Hentila
10/18/16 04:54PM
Can someune give me drawing advice... Please?
Alright, so I really wanna draw stuff. Problem is I don't know where to start XD I'm a complete idiot and novice in the art of drawing digitally (although I can critique some well, or at least, I like to think that). So, do any of you have some great advice?

Things I want to know;
- Where to start
- Best programs to use (free programs)
- The order of the stuff I need to learn, (like first x then after you mastered x learn y)

What I want to draw;
- Hypno stuff (obviously)
- Some feet related stuff
- Bimbofications
- Other fucked up fetishes :P

Any help and tips or links to tutorials (that aren't advanced af) are greatly appreciated~
geekgirl8
10/18/16 05:22PM
It's going to sound super cliche and not at all helpful, but trust me on this--if you're a complete novice, then begin with stick figures. You'll often hear people say "lol I suck at art, I can't even draw stick figures!" Well, it's actually true that it's a bit more complicated than you might think! There is actually a 'proper' way to draw them, and they form the bare-bones basics of the human form. Moving on from the stick figure, I'd then suggest using simple shapes to flesh out human anatomy, before moving on to the more complicated details.

Always remember that references are your best friend, too! Try to use references from real life rather than more stylized or cartoon ones, though; it's important to understand how anatomy works and what the rules are before you can move on to something more exaggerated or cartoonish. When I first began drawing seriously four years ago, I got it into my mind that references were 'cheating' and that since I wanted to draw in an anime style I needed to look at and study anime only. Anime anatomy and proportion tends to deviate a lot from what is realistic, so it won't be helpful at all when it comes to learning how to draw. Often people say to me "But what good is learning actual anatomy? I don't want to draw realistically!" Trust me, it will help you a great deal to learn it. :)

As far as feet go, they are probably one of the most complicated parts of the human body to draw (and while I'm not a foot fetishist, I commend people who are that can draw human feet perfectly haha!). Typically though, feet are made up of three simple shapes--a ball (the heel), a wedge (the arch), and a triangle or rectangle for the toes, depending on what the angle is. I'm not an expert on feet though--pretty much from the waist down I have difficulty with still, which is why I draw so many nagas, haha!--so I would definitely suggest taking a peek at some tutorials for that area.

And for free programs, there is the old standby Paint.Net, which is sort of a Photoshop Lite that I've used a lot in the past, and it has an easy-to-understand interface that I think would be good for a beginner! I've heard good things about GIMP as well, although I've never used that one myself. Also, there is a newer program out now called Krita, but I think that might be for more advanced users. I tried to use it, but my laptop couldn't run it, unfortunately. XD

I hope this helped at least a little bit! Good luck with your drawing endeavors, and stay determined! :)
DisasterDan
10/18/16 05:50PM
Get on the magic schoolbus! And the magic schoolbus is a stream! We've got a lotta streamers here, and there's definitely streamers for lotsa other fetishes. I'd say that the best part to see, for beginners, is watching the earliest part, where someone is sketching or constructing. For super absolute bare basics, take a week to just draw straight lines, circles, and curves. Sounds dumb, but I swear it helps.
So yeah. Watch people draw, ask a couple questions as they do. Don't feel intimidated of showing anything you draw off. I used some of those Nsio things on DA, but you definitely gotta look at some of the earliest ones. If I remember right, there's one that almost lays out a month of what you can just practice on, you just gotta find exercises to do. Good luck, and we've got a lotta people here who can totally help you out.
TheKinkyFinn
10/18/16 06:30PM
First of, in case you're a novice in general:
<<drive.google.com/drive/folders/0B8VO-JQCy3HgZ0U3QkVvVm4wREE|Here's>> a ton of .pdf books to start with. For starters I'd recommend, more or less in order:
-The New Drawing On The Right Side Of The Brain - This one's got a number of exercises to get the right mindset for drawing, and a number of different methods of looking at things.
-The Vilppu Drawing Manual - Talks a fair bit about the basic forms.
-Just about anything by Andrew Loomis - Especially Drawing the Head and Hands will fill some blanks left by the previous works.
*Note that you don't necessarily need to memorize these cover-to-cover, but rather get the general gist of what they're about.

