Anatomy for Fantasy Artists: An Essential Guide to Creating Action Figures & Fantastical Forms
By Glenn Fabry, Michael Cunningham and Ben Cormack
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About this ebook
Fantasy artists are unlikely to use models to draw from life but, to be successful, their creations must have a grounding in reality. This book teaches the artist the principles of anatomy, from musculature and skeletal structure through to movement. You can then develop your artistic style by breaking and bending the rules of anatomy through practical exercises and demonstrations, accompanied by incredible finished artworks. The step-by-step exercises help the artist to fully understand the subtle movements that combine to create expressions, and the flowing movements that constitute actions. This is an indispensable guide for anyone interested in improving and developing their fantasy art figures.
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Book preview
Anatomy for Fantasy Artists - Glenn Fabry
Section one
Fantasy artist’s
master class
When you are creating a fantasy scene, literally out of this world, your job is to make something unreal look totally convincing. Central to the discipline of fantasy art is the imagination combined with a good grounding in anatomy. This will free you not only to create convincing representations of ordinary people but also to explore inventive anatomy, and to render the unbelievable believable.
Having shown you how to structure your figures, this section then looks at how to bring them to life with movement and characterization. The effects that can be achieved with lighting and perspective will help you to dramatize your characters.
Human skeleton
Almost all fantasy illustrations, no matter how otherworldly their settings, contain human figures—or, at least, distorted human figures. The human skeleton is where every fantasy character begins: the bare bones. Don’t panic. You don’t need to draw a full, anatomically correct skeleton every time you want to create an illustration, but a little know-how about its make-up and proportions and a few artist’s tips will go a long way.
from the front
This is a completely average human skeleton—the base against which all others are measured. It’s about seven heads tall, with shoulders approximately as wide as the hips, and hands that fall mid-thigh. The pelvis is just over half the way up, with the legs measuring about four heads high, and the torso about two. You’ll learn how to simplify and adapt the basic skeleton to fit all the different fantasy archetypes later, but for now it’s a good idea to familiarize yourself with its basic composition.
It’s important to pay particular attention to the structure of the hands, for several reasons. Not only are the hands among the most intricate parts of the whole skeleton, but the hand bones show through the skin more than any other area, and are thus responsible for the shape and position of the digits.
the main bones
1. Skull
2. Clavicle or shoulder bone
3. Scapula or shoulder blade
4. Vertebrae or spinal column
5. Ribs
6. Sternum or breastbone
7. Radius
8. Ulna
9. Carpus or wrist
10. Metacarpus
11. Phalanges (14 finger bones)
12. Pubic bone
13. Coccyx
14. Femur or thighbone
15. Fibula
16. Tibia
17. Tarsus or anklebone
18. Metatarsus
19. Calcaneus
20. Phalanges (14 toe bones)
Skeleton slayers
Skeletal characters have immediate, grisly impact. They are the undead, and it is obvious that their powers lie purely in the supernatural.
from the back
Here you can see how the scapula helps to make the shape of the shoulders. Notice also the shape and position of the skull. Its characteristics are not usually used to map out the facial features so you don’t need to remember their exact locations, but a good knowledge of the overall shape is essential for drawing heads that look realistic.
The vertebral column is another area that obviously affects the surface of the skin, so a close look at how the vertebrae sit together will be helpful later on when you come to shading the skin of your character. Don’t worry if you can’t memorize the name and position of every bone just yet. They will become a lot easier to remember when you’ve drawn them a few times, and you can always refer back to these images to see what goes where.
from an angle
This illustration gives a better idea of the three-dimensional shape of the skeleton.
skull
Don’t forget to have a good look at the skull, too, particularly noticing here how it joins to the vertebral column.
clavicle and rib cage
See how the clavicle and scapulae fit like a yoke that slips over the neck and rests on the round mass of the rib cage.
spine and pelvis
The box shape of the pelvis bears the weight of the spine, and the two together form a series of joints held by ligaments that allow the body to bend and twist.
carpal and tarsal bones
You get a good view of the carpal (wrist) and tarsal (ankle) bones here, so take this chance to really get familiar with them—you’ll be glad you did later when you’re drawing amazingly realistic hands.
convincing posture
When constructing a fantasy character, making a complete drawing all at once is difficult. Hardly anyone does this, not even the world’s top fantasy artists, simply because it is much more effective and simple to construct a figure in stages. The first stage is, of course, the skeleton, which is then used to establish posture, proportions, position, and action.
The skeleton acts as the framework for your final rendering. Everything you draw from now on will be positioned around this structure, so it’s vital to draw the skeleton in a position that looks comfortable and natural. But you don’t need to draw a highly-detailed human skeleton every time. Most artists find that a simplified version, such as the one shown here, is a perfect way to quickly start assembling a character. If you turn to the gallery section Section three: Cast of characters, you can see how other artists simplify their skeletons.
Simple shapes
The skull, rib cage, and pelvis are all represented by primitive, simplified shapes.
Positioning
See how the hands and feet are simplified—this is just for positioning, so you can go back later to give them more shape.
Representations
The bones in the arms and legs don’t affect the shape of the skin directly, so they can be represented as lines or sticks.
Practice
Now all you have to do is practice until drawing skeleton models becomes second nature. This stage is vital in terms of creating a position that looks natural, so keep going until you can draw every pose with every set of proportions imaginable.
Human musculature
Once you have a grasp of the skeleton you need to learn how its supporting and covering musculature is structured, because this gives the body its substance. Musculature is where exaggeration plays its most important role in setting the fantasy human-based form apart from the everyday human form—powerful warriors need highly developed muscles in order to look convincing. However, in order to work, an exaggerated fantasy image needs to be grounded in truth.
from the front
From the broad pectorals to the powerful thighs, the front of the body is swathed in a complex segmented shell of bunched muscles. Together they act in conjunction with the spine, supporting the skeleton, as well as the internal organs. The thick ribbon of powerful abdominal muscles clings to the underside of the ribcage and stretches to the groin and the tops of the thighs. It is designed for the anticipation, and release of,