How To Draw Anime How To Draw Anime Hands
If there's one nightmare that all character artists share, information technology's drawing hands. Fifty-fifty if y'all're a manga artist and you tend to simplify all body parts for stylization purposes, hands can't actually be simplified that much. After all, it's not the details that brand them hard to draw—it's their flexibility. They're like a character of their own!
In this tutorial, I will bear witness you how to draw anime hands by explaining the anatomy and structure behind them. I'll show you how to simplify the rhythm of the hands, how to get-go the drawing, and how to keep the proportions correct. I'll also testify you how to describe the feet, which are some other problematic event for many artists. If you desire to keep things simple, I'll show you how to depict hands and anxiety step past step as well.
This is office three of our series, How to Draw Anime. If you're interested in drawing manga in general, you may want to check these out, too:
1. The Anatomy of Anime Hands
Anime easily, though so shine and simple, share their basic structure with real hands. If you lot understand this structure properly, everything will be easier for yous! Let's start with the bones.
Every bit you can see, the fingers are longer than they appear. They're "buried" inside the palm, which makes this part less flexible. That's why for practical reasons it's better to see fingers as starting where the palm ends. The thumb is an exception here—it's far away from the residual and can move on its own, not being limited by the palm.
Each finger has three joints. The sections between them get progressively shorter. The thumb again is an exception—it only has 2 joints, and its basic are similar in length.
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Of form, we don't really demand to know the basic—we need to know their function and how they affect the look of the paw. The simplified construction of the hand consists of:
- the heads of the forearm bones (in the shape of a wide wristband)
- the wrist (in the shape of an ellipsoid)
- the palm (in a complex shape that we volition discuss in a moment)
- the thumb base of operations (in the shape of an ellipsoid)
- four three-segmented fingers
- one ii-segmented thumb
It's very important to memorize this fan-shape rhythm between the joints. It influences the look of the hand, regardless of the pose of each finger. It makes it easier to guess the position of each joint in relation to the others, even the thumb'south.
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But the surprising thing is that the fingers don't actually differ that much in length. If you remove the fan rhythm and place the phalanges (the finger bones) next, you won't run across that much of a departure. That'southward why, instead of memorizing the length of each finger's phalanges, y'all just need to remember the relation between them—the modify in position every bit defined by the rhythm of a fan.
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Proportions of Anime Manus
There are sure proportions that yous need to know to depict a correct hand. You don't need to be strict almost them, simply keep them in mind and try to follow them.
First, the length of the index finger is roughly equal to the whole palm (forth with the wrist joint hidden in its base of operations).
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The ideal proportion of the joints on the alphabetize finger is: a one-half for the second joint, then again a half for the third. However, in reality, the 2nd articulation often lies at about 40% of the finger's length. Feel complimentary to chose the proportion that y'all similar more—in stylized anime hands, the difference shouldn't exist that visible!
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The thumb is as long equally or slightly shorter than the petty finger, merely for me it's best measured through its relation to the first finger—the pollex'south tip doesn't reach its second joint.
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two. How to Draw a Paw the Simple Fashion
But knowing the proportions of an anime hand is just 1 thing. How to first a drawing is some other. Let'south simplify what y'all already know to larn how to draw a proportional hand from scratch.
Step one
You tin simplify the wrist to an oval and the palm to a bigger oval. When y'all draw information technology this way, you tin can easily rotate the paw at the wrist, imagining it as a ball.
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Step 2
Add together an oval for the base of the thumb. To keep information technology proportional, make information technology slightly longer than half of the palm.
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Y'all need to remember that the thumb is not really a part of the palm, from a functional perspective. You need to imagine the whole mitt iii-dimensionally, non like a apartment plane.
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Step iii
The palm itself has an interesting form. Place your paw on a flat surface in a relaxed mode. Y'all'll discover that only the little finger and the thumb rest on the surface, while the others hang in the air. The palm isn't really flat, unless you spread the fingers on purpose.
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And so we have 2 problems here:
- The palm must exist curved.
- The palm must have the fan rhythm on top.
These together create a very complex form—something difficult to imagine, permit alone draw! But there'south a solution to this trouble. We can group the finger in two pairs and connect each pair to a separate ellipsoid—but like the 1 the thumb is attached to. If you make i pair smaller (ring finger, little finger) and put it lower, you'll go the shape nosotros need!
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All the same confused? Allow'south draw information technology in second. Beginning one, longer oval...
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... and then a second, shorter oval. They should both showtime in a like place, and spread slightly to the sides similar an asymmetrical heart.
