Showing posts with label figure drawing instructor. Show all posts
Showing posts with label figure drawing instructor. Show all posts

05 April, 2014

5 ways to ditch your sketchbook rut

do you ever get into an artistic rut? me too. ever want to get out? ...me too.

my pre-animation students and i have been talking about artistic ruts, and i think that one of the most helpful parts of getting out of those hang-ups is sketchbooking. why? because it gets you in the habit of drawing -- all the time. so when you have to draw for a specific purpose, like my students do in our figure drawing class, or when artists have to create a commissioned piece, it's no different: you simply make a transition in your mind. it's a different medium and a different subject and here we go. so i present to you----


1 // get rid of the idea that your sketchbook needs to be presentable. i know--people always want to see it. we're artists. we're cool. we carry around these little books with various drawing tools and oftentimes people think that we breathe and magic designs spill onto the paper. but we know it's not that simple, and we don't want to be self-conscious, so we want to draw well. we want to be impressive. but this can also paralyze us into ruts or worse, into not drawing at all. and what i often see in the sketchbooks of beginners (and of those in ruts) is that they worry about this and tend to draw very timidly, which shows through the drawing.

so with that idea--the idea that "this has to look awesome or someone will doubt my artistic legitimacy"-- out of your mind, your drawings might actually look, well, more awesome. sketchbooks are magical. they can be places to develop ideas, to study concepts in a deeper capacity, to play, to observe, to explore, to understand. don't worry; just draw.



2 // keep multiple sketchbooks. this can help with #1. so if you feel inclined, get a few different sketchbooks. perhaps you can use one for emulations, one for "pretty drawings" where you try to make finished work and one for straight-up experimentation. experimentation of medium, of style, of ideas, etc; this last one might surprise you in how free your drawings become...maybe it'll become your favorite. i don't even bother with the "pretty drawing" one anymore, honestly--i usually find my best stuff in the others. and to be totally honest, the types of books i've mentioned usually end up bleeding together. but my mind opens up as to how i can use my sketchbook.

some artists prefer just to draw on loose-leaf 8.5x11 printer paper, and then get it spiral-bound. this is a great way to keep your drawings together and make them look presentable later, if you must. it sure is a good way to gather random ideas or sort and organize them.

one of my favorite sketchbooks i designated as a "pen-only" sketchbook, where i inked on the first page, "permanent mistakes welcome". then i could then allow myself to mess up because it was supposed to happen--it was part of the process. i also made two rules for myself: #1- i could only use pen, which allowed me to be more bold in my mark-making, and #2- i couldn't skip pages, which helped me move on from "bad drawings" faster. i found that along with a lot of not-so-great drawings, i had a lot of successful drawings in that book because i let myself draw with reckless abandon. obviously there are times and places, but hey...it's a thought.



lastly, one of my most favorite sketchbooks i keep is a private* sketchbook -- this tiny, thin little book can fit in my pocket and it's one that i don't let anyone else see. in these pages, i record my personal thoughts and ideas, knowing there will be absolutely zero pressure of others' eyes. the thoughts and ideas i pour into this book aren't limited either -- they come not only as images, but also as words, as poems, as potential songs...creativity appreciates both boundaries and having boundaries lifted. also, i can be totally honest in my work here.

[above photo notes] left: 3.5x5.5 handbook handles water media well. pocket-sized! don't let the format hold you back. top right: the closed 3.5x5.5 moleskin book is my private sketchbook.  super thin pages but that's okay for this one for me.  i penned the words on the front, [*and here's a little secret--i'll tell you about one page in there, which is  the first page in the book which completes the thought on the front: '...nor perfection allowed'. again, it's my counterbalance to pesky paralyzing perfectionism. but apparently there is no counterbalance to alliterations when they just come....] bottom right: a sketch from a photo i took at a concert in my pen-only 4.5x8.5 denik book. pretty thin pages but good for ink only :) (and denik is a great cause...check them out

