the correct
contour of the head. It's very likely you went
ahead and drew it too. But you might also be
wondering what's the origin of this form and why does it work like that?
Here's the answer. Right, on top of the eyes
where the eyebrows are placed, there is a volume that, if simplified, can be
considered like this. Imagine a very elongated pyramid that if following the curvature of the head will be
folded like this. See how here I attach it to every main view of the head for you to understand it better. What's important over here is that this shape relates
to the nose as well. The nose connects to the
downplaying of this form, which starts almost
in the eyeline. The line that we use is
referenced to place the eyes, it looks more like a human
head. Now, don't you think?
13. The Remaining Features: At this stage of your
drawing process, I want you to get things as progressive and as
simple as possible. The remaining
features of the face and the head are
going to be learned as shapes in perspective rather than three
dimensional forms. Yet we will definitely see
that on literal classes. But for now, let's just
finish the easiest way to correctly draw the features on a simplified and stylized style, like her beloved enemy. One, placing the mouth shape
should be done considering the curvature of the face in perspective and the proportions of the shape over the face. Remember that the mouth,
if done proportion, should never go farther away
from the width of the eyes. The ears are pretty much the same shape if considered
in front and sibs. The only thing that changes
is that the ear shape end on gates and inclines
opposite to the face. Just a bit for learning how to smoothly draw
the hair and hair styles, I want to make another
complete class since it will be full of
a ton of new information. For this class, I'll only show how to locate the main
shapes of the scalp, which is the limit from where the hair grows on
top of the head. Guide yourself from the
front and side views. See how the side part
of the hair correlates directly to the side chop
planes of the geytosphere. Also see how the frontal
shapes we see on front view are also taking
the curvy form of the head. The last thing that I want
you to pick up is to freely modify the form of the
jaw, chin, and cheeks. Depending on the style that you have or you'd like to
learn from other artists. It can be Chavier, more squared, curvier and pointer, stronger
and pronounced, et cetera. Observe from other artists and come up with any style
that you would like to. This class could be
perfectly being craft, not to include the deepening
in perspective drawing. I intentionally choose
it to be that way. Drawing the head
properly and multiple angles without perspective
knowledge is not a recommendable thing to
do because you lack of very important
knowledge to properly draw the head on very
different angles. It's my duty as a teacher to effectively guide you
to the path that will take you on the long run to understand this
world as best as possible so you can
be able to express your ideas and yourself
as freely as you can.
14. The Class Project: Let's make our class
project I crafted to put in practice all of
these class teachings in a very practical way. As you will just do it
after a finished class. The first thing to
do, post this video. Find a couple of pictures of a character you would like to drop from your favorite
anime or manga. It can be a male or female, to make sure to have at least the front inside
views of this face. And if possible, an angle view to when you have
them all together, come back and let's continue. Nice, Welcome back. Here we have my
reference pictures. We need to analyze
the shapes and the details of how the artist behind the character
designed it. Let's start, see how I analyze each individual shapes that I consider relevant. The ones that make the
character look how it looks, especially on the eye shape. I make sure I observe how front and side views
are working together. At this stage, I'm not thinking about three
dimensionality, I'm just making sure I
get the curvatures and the angles of each
shape for me later. Place them on perspective. Now I make sure the
proportions are equivalent to the general
rule we've learned until now. On the face, big one, that seems to be on the horizon and not above or below it. See how on this character
they perfectly match. But if it's not your case, then make a new statement to yourself on
these proportions. Having a new guide for you to locate the features
and needles on top of the sphere guide
that corresponds to the guides that
you just analyzed. Let's begin now
with the drawing. Please follow me as I go. I'll be using the mechanical
pencil this time. I won't add any color
to the drawings. So use the pencil as soft as possible because we will be
raising the guidelines later. Start with the
guide, the spheres, adding the inside and
the chop side plans. Make sure you have drawn each angle in the
same size and order. I'm doing this is
because I'd love to see each student's class project to have a regular
pattern to look at. Notice on put in the
name of H angle above, so you can identify
how they correspond to the location of the plane of
the sphere on perspective. Allow yourself to go, as I go pause and rewatch the video as much as you need to absorb all of the
given knowledge. And if you would like to go
with the same character as I go on your first
try, it's fine too. Of course, it's not going to turn out perfectly,
neither to me. So just keep on practicing. The more you do it, the better you're going
to become at it. I'll be waiting for
your class project. I truly want to
see your progress.
