Category: Lessons I’ve learned

Guard Against the Beast

I’ve always been very focused on characters. I love drawing people and creatures. But it also means that I rarely draw backgrounds.

I made a goal to create an image with a very detailed background in order to stretch myself, and then to win a local art contest with that illustration.

Check, and check.

Here it is.

Tanya Hales Illustration, dark horse, unicorn, sword

I’ve come to realize the obvious lately. If I only do the same thing I’ve always done (the things I’m good at and comfortable with), then I’ll never grow any better. I’ll just get good at doing the same thing. And I really do want to improve.

So my challenge for myself is to seek tons of opportunities to do new things, especially the things I’m afraid of. I want to make new kinds of illustrations, lead presentations on art and writing, run a Kickstarter, have my own booth at a convention, and beyond. And ever since making these goals for myself, I’ve been much more excited and invigorated about life.

So what are some goals you can make that will bring you through discomfort, but land you exactly where you’ve always dreamed of being?

ChallengesFinished ArtLessons I've learned

Style Study 1.4- Hands by Hiromu Arakawa

This will be my last Style Study post about Hiromu Arakawa, and today it’s all about hands! What artists doesn’t (even if in the past) have trouble with hands? Here are some tips bout how to draw and simplify hands.

How to Draw Hands

 

I really love how Arakawa shades the digits of the hands. It’s just gorgeous. Merging the top 2 digits of the finger is just so interesting to me. It just looks nice. Of course, it’s better when the hand is in a dynamic position rather than when it’s relaxed. That’s probably why Arakawa does it so much with Scar.

And that’s it for my Hiromu Arakawa series! Next, I’m doing to be redrawing and studying the art of Rei Toma, Artist of the manga Dawn of the Arcana.

Great ArtLessons I've learnedTutorial

Style Study 1.3- Heads and Faces by Hiromu Arakawa

I have always loved how Hiromu Arakawa has illustrated heads and faces. She adds this drama to her faces which is just awesome!

 

1. Dramatic Head angles

 

FMA- Head Angles

 

 

2. Dramatic mouths

I’m a little timid when it comes to mouths. I am heavily influenced  by anime, but one trait I haven’ figured out yet is how to make a mouth dramatic while still making it look… well,  good. I’m always afraid of making my characters look cheesy. It’s just a block I need to get over. Whew! Tanya, be brave!

Here’s some examples by Hiromu Arakawa, taken from Fullmetal Alchemist and Hero Tales. She has really figured out the art of using big dramatic mouths not just for humor, but for dramatic and serious situations as well. PS: You can probably tell that I love Hughes’ face. I just…like to look at that giant frown of his, haha.

FMA- Dramatic Mouths

 

 

3.  Manly Faces

I…. just adore the ultra manly faces that Arakawa draws. They are just… so satisfying to look at. Like, I just love them and am so jealous of how easily it seems that she draws them. I could go on about it forever, but… enough said.

FMA- Manly Faces

 

Thanks for reading part 3!

Great ArtLessons I've learnedTutorial

Style Study 1.2- Panelling by Hiromu Arakawa

While studying the art of Hiromu Arakawa for my Style Challenge, there were two things regarding to paneling that I noticed and liked.

1. When doing long/wide shots, the sum of the parts is more important than any detail. 

I noticed that Arakawa doesn’t worry about making any detail look totally crisp and rendered. Rather, she focuses on conveying message. If that massage gets across, then it doesn’t mater if every single tiny figure is as detailed as those shown in close-up shots.

Here are some images that I scanned in from the first three volumes of Fullmetal Alchemist

Full Metal Alchemist- wide shots

If you look relly close, it’s amazing how simle she leaves the forms of these characters. Look at little-itty-bitty Armstrong?

FMA- Mini Armstrong

 

And yet, the scene still speaks to me, and conveys the right message. Armstrong’s lack of rendering doesn’t matter to me. If I followed Arakawa’s example, then I would save a lot of time.This is easier when you are not working digital. When I have the option to zoom in and render every detail, i usually do it. When my comic page s finished and re-sized, can I see all those details? No, but I spent the time on them anyway.

This is something I want to do for long shots from now on. Focus more on the composition and the overall feel rather than every little detail.

 

2. If showing something in a panel isn’t giving us any new information, then why show it at all?

This is something I noticed Arakawa do early on in volume 1. There are times, usually when characters are conversing, that there may not be a lot of changes in characters face or posture. You really don’t want to show them with the same expression twice, so what do you do? This is one answer.

