Showing all 61 replies.
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Animators have a particular way of drawing, and designing, characters to ensure they can quickly and consistently recreate them - this usually means simplifying the characters so that they can be easily replicatable with very simple shapes.
Take a look at animator drawing books, like Preston Blair's books, or maybe Richard William's books (though I haven't read his).
I'm unsure of what books are out there specifically for japanese animators, but look them up as well, I'm sure they're similar in lessons, if only different because of the more realistic characters - but the western lessons should teach you enough to be able to construct anime characters reasonably enough if you apply yourself to them.
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The pipeline is broken anon, sorry.
I was tangentially in the industry back then and I know how it worked, let me explain it to you
You know those "Lion King 2: More Pumba" or "Aladdin 3: Jafar's son" direct to VHS disney movies?
They were awesome for the drawing industry.
Disney would work on a blockbuster movie with his A team, and the B team gets to work on a cashgrab.
And those B team... is people learning how to draw. You would get "inbetween" work, which means drawing the frames in the middle, while some experienced dude made the "keyframes". It's a repetitive job but it teaches you the style, you learn line control, the industry proportions, tricks.
You'll draw the character's eye so much that eventually you'll just be able to draw it on your own, and you'll be promoted to keyframe work on smaller scenes, and eventually moved to the A team, with harder/more polished standards.
That's the "how to be as good as animator" pipeline, but that doesn't exist anymore
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>>7932225
realistically, hire someone to hold you responsible for 12-16hrs a day 6 days a week, 1 day off.
if you fail to reach your daily&weekly quota, get your balls kicked or something, can't eat for that day, and get your weekly day off rescinded.
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File: dsf324234.png (293.1 KB)
>>7932821
>draw
>looks like shit? Try again
>draw
>looks like shit? Try again
>draw
>looks like shit? Try again
It's about having fun with the process. When you boot up a game and get a Game Over, do you immediately turn it off? If so, sounds like you're just a giant pussy and shouldn't be doing anything ever at all.
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>>7932897
>You know those "Lion King 2: More Pumba" or "Aladdin 3: Jafar's son" direct to VHS disney movies?
Weren't the vhs disney sequels made mostly in Australia? They were hardly a pipeline to raise new talents then, and were moreso just outsourced to whoever was probably cheaper but still good enough. Though maybe they had some american JRs work on them too, I'm hardly an expert on their production.
I only know they were made in australia because I met a bloke who worked on them.
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>>7933013
>Weren't the vhs disney sequels made mostly in Australia?
You are just wrong
I just checked like a couple, 101 Dalmatians II: Patch's London Adventure, Lady and the Tramp II: Scamp's Adventure, The Little Mermaid II: Return to the Sea, and I just stopped looking, all americans
Who fed you stupid shit like that lol jesus
You did made me check you
so props
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>>7933071
>mostly in Australia?
>all americans
Hmm, can you spot the difference in the certainty and defined quantity of these quotes, anon?
So no, nothing in that picture contradicts what I said, but it does contradict what you said. So it does not vouch for you.
>You are just wrong
> all americans
>Who fed you stupid shit like that lol jesus
>You did made me check you
And your main accusation was that Australia had nothing to do with the productions, which was clearly a straight up lie from you. So fuck off with your consistent disingenuous shit.
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>>7933137
I have no race on this horse but I don't see why the fuck would it matter if it was made in Australia, Usa or Japan, if the point is that is a bootcamp training for animators
If you can find a theatrical released movie made by the Australia team... wouldn't that confirm that?
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File: 1451800597420.jpg (348.3 KB)
It's all todo with dynamism.
They're drawing movement, and they're drawing it alot.
It's very different to draw pinups where you stay in your safe zone drawing static poses and static expressions.
In animation, you are constantly drawing something at an awkard angle, in an awkward pose, awkward expression. You have to think of weight, movement, pacing, etc. This challenging environment very quickly makes you create art that is lifelike
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>>7934047
pic related is more dynamic than any pinup static drawing of a guy yelling, because in this drawing, it is actually a frame, he is yelling, there is a before and after of this shot, and the animator has drawn it with that dynamism and life in mind.
If you're only thinking in terms of static poses, then everything you make will be static.
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You don't have to draw "good" to do animation. You can draw a stick figure and make stick animation. You should be focusing on >animating< first, being "good" after you understand how to animate. Even >>7933239
is good enough.
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>>7934047
Yoshinari is an anomaly. There are people worse than the anime study general getting animation work, even if their "work" consisted of 3 seconds of a still frame blinking. You're overestimating what is required to do anime.