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Footstep 4
You should accept no problems with applying the fan rhythm now, and the fingers just have to follow it.
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Hither'southward the whole simplified structure of the hand for your reference.
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Step 5
I more matter: the fan rhythm is not an blow. The fingers can go together, creating the shape of a mitten.
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This apartment mitten can be useful in some poses. Instead of cartoon separate fingers, y'all tin draw them together as ane shape.
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3. Details of the Hand
But proportions and shapes are non everything—without details, it'southward simply a skeletal paw. Allow'south see what else we can add to our hands.
Details of the Palm
Hands are non just bones—they also have muscles and fatty. These elements are mostly important on the palm side. Expect at your own manus to locate these parts:
- Each phalanx has a fat cushion underneath. This makes the fingers look curved below (in contrast to the flat, bony top).
- All the fingers take a large cushion right on the base of operations. It lies right under the big joint and covers a part of the starting time phalanx. Because of it, the fingers expect shorter on the palm side, simply just bend them to see where the bone really starts.
- There are two cushions on the sides of the palm—one for the thumb, and one for the pinkie. Because of them, there appears to exist a hollow in the middle of the palm.
- Although the wrist bones seem to be buried inside the paw, in that location'southward one bone that sticks out (pisiform). You can feel and see it under the little finger's absorber.
- A similar bony protrusion tin be felt on the other side. It's the hand of the radius, the forearm bone. It sits slightly lower than the pisiform.
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How to Draw Fingers
Allow's learn how to depict the shape of the fingers at present.
Footstep 1
Draw a big circle at the base of the finger.
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Footstep ii
Depict a smaller circle at the second articulation. Connect it to the first i. These lines should taper a little. Also, if you lot draw the bottom of the phalanx, remember to add together a curve.
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Stride 3
Drawn an even smaller circle at the concluding articulation. Connect information technology to the previous one. This phalanx doesn't take a lot of absorber, so the curve only appears if the finger is bent.
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Step 4
Draw the tip of the finger in the shape of a polish wedge. Avoid completely pointed tips, unless you're drawing your graphic symbol in a plain-featured style.
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Step 5
Add the nails at the halfway point of the last phalanx. They should be very subtle—their outline can't compete with the more important outline of the whole hand.
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Step vi
Don't forget about webbing between the fingers!
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4. How to Describe Anime Hands Step by Stride
Enough theory! Let'south see how to draw anime hands in every pose! For this practice, it's good to use a reference. In fact, to learn how to draw hands, you lot need to practice a lot—not from imagination and guessing, merely by analysis of the real thing. This constant exposure to the structure of a existent paw will help you develop an intuition, and you'll start "feeling" the difference between a correct pose and an incorrect ane.
Here I used this photo of various hand poses from Envato Elements.
Step 1
Kickoff by drawing the basic rhythm of the hand. Information technology doesn't thing which finger yous choose for this line of action—cull the one that seems to be the nearly of import in the pose.
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Step 2
Sketch the palm, for now only as a rounded box. Recollect about its bones perspective, but ignore the curving and the fan rhythm for now.
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Step iii
Add the base of the pollex. Conform its length to the length of the palm.
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Step four
Add together the oval base for the offset finger and the index finger. It should tilt slightly towards the thumb, and it should exist quite long.
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Pace 5
Add the base for the ring finger and the little finger. It should tilt away from the previous base. It should also be shorter and placed lower.
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Footstep vi
Marker the fan rhythm to see where the finger should start.
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Stride vii
Sketch the rhythm of the fingers. Remember to utilize the proper length for each. You don't take to measure annihilation—merely brand certain that the index finger looks similar in length to the palm with the wrist.
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Pace 8
Mark all the joints by copying the rhythm of the fan.
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Pace 9
Add the masses at present. Find how the cushions become squished in some poses.
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Stride ten
Describe the shape of the fingers now. It's my favorite part because it's when the hand starts looking similar one!
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Footstep xi
Add together the "wristband" and the bony protrusions beneath the little finger.
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Footstep 12
Add the webbing between the fingers and create an outline betwixt the elements.
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Step xiii
Depict the final lines. Remember not to outline everything—the hands should be just equally detailed as the balance of your graphic symbol. Otherwise, they won't expect consistent.
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five. The Anatomy of Anime Anxiety
Whew, that was intense! Luckily, feet are not every bit complex as hands. They're congenital for stability, so they don't change shape that much. But if you have a closer wait at the basic, you'll see the aforementioned ones equally in the paw—which explains why in my linguistic communication (Shine) and in many others, the toes are simply called fingers.
