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Sketch Adventure! bodies-in-motion » Scott Eaton 30 second sequences from BiM Not long ago, I had twelve artists from Natural Motion (of Morpheme and Clumsy Ninja fame) into Somerset House, my home away from home, for a four day anatomy workshop. At the end of each day we would take about 20 minutes to draw from the Bodies in Motion library. sketching from BiM We made extensive use of the timer for gesture drawing. timelapse of a sequence of 30 second poses Aaron's Art Tips Archives - The Art of Aaron Blaise As a chance to experiment with my new Hair Brushes Volume 2 Set and in honor of “May the 4th” I thought it might be fun to do a quick speed painting of one of my favorite characters. Enjoy! Continue reading I’ve been excited more and more recently by the possibilities of TVPaint. It had been a little while since I had sat down and created any original animation so I got the itch to do something fun. I often get questions from new artists of all ages on the best way to get started with digital illustration/painting in Adobe Photoshop. This is a basic overview intended to help less experienced artists or those who are new to Photoshop. Hi Everyone, I am so excited and extremely honored to announce that the latest issue of Imagine FX Magazine features a cover story and new video tutorial by me. To celebrate I am offering a limited time 30% OFF promo code for my site. Below is gallery showing the final cover and a sneak peek at the interior article. Enjoy,Aaron Hope you enjoy it.

OtisCollege The Otis Communication Arts Department offers an advanced course called Bookmaking Projects, taught by Book Artist and Adjunct Associate Professor, Rebecca Chamlee. Students from several departments take this course, and it is required for all Book Arts Minors. The students, several graduating seniors, some of whom were Book Arts Minors, were game enough to allow us to follow them over the Spring of 2016 semester. This video highlights workshops, demos, proposals, producing and printing, and ends with the presentation of their artists' books. Special thanks to Rebecca Chamlee for her support and good will. Produced byKathleen Forrest, Asst Dir Teaching Learning Center, and VideographerCathy Chambers, Special Collections Librarian

Sayaka Ouhito Japanese artist Sayaka Ouhito is an illustrator, and perhaps a concept artist. I’m unsure about the latter as I can’t read Japanese and, save for this relatively uninformative interview, there seems to be very little information available about her in English. Other than that, I know little about her, just my own impressions of the delightful drawing and Miyazaki-like charm that make her work so appealing. This gallery on her website is the best source for her work, though I found looking through the rest of the website difficult and unfruitful, more because of the lack of clear identification of links than the language barrier. She also has a blog, which includes some larger versions of works in the previously mentioned gallery, as well as others, but takes some digging through photos of cute animals and such to get to them. [Via Drawn, also here and here]

John K Stuff: Animation School 7 - When Generic is a Good Thing Remember when I talked about the two different types of cartoonists?One conservative, the other wild and crazy? two types worked together all through the 30s and came up with a blended style-the 40s style of pears and spheres and sausages style which is my favorite type of animation. If you are a young cartoonist (or a geezer who wants to improve his skills) who wants to learn the best way to draw and animate, you should study this approach in its most generic form. When is "generic" good?When it is highly skilled as in these Tom and Jerry model sheets below. Generic is good for study.If you are trying to teach yourself the principles of good cartoon drawing for example, it's best to study bland cartoons that don't have individual style. Disney helped popularize a style in the late 30s that most other studios adopted-the pear shaped, squash and stretch style. It's not really a "style" though. Why?

untitled John K Stuff: Animation School Lesson 7: Combining Construction With Clear Silhouettes Monday, August 10, 2009 Animation School Lesson 7: Combining Construction With Clear Silhouettes Drawing principles is not easy. There are so many to balance at once. I ask students to copy good drawings from old cartoons or from good comics just to see how pro artists use principles. The next step is for the student to try drawing those characters in their own poses to see if they can apply those principles themselves. Here, Geneva tried her hand at doing some poses of Tom. I said to use negative spaces to make the poses read better and she redid them like this: Now they are much better because you can read them more clearly. This cover is a masterfully controlled collection of drawing principles all in perfect balance and clarity. Posted by JohnK at 10:33 PM Labels: Cartoon College, critique, Eisenberg, line of action, Preston Blair, silhouettes 14 comments: Niki said... Forbidden Hippo said... Mr.

Raphael Lacoste Raphael Lacoste is an illustrator, visual development artist and art director for the gaming and film industries. He is currently working with Ubisoft as Brand Art Director for the Assasin’s Creed franchise, which is noted for its beautiful environments. Lacoste’s other gaming credits include: Prince of Persia: The sands of Time and Prince of Persia: The Two Thrones. He has also worked as a matte painter and designer for feature films like Terminator: Salvation, Journey to the Center of the Earth, Jupiter Ascending and Repo Men. Lacoste’s website features galleries of his work in several areas. You can see in his work an admiration for 18th and 19th century artists like JMW Turner, Arnold Böcklin and Caspar David Friedrich. Lacoste has an instructional DVD on Digital Environment Painting from Gnomon Workshop, also available through Amazon. [Via CGHub]

Spartan Camp #142- 50 gestures + Optional "Facial Expression Study" Thanks all for your thoughts on the deadlines. I also prefer the regular 1 week schedule. I have been slacking a bit on posting new rounds on time, seemed like a good moment to ask around. Glad we agree! A new round will be up shortly.surus; Some very good thoughts there, thanks for that. Edit: Photobucket censorship CORY LOFTIS u Let's Animate: November 2014 It always takes me a lot of time to actually start animating...I kind of always dread it, because I know I'll fail to meet my own expectations. But the only way to get good is to make lots of mistakes, so let's get started! 1) Simplify your character First of all I drew a simple version of the character over my key I did yesterday, maybe some people can animate on model but I'd totally get lots in all the detail. note: I didn't draw the jacket, hair or her..euhm..chestbits, because that's all secondary action, I'll do that as straightahead animation once the walk is done. 2) Dig out your Survival Kit! Unless you've done a lot of walks, it's probably a good idea to use some reference for the key positions you need to draw. 3) Show us what you got! So I basically drew the 2 main keys first: Contact and passing position, and then did the down and up position, I didnlt trace my my drawings for the other leg, because I'm doing this for practice...gotta do it the hard way!

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