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DrawKF_final.qxd     1/11/2004     2:52 PM   Page 1




       Translator
       Stephen Ip

       Editors
       Shawn Sanders         Art Director
       Kevin P. Croall       Yuki Chung

       US Cover Design       Marketing
       Yuki Chung            Nicole Curry

       Production Manager    President
       Janice Chang          Robin Kuo


       How to draw Kung Fu Comics © 2004 ComicsOne Corp.
                       All rights reserved.




                  Publisher
               ComicsOne Corp.
      48531 Warm Springs Blvd., Suite 408
              Fremont, CA 94539
             www.ComicsOne.com
           First Edition: March, 2004
              ISBN 1-58899-394-9
DrawKF_final.qxd   1/11/2004   3:05 PM   Page 53




        Evil is best simulated by combining the fundamental expressive traits of happiness, sorrow and
        anger -- Tilt the head, add a smile and frown... and you have wickedness. To create a mood like
        this, we need to lower the head, make the eyes thinner, and the eyebrows lower. A sinister smile is
        always good too. Go ahead! Show some teeth!

        Evil is all about atmosphere, so concentrate on the shadows. Use some well placed “nets” or
        crosshatching on the face. Consider far off light sources or deep background shadows.




                                                          53
DrawKF_final.qxd   1/11/2004   3:06 PM   Page 54




       Confidence and determination are prominent
       traits for any main character. Press the
       eyebrows downward as in a frown, but do
       not make the eyes thin. Keep them open
       and alert. Add a couple wrinkles between the
       eyebrows by drawing "L" shapes. The mouth
       can be tipped slightly downward.



       Looking up from a lowered face can add
       some real confidence. This same expression
       can be created from a profile or from a low
       angle camera shot.




       54
DrawKF_final.qxd   1/11/2004   3:08 PM   Page 63




           The arm has three main parts: Shoulder, upper arm and forearm.

           Make sure that the shoulder muscle is connected to the collar bone,
           otherwise your character may end up looking like a robot.

           We have simplified the muscle in figure A, dividing it into eight main masses.




               Shoulder




  Upper arm




    Forearm




                                                                                 Figure A
                                                                                            63
DrawKF_final.qxd   1/11/2004   3:08 PM   Page 64




       Leg muscles have also been simplified in the follow-
       ing figures. Bare in mind that the muscles condense
       and are “packed in” when a person is kneeling down.




                                                   Don't make the foot
                                                   too flat, think of it
                                                   as a "wedge block".




       64
DrawKF_final.qxd   1/11/2004   3:08 PM   Page 65




                                                   Back muscles are a bit more complex than
                                                   chest muscles. Remember that they are
                                                   also connected to the shoulder. The middle
                                                   muscles look like two large leaves (the gray
                                                   part in the figure).




                                                           When a person moves his upper
                                                           torso, the area around the spine
                                                           traces out an "S" shape. When a
                                                           person swings his arms, the back
                                                           muscles expand accordingly.




                                                                                          65
DrawKF_final.qxd    1/11/2004   3:08 PM   Page 66




                                                              Character's perspective




            Besides background perspective, a body
            also has its own rules for perspective; differ-
            ent angles can represent different distances.
            Draw the three perspective lines as shown:

            A:     Chest
            B:     Spine
            C:     top to bottom



       66
DrawKF_final.qxd   1/11/2004   3:09 PM   Page 70




       Now let's look at some active characters in perspective!




       70
DrawKF_final.qxd   1/11/2004   3:10 PM   Page 71




                                                   71
DrawKF_final.qxd   1/11/2004   3:10 PM   Page 73




       Foreshortening is the relationship between near

       and far in relation to the camera. Kind of like the

       leg in a kung fu kick coming out at you, looking

       larger because it is drawn closer to the camera.

       When done correctly, foreshortening can add

       dynamics to a picture. We should always draw the

       body part that's closet to the camera first.




                                                             73
DrawKF_final.qxd   1/11/2004   3:11 PM   Page 74




    Multiple actions are another lesson in
    perspective, but we should study some
    first before continuing. Try to think of two
    or three moves that are coherent with
    each other.




       74
DrawKF_final.qxd   1/11/2004   3:11 PM   Page 75




       Cylinders provide a great start for drawing the body in perspective.
       Remember that foreshortening dictates that the further an object is,
       the shorter and smaller it will look.




                                                   75
DrawKF_final.qxd    1/11/2004    3:13 PM    Page 76




       Let us consider clothing, and how the
       folds are drawn using stress points.




       First, start with an outline. A single line can't   Use directional lines flowing out from areas of
       represent the complexity of the folds.              compression where the fabric bunches.




       Consider the fold in the arm sleeve. Fabric stress lines   The"Y" shape is a very common
       shoot outward from the compressed area.                    shape in the folds of clothing.
DrawKF_final.qxd   1/11/2004   3:14 PM   Page 77




           There are two principles when considering the folds in clothing: push and
           pull. Let's try this, when we push the sides toward the middle, the fold will
           raise. These stress points are found around joint areas.