3 // switch up your medium! matt nolte visited BYU this past week and he said that when he gets frustrated, he changes his medium. i think this is excellent advice. when i use different media in my sketchbook it gets me all sorts of excited about drawing. if you can trick yourself into being excited about drawing, you'll want to draw-- all. the. time. and chances are, you'll get better if you're applying what you're learning in your classes or personal study (because you should always be learning...see #4). below are some of my favorites.

click to enlarge--read my wee notes!
you can tell what kind of rollerball pens these are from the photo--your standard pilot G2 and uniball, as well as a staedtler pigment pen (i used to use microns but the tips wore out too fast for me). here are links to the other goodies. some of them are general links because there's variety within the media -- pentel pocket brush pen (makes more expressive marks) // col-erase pencils // waterbrushes (can be filled with ink or water) // kneaded erasers // itty bitty watercolor set (!)

piggybacking off the idea of different sketchbooks, the surface we draw on also makes a difference. toned paper is great because it automatically creates a medium value, so i also add white charcoal pencils to my quiver to create some lighter values on top. below is an example of a sketchbook i started today! it's just toned paper i'm going to spiral bind later.


and speaking of quivers, it really helps to have something to hold your supplies. i love my kaddy pencil holder, but i've not been able to find any since i purchased mine. leave me a comment and link if you can find them, or what you find helpful to hold your tools in when you tromp around town to sketchbook. perhaps pencil roll cases might work? 

below are some studies that i decided have fun with and made more interesting by using a blue col-erase, one of my rollerball pens and my waterbrush to spread the ink from the pen around for value. again: using different media = so much more fun when you're drawing what something that may appear to be boring.



4 // get outside: inspirationally and physically
get outside physically: get outside of where you normally draw. take note--where and when do you draw? is it just in class? just in a boring meeting? just in your room when you're procrastinating other things?

well, there is an entire world of things to be drawn! so get out and draw in other places: the lunchroom, the park, the line at the coffee shop, the zoo, the apple orchard, the mountains, the library, the mall. draw at concerts! drawing from life (i.e. looking at something and drawing it) is essential to help develop hand-eye coordination and connect our brains to our work. i took a sketchbook class where we just went to different random places and drew whatever we felt like. it was the most liberating experience. i don't think i would have thought of going to the harley-davidson place and drawing motorcycles on my own but you know what? it was a blast. (photo below, top-left)

as a bonus, the more things and people you draw, the more trade your stigma of what you "think" you know for actual observation and realize what things really look like. also, drawing a variety of subjects helps put those things in your memory bank so that if you're ever called upon to draw, say, a fire hydrant for a job, you're already somewhat familiar with it because one happened to be next to that random train that you drew that one time you got outside of where you normally drew.

also, just be inspired by life. some of the drawings below in the bottom-left and the one on the right side are more emotionally-driven: ideas that developed from experiences i'd had. i've heard idea thrown around the BYU animation department that animation is the imitation of life. if you don't have a life, how can you imitate it?



get outside inspirationally: look at the sketchbooks and art of those you admire. and here's the thing. students often look at their peers for inspiration. this is great, but your competition isn't just inside of your classrooms or at your universities and colleges -- your competition is in the industry you're headed into.

so rather than just looking right and left in your physical classrooms, look at the wider world of art. bridge the chasm between you and the professional you want to be in 20 years by looking at the art of the professionals you admire, because once you graduate, those are the ones you'll be compared to when you're hunting for jobs or trying to make a name for yourself! it really helps to look through others' sketchbooks to be motivated into sketchbooking/art-making. i've started a pinterest sketch board with notes about sketchbooking. honestly, it's sort of what inspired this post (it also has most the images from this post pinned, because for some reason they wouldn't pin from this page). give it a look and a follow, if you fancy.