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Structure of an Anime Foot
We can simplify the pes simply as we did with the hand. The primary deviation here is that there's a huge bone in the back, the heel, which acts like the pisiform in the mitt. As well, the "fingers" are much shorter than the "palm" hither.
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Proportions of an Anime Foot
Information technology'due south quite like shooting fish in a barrel to make a foot look proportional. The whole pes is nearly iv big toes long. The "palm" is less than two large toes long. The other toes share the fan rhythm you're already familiar with. Notice that the big toe, just similar the thumb, has only ii joints!
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The Sole of the Foot
In that location are also of import details on the bottom side of the foot:
- Each toe has a big cushion under the last phalanx.
- There's a big absorber under the base of operations of the toe.
- There's a big cushion under the heel.
- The foot doesn't affect the basis on its whole surface—merely this orange curved area does.
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6. How to Draw Anime Anxiety in Perspective
Let's accept a closer look at the 3D forms building the feet.
Pace ane
Well-nigh of the foot can be simplified to trivial rounded "shoes", or a water balloon. This class includes both the heel and the rounding on top of the foot. We can draw information technology this fashion, because this area doesn't really change shape that much.
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Footstep 2
The problem is that the foot isn't uniformly apartment on top. Merely similar the hand, it curves downwards towards the smallest toe. So after y'all draw this large shoe-shape, y'all need to flatten one of its sides. Take a look at your own feet to understand information technology meliorate.
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Step 3
The start joint of each toe starts here. This is also where the fan rhythm appears for the first fourth dimension.
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Step four
This is where the longest phalanges start. They accept a very simple, blocky shape.
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Step 5
It's expert to depict the last phalanges at once afterwards this. Why? Because the cushions under them reach back a piddling, landing right nether the middle phalanx, which, equally you'll learn side by side, has a curious shape.
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Footstep 6
The middle phalanx drops down towards the terminal 1. The smaller the toe, the more visible the angle.
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Footstep 7
Although manga way ignores many details, sometimes you may want to add the talocrural joint bones, besides. They're visible on the sides of the ankle, simply they're asymmetrical—college on the inner side.
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Step eight
While outlining the forms, retrieve to create an indentation on the inner side of the pes. If you don't know why it's necessary, become dorsum to the function where nosotros were analyzing the sole of the foot—or merely take a wait at your own!
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Pace 9
Knowing all of this, you can simplify any pes to a gear up of basic lines that are perfect to showtime a cartoon:
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7. How to Draw Anime Feet Step by Stride
This theory is all you lot need to starting time cartoon! Every bit earlier, nosotros nevertheless need some references to learn how to create believable poses. I used this photo of feet in various views.
Footstep 1
Start with a basic rhythm of the pes. Ignore the heel for now.
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Step two
Add the heel at present, just like a uncomplicated line at a fixed angle.
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Pace 3
Add the ankle surface area every bit a simple sphere.
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Step 4
Add the "shoes"/"water balloons" nether the ankle. You should see information technology clearly on the reference photo.
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Pace 5
Mark the top of the foot, along with its tilted side.
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Stride 6
Add together the first row of toe joints. Make them big and round. It'south not always necessary to draw all of them if they're obscured by each other.
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Step 7
You can go 2 means now: draw the terminal phalanges along with the cushion, or describe the eye 1 with this play a trick on:
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Footstep eight
The last phalanx is quite easy to draw! Just follow the rhythm.
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Step nine
Don't forget the details of the sole.
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Step 10
Add the "wristband" of the ankle to connect the human foot to the rest of the leg.
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Step 11
Outline the foot, keeping only as many details every bit you need.
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Well, That Was Handy!
Now you know how to draw anime hands and anxiety! Retrieve, even if it looks difficult now, with regular practice it will go second nature. And your characters won't have to hide their hands or feet anymore! If you lot want to practice on the aforementioned photos I used in this tutorial, hither's a list of them:
- Foot in a side view
- Feet in various views and poses
- The soles of the anxiety
- An RTG photo of a hand
- "Open" easily
- "Closed" hands
- Meridian view of a paw
- Lesser view of a hand
- A set of hands in various views and poses
If you lot like stylized drawing like manga, you may also exist interested in our series How to Draw like Disney:
And if y'all liked the deconstruction-based format of this tutorial, you may also like my series on how to draw the parts of the face:
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Source: https://design.tutsplus.com/tutorials/how-to-draw-anime-hands-and-feet--cms-31925
Posted by: larsenshationce.blogspot.com
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