Wednesday, August 15, 2007
Life Drawing: Pogany's Sketchbook
This post is just the tip of the iceberg... see reason number 8 on our The Top Ten Reasons To Support The A-HAA for links to more great art instruction posts.

Drawing is a language, and it requires building a vocabulary to be eloquent. Students should carry a sketchbook with them wherever they go and draw everything they see- from people's heads in a late night coffee shop to fireplugs on the street. Everything you draw becomes part of your dictionary of imagery in the future.
Cartoons are about things that aren't real- pure imagination. But even here, it's important to have balance... A friend of mine, Louise Zingarelli once told me, "You can't draw crazy things until you can draw perfectly straight. Wonky perspective all over isn't weird or interesting- it's just ugly and dumb. You've got to have both, working right against wrong... just like working warms against cools in colors."
Recently, we featured the book, Willy Pogany's Drawing Lessons. Pogany was a children's book illustrator who specialized in fantasy subjects. At the end of the book, after the lessons, he presents a selection of his work sketches. Pogany was particularly eloquent, with a huge library of shapes and forms in his head. He also had an amazing sense of balance- making the fantastic seem real. This is truly great draftsmanship.

















If you found this post to be useful, see Willy Pogany's Drawing Lessons Part One
For more art instruction posts, see The $100K Animation Drawing Course, Fundamentals of Composition Part One and Part Two, Chad's Design for Television, Willard Mullin on Animals, Incorporating Natural Forms- Haeckel's Artforms in Nature, and Originality vs Imitation: Chaplin's Shadow.
Thanks
Stephen Worth
Director
ASIFA-Hollywood
Animation Archive
.
Labels: drawing, education, fantasy art, figure drawing, instruction, lesson, life drawing, willy pogany
Saturday, July 21, 2007
Life Drawing: Willy Pogany's Drawing Lessons
This post is just the tip of the iceberg... see reason number 8 on our The Top Ten Reasons To Support The A-HAA for links to more great art instruction posts.

Willy Pogany was one of the most important book illustrators and designers of the first half of the 20th century. His Rime of the Ancient Mariner and books based on Wagnerian opera are masterpieces, to say nothing of his editions of Mother Goose, Alice in Wonderland and Faust. While other illustrators were confining themselves to an occasional tipped in plate buried among page after page of identical text blocks, Pogany broke the mold, designing elaborate pen and ink illustrations that surrounded the text, ornate capitals for the beginning of each page and calligraphy that turned the words into art. He is probably the artist most responsible for establishing what we think of as modern children's book illustration.

He was also an author and teacher, with three books covering drawing, oil painting and watercolor. Today, I am presenting a section from his book Willy Pogany's Drawing Lessons titled...

One of the most fascinating subjects to draw is the human figure.
The fine proportions, beautiful modeling and delicate balance, and the infinite variations in movement and repose are such that there is no other living thing to compare with it.
Through countless ages artists of all races have drawn, painted and modeled the human form.

If you have never done any figure drawing, I would suggest that you start to draw the human figure in its simplest pose with little or no foreshortening. This is an upright standing position with arms close to the body and feet together.
Make up your mid before you begin, how large you want your drawing to be and mark on the paper the total length desired. Your drawing must be exactly the size that you have indicated on your paper.
Your next step is to draw a straight vertical line connecting the two marks. This will indicate the imaginary line of gravitation running from head to foot.
Now mark the center of the body by dividing the vertical line into two equal parts. Mark your proportions.
Draw in the oval of the head.

Measure the width of the shoulders compared to the length of the body. Draw in the shoulder line. Do the same with the hips.
To measure, use a pencil in your outstretched hand, first getting the width, then measuring vertically the number of times the width goes into the total length of the body. Now proceed to draw the masses of the chest, hips, legs, etc.

To check on your drawing, watch the shape of the background that surrounds the figure. See if these "left spaces" (or negative shapes) correspond with the outline of your drawing.
For instance, whatever the position of your subject, watch the shape and size of the space between the arms and the body; between the tilted head and the shoulder; between the two legs, etc, etc.
These will be your left spaces. Special attention to them will be of great help in making a correct drawing.













Drawing is a language, and it requires building a vocabulary to be eloquent. Students should carry a sketchbook with them wherever they go and draw everything they see- from people's heads in a late night coffee shop to fireplugs on the street. Everything you draw becomes part of your dictionary of imagery in the future.
Cartoons are about things that aren't real- pure imagination. But even here, it's important to have balance... A friend of mine, Louise Zingarelli once told me, "You can't draw crazy things until you can draw perfectly straight. Wonky perspective all over isn't weird or interesting- it's just ugly and dumb. You've got to have both, working right against wrong... just like working warms against cools in colors."
Willy Pogany was a children's book illustrator who specialized in fantasy subjects. At the end of the book, after the lessons, he presents a selection of his work sketches. Pogany was particularly eloquent, with a huge library of shapes and forms in his head. He also had an amazing sense of balance- making the fantastic seem real. This is truly great draftsmanship.

















