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Amiga Computing - Commodore Is Awesome

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Play God and master<br />

the art of drawing the<br />

human figure. Steve<br />

White gives you the<br />

head start you need<br />

,ter<br />

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Once you ha ve de signe d the sha pe of your subje ct's he a d<br />

you ca n use it e s a te mpla te tor the re st of the body<br />

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as! month I described the principles behind<br />

the design of a human head. To complete<br />

this look at human anatomy, this month I<br />

will be explaining useful hints and tips on<br />

how to create realistic looking figures - that's the<br />

neck down.<br />

The principles undedined last month also work for<br />

designing the humon form, In fact, the head is a great<br />

starting point. The human form is approximately six<br />

The trick to drawing realistic looking clothing is to<br />

understand the fabric and shape of the body underneath.<br />

This all sounds a littie highbrow but believe<br />

me, the more of on understanding you hove of the<br />

subject matter, the easier it will be to emulate it on<br />

the computer.<br />

Clothing will react to the position of the body<br />

underneath. If an arm is raised the clothing will pull<br />

towards that point, and in a relaxed posture the<br />

clothing will sag. If a belt is worn it will pull and<br />

crease the garment it is over. You can add folds in<br />

the cloth by drawing darker shades below and<br />

lighter shades above. Try and think of points on the<br />

figure where clothing would crumple and fold up -<br />

the armpit for example and the groin. If you need<br />

more of an example, stand in front of the mirror<br />

and note the way your clothes fall - tight clothing<br />

will have sharper pulls and thinner folds, while<br />

baggy clothing will hove loose and large folds with<br />

DRESSING UP<br />

AMIGA COMPUTING<br />

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plenty or I f you use the split methoa -<br />

drawing only one half of the body first and then<br />

flipping the other side - make sure you change the<br />

clothing so that it doesn't look like a simple flip.<br />

If you're body is naked or partially clad then<br />

your design work is going to be a great deal harder.<br />

Understanding muscle and bone structure and<br />

how they affect the look of a body is incredibly difficult<br />

and takes a long time to master. However,<br />

we all have to start somewhere and, therefore, I<br />

have outlined the basic muscle form of a somewhat<br />

cliched male form. I will be describing muscle and<br />

bone form in a later article but for now I recommend<br />

you visit your local library and try and find<br />

books on anatomy. Although the subject matter can<br />

be daunting, understanding it will make your<br />

design tasks a great deal easier and more fun. You<br />

will also be able to experiment with movement and<br />

action scenes<br />

The<br />

anatomy<br />

of man<br />

Here you ca n se . the ba sw torso muscle a nd bone structure of a ra the r<br />

cliche d ma le form. Tone down or e nha nce the se fe a ture s ACCOrdiltgiy<br />

and a half heads in length with certain positions used<br />

to mock body features such as the knee, elbow and<br />

waist Therefore, the best place to start is to grab the<br />

head circle and poste it down below the original head<br />

six and a half times.<br />

With frontal views, and providing the subject matter<br />

is not moving, you realy only need to design one side<br />

After finishing the first half you con simply cut, poste<br />

and Rip it to the other side After pasting the circles<br />

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mill<br />

•<br />

down below the head it is best to trace on outline of the<br />

main torso and legs - arms, bands and feet can be<br />

added later on.<br />

The shoulder ond top of the orm should meet at the<br />

middle of the first circle in the actual body, the groin<br />

should end at the junction between the third and fourth<br />

circle, and the knee should, approximately, be inbetween<br />

the filth and sixth circles. You con adjust these<br />

positions slightly but try and keep as close as possible<br />

to the guides.<br />

Next you con add the arms. The elbow should come<br />

between the second and third circle arid the hand starts<br />

between the third and fourth circle alongside the groin<br />

- if you want proof stand up and try it, A common<br />

mistake with the arm is to bring the shoulder out too<br />

for Keep the point where the shoulder meets the arm in<br />

line with the widest paint on the thigh. If you follow this<br />

procedure you'll find that the armpit point can be<br />

placed accurately, using only the width of the cam as a<br />

reference.<br />

As for the hands, leave them until last. Hands and<br />

feet are certainly one of the most difficult elements or<br />

the human form to design an a computer - making<br />

them look realistic is even harder. Don't get bogged<br />

down in detail. Finish off the main body first and then<br />

odd the more intricate parts at the end<br />

With the main body structure complete you can then<br />

begin to add clothing Of any). Although this article is<br />

realy only concerned with the human form, it is worthwhile<br />

mentioning clothing as it con make or break<br />

figure. The shape of a body is fairly static, but odd<br />

clothing and shape and form become a little more<br />

chaotic.

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