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Sketch Workshop - Creatures

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The Tutor
Draw a powerful creature
Learn to sketch a dynamic, muscular monster in
an action pose
Jeff Miracola
Freelance Illustrator
www.jeffmiracola.com
A fantastical creature can take any form you
like, but feel free to borrow from real-life
animals, too. This monstrosity has touches of
gorilla, lion, bull and dog.
This guy’s wide
shoulders and strong
upper body propel him
forward as he possibly
chases down prey.
Expressions aren’t limited
to your creature’s face. This
behemoth’s entire figure, from
his hands to his tail and feet,
are used to express motion.
The way you light your subject
will be crucial to the feeling
you are trying to convey.
Strong overhead lighting
produces dark shadows,
giving weight to muscles.
If you want your monster to express
its power, there’s no better way to do
it than to put that creature in motion.
massive muscles dancing just under
the surface of the skin. This energy is
what you’ll capture with this lesson.
If you’ve ever seen a horse or lion
run, then you’ve likely noticed their
Throughout this workshop, we
will focus on the attributes and
expressiveness that give your monster
the powerful presence it deserves.
We’ll pay close attention to shading
to define muscle groups and create
unique designs that give your creature
personality.
All of the eyes and noses on this page are drawn to the same
scale (and from the same angle) as the main reference
image shown here. The templates on the page below use
the same scale, to allow you to pick and choose from these
references when designing your own variations.
Eyes that are entirely black can
instantly make your monster look
more sinister and scary, evoking
a sense of doom for whoever or
whatever catches its gaze.
Look to the animal kingdom
for inspiration when
building your monster’s look
and characteristics.
Certain nose designs will imply the
characteristics of your creature.
A pig’s snout is sure to conjure
images of a wild boar – a deadly
creature to cross paths with.
Get creative with your monster’s anatomy.
Odd nose designs can add interest and
give your creature an otherworldly feel.
Changing the direction of your light
source can display different effects or
emotions. For example, moving the light
source below your creature can project
a sense of mystery.
Using the templates on this page and the references above, draw the eyes and noses on these monster heads.
Experiment by drawing noses of all shapes and sizes to
see how the character of your monster changes. Do the
same with the eyes.
Once you’ve had your fun with the eyes and noses,
we’ll move towards the top of the head to tackle
drawing horns in our next exercise…
All of the horns on this page are drawn to the same scale
(and from the same angle) as the main reference image
shown here. The templates on the page below use the
same scale, to allow you to pick and choose from these
references when designing your own variations.
Broken or scarred horns can show
aging or that your monster has seen
plenty of battles.
Drawing patterns on the horns
of your creature will add to your
monster’s mystique.
Curled horns,
like those of a
ram, can give
your monster a
sense of age or
wisdom.
Horns can be pointed in many directions,
such as upwards or forward.
Using the templates here and the references above, design your own unique horns by following the outlines provided.
Add interest to your horns by giving them
battle damage, such as cracks, scrapes and
breaks. You can also give form to your horns
by sketching contour lines across the shapes.
As strong as horns are, our beast has even more
powerful biceps. We wrap our arms around drawing
them in the next exercise. He’ll also need a strong tail to
balance him out, so we will sketch that next…
The arms and tails on this page are drawn to the same scale
(and from the same angle) as the main reference image shown
here. The templates on the page below also use the same scale,
to allow you to pick and choose from these references when
designing your own variations.
Don’t get caught up
in details at first. Try
to focus on the large
muscle groups, such
as the deltoids, biceps
and forearms.
Pay close attention
to your shadows
because they will
define the shapes of
your muscles.
Knowing how and where
the arm connects to
your monster’s body will
help you understand
proportions.
Try to imagine the
inner structure of your
monster’s tail. This
will help you craft a
more feasible design.
There’s no need to overdo it. For
tails, simple ones like that of a
rat, bull, or cheetah can be fun
and appropriate.
Make your creature look
less human by adding
fins or other protruding
elements from the arm.
Try using your 8B
pencil to define the
muscles, but don’t
press too hard – it’s
a soft pencil so it
only needs a light
touch.