For more art instruction posts, see The $100K Animation Drawing Course, Fundamentals of Composition Part One and Part Two, Chad's Design for Television, Willard Mullin on Animals, Incorporating Natural Forms- Haeckel's Artforms in Nature, and Originality vs Imitation: Chaplin's Shadow.
Thanks
Stephen Worth
Director
ASIFA-Hollywood
Animation Archive
Labels: drawing, education, figure drawing, instruction, lesson, life drawing, willy pogany
Thursday, October 26, 2006
Biography: Grim Natwick On Animation Design
This post is just the tip of the iceberg... see reason number 8 on our The Top Ten Reasons To Support The A-HAA for links to more great art instruction posts.

Mickey Mouse Hand Model Sheet by Les Clark ca. 1932
Grim Natwick was a remarkable artist. His career as an animator spanned the entire history of animation, from silent Mutt & Jeff cartoons all the way through Richard Williams' The Thief and the Cobbler. I don't know of anyone more qualified to answer the age-old question...
Grim studied art in Vienna soon after the end of World War I. Included with this article are scans of Grim's anatomy studies from a little before his studies there. Some of you may see a similarity with Bridgeman's wonderful books on constructive anatomy

DESIGN FOR ANIMATION
By Grim Natwick
Who invented the three-fingered hand? Someone way back in the dark ages of animation got tired of drawing hands with four fingers and simply left one off, and cartoon hands have been much easier to animate ever since. It was a stroke of genius. The four fingered hand disappeared from animation until "Snow White" (1937). Somehow a pretty girl didn't look right with only three fingers. But the Seven Dwarfs still had three fingered hands.

Characters and drawing styles changed as animation became a popular form of entertainment. Straight lines were changed to curved lines- square shapes became round shapes. Curved figures moved better on the screen and eliminated what we used to call "strobe".

Mickey Mouse was a good example of a character designed to eliminate the early problems of animation. His head was a ball with a rounded lump for a nose, a few circles for eyes, and two frisbees for ears. His body was shaped like a pear or gourd. Four pieces of garden hose were used for arms and legs. His hands were just two bunches of peeled bananas. Four old-fashioned donuts served as cuffs and anklets. He had a hair snake for a tail, and his shoes were two boxing gloves with the thumbs cut off. He animated perfectly. Mickey has changed through the years, but the formula is still the same.

By 1930, special artists were assigned the job of designing characters for animation. Cartoon stories had become more sophisticated and so had the viewing audience. The characters became individuals- stars- a part of Hollywood. A whole galaxy of heros and heroines have become famous in distant corners of the globe. At a recent animation festival in Zagreb, Yugoslavia, several Chinese animators appeared wearing Betty Boop buttons. Mickey Mouse, Donald Duck, Bugs Bunny, Woody Woodpecker and the Flintstones are as well known in Paris, London and even Gnosjo, Sweden, as they are in Oshkosh, Wisconsin. They have become world classics, and good design and good drawing have made them so.

The great animators were almost always good draughtsmen. Milt Kahl, Marc Davis, Frank Thomas, Ollie Johnston, John Lounsbery, Ward Kimball- These men drew exceptionally well. Among the animators who preceded them, those who could stay in the saddle when the wind was blowing were talents like Dick Huemer, Bill Tytla and the enigmatic Art Babbitt. Babbitt always said that he hated to draw, yet he animated the "most beautiful of all Queens" in Disney's "Snow White". He drew the complicated Mushroom Dance in Fantasia, an animation masterpiece that required the mind of a ballet dancer and the patience of a Saint, which Babbitt is not. One could name a host of beautifully drawn characters that Art Babbitt "hated to draw".

How vital a part does drawing play in animation? Is it more important than a dramatic sense, a delicate feeling for humor, spacing and timing?
While an animator may borrow craftsmanship from an actor, he is faced every day with playing a new role, acting out a new scene, breathing life into a new character. His tools are ordinary sheets of paper, and an ordinary lead pencil. If his drawings lack magic, a scene will be a failure.

Can one compare animation with the more dignified art of easel painting? Is a Ward Kimball any less talented than Seurat? Or is Bill Tytla less gifted than Raol Dufy? If we transpose the question to a more familiar area of the culinary arts- the Art of Cookery- one could say that one chef prepares a meal of barbecued spare ribs with Spanish sauce and chilled beer; while the other serves wild pheasant under glass with Rhone River wine and truffles. Either meal could taste best at a chosen time and a chosen place.

If Claude Monet had tried to draw a Mickey Mouse, the result would probably have been a real gnocchi- a dodo! On the other hand, if you had asked a Les Clark or a Freddie Moore to paint purple haystacks or pointillistic water-lillies, the result might have been equally disappointing. They are two different art forms.

For more posts on Grim Natwick, see... Grim Natwick's Scrapbook and the Grim Article on Michael Sporn's Splog.
Thanks
Stephen Worth
Director
ASIFA-Hollywood
Animation Archive
10.15.08
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Labels: anatomy, design, grim natwick, life drawing