And an anatomy textbook or two won't hurt. Personally I've been using Atlas of Human Anatomy for the Artist by Peck, which covers especially the bone structure in depth and provides a fair amount of observations on the structure and fuction of the human body. (This one costs money, but I'm sure there's free alternatives floating around on the net)

If you're not one for reading, like geekgirl already advised, start with stick figures (maybe use images of skeletons as reference for proportions), move on to basic geometry (cylinder arms, rectangle torsos etc.) and so on. On top of that, I'd also suggest getting a basic grasp of perspective as soon as possible, especially if you're looking to draw feet, since good perspective really enhances that kind of work.

And now, more specifically about digital:
If you don't have a drawing tablet, try looking for a second-hand ones if you want to spend as little money as possible. There's always someone on online flea markets trying to get rid of that barely used tablet they got a few years ago when they wanted to try out drawing. Brandwise Wacom's almost always a safe bet, but other tablets can also have decent models, although I'd suggest googling for reviews beforehand to be safe.

Regarding programs, GIMP should suffice for early use, but moving on to something more specialized will be useful if/when you gain the confidence to devote more resources into your work.

A couple of links:
<<www.youtube.com/watch?v=F1xP-e-y2Ns|10 mistakes digital artists make>> - Helps utilize some of the benefits of the digital medium.
<<artists.pixelovely.com/practice-tools/>> Honestly, I'm not a fan of the poses, but it helps build mileage. Other than that, great tool for basic practice, especially if you've got a spare monitor or something else to have the image on while drawing.

*And one more piece of advice from me: DON'T BE HASTY. Chances are even if you draw very often, it'll take time to strenghten your foundation. Don't move straight to something new once you're a little comfortable with your current level, instead take a week or two to refine what you already know to build up mileage before moving on to further stages.
Mezzberry
10/18/16 08:31PM
To add a bit to geekgirl's spot-on advice, I'm of the opinion that hands are the hardest part of the anatomy to truly master. They're one of those features that'll trick you - you think you know what they look like and how to draw them until you sit down and actually do it. They're also a feature that people notice without realizing it - apart from boobs (and no, I'm not saying that jokingly), I think hands are a thing that people will zero in on almost immediately if they don't look right. What makes them so hard to master is that even arms, legs and feet are relatively static compared to hands; hands can be twisted, bent and contorted in a hundred different positions and perspectives. And that's not even taking into account the fact that hands are the anatomical features that are most likely to interact with other objects in the image: holding a weapon, touching someone's shoulder, etc. There's a noteworthy spike in difficulty between drawing a single character and drawing two or more characters who are accurately occupying the same space, and hands are more often than not the conduit through which multiple characters link up and interact.

Of course I don't say all this to intimidate you, but it is important I think to know what you're getting into so you don't get in over your head without knowing why. The best way to start is with the basic shapes that form a hand. Just look at your own hand and get a feel for how things form and relate (I'm a lefty, so I'm currently using my right hand as a guide, palm-down). The first thing to internalize is that the palm is a pentagon shape, not a square. If you hold your hand flat-out, wrist straight, you'll see it: the base of your fingers slopes downward slightly from index to pinkie, and the joint at your wrist conversely slopes upward from inside to outside. So, keeping that pentagon shape firmly in mind, if your four fingers rest on edge 1, going clockwise, the outside of your hand is edge 2, your wrist is edge 3, and your thumb extends from the point between edges 4 and 5.

