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TIGSource ForumsDeveloperArt (Moderator: JWK5)Drawing Forced Perspectives
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baconman
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« on: March 29, 2011, 11:46:50 PM »

It's not nearly as easy as Street Fighter Alpha 3 would have you believe! Those of you who do these - do you start front to back? And how do you keep everything looking... "right?" o.O Currently attempting (albeit badly) to do a groupshot of characters, closer ones with more FP, further ones more side-view; maybe a couple of silhouettes in the far BG. Those FP's are killing me, though!
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jwk5
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« Reply #1 on: April 03, 2011, 01:10:49 AM »

Ask and ye shall receive.
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Triplefox
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« Reply #2 on: April 03, 2011, 02:00:36 AM »

I made a breakthrough on my figure drawing techniques recently, after a decade or so of failing in various ways. So here's how I approach it now:

1. Before starting any outlines or mannequins, box each character in a flat polygon of any shape - no perspective yet - describing the outer limits of all their limbs. This polygon describes - in a rough way - pose, proportion and composition. With multiple characters it also ensures that they are posed correctly relative each other, even with complex interactions. I add additional lines and polygons inside to spot gestures, negative space and more details of proportion, especially head-body-legs ratios. (Before I used this technique, I always ended up with severe distortion and proportioning problems, tilted stances, etc. Now I don't even know exactly what pose I'll draw when I start, but it comes out looking pretty solid anyway.)

2. Adjust the simple polygon for perspective. At this point I would foreshorten and make some more simple shapes to get the exaggerated things right. I might add perspective lines to motivative rotations to the mannequin's parts later.

3. Draw the mannequin. Here I get another chance to correct perspective; because I already have well-positioned borders at this point, they become the anchors of various parts of the mannequin - shoulders, elbows, and feet are the typical anchors since they usually project into a border. Rotations and positions are already suggested by the anchors, and the rest of the figure can be adjusted to fit, thus the result usually looks correct even with wild proportions.
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