Using the templates on this page and the references above, sketch arms (above) and tails (below). Once you’ve
grasped how the muscles work, try embellishing your appendages with extra details, and practice your shading.
Try pushing the limits by creating a tail that is
magical with mystical energy or flames.
Don’t fear, we haven’t yet come to the end of our
‘tail’. It’s time to take the skills you’ve learned to
draw the creature you’ve been waiting for…
Using the template on the page below and this image as a reference, you can now draw a
charging creature. Don’t forget to add your favorite elements from the earlier exercises to add
personality and flare to your creature design.
Practicing shading can be fun and
relaxing. If you’re feeling brave, try to
shade your character using a different
light source.
You’ve now complet
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Below you’ll find a stripped
d-back
template for you tto use.
Don’t be intimidated. Charge ahead and ttackle
the challenge head on. Use your creativitty and
the skills you’ve learned to create a mo
onster
of your own. Lightly draw simple shapes,
s, such
as circles, triangles, or squares, to aid in the
design of your monster’s anatomy. Remember
your light source so you can accurately draw
shadows and highlights. And express your
creation’s character through its face and its
body movement.
The Tutor
Design a swamp creature
Learn how to use amphibian characteristics to create a
swamp-dwelling being
Abigail Larson
Freelance Illustrator
www.abigaillarson.com
Bulbous, protruding eyes
to see in the dark and
under water.
He’s slumped over, weak, and
wrinkled to show advanced age
and malnutrition.
Large, paddle-like feet
are good for moving
through water.
Webbed, short, flat
fingers enhance his
amphibious nature.
There’s really no wrong way to design
a creature, but something to always
keep in mind when drawing any new
being, is its terrain. Think about where
the creature lives, and what kind of
characteristics those creatures would
have, naturally. For a swamp creature,
for example, I looked at amphibians
for inspiration, as well as other cave
and water-dwelling creatures.
In this workshop I’m going to show
you how to take various biological
features and turn them into a more
fantastical creature – one that’s fit for
the finest of all swamps.
All of the features on this page are drawn to the same scale as the
main reference image shown here. The templates on the page below
use the same scale, to allow you to pick and choose from these
references when designing your own variations. Think about how the
muscles in the face push the skin around the eyes to show emotion.
You can also see how different mouth shapes and designs can change
the personality of your creatures.
Adding a larger lower eyelid
helps to portray a happier
expression. A protruding lower
lip also gives him a somewhat
dopey appearance.
Lowering the top eyelid
creates an angular
form which makes
the character seem
more aggressive or
angry. A sharp jawline
can exaggerate an
aggravated look even
further still.
Soft, drooped eyelids help to
create a sense of sadness. A
dropped lower lip extends the
feeling of sadness.
By changing the angle of the head,
you can suggest different expressions
and moods. This tilted head looks
inquisitive. Portraying the mouth
slightly open implies alertness and
expected conversation.
Using these templates and the references above play with the expressions for your creature. Try
out different combinations. You can also experiment with detailing the ears below.
Tilting the eyebrows or pushing the eyelids
up will drastically alter your creature’s
expression, as will changing the opening of
the mouth.
Once you’ve had your fun with the creature’s
expressions, we’ll move on to the character’s pose
and volume…
All of the references on this page are drawn to the
same scale as the main reference image shown
here. The templates on the page below allow you
to experiment with poses and volumes.
Once you have the
placement of the
head, draw the curve
of the spine. Drawing
this curve in different
locations will change
the movement/pose.
An elongated curve stretches
the body out, which is good
for standing positions.
A compressed
curve will create a
crouched position.
You can also change
your creature’s
physique by adding
bulk or removing
it. You can do this
by starting with a
basic framework
(think about where
the joints are) and
building more
shapes on top.
Use the templates
on this page and
the references
above to practice
posing your
creature.
Experiment with the volume of your creature to see
how it changes his character, then play with the
placement of his limbs to change the pose.
Now let’s put what you’ve learnt together to create
a creature packed with character…
Using the template on the page below and this image as a reference, you can now draw your very own expressive
character. Feel free to embellish him with your favorite details from the exercises.