15. Using Reference: That was exhausting, wasn't it? We have just supplied everything we just learned throughout
the whole class. Wow, reaching up here
is a great achievement. Good job. Now our last topic
to cover for the classes, how to use reference when
it comes about how to draw the human face
at different angles. Are you ready? Let's check then some examples on the topic. Remember that for this class as well as for this video lesson, we're just focusing on how to draw the head on the face on its rotational align to the
eye level on perspective. Any other angle that goes above or below the
horizon line or eye level will be
safe and reviewed for other classes.
Keep that in mind. The first and most common use we can give to a
reference picture to draw ahead at an angle is to
simply use it to estalze. We can start by first finding the angle
the head is facing. If you are working
with digital media, you can try to sign a lid
above the reference picture. Or if you are working on
traditional or an allove media, you can just go straight ahead to draw it on your canvas or paper. Finding and drawing it. You can proceed to start adding the details for your drawing based on the pick preference, but now just transforming it into your own personal style. Just like we learned on the previous phase
drawing classes, this is the time for the fully stylization of your reference. We focus on creating
something by copying and modifying the copy to our
preference or personal touch. We do not focus on creating
something totally new from the imagination Break. Now the second
approach we can give to using our reference
for drawing the head at angles is to draw first the base character in
the angle you prefer, from the knowledge you already
learned from the class. To then add the elements you
want from the reference. Focus on doing it first by applying construction
from imagination, not by directly copying
the reference we have. We start by first drawing this vertical
guideline if needed, or by drawing straight ahead
if you have practice enough. We secondly add the simple
base of the character we'd like with the style of
your preference to turn. Finally, end up adding the
elements from reference you wish to add to. You can add the elements from one reference picture or from as many reference
pictures you want to achieve the final look you
want for your character. Since we haven't learned more about perspective at this stage, it is highly important
you try to find the things you want to add
from reference to your words, preferably on the same angle of the pose you're
trying to achieve. Finding the elements of
what you want to add, your character coming
from different poses, or angles or perspectives
may also be helpful. But depending where
you're a beginner or a bit more experienced, doing it can complicate
the way you are able to draw it and
understand it correctly. Keep it simple and try to draw the elements on the same
pulse of your drone base.
16. Final Thoughts: You've made it, you have completed this drawing
at Engels class. Thank you so much to
have kept to the end. If this class is only
helping one person to be a bit closer
to his or her dream, I'll feel myself that it was all worth drawing as
anything else in life, it's going to have its
upsides and downs. What will keep you
firm on your path is to always remember
your ultimate goal, why you're doing the
thing you're doing. On those rough times, when you feel there are
unpleasant things to do, you will get through
them and you will also enjoy the things that
you will actually do. None of these teachings
apply to any style. You need to know the rules so you can consciously break them. Learn to observe others work and to feed yourself with
how they do their things. You can come up
with your own ways. Even if I thought in a specific order for
all of these things, grab what you consider relevant and take
off what you don't. Switch the order of the
steps and do as you please. Just be conscious of all
of the concepts and forces that are important to understand reality and thus drawing. The last advice that I
would like to give you guys is to get comfortable
around perspective drawing. When learning it, take it
bit by bit and step by step, no rushes, pressures, and not a lot of
overwhelming information. Perspective drawing is
a fundamental thing to know if you aim to draw and
paint things from memory, accurately, believable
and in many angles. Perspective drawing, she will start to become
your best friend. Never allow it to go
far away from you. Keep it as close as possible. Thank you dads and
see you next time.
17. Bonus Video: Upwards Face: Congratulations guys for
having completed the class. Now, what about drawing a
bonus lesson for making a drawing library even bigger according to the
previously learned method? Let's learn how to draw the
face at an upward angle, trying it from a basic approach. Please follow the
next demonstration by drawing the same as
shown on the screen. Though the video lesson is
a bit longer than usual. This is a brief version
and explanation of how to approach this challenge.