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File: 1751960176916466.gif (3.5 MB)
>>7934052
This is something regular drawlets don't understand.
In fact a good animation does not need a good drawing at all. They are still connected, obviously, but animation quality and drawing quality are two almost separate characteristics.
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>>7932225
You make multiple drawing passes. Rough draft, refine, refine, line, maybe another line pass. That's most of it. It's the same for people who work in comics and have to ink. In the final pass, you aren't even making any drawing-related decisions. You're just focused on making good, clear, concise lines.
Animators have to express just about everything through line work and solid shapes, as those are the limits of the medium. As such, there is an abstract, graphic design element to animator style. Then you have to add physics on top of that.
As for drawing specifically like Japanese animators, that's a different can of worms.
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>>7934053
nta but that analogy is pretty shit to begin with
video games tend to show your actual progress so even if you fail at a level a bunch of times, you eventually beat it and that's 1/100 levels beaten
you don't get that in drawing
it's suck for months until you're decent
that's like grinding one level in a video game for months every single day while looking up tutorials on how to beat the level but never making much progress
then your older brother picks up the controller and beats in under an hour because of muh talent
that's what drawing actually feels like
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>>7933214
>I don't see why the fuck would it matter if it was made in Australia, Usa or Japan
That wasn't what mattered. What mattered is that the other anon was a lying little cunt.
I, and assumedly everyone else, should be happy to be corrected with correct information. I am not, however, happy to be 'corrected' with straight up lies.
I can only assume the other anon lied because he cared about which countries produced the animations, for whatever reason.
I can't believe people would lie on the internet! Who am I supposed to put my blind faith in, if not you guys?
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>>7932821
Learn nip or korean and work for a big anime studio. There's no way to actually be as good as a full-time japanese animator unless you're pressured into working day and night on anime series forcing you to constantly improve, like they do
actually scratch that i dont think gaijins can work full time at an anime studio. kill yourself and pray you get reborn as a japanese man
fuck man now that i think of it japs dont even animate these days. they just draw rough poses and shit, which at this point isnt down the analog way, they just trace over cg models in csp
so kill yourself and wish to become korean, k?
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>>7934237
A "studio" could be a team of 3 to 5 people or 2 Japanese people and 20 Indians off twitter or 200 employees. Why bother moving to Japan to sleep under your office desk when you can stay in your home country and sleep under your bedroom desk?
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>>7932821
Memeing aside (you wanna draw better, you draw more, shrimple as), intentionally dabble in biology and physical engineering and buy as many "bones and muscles of the body" and "how it's made" books as you can.
Read them and really try to understand how things are made, and ideally memorize them. If you REALLY know the muscles and bones, the person is just details draped on top. Same for most machines, knowing how they work gives you the background knowledge you need to draw machines without looking like they're fake and to "push the pose" on machines, because you'll be thinking about the things a good machine need and the kinds of elements you could add that'll look cool, and ALSO be real rather than just "funny looking knob things that make no sense" or whatever.
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>>7934516
Yes I abandoned a game after a Game Over. It was X-com
I needed to disable a computer, and at top speed, my fastest dude could be there on the spot only with 1 rounds to spare.
But on top of the computer building, there were 3 sectoids that would instakill him in 1 round (besides the bunch of aliens in the middle that I needed to deal with, that I cannot shoot if I'm full running)
So after failing like 20 times on the mission, I realized that the run was actually impossible to do
A game that gives you an impossible task, is so insulting to my time, so badly designed, so disgusting to play, that after that mission I'll never play another X-com again
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Just draw the damn thing. Here you can see i made a lot of mistakes, but i also did some good shapes that i couldn't have made like a year ago. So its really a lot of practice i think of this like grinding in a game.
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>>7933007
I'm getting so sick of people comparing a disciplined skill that take years for people to see good results being compared to a modern day slot machine.
Video games are not the same as drawing you can't even compare the two. Video games are interactive, you are rewarded in real-time for beating lower-level enemies whilst you slowly build your skill to become competent at beating the boss.
Drawing does not reward you for making shit drawings. It's actually a fucking slog at times. One has been designed to give cheap rewards, thus making it extremely addictive, whilst the other doesn't give you anything to feel proud of until a year or two. If Art was compared to Video Games, then it'll be like being in the tutorial mode for years learning the basic fighting controls and movement controls for years before starting the game and running into Dark Souls-type of enemies at every corner.
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