Now you can have a go at using this simplified
template, which will allow you to build up your
own creature, choosing the pose and expression.
Use simple shapes and curves to determine the
position of your creature and build up the shapes
on top to determine the proportions. Stick arms
with their joints portrayed are a good starting
point. Draw over them loosely and lightly for
easier erasing while you plan where you want
them to go.
The Tutor
Sketch a believable alien creature
Explore and learn how to design an extraterrestrial
being using plausible real-world anatomy
Mike Corriero
Concept Artist/Illustrator
www.mikecorriero.com
A believable creature should still abide by the laws of
nature. It’s what we can relate to that makes a design
successful. The overall anatomy has mammalian, insect
and crustacean trace elements.
It’s important that the creature does
not reflect any one animal’s anatomy
too clearly. You want to try and blend
all of these traits in a seamless manner.
This is what makes it truly unique.
One of the best ways to draw
something that doesn’t exist is to
understand the functionality of what
does exist. I’ll therefore be explaining
how drawing creatures is merely the
act of blending and manipulating
real-world animals. Examples of this
An important aspect to any design, even those
that are on the verge of extreme abstraction, is
the plausible functionality of its anatomy. This is
why referencing real-world animals is essential.
Note that skin textures and patterns are
not uniform. The break up in scale and
spacing provides a more aesthetically
pleasing appearance. It feels like it’s a living,
breathing animal – even if it’s fictional.
sort of manipulation of anatomy will
help you understand how creature
design is like building a structure or
engineering a vehicle.
Once you’ve learnt the basic design of
most animals, it becomes surprisingly
easy – and fun – to draw your own
creations quickly and successfully.
Looking back at real-world animals
and applying this knowledge to your
alien creatures is how we’ll begin to
create a plausible-yet-fictional design
in this workshop.
Eyes are a powerful tool in design; they set the overall impression and represent
a great many things to be understood. Complex eyes portray expression and
personality, while simplistic eyes appear more alien or horrifying. This is why
many creatures with glazed-over pupils or a lack of eyes seem worrying.
The angle in which the eye is positioned is
yet another element that can be changed
and manipulated. Such deviations from
what we know in reality are very effective.
Most real-world eyes are circular
or oval in nature. This example of a
more triangular shape, of not only
the pupil but the entire eyeball, sets
it apart from anything Earth-based.
The pupil and iris are not the only aspects
that can affect the eye’s appearance.
Decorative eyebrows, patterns of light
and dark values and other features help
instil subtle originality.
Decorative details within the iris
and the obstruction of a common
round pupil are simple solutions
to distinguish the taxonomic
understanding of the creature.
As well as playing with the
designs of eyes, experimenting
with different quantities can
give some surprising and
unique results, too.
As seen in the main reference, these are simple compound
eyes. Multiple pairs on a body much different than an
arachnid can achieve something profoundly compelling.
Vertebrate creatures have an eye socket in their skull. The size and location of the eye is
based on where it’s located. The pupil and iris can provide a lot of personality.
Use the templates on this page and the references above to try out some different eye designs for your creature. Think about how
the eyes of different animals change from one family to the next. The same principle is used in creature design.
Arthropods have compound eyes which can be placed in more
extravagant locations. Eyes are placed for different visual awareness.
Try coming up with your own unique eye design and placement.
Now that we’ve conquered the eyes, we’ll
learn how to design different mouths and
jaws to give our creature a variety of looks…
The head and mouth of a creature lets us know where the animal
might fit within a fictional taxonomic rank based on what it may eat. So
learning how to draw different mouths and what their functions are is
one way to establish a base for what sort of creature it will become.
Tying some anatomical design elements into your
original creation will help the creature relate to the
viewer. This design exhibits a star-nosed, mole-like
muzzle. It’s both aesthetic and functional.
An underbite with a large lower jaw can present a
powerful and intimidating appearance. Whether you add
teeth or not depends entirely on the creature’s diet.
Manipulating animal anatomy can apply to the skin texture,
eyes, mouth and so on. Give a bird a chitinous coating and
immediately it looks like nothing we’ve ever seen before.
