Monday, June 7, 2010

Coat Hanger Method

6 comments:

  1. Hey, really like the diagram at the top right, makes it very simple.

    I've often read that you should always be aware of the 3D form that your lines adhere to and make every line fit that perspective. Is that the same as your coathanger analogy? I only ask because you say 'sometimes'..?

    By the way this blog is amazing, one of my fave drawing resources on the web so thanks a million!

    John

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  2. John: Drawing cartoons is a funny thing because sometimes the graphic design of it doesn't actually work in 3 dimensions. For instance, Mickey mouse's ears always stay flat. I think of it more like graphic symbols that are well designed floating around forms. You can even redesign things to look better from new angles. They even do this in cg animation. If you were to look at the model from another angle you might see that the rig is actually broken and pushed just to get a cooler graphic read from the angle of the camera. I like to think about a little bit of form and a whole lot of design.

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  3. Thanks Rad,

    That makes perfect sense. I've been doing the JohnK Curriculum..

    http://johnkcurriculum.blogspot.com

    The first lessons are all about awareness of the 3D volumes of your character and how to construct them properly from every angle. I guess its a case of learn the rules, then learn how, when and why to break them.

    Many thanks
    John

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  4. John: I didn't really notice the problem until I did some designs for CG. There is really no such thing as a line. In reality even something as simple as an eyelid has many planes and you have to design how fast the edge turns. Or a nostril, there are no "Lines". it is a bunch of slow turning and sharp turning planes. The only good way to show it is to use value and paint the planes and not use line at all. But that is too hard to animate, so we cheat and use lines.

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