Next, internalize finger length. Middle finger is longest, ring is a touch shorter, index is a nail's length shorter than ring, pinkie is a nail's length shorter than index. Thumb length can take a bit to get used to; usually you'll want to draw it longer than it is. Just remember that on a flat hand the tip of the thumb is about even with the base of the index finger; your thumb should not be longer than the palm of your hand. I wouldn't recommend drawing fingernails from the get-go - plenty of professional comic / anime artists get by without them. But if you want to go for it, memorize their placement (from the tip of the finger to halfway up the first joint) and their shape (think of a long trapezoid with top and bottom ends heavily rounded).

When sketching / learning, don't be afraid to use these basic shapes to get a feel for how to construct the hand; pentagon for the palm, two elongated ovals for the thumb, three elongated ovals apiece for the fingers. Then once your skills improve, you can start refining things, like adding the proper ridges for knuckles and joints.

Of course the real challenge is applying this knowledge to had in action - pointing finger, clenched fist, holding hands with fingers entwined, and so forth. As geekgirl said, visual references are essential; there is absolutely nothing wrong with using them, and anyone who even insinuates that you are cheating by doing so is either a god-touched artistic savant, or (more likely) talking out their ass. However, the full might of google's search engine can't always help you when you've got a particular pose or gesture in mind. So again, often the best hand reference you can find are your own. Look at the lines in your palm. those aren't there just for fortune tellers - that's where your hand bends when you grasp something or make a fist. It's important to internalize where the joints are so that you can not only draw the palm accurately, but also put your fingers and thumb in correct relativity when they're bent, grasping, what have you.

After that, just put your hand in a bunch of different poses and see how everything relates. Make a fan with your fingers, like you're a witch casting a spell. Pay attention to how the outside edge of your palm folds along your palm lines, while the thumb-side doesn't. Pay attention to how your pinky coils far more than your index. Pay attention to how the inside of the joint compresses when your fingers clench - this in particular will help keep you from drawing them too long.

Sorry to ramble on about one detail, but it's one of the few drawing aspects in which I feel pretty confident imparting wisdom. I still use tons of visual references with every drawing, but hands are one of the few things I can generally do without aid nowadays. Hopefully this helps some :-)
geekgirl8
10/18/16 09:20PM
Mezzberry said:
To add a bit to geekgirl's spot-on advice, I'm of the opinion that hands are the hardest part of the anatomy to truly master. They're one of those features that'll trick you - you think you know what they look like and how to draw them until you sit down and actually do it. They're also a feature that people notice without realizing it - apart from boobs (and no, I'm not saying that jokingly), I think hands are a thing that people will zero in on almost immediately if they don't look right. What makes them so hard to master is that even arms, legs and feet are relatively static compared to hands; hands can be twisted, bent and contorted in a hundred different positions and perspectives. And that's not even taking into account the fact that hands are the anatomical features that are most likely to interact with other objects in the image: holding a weapon, touching someone's shoulder, etc. There's a noteworthy spike in difficulty between drawing a single character and drawing two or more characters who are accurately occupying the same space, and hands are more often than not the conduit through which multiple characters link up and interact.

Of course I don't say all this to intimidate you, but it is important I think to know what you're getting into so you don't get in over your head without knowing why. The best way to start is with the basic shapes that form a hand. Just look at your own hand and get a feel for how things form and relate (I'm a lefty, so I'm currently using my right hand as a guide, palm-down). The first thing to internalize is that the palm is a pentagon shape, not a square. If you hold your hand flat-out, wrist straight, you'll see it: the base of your fingers slopes downward slightly from index to pinkie, and the joint at your wrist conversely slopes upward from inside to outside. So, keeping that pentagon shape firmly in mind, if your four fingers rest on edge 1, going clockwise, the outside of your hand is edge 2, your wrist is edge 3, and your thumb extends from the point between edges 4 and 5.

Next, internalize finger length. Middle finger is longest, ring is a touch shorter, index is a nail's length shorter than ring, pinkie is a nail's length shorter than index. Thumb length can take a bit to get used to; usually you'll want to draw it longer than it is. Just remember that on a flat hand the tip of the thumb is about even with the base of the index finger; your thumb should not be longer than the palm of your hand. I wouldn't recommend drawing fingernails from the get-go - plenty of professional comic / anime artists get by without them. But if you want to go for it, memorize their placement (from the tip of the finger to halfway up the first joint) and their shape (think of a long trapezoid with top and bottom ends heavily rounded).

