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[ Music ]
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>> Hey, guys.
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It's Toniko Pantoja and today
I'd like to talk about how I go
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about drawing the human head for animation.
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Whether you're doing character design,
hand drawn animation, or story boarding,
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we all know that there are many
different styles for animation ranging
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from realism to the stylized to the cartoony.
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In this video I'm going to talk about how
I go about drawing the head for animation
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and how to adapt it to different styles.
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There are many ways in going about
drawing the human head and they all come
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from different schools of drawing
and they're all really good.
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One great drawing method I'd like to talk
about, and the one that's most commonly used,
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is the Andrew Loomis method which
I encourage you guys to look up.
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YouTube channel Proko does some great
examples of using the Loomis method
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to draw the human head as well as exploring
detailed head drawings afterwards using the
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same technique.
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I also learned about the Loomis method
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from Mark Brunet's ultimate anatomy
video course which I highly recommend.
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It's really good.
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There's also looking at the books
written by Andrew Loomis himself.
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They do a much better job at explaining
how to use these methods than I would.
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So I'm going to link you guys
to them in the video description
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if you want a more detailed
look about the method.
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The only thing I'm going to do is
demonstrate it for my line of work
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and what I think about when I do draw the head.
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First let's go through a general
run through of the Loomis method.
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And we're going to go for
something that's not specific.
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It's just very general.
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It's really just building the foundation.
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I would draw two center lines, horizontal and
vertical, the horizontal lines being roughly
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where the eyebrows sit and the vertical
line being the center of the face
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and where the nose and mouth sits.
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Then you're going to trim the sides slightly
as if you're cutting them with a blade.
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This will be the side of our head
and roughly where the temple sits.
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Now at the bottom edge of
your U cut sides you're going
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to draw another horizontal line across.
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This is where the nose will sit.
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If I'm going to draw the ears which will be
much later on the ears sit right in between
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where the brow line and the nose line sits.
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Next we're going to indicate
our chin and draw the jaw.
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Now remember different designs or different
human beings have different proportions,
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but for this case we're just
going to keep everything average.
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So I'm just going to grab the proportional
spacing between the eyebrows and the nose
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and apply that same proportion of
spacing from the nose to the chin.
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Right in between the nose and the chin.
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So if we're going to do an even
half we'll just indicate our mouth.
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Now we're going to create a jaw.
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It can be smooth, sharp, or blocky.
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That's really up to you.
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One thing you want to think about is
the jaw in relationship with the mouth.
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So you could put the angle change in
the jaw or the hinge of the jaw close
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to where the mouth is elevation wise.
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If we want to apply a bit of surface information
we're going to create a line from the top
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of the side circles towards the
chin or the sides of the chin.
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At this point we're defining a bit of the
forehead, the brow, and possibly the cheekbones.
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We can add another line from the side of
our head where the brow line sits or the top
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of our ear towards the side of the chin.
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This will help indicate that indent
between the brow and the cheekbone.
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And I would say try drawing this in a
three-fourth angle or even a side angle.
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The great thing about, let's
say, the three-fourth angle
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or the side angle is now you're going to be able
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to see what's happening in
the sides of the head.
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On the front view you can't really see it
because it's more flat, but on the three-fourth
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and the side views you can actually see the
sides of the head that are slightly cut.
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Again use your cross section
lines to help guide you
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in where the face is facing
or the overall angle.
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As you can see here, I'm not really adding
any specific features like eyes, nose,
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and lips and anything like that or hair lines.
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Something like this is a good
start at least for a foundation.
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So now we have a rough foundation for the head.
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From here I would recommend you to
try this out in different angles
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and I would also reference
different types of heads.
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Some heads have different proportions and sizes.
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Try and practice this method until it becomes a
bit familiar including the cross section lines
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to help guide you in terms of the angle, the
dimension, and the direction it's facing.
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The great thing about this method is that it
teaches you how to use lines as placeholders
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and measurement such as trying
to figure out proportions
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which is important for animation consistency.
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I know when I storyboard or do rough drawings
I indicate shorthands for the eyes, nose,
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and ears sitting within these lines.
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Different designs again call for
different types of shorthands.
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Depending on the style you're
going for, these parts can change.
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As you can see in the demo that I'm doing
right now I'm really just indicating the eyes,
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the lips, and the nose, not really putting
detail but just indicating it like a mark.
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And when I story board this is kind of close
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to how I draw my story boards
and the characters in them.
