Real Type Game Genre Antiheroine

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Draw her a toned-down version of the Heroine and expose less her body. In the world of SF, the clothes are made out of stretchy material that show body contours. The outfit is designed with a geometric pattern of straight lines and circles. For the body-hugging design, it might be fun to exaggerate something that is fashionable now (but avoid trends that look as if they will be out of fashion within the year). Be bold in your designs without being bound by logic.

Real Type Game Genre Anti Heroine

The line along the spine curves down to the waist.

The round cut-out at the back of the dress revealing skin is sexy and feminine.

A smooth line for the breasts.

The line along the spine curves down to the waist.

The round cut-out at the back of the dress revealing skin is sexy and feminine.

A smooth line for the breasts.

Trimming on the edges of the dress makes it look like a uniform.

It is a tight costume so the contours of her buttocks are visible.

The hugeness of the shoes contrasts well with the slenderness of her ankles.

The hugeness of the shoes contrasts well with the slenderness of her ankles.

Real Type Game Genre Anti Heroine

The round cut-out allows a glimpse at the collarbone and cleavage. The breasts are slightly smaller than the Heroine's.

The upper arms and thighs are slimmer than the Heroine's. She has supple hands with feminine, slender fingers.

A pinched-in waist.

The slick line that runs from the shoulders down the sleeve reinforces the uniform image.

The decoration on the sleeve evokes the image of the fringes on the epaulettes of military costumes. This suggests that the character is high ranking in her world.

Her calves are defined with a smooth feminine line with no muscular definition.

The shoe design plays with present fashion trends.

Real Type Game Genre Anti HeroineSchool Uniform Technocal Drawings

Advice from a Young Creator

AA 1

YASUYOSHI

PROFILE

Name: Yasuyoshi Suzuki Birthplace: Shizuoka Prefecture, Japan Date of Birth: April 11th 1975

A graduate from technical college, Suzuki is now moving his way up in the world of Game graphic design.

I am working in Game graphic design. Although I don't really feel as if I am in a position to be handing out advice yet, I am glad to have this opportunity to advise would-be animators.

The first time I thought that I wanted to draw for a living was at junior high school, I suppose. The films and animation I watched and the manga novels I read at this tender age have had a big influence in getting me where I am now.

I have some points in mind when I draw for fun. That is, I strive to perfect what I draw by doing fair copies of my drawings. Of course I am not talking about rough sketches and doodles, but the other stuff I draw as close to perfection as I can. I do this because I find that when I redraw something that looks OK in rough, the ambiguity or distortions in the design stand out in bold relief.

And there is one other thing I want to say. Show your work to others. You shouldn't keep your drawings to yourself. People's evaluation can be a great stimulus. There are a lot of other things that I could say but I will leave you with these two main points.

If you really want to draw for a living then I advise you to make fair copies of your drawings and show people your drawings. I hope that this advice helps you to get to where you want to go.

Pictures For Joshua Chapter

Chapter 4 Drawing Detail

Real Type Game Genre Anti Heroine

A thin neck.

Broad shoulders. Sturdy. His shoulders are usually about three times wider than the head.

A square jaw. His jaw and temple are about the same width.

A short neck. Only about as long as the length from the mouth to the chin.

First, compare their height. The Hero is usually about 150 cm (5 00" ft.).

2. The Hero/Heroine (Normal type) About 150 cm (5 00" ft.)

3. The Stocky Middle-aged Man About 140 cm (4'67" ft.)

5. The Normal Middle-aged Man About 180 cm (6 00" ft.)

7. The Middle-aged Woman About 140 cm (4'67" ft.)

The height of the Normal type body is 7 times the length of the head. The legs are slightly longer than is realistic.

1. The Child

The head is big compared to the body. Make sure that when you draw the child's expression you don't put an adult face on a child's body.

Real Type Game Genre Anti Heroine

Thick around the waist.

One of his hands is big enough to cover his face. It gives him a sense of sturdiness.

Narrow shoulders. About 1.5 times the width of the head.

Keep the legs short within a 6:4 ratio with the upper body.

A thin neck.

Broad shoulders. Sturdy. His shoulders are usually about three times wider than the head.

A square jaw. His jaw and temple are about the same width.

A short neck. Only about as long as the length from the mouth to the chin.

Thick around the waist.

Narrow shoulders. About 1.5 times the width of the head.

So far you have looked at single characters (the leading characters) but an animation or manga work cannot be produced with just the one character. You must also have a cast of supporting characters

So take a look at how to draw the essential cast of supporting characters. You have to express the individuality of each one with accuracy. There are two things that you must do: make the leading characters stand out above the rest, and endow the supporting characters with enough personality to make them interesting.

Think of the personal background (their past, their beliefs, their relationship with the leading character/s etc.) for each character and then convey this information in the total design through such things as their expressions, hairstyle, costume and accessories.

2. The Hero/heroine 3. The Stocky

First, compare their height. The Hero is usually about 150 cm (5 00" ft.).

2. The Hero/Heroine (Normal type) About 150 cm (5 00" ft.)

3. The Stocky Middle-aged Man About 140 cm (4'67" ft.)

5. The Normal Middle-aged Man About 180 cm (6 00" ft.)

7. The Middle-aged Woman About 140 cm (4'67" ft.)

The height of the Normal type body is 7 times the length of the head. The legs are slightly longer than is realistic.

Middle-aged Man

(In the Fantasy Genre works, this would be a dwarf, for example.)

His legs aren't long but his feet are exaggerated in size. They are bigger than his face.

His upper arm and below the elbow are the same >v thickness. The width of \ the joints at the v shoulders, elbows and wrists are about equal.

There is little difference between the joints and the flesh so don't draw the wrists and ankles slim. Muscles haven't developed yet.

1. The Child

The head is big compared to the body. Make sure that when you draw the child's expression you don't put an adult face on a child's body.

Make sure the waist is not too narrow (except when drawing the Bishoujo type).

Keep the legs short within a 6:4 ratio with the upper body.

One of his hands is big enough to cover his face. It gives him a sense of sturdiness.

Characters nos. 3 through 7 are all much more difficult to draw than the attractive leading & supporting characters as well as Bishoujo characters. Drawing older people realistically breaths life into your work and the characters.

Emphasize the muscular definition of the arms and calves. His legs are about half the length of his body.

Some muscular definition of his arms and calves.

A slimmer build than the Strong Man, he is quite slender.

Ample bust, waist and hips.

Smooth feminine curves from the neck to the shoulders.

The stomach and bust protrude about the same.

Large feet about the same size as his head.

Her hips (the pelvis) ' are about the same width as the shoulders.

Real Type Game Genre Anti Heroine

Taller than the leading characters.

The line from the waist to the crotch is long.

His body is leaner than the Strong Man's.

ittle definition of alf muscles.

The waist hardly goes in at all.

Compared with the three middle-aged men, her joints are slimmer.

Short Stocky Anime Characters

Huge thighs. The legs are as short as the Stocky Middle-aged Man's.

Real Type Game Genre Anti Heroine

Ample bust, waist and hips.

Smooth feminine curves from the neck to the shoulders.

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