Fullmetal Alchemist- Panel focus

Instead of trying to cram all the text into one panel, you can place it int another panel and then focus on something other than the characters’ faces! This might mean showing their body language, like clenched fists, or nervously tapping feet. Or it could mean focusing on their surroundings, as Arakawa did above. If she had given us more of those same expressions, we wouldn’t have learned anything new. However, by focusing on a detail of the surroundings, we gain new insight about Cornello and his opulent lifestyle.

One of my favorite anime shows, Steins;Gate, did this frequently. As a sci-fi, there were often a lot of technical things to be discussed. Instead of constantly focusing on the characters’ faces, it would frequently focus on details of their surroundings while they talked. This helped us to get to know their world better. It gave the show a sense of emotion and real-ness that it wouldn’t have had otherwise.

These are just 2 of the things I’ve learned from Hiromu Arakawa! More to come!

Great ArtLessons I've learnedTutorial

Pushing Character Design

Pushing Character Design

I was recently taught an important lesson by my illustration teacher. He told me that in order to give my cast of characters more diversity, I need to push each of their designs a little further. They have aspects that set them apart from one another, and I need to take those and run with them.

Character design is important, independent from the skill level an artist has at illustrating people. I own one volume of The Gentlemen’s Alliance by Arina Tanemura. If you’ve read any of this manga, you know that her art is gorgeous. She has a fantastic style, flow and her use of screen tones is beautiful. However, there were times while reading where I would get characters mixed up. The main character and her best friend look incredibly similar when they make certain expressions, as do the main character’s love interest and her little brother.

Character Design- Too Similar?
Two very similar Looking characters from The Gentlemen’s Alliance

I loved her art, but needing to reread a certain passage or compare characters to figure out what’s going on was jarring.

 

Distinct Characters

A series that is phenomenal at character design is the Avatar series. While watching Legend of Korra with my husband, it was fun to look at Mako and Bolin, and observe just how different they are. Though they are brothers, their eyes, nose, jaw, hair, and especially their body shape are very different. If Bryan Konietzko and Michael Dante DiMartino could make two brothers look so different, then we know that we have tons of room to push our characters to look more unique.

Great character Design- Mako and Bolin
For brothers, Mako and Bolin look very different.

 

My Challenge: Redesign Characters that are too Similar

In order to give my cast of characters more visual power, I need to make each more dynamic and unique from the others. Mango is lithe and thin, whereas Kay is a little broader. I need to make Kay broader and Mango lither. What sets Kaipo apart is his child-like features. I need to make him even more childlike, especially in his face. I’ve already pushed Araya when I chose to broaden her hips, so now I just need to work with her outfit.

I have a long way to go, but I’m going to keep making breakthroughs, because that’s one of the joys and adventures of being an artist. I hope that those of you who are working with characters you love will keep working until you have the perfect character designs as well.

 

ChallengesCharacter DesignGreat ArtLessons I've learned

The Style Development Challenge

 Style is earned.

 

Today I’m going to share the wisdom of my favorite art teacher, because he is a genius. I met with him today to ask him how I could improve my characters, and we ended up on the topic of style, of the way different artists illustrate things. He then made two points:

 

  1. Style is the sum of the art experiences that you have had.
  1.  To develop style, you need to create experiences for yourself.

 

To emphasize the importance of these points, he told me a metaphor. A lovely Legend of Zelda metaphor.

Imagine an adventure game like Legend of  Zelda where you go through quests, overcoming challenges and puzzles in order to gain new items. The more items and weapons you have, the more likely you are ready to take on tougher dungeons, and the more creative and adept you can be in defeating enemies. There are certain temples and areas you just can’t get to without obtaining the right item first.

Experiences are like this when it comes to art. They go in your “quest bag” as resources that can be used for any project. If you have only tried one or two styles, then that’s all you’ll know how to work with. You can’t defeat Ganon with only a slingshot. Give yourself experiences and challenges, and this will give you far greater power, flexibility, and creative liberty.

 

Challenge: The fast-track to style

 

My teacher then gave me this challenge, calling it the fast-track to developing your own style:

Make a list of your top 10 favorite artists that have influenced your work. Choose one of their characters and redraw that character in their exact style. Learn the ins and outs of what they do and how they do it. How do they stylize ears? Do they use soft or hard shadows? What about the stances and poses of their characters?

He then explained that the more informed we are, the better decisions we make. This is why we do things like draw from life and take figure drawing classes. Studying style is just as important. This isn’t the same as copying an artist. You aren’t drawing in their style just to imitate them, but to learn what you do and don’t like, and what you want to do in your own work.

I believe that completing this challenge will give me a greater knowledge of what the artists I admire do, and it will help me become aware of and develop more of my own style.

I challenge of all of you to complete this experiment! Who else wants to find more clarity in the direction they want to take their style and art? Let’s do this thing.

ChallengesLessons I've learned