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More importantly it gets a point across, but
if I want to go back and clean up the drawings
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at least I have a foundation, I've placed my
marks, and have the freedom and choice to do so.
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So after getting used to the Loomis method of
drawing the head structure or a rough foundation
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of it try drawing the ears, the nose,
the lips, the eyes, and the mouth.
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And this is where you're probably going
to want to look up references of the eyes
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that you're going for, the
nose that you're going for,
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or the nibblelicous kissy
lips that you're going for.
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Now if we're doing a really average looking
human head everything would be very equal
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and average meaning that the spacing and
proportions from each other are very even.
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The size of things are pretty even too.
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So, like I said earlier, the top and bottom
of the ear would match the horizontal lines
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of where the brows and the nose sit.
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Some people have tiny ears like myself.
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Some people have big ears.
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But for this case we're just
doing everything by the books.
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For this one the width of the nose
would be similar to the size of one eye.
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And I'm going to use the same width
as the spacing between both eyes.
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Again this is just an example of how I'm
just using very even proportions based
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on what's already there.
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The Loomis method does talk about detailed
measurements about how to go about this,
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like how the tear duct should fall in line
vertically with each nostril, how the top of one
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of the cut sides of the human head can
be used as a landmark for the hair line.
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The good thing about the Loomis method, what
it's teaching, is it's teaching the usage
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of land marking and making proportional notes.
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And that's going to be pretty important for
characters with very specific proportions.
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You should try referencing different
types of heads because there's just
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so many different types of faces and shapes.
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Some would require eyes more
narrow towards the nose.
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Some would have small ears.
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Some would have bigger noses.
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Some would have wider jaws, wider cheeks.
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Some would have big chins.
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Some would have really tiny sharp chins.
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And that's why the first foundation of
the Loomis method is great as a tool
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because it's also a pretty good tool that
allows you to make changes if you need it to.
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You could just grab random pictures of
people's faces, portraits or whatever.
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I like to grab different screen grabs from
characters of my favorite TV show, for example,
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kind of study what makes
all of them so different
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from each other, what makes them so distinct.
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And how I would redraw them if I
let's say want to do fan art of them.
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And what's great with all of these is that
you can start with a very rough foundation
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of the Loomis method that's very generic, but
then as you add more details or more aspects
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to make it more specific you
can add those along the way.
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However is it applicable for animation designs
where things are more stylized and exaggerated?
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I think it has its places,
but good drawing skills
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and technique should allow you
to adapt to different styles.
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Things that are closer to life would do well
with the Loomis method of drawing the head,
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but some do require changes to make
the method work but in a different way.
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So I tried experimenting with this by
drawing or tracing over existing characters.
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From what I've experimented with,
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Disney characters also somewhat
match the Loomis method,
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albeit with more stylized
shapes and exaggerated features.
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But the brow line, the nose line, the ear,
they all kind of sit in place and sort
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of match each other and it's relatively simple
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to use this method to keep
proportions consistent.
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But it doesn't always line up
to your cross section lines,
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but still drawing those cross section lines will
help me indicate oh actually the lines sit right
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in between the ear or three-fourths
of the ear, for example.
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So it really does change depending
on style and character design.
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Like for some character designs the top
of the ears would be a halfway point
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for the character's eyes like this "Mega
Man Legends" example I'm drawing over.
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So yeah. I would recommend you do some
practices and studies where you draw
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over existing characters using a bit of the
Loomis method to make your own notes on how
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to redraw these designs using somewhat
of a version of a Loomis method
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because the Loomis method after all is a
tool to help you make your own language.
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Now let's talk about drawing
and animating the human head.
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You can get very technical
with how head anatomy works,
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but in most cases it's really
divided in to two major parts.
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You have your cranium or the sphere
of the head and then you have the jaw.
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I had a teacher that used to work for
Disney animation and one rule of thumb
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that he had was the sphere or the cranium of
the head does not squash and stretch as much
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or as compared to the jaw, for example.
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It's really the jaw that does most of
the squash and stretch for the head
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because it's the most expressive fart.
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I mean expressive part for things like animating
lip sync and mouths opening and closing,
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stretching open, shutting tight, and when
it's shut tight the cheeks are also going
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to puff up or squash.
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The jaw is going to squash if the mouth is
more closed or puckered and stretch open
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if the character is let's say
yawning or screaming or gasping
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or saying something loud
or have dramatic vowels.
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But again that's just a very
general rule of thumb.
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This will definitely change
depending on the animation style.