When sketching / learning, don't be afraid to use these basic shapes to get a feel for how to construct the hand; pentagon for the palm, two elongated ovals for the thumb, three elongated ovals apiece for the fingers. Then once your skills improve, you can start refining things, like adding the proper ridges for knuckles and joints.

Of course the real challenge is applying this knowledge to had in action - pointing finger, clenched fist, holding hands with fingers entwined, and so forth. As geekgirl said, visual references are essential; there is absolutely nothing wrong with using them, and anyone who even insinuates that you are cheating by doing so is either a god-touched artistic savant, or (more likely) talking out their ass. However, the full might of google's search engine can't always help you when you've got a particular pose or gesture in mind. So again, often the best hand reference you can find are your own. Look at the lines in your palm. those aren't there just for fortune tellers - that's where your hand bends when you grasp something or make a fist. It's important to internalize where the joints are so that you can not only draw the palm accurately, but also put your fingers and thumb in correct relativity when they're bent, grasping, what have you.

After that, just put your hand in a bunch of different poses and see how everything relates. Make a fan with your fingers, like you're a witch casting a spell. Pay attention to how the outside edge of your palm folds along your palm lines, while the thumb-side doesn't. Pay attention to how your pinky coils far more than your index. Pay attention to how the inside of the joint compresses when your fingers clench - this in particular will help keep you from drawing them too long.

Sorry to ramble on about one detail, but it's one of the few drawing aspects in which I feel pretty confident imparting wisdom. I still use tons of visual references with every drawing, but hands are one of the few things I can generally do without aid nowadays. Hopefully this helps some :-)


And I am totally learning from this, because yes--hands can be an artist's bane, and I still struggle with them, personally. So much useful information! You are a saint! :'D
Mezzberry
10/18/16 11:56PM
geekgirl8 said:
And I am totally learning from this, because yes--hands can be an artist's bane, and I still struggle with them, personally. So much useful information! You are a saint! :'D


I'm very glad to help, and hope I'm steering you in the right direction. I'd be flattered to play a part in improving artwork that's already as radiant as your own :D
Pinkanator
10/19/16 12:09AM
Mezzberry said:
I'm very glad to help, and hope I'm steering you in the right direction. I'd be flattered to play a part in improving artwork that's already as radiant as your own :D


Mezz? Trying to get in contact with you?
Rotem_Dishon
10/19/16 12:28AM
A tip about hands (probably a bit advanced, but I'll put it in here anyway): Often, you can make the complexity work for you. Starting out by drawing a rough outline of the hand (basically, a silhouette) that would work well with the rest of the pose you've drawn, nine times out of ten you'll find that if you think about it enough, that outline can be filled by at least one configuration of the palm and fingers.

...Hope that made any kind of sense to someone other than me... ^^;
PenKen
10/19/16 02:20AM
People pretty much claim I make really good facial expressions so I can at least give some insight on that. I am a giant cartoon junkie. I would always doodle cartoons I loved like spongebob till i was 11 years old. Then I got into super hero stuff.

Then Eddsworld came into my life and I dedicated myself to making a comedy comic strip for 6 years on and off. My facial expressions came from the likes of ren and stimpy, original Teen Titans, and various other shows. (Also unknown to my friends I have also drawn hypno pics of the female characters from those aforementioned comics) So I've had previous experience with zonked out faces. Nowadays I sort of have developed my own style while I cherry pick from some art buddies of mine like Geibuchan who draws adorable faces.

So the lesson to learn from this is. Draw loads of facial expressions. Even non hypno ones. They will come in handy. Because the literal best part of a hypnotized character pic comes from their facial expression. Try to avoid making bland expressions (like a certain artist who's name rhymes with imryu) and you'll be on your way.
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