Tentacles are always going to scream
‘alien’. If it has elements of a Cephalopod
and it’s a terrestrial creature, it’ll always
look otherworldly. They could shoot out
of the mouth like a grappling tongue.
Mixing various
families of animals
is a great way to
create something
unique. If you take
mammal and
insect anatomy
and mesh them
together you can
come up with some
interesting mouths.
When rendering, your line strokes should follow in the direction of the planes that
the form is broken up into. Don’t just shade in one direction.
Using these head templates and the references above, try to come up with your own unique, interesting and functional
mouths to give your creature different looks.
Now that we’ve conquered the eyes, mouth and jaw
structures of the head, we’ll learn about designing limbs and
their importance in animal functions…
We already know that a seamless mix of anatomy is what makes
a design plausible. Now we’re going to learn about aesthetics and
functionality. This image shows arms and legs that don’t deviate
too far from reality while still manipulating what already exists.
Certain aspects of what makes a hand
a hand lay within the basic idea that it
contains individual digits. If you fuse the
digits and claws together, it becomes
both frightening and exotic.
When you take two things you can relate
to and mix them together, you create a
balanced compound. The manipulation
of anatomy is a science after all. This
appendage shows strength and dexterity.
To produce an original arm structure,
simply take the leg of an animal and
manipulate the joints and bones so they
can work as a hand. This is reminiscent
of a Koala, for example.
The heel of a foot in certain animal species
appears more elongated than in humans.
This is when an animal walks on its toes
rather than the sole or heel of the foot.
A varying difference in the sizes and
types of claws and toes provide the
creature with different skill sets.
Some are used for tearing, some for
grasping and others for digging.
Practice drawing
hands and wrists using
these templates.
Try filling the gaps below to create your own leg designs. Use the circles for joints, but feel free to explore outside the boxes, too.
Think of your own arms and legs and how they bend and rotate at the shoulder, knee, elbow, ankle and wrists. This
is the basis of functional movement. Apply this understanding to your design and practice, practice, practice.
The numbers of fingers and toes or the types of digits also provide a form of identification in the taxonomic
ranks. Play around with different claws, hooves, suction cups and so on.
The last important part of creature design is to grasp the
overall design of the body structure. We’ll cover shape,
silhouette and general proportions…
Use the template below to better understand where joints are located and how forms are simplified. Look at it like
an X-ray of a drawing.
Use this main image as a source
of reference for cast shadows and
how shadow wraps around the
shade of the head and jaw. A light
source helps define where the
darkest shadows would appear.
On your final drawing,
experiment with
different ways to shade
your creature, such as
cross-hatching and
erasing white areas to
show highlights
Once you’ve mastered the idea that biology is
basically the same as engineering a car, you can
design your own creatures by producing your
own templates. Large circles work better for the
dominant body parts. Lines and small circles
can help indicate where limbs and joints such as
knees or elbows will bend
bend.
Play around with the placement of your circles,
figuring out where the head will go and how
many legs and arms it will have. The creature’s
proportions are based on the size of the simple
circles – and that’s it. Above all else, have fun.
The Tutor
Monsters, mutants and dinos
Draw fearsome creatures and cranky mutants
Kurt Papstein
Character/Concept Artist
You will notice that the entire image is comprised of ‘bubbles’. I draw
everything in circular volumes. These bubbles build form and even provide
detail lines when left in the drawing.
Shadows create depth
and round-out your
drawings. Drawing lines
around your bubbles –
like hemispheres – will
help you define these
shadow shapes. Keep
your light source in mind.
In this workshop, I will share with you
the techniques I use when drawing
monsters, aliens and many other
fearsome creatures. The process is not
unlike those of other artists, but I will
ikameka.blogspot.com
Teeth and spikes are also made up
of tiny bubbles. Imagine the bubble
landing on a surface; it has a flat side
where there is contact – this creates
perspective and weight.
When drawing, think about the
motion of the character. Typically
the head leads the motion and
dictates direction, with neck lines
following behind.
also present to you some of the things
that I think about while drawing.
While I don’t necessarily employ these
steps or techniques all of the time,
they are constantly bouncing around
in