5 // "what kind of art do i even like?!" dismayed, that's what i found myself asking after my 3-week backpacking adventures in italy, september 2012. i was back in the states with only two months to create my final bfa project to graduate college--stoked and inspired from my travels yet totally stumped on what style or direction i even wanted to go in with my art. so i used pinterest for inspiration to help me understand the kind of art i liked, because i wanted to produce art that i liked. there is a lot to be said about curating art and a lot to be understood about yourself as a person and artist from what you find. read more about that experience here.

also, be observant in your own art and sketchbooks: what do you like to draw? what do you keep coming back to? not just in subject matter, but in qualities and stylistic choices? what media do you jive with most? don't tie yourself down, but do take note of correlations in your work over time.

it's like playing the game "clue": apparently i like drawing women. with long necks. and cool hair. with good line quality. swirls. profiles. ...pensive expressions? in oblong formats. in really great sketchbooks. usually 4.5x8 or smaller.

jumping off of point number 5, look forward to my next post where i'll discuss more about the importance of cultivating good taste to create your "style".

in the meantime, grab your sketchbook and get going! obviously these are just a few of my thoughts but i feel like i just let out all of my sketchbook secrets! dare to share yours? leave a comment.

06 March, 2014

hampton's drawing list

today my class is turning in my midterm, and we're starting to learn about anatomy. i'm LOVING michael hampton's book on it, because he really breaks it down. super helpful, especially for beginners.

carrying on from my last post--he made a super concise list regarding constructing the figure. here, drink some of his wisdom. *goblet clink*

"It is important to keep in mind the overall process at this point. Remember the progression:

Gesture
Shapes
Landmarks/Volume
Anatomy
Value

Think of these as all being related. Any time you move to another step, that step still needs to address all that came before it. For example, when we start to develop anatomy, we have to address the three steps that came before it in order to stay true to the original intention or gesture. Additionally, remember that drawing the pecs or deltoid is the description of a smaller or micro-gesture that is a smaller argument in support of the larger idea (the initial gesture)." -Figure Drawing: Design and Invention, pg. 89

27 February, 2014

drawing checklist

remember how i'm teaching figure drawing for animation at byu this semester? i'm so glad i am, because man...it's a blast.

the main reason for this post is because it's sort of an appendage to the post that i wrote a while back. and honestly, i just don't feel like making a powerpoint for my students (powerpoints...gross). so all of you get to peek at what we're learning about today. it's basically pulling together what we've talked about in the class so far. yeah, process! 

construction // 

i start every drawing the same way, whether it be a 30 second drawing or a 3-hour drawing. literally. it goes sort of like this --

some famous artist said it first and more elegantly, but i let the pose determine how i begin drawing. sometimes it's an amazing gesture. sometimes it's the midline. sometimes it's a sweet shape. sometimes it's the emotion. whatever it is, i find that and start there. then this is a reeeeeally rough process of what comes next:

1 -"ghost in" the figure -- lightly compose it on the paper with broad, general marks (usually the widest side of the conté or drawing medium)
2 -gesture first: exaggerate the pose and essence of the model in its entirety. meaning, at least imply the main parts of everything: torso, head, arms, legs, hands, feet. you can loosly incorporate the shadows if you'd like, to help explain the shapes. or, you might want to put in lines for proportion, ie where the feet, knees, pelvis and shoulders are if it's a standing pose, getting the dynamic angles in there. 
3 -build on top of the gesture with basic shapes (often, i start with the torso, because that explains the rest of the pose as everything else is an appendage to that. but again, let the pose decide the way to begin)
4 -commit a few areas, meaning, make some areas clear with firm, decided marks to say "this is where this line is", and then let all the other marks you put down subsequently relate to that area.

hmm, these numbers don't exactly match up with the list but you get the idea, yeah?

now i'll let you in on a secret -- this is what constantly goes through my head as i continue into a more extended pose, whether it be 10 minutes or 3 hours.  