                                                                     77
DrawKF_final.qxd   1/11/2004   3:15 PM   Page 78




       See below for examples.
       We should also study real pictures to gain a better understanding.
DrawKF_final.qxd   1/11/2004   3:15 PM   Page 79




                                                   79
DrawKF_final.qxd   1/11/2004   3:21 PM   Page 86




       86
DrawKF_final.qxd   1/11/2004   3:21 PM   Page 87




                                                   87

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Como desenhar kung_fu

  • 1.
  • 2. DrawKF_final.qxd 1/11/2004 2:52 PM Page 1 Translator Stephen Ip Editors Shawn Sanders Art Director Kevin P. Croall Yuki Chung US Cover Design Marketing Yuki Chung Nicole Curry Production Manager President Janice Chang Robin Kuo How to draw Kung Fu Comics © 2004 ComicsOne Corp. All rights reserved. Publisher ComicsOne Corp. 48531 Warm Springs Blvd., Suite 408 Fremont, CA 94539 www.ComicsOne.com First Edition: March, 2004 ISBN 1-58899-394-9
  • 3. DrawKF_final.qxd 1/11/2004 3:05 PM Page 53 Evil is best simulated by combining the fundamental expressive traits of happiness, sorrow and anger -- Tilt the head, add a smile and frown... and you have wickedness. To create a mood like this, we need to lower the head, make the eyes thinner, and the eyebrows lower. A sinister smile is always good too. Go ahead! Show some teeth! Evil is all about atmosphere, so concentrate on the shadows. Use some well placed “nets” or crosshatching on the face. Consider far off light sources or deep background shadows. 53
  • 4. DrawKF_final.qxd 1/11/2004 3:06 PM Page 54 Confidence and determination are prominent traits for any main character. Press the eyebrows downward as in a frown, but do not make the eyes thin. Keep them open and alert. Add a couple wrinkles between the eyebrows by drawing "L" shapes. The mouth can be tipped slightly downward. Looking up from a lowered face can add some real confidence. This same expression can be created from a profile or from a low angle camera shot. 54
  • 5. DrawKF_final.qxd 1/11/2004 3:08 PM Page 63 The arm has three main parts: Shoulder, upper arm and forearm. Make sure that the shoulder muscle is connected to the collar bone, otherwise your character may end up looking like a robot. We have simplified the muscle in figure A, dividing it into eight main masses. Shoulder Upper arm Forearm Figure A 63
  • 6. DrawKF_final.qxd 1/11/2004 3:08 PM Page 64 Leg muscles have also been simplified in the follow- ing figures. Bare in mind that the muscles condense and are “packed in” when a person is kneeling down. Don't make the foot too flat, think of it as a "wedge block". 64
  • 7. DrawKF_final.qxd 1/11/2004 3:08 PM Page 65 Back muscles are a bit more complex than chest muscles. Remember that they are also connected to the shoulder. The middle muscles look like two large leaves (the gray part in the figure). When a person moves his upper torso, the area around the spine traces out an "S" shape. When a person swings his arms, the back muscles expand accordingly. 65
  • 8. DrawKF_final.qxd 1/11/2004 3:08 PM Page 66 Character's perspective Besides background perspective, a body also has its own rules for perspective; differ- ent angles can represent different distances. Draw the three perspective lines as shown: A: Chest B: Spine C: top to bottom 66
  • 9. DrawKF_final.qxd 1/11/2004 3:09 PM Page 70 Now let's look at some active characters in perspective! 70
  • 10. DrawKF_final.qxd 1/11/2004 3:10 PM Page 71 71
  • 11. DrawKF_final.qxd 1/11/2004 3:10 PM Page 73 Foreshortening is the relationship between near and far in relation to the camera. Kind of like the leg in a kung fu kick coming out at you, looking larger because it is drawn closer to the camera. When done correctly, foreshortening can add dynamics to a picture. We should always draw the body part that's closet to the camera first. 73
  • 12. DrawKF_final.qxd 1/11/2004 3:11 PM Page 74 Multiple actions are another lesson in perspective, but we should study some first before continuing. Try to think of two or three moves that are coherent with each other. 74
  • 13. DrawKF_final.qxd 1/11/2004 3:11 PM Page 75 Cylinders provide a great start for drawing the body in perspective. Remember that foreshortening dictates that the further an object is, the shorter and smaller it will look. 75
  • 14. DrawKF_final.qxd 1/11/2004 3:13 PM Page 76 Let us consider clothing, and how the folds are drawn using stress points. First, start with an outline. A single line can't Use directional lines flowing out from areas of represent the complexity of the folds. compression where the fabric bunches. Consider the fold in the arm sleeve. Fabric stress lines The"Y" shape is a very common shoot outward from the compressed area. shape in the folds of clothing.
  • 15. DrawKF_final.qxd 1/11/2004 3:14 PM Page 77 There are two principles when considering the folds in clothing: push and pull. Let's try this, when we push the sides toward the middle, the fold will raise. These stress points are found around joint areas. 77
  • 16. DrawKF_final.qxd 1/11/2004 3:15 PM Page 78 See below for examples. We should also study real pictures to gain a better understanding.
  • 17. DrawKF_final.qxd 1/11/2004 3:15 PM Page 79 79
  • 18. DrawKF_final.qxd 1/11/2004 3:21 PM Page 86 86
  • 19. DrawKF_final.qxd 1/11/2004 3:21 PM Page 87 87