Skull with facial features and proportions

Share:
To draw a sketch avatar

First of all, master the details of the skull ~

Let ’s talk about it today.

Skull bones and proportions!

Head bones

The head is supported by the skull,

Many bumps on the outside of the head are due to the bumps on the internal bones.

The undulations and bones on the skull are the most important basis for avatar modeling.

The width and length of the skeletal body

Determines the basic head shape and basic face shape of the character.

Brain and facial skull

I. The skull is a large-capacity shape close to a sphere, with parietal bones, frontal bones, occipital bones, temporal bones, and sphenoid bones. The focus of hair shape modeling is to distinguish the parietal, posterior, and posterior structures according to the shape of the brain. On both sides.


2. The facial part is the key content of the sketch avatar. It is the area where the characters' eyes, nose, mouth and other structures are located. The eyebrows, orbits, nasal bones, cheekbones, upper and lower collar bones are distributed. The characteristics of a person's face depend on the positional relationship between the height and width of the symmetrical bones in the face frequency part.

For example: the width of the zygomatic arch bone determines the width of the head, the angle of the mandibular corner turning determines the slope of the mandibular shape, and the chin nodule determines the width of the chin. Representing the head of a character can not only look at the surface, but must be related to the internal structure, pinpoint the structure of the bones and bone points, and cause and effect, with the help of anatomical knowledge of skeletal structure to accurately show the changes in the external shape.



We need to find the important bones and bone points on the turning point of the large body mass, such as the temporal bone line, the outer edge of the orbit, the condyle, and the mandibular nodule, etc., and connect them accurately to form a complete structure. Dividing line.

Head ratio

For the understanding of avatars from different angles, you should also learn to summarize their body masses and relationships, determine the position of the body at the turning point within the framework of a large cube, and always reflect the volume relationship of the avatars, maintaining the large relationship that serves the whole, Always focus on the overall effect.


In the sketch avatar, the object is closest to us and farthest away from us at any angle. For example, an avatar showing a 3/4 side angle. The side closer to us should emphasize its light and shade and physical structure to fully show the details; the farther side, the processing method changes accordingly, with a weakening of subjective nature. In this way, the spatial distance of the avatar can be well reflected.


"Three courts" means that the hairline from the forehead to the bottom of the chin can be divided vertically into three equal parts. The upper court is the hairline above the head to the eyebrows, the atrium refers to the eyebrows to the nose, and the lower court refers to the bottom of the nose. Go to the bottom of the chin.

"Five eyes" uses one eye as the unit of length, and divides the front of the face into five parts. The distance between the two eyes is the width of one eye, and the width of the outer eye to the front head edge is the width of one eye. Add up to just five eyes.

Without the right proportions, perfect paintings cannot be made. "Three courts and five eyes" is a generalized term term for the proportion of the five senses. According to this statement, the basic portrait head will be coordinated and comfortable, but there is no need to move hard. Most people are based on this basic law: there are tiny s difference.


Source: Sumiaohoa

No comments