mental checklist //
-keep the gesture alive
-construction: is the structure still there? 
-constantly draw through the figure (or at least think through it, literally)
-establish darks and lights
-light is for detail, dark is for form
-establish a focal point
-SIMPLIFY: choose to see less
-keep eye and hand moving
-think in terms of explaining and interpreting
-merge dark shapes
-pay attention to negative space
-always think: big to small, general to specific. from the tool in hand to the shapes on the page 
-when applicable, grid and relate points to each other
-commit lines and points
-strengthen and clarify. always! 
-when time permits, walk away and come back with a fresh view



SO. if i start to "lose" my drawing (meaning it's going well then something happens and it starts to look weak or not as good), go back to the top of my mental check list and figure out where i "lost" it.

i have the top 5 of these (the ones that are most important to me, or the ones i forget most often) written on my drawing board, to help me remember. construction is always on there, because you just can't really move on from a poorly constructed form. that has to be in place first. before value, before cool swooshy energy lines, before anything else. another famous artist said this: "you must build the house before decorating it." 

sooo...capisce?



drawing principles // 
keep these things in mind as you draw as well, after you get a good grasp on structure and construction and the essentials. 
-general to specific
-make sure to get the whole figure on the page. don't sacrifice this! 
-straight vs. curve 
-push the design: our mind always tends to straighten things out when they're on paper. we have to compensate for this in our designs. if the model looks slightly bent, draw them more than slightly bent and our brain will interpret it correctly when it sees it on paper. 

* * *

thoughts on value //  value refers to the lightness vs the darkness in a drawing. this is often where students get excited, but ironically where their drawings go downhill.

as far as value goes, this is one of the best tips i can think of. i'll even let go of my stylistic writing choices and capitalize my letters for you like a big kid just for clarification's sake:

Light is for modeling (it’s where the information and rendering should be) and shadows should be flat. Thus, leave detail out of the dark. Instead, make the dark shapes pretty flat. This will also help you to think in shapes and planes. Again: Light = texture, detail, rendering, modeling, color (if applicable). Dark = shape-making, flat, low hues (color). Now, some artists have reversed the two. This is just the approach I've found to be most successful. Either way, pick one to have the most information: light or dark, and go with that.

The next part is super helpful, so tighten your thinking caps one just one time:

The separation of light and dark is important. The lightest areas of the shadow still shouldn’t be lighter than the darkest areas of the light. I know...it sounds confusing, but it’s honestly one of the best concepts to grasp with value. If it’s not like this, it’ll look over-modeled, which is no good.


a quiver of tools // 

now let me be clear: the implementation of value does NOT make a good figure drawing. there are absolutely gorgeous figure drawings made solely of line! however, if you can learn to use value properly, it's another tool to add to your toolbox and you can pull it out when needed. there are times you might not even want to use value.

think about it: if your model is 90% in shadow (you likely came late to class and got the shadow side of the room), you might opt to just do a really great line drawing. but it will need excellent construction and a knowledge of anatomy. but to make it look superb, that's where the line quality tool comes in. that's why everything is built on top of everything else. you need to know the basics to understand what you're doing (and no artist can skip these, no matter how good he is), but the quality of the drawing is shown by incorporating the awesomes.


b a s i c s :
gesture
proportion
construction
shape making

a w e s o m e s :
line quality
value
force
exaggeration
composition

Our drawing surface will likely remain our best and most objective teacher.
~Ted Seth Jacobs

until next time, young padawans.....also, questions? leave a comment!

08 January, 2014

here's my excuse

you know how sometimes i take long hiatuses from updating this blog because i randomly up and move to mexico to teach kids english for 3 months?

. . .

you don't? well. that's because this is the first time it happened.

so i will express my sincere apologize in two forms:

1. good news: i was recently hired to be a figure drawing instructor for BYU's animation department! i am thrilled. class started yesterday and it's a good group of people. i'm stoked to start figure drawing again as well because i used to all the time!

2. food and art: my art show at the slc library - sprague branch is up! the opening reception is THIS COMING TUESDAY from 6:30-8pm and you can check out the event here.