Thread #7910778
How the fuck do you draw the three quarter view?! Anonymous 04/02/26(Thu)21:59:35 No.7910778 [Reply]▶
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>>7910778
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>>7911028
The red line is showing you a trend of how the strongest "bump" of the face contour moves as the head turns. From the front view, the bump is caused by the mandibular angle. From 3/4 view, the contour transitions to being dominated by the cheekbone (which is located at the intersection of the "sunglasses" and the round arch from the jaw to the bridge of the nose).
Not universal, but works for a lot of anime characters from different eras of design and with different facial features. Lina has a very pointed cheek, Rebecca has an understated cheek and generally rounded features, and Faye has a longer, more mature face. But you can still see the bump move up as the face turns.
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>>7911028
You can also see this in effect on the other face charts I posted here. It's more subtle in the Mai Yoneyama design, but it's there.
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>>7911028
it's showing the apex of the line along the the chin's contour as the head progressively rurns at each quarter step. can be hard to draw for beginners that will draw the zygomatic (aka "cheek bone") too high or too low and draw the cheeks as lacking enough fleshy volume to look appealing. the line is meant to show that the zygomatic is not always the farthest/sharpest point of the cheeks at every angle, and that the point follows along an arch path that starts from the bridge of the nose, follows across the zygomatic, across the flesh of the cheeks, and ends at the gonial angles (the jaw bone's pointed ends)
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>>7911132
>especially that the bump goes upwards so smoothly by turning the face.
This is primarily an animation convention. Cartoon characters are already drawn rounder and smoother than real life, anime is no exception. With masculine faces or gaunt faces which have more defined angles, the transitions would be more harsh.
Now think about how animation is actually done. If you wanted to draw a face turning to the side, you'd draw the front view for the first frame, the side view for the last frame, then the inbetween frames. How do you transform a front view to a side view? You are very literally drawing the "in between" points, what is in the middle. So animation organically rewards and converges on this kind of design.
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>>7911814
>>7910778
Time for Loomis
https://westcedarstudio.com/wp-content/uploads/2019/08/Fun-With-a-Penc il.pdf
First you learn to place shapes on a sphere and rotate it. Making those spheres and shapes look like a face will come naturally after that.
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>>7911967
This is somewhat the wrong question, asked from the wrong perspective. The construction does not define the design. The design defines the construction.
This line defines the middle of the head. The line's importance as the midline and its utility as a tool to help the placement of features does not change whether the eyes sit below it, on top of it, or in the middle. Her design just so happens to be top-heavy.
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>>7912158
I dont get it. OP has barely tried. Its like maybe 2 minutes worth of work on their page. Asking such a basic and well-covered topic. I know for a fact there are hundreds of free videos on youtube which would teach the topic far better than some random loser on this board. But these people leap at the opportunity to flex their huge heckin art wisdom ego and eagerly reply. The OP obviously isn't going to try and harder or read or learn anything. Its weird and pathetic and hopeless. I dont know why I come here
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>>7910972
Where are this from? When I use Google Lens it starts coming up with some AI bullshit before even showing me the option to look for visual matches, I fucking love Google with all of my soul man I swear fuck tech corpos kill tech corpos behead tech corpos dropkick roundhouse and all that shit