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One of my former TD animation
teachers also talked
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about a quick shorthand for drawing heads.
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Of course you can do everything by the books
with the Loomis method, but there's also a way
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where you just draw a horizon line where the
eye sits one-third at the bottom of the sphere.
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This is where the eye will actually sit.
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This skips a step of having to draw the brow
line half of the circle in the side view.
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Oh, and in a side view the
cranium is more stretched.
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So it's not really a sphere.
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It's more like a blimp.
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But remember this also depends on the design
since this was using Disney style characters
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in mind, specifically the Glen
Keane style of princesses.
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Now as for the notes of a character
having their mouth open like "Ah,"
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there's this common mistake that the jaw must
match the spacing of the open mouth verbatim
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and if you do this exactly in the front view
what happens is that you get a puppet effect
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where it just feels like the jaw
and chin are just sliding down.
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And the trick here is really to think about
perspective and the mechanics of the jaw.
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If I were to draw this in a side profile or
in a different angle where we can see more
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of the sides notice how the
jaw by the ear acts as a hinge.
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It's opening in an angle.
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If we were looking at this
from the front view parts
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of the chin will actually be
hidden away because of perspective.
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The chin is tilting and facing
downwards instead of facing forward.
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So when a mouth opens wide the bottom of
the mouth and the chin the spacing narrows.
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Again you want to practice your shorthand so you
can draw the head in many and multiple angles.
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Use your cross section lines to help you
define the form and the perspective depending
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on the angle, especially for difficult angles
where the head is looking extreme downwards
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or upwards at an extreme level where you're
drawing under the chin at that point.
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Another way to look at it too is that
the head is really a construction
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of three different forms, a sphere for the
cranium, a curved plane or side of a cylinder
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for the face, and a cylinder for the neck.
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Combining these and deforming parts of
them will help you get closer to the head.
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Being able to master the idea that these shapes
are really just meshed together like clay
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and deformed can help you come
up with a faster shorthand,
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especially if you've done
this way multiple times.
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In these examples I'm not drawing the
sphere and then the cylinder or a plane.
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I'm thinking about these shapes in one
uniform piece like one general shape
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to represent the whole shape of the head
kind of like a ball with a shield or a shell.
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I don't know how to describe it.
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If I feel like I am dealing with something
that's really difficult like a difficult angle
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or something that I'm not really familiar
with and I'm struggling, I'm frustrated,
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I would revert back to drawing
each step one at a time.
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Before animation and story
boarding I tend to keep things clear
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and readable for a first pass at least.
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But hey. Different priorities
call for different shorthands.
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The priorities for animation story boarding
is different from drawing for design.
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For design you're really aiming for
specificity in the design, the shapes, the form.
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And if it's with multiple characters
the contrast and the diversity.
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When it comes to animation story boarding
I'm not really drawing everything specific.
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Sometimes I'll do a really rough
lollipop head with facial expressions
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because for me the performance, the acting,
and the expressions are the main priority first
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and once I have that done
then I can do a second pass
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where I start doing everything
more detailed, more technical,
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more structurally where I start defining the
technical aspect, the constructional side
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of drawing on top of this very rough pass.
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Again when I animate I tend to
draw things with a lollipop head
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with facial expressions on top of it.
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Very crude.
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Very clear.
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Nothing too detailed.
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I'm not too worried about
keeping things on model at first.
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I'm maybe worried about the proportions, but
not really about keeping things specifically
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and tight on model since I know that can
be fixed on another pass on top of it.
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I'm also not super worried about
the consistency of the shapes
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and making sure everything stays super solid.
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That's not really an issue for me yet.
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The priority is the idea and the performance.
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The next pass is where I start putting
things more on model and adding more detail
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to the drawing making it
look like the character.
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This is where I would apply the constructional
drawing like the Loomis method, for example.
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And again just remember a good step of avoiding
same face syndrome is to apply different variety
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to your head designs for
your heads, the proportions.
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Just keep changing it up.
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Even if you are using the same
method for different heads remember
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by just changing the size
and shapes of certain parts
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of the head it will give
you enough variety already.
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There is a lot to talk about when it comes to
drawing the head for illustration or animation.
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It is best to study different
types of techniques.
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What I would recommend you to do is to try and
take your own existing designs or drawings,
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draw over them, draw over their heads,
and apply the Loomis method on top of it
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or something loosely inspired by it or maybe
something else to see if it's something
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that benefits you because everyone has to
come up with their own language for drawing.
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Anyways, that's all.
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Bye.
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