Amiga Computing - Commodore Is Awesome
Amiga Computing - Commodore Is Awesome
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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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.