So pay attention. Just like we previously
learned in the class, we can start by
drawing the value of the head as the
main guideline. By drawing a basic sphere, we indicate the vertical
plane that goes through and inside of it by
drawing with a thin line, the axis in the middle. The angle degree of
this plane can go 34-2 quarter angles
to the right. In this drawing, for example, we won't be going with
too much accuracy for it. You can't do it by intuitively
calculating it too. Right after the first
vertical plane, we cannot draw a horizontal
one that indicates the tilting degree of the new upwards
angle of the sphere. For this, we can draw the front surface line that describes the surface counter of the sphere in also an intuitive degree angle around three quarter and two
quarter towards above it. Notice how to indicate depth. You can draw the
frontal surface lines of the plane thicker if compared to the lines of the
plane that describe what goes inside of it
which are thinner. We now add the chop side planes as we learned in
previous lessons, which will help us
locate in an easier way the facial features on the
overall volume of the head. For a quicker, more
practical approach, we will just focus
on the one that goes in the visible
side of the sphere, which in this case
goes in the left. Remember that its
depth is different than the overall
volume of the sphere. The back part of
the plane is a bit narrower than the
previous run counter. Right after this, we can add two crossing lines that intuitively go right
in the middle of it. The first based on the cutting and the resulting extremes of this chopped plane
to correctly follow the perspective giving
us the horizontal part. And the second one from a
vertical straight in the middle to great completed this
bolometrical guideline. We can now use it for
drawing on top of more refined counter of
an actual human head. We don't need to worry
after this about any other technical
aspect of perspective, such as vanishing points, more volumes or axises. Right now, our basic
guide has already been placed for this
exercise is enough. Let's keep moving forward. Begin by drawing
angle lines in top of the sphere that resembles
the essence of a cranius. Just like seen on
previous lessons, the horizontal line of the sphere must match
the eyebrows place. We draw visible slide bump that follows along the
anatomy of the skull. We keep drawing the
counter of the head extending down the line
to the cheek and chin. Pay special attention to the red lines that indicate
with more clarity, the nature of the
counter of the face. Analyze how they show. The counter goes from a
straight to round their lines. Try to memorize
them to be able to rod this in the future
without any guideline. We continue from
the other extreme, passing to the jaw and completing down to the other
extreme with the chin. When drawing this
overall head shape, you need to calculate
intuitively the same proportions of the head we previously
learned in the class. Although not drawn, the head still holds very
similarly these measures, so it doesn't look
strange when drawn. You can finish the drawing
of this main part by adding a simple cross right
in the middle of the face. Basing yourself intuitively on the same perspective that
can be seen in the market, tilting of the sphere, seen in the surface lines of the main planes and the
chopped side plane. All right, now let's add the rest of the parts
including the neck, the facial features and
the hair for the neck. Drawing the regular
tri color view we learn from the previous
lesson holds the same. We think through the whole
head for placing it by imagining how the
tubular part of the neck attaches
from below the head. Then we also draw the trapitious
form that attaches later to the
clavicles and torso. We use this base as a
guideline for drawing. Now on top, the final counter, same as we did with
the head shape. It looks cool, isn't it? We can now ad the
facial features. For this, our first step is
to add the eyebrows volume or form and look alike elongated pyramid that curves
around the sphere shape, just like we previously learned. Remember that the key to
look forward to is to make it match the sphere surface that comes from
the inside plane. We did at the beginning
of the demonstration in the middle of the side
plane horizontal line, which gives us the eyebrow line. Its width goes from S
plane to Syd plane. And its height extends symmetrically to where
the eye line is, right in the middle of the
overall head proportion. From there and guided
by the middle lines, we place the nose shape you've previously learned
in the proportion, looking to maintain
the symmetry on both sides despite the angle. We are not adding here the measures of the
proportion in an exact way, but based on the
class's lessons, you should be thinking about
it then By considering the same curvatures of the horizontal lines established
in the sphere guideline, we draw a rectangular flat shape that establishes the width of the mouth extends to the limits of the
alignment of the eyes. Because of the angle and form, we should be
thinking about it as something that wraps
around to the head, not as something just flat. Get we add the ear shape
guided by the side planes, cross lines that do not pass from the top of
the eyebrow line. Imagine the alignment of the down part with the end
of the bottom of the nose. Notice how the ear
goes right behind this middle vertical line on the side plane and
not in front of it. We're almost finishing. We add a very
simplified shape that simulates the external cleats on the neck with a small
bump in the front of the angle neck that shows
the volume of the items. Apple. All of these previously
made shapes were done in different colors to show how the general structure
of the face works. Place incorrect, simplified
perspective on the head, knowing how they
are all correctly placed and how they
relate to each other. To properly work, you can easily add the
different counters of the facial features that give the character the life
you may be looking for. Based on the little bumps shape, we place the eyebrows based on the middle cross
lines of the whole head. We place the eyes in symmetry
by keeping in mind the eye that seems more foreshorten
curves more into space. Then we have the nose guided by the previously
placed shape, but thinking also how the
nostril displays itself in this high angle if compared to a regular or horizon angle. We continue with the mouth by making sure we do not
exceed its width. With the ice pupil
relationship as named before, we keep moving to the ear by adding the inside
counters that make it look more defined learned on previous
video lessons. So we place the hair line
that defines the scalp, making sure we follow the wrong curvature of
the spheres guideline and form to finally end up by adding the basic volume of the mass that appears right
below the chin and neck. The bit of fat we saw displays, especially in the
side of the head. It is up to you and
your choosing art style to live there or to
choose to erase it. Just know that it
exists when drawing. That was a lot, but you made it. Congratulations, we can finally end up drawing by adding
the final touches. If working on digital, take a bit of time to delete the unnecessary guidelines or to run your refined
and clean version on a new layer on top of it. Then finish it by drawing a cool her style from
reference or imagination. And if you want,
even intuitively, placing shading that
defines even more deforms.
18. Bonus Video: Downwards Face: Okay, same as the previous
bonus video lesson. Follow the demonstration
by drawing it, The visuals may be simple, but if understood correctly through explanation
and practice, your skill will
truly start to grow. Otherwise, it will be just visual information
or theotical information, not a growing skill. Great. We start by drawing the sphere that will
serve us as a guideline, starting with a simple circle, then we add the inside planes that through placement
and line work help us define the sphere's
direction and form the vertical and
horizontal planes. Both go in an intuitive way, near to a three quarter or
a 24 degree angle each. This time, the vertical
plangles pointing towards the left and the horizontal
plane towards below. Notice how in this example, not only our spheres
angle has switched its direction to
looking downwards, but also has changed to point differently than
the previous bonus. Now this one goes to the
left and not to the right. This is to simply exemplify that these two new angles can
be made looking to left or right direction by applying
the same principles over the guideline Completed
the guideline. We now proceed to draw
the side plane that would help us turn the
sphere into a more head like shape by also drawing on top of it the cross
that would help us place later the ear and rest of facial features in
correct proportion. Drawn this, let's not give it a try to the
actual head counter. We start by drawing angle
lines that give dynamisingo the shape extending to the eyebrow bump that shows
matching the eyebrow line. Then we keep moving
towards below, passing to the
cheek and the chin. Notice again a part how the counter behaves,
shown here in red, so you can have a clearer
look on how you should memorize it to know the
accurate general roof for. Keep on drawing the
head at this angle. See how no different than
the previous drawing, our head displays more
of its stop lane, emphasizing the perspective
that shows its angle. Remember that the head holds its proportion and so that
it shouldn't deform to an extreme level that
will make us feel it off as it hasn't been drawn with exact
geometric measures. You will need to practice
this a bit without the facial features
until you feel you have gotten enough
grasp on its proportion. Now for finishing this
part of the lesson, what is left is to add
a cross line that will help us add the facial
features which also matches the guidelines
of the sphere in the vertical and horizontal
already drawn axises. Just make sure you don't confuse the eyebrow line
with the eyeline. A quick note for doing this is the perspective narrows down the depth of the
form towards below. For this angle, the distance
between the eyebrow line and the eyeline is a
bit narrower than the upwards or
frontwards angles. Great, We're more than half way there. Let's keep drawing. Start now by making the basic
form of the tubular neck, attaching right behind the head. Notice how it matches
right to the side, playing horizontal part in which the jaw starts extending
towards below. Continue to rode
the tropezod form of the three quarter
view of the neck, this time facing
the left direction. Remember that these shapes, though not always
evident for the viewer, are highly needed for
the artist to understand the three dimensional form
of what he or she draws. Do not underestimate them. Though simple, they are highly useful as
guidelines that later, even if not visible, the artist needs to see. So it becomes a
mindset we know the same as explaining the
first bonus lesson at the facial features. Trying to sensor grasp in twitty fleets proportions to correctly match
their relationships. Always think about its symmetry. And now for this angle, by narrowing them
down just a little bit as the depth of the
perspective shrinks, the overall form to the viewer. Make these guidelines,
we can proceed to draw the actual
facial features to give our character
the counters style and life we're looking for. If you need help to
understand them a bit better, you can always look at someone
in this kind of angle or find treaty renders or pictures that will support
your understanding. You can now add the kind
of hairstyle that you like to by basing yourself on
any reference you want, and if you feel inspired
even to try out shading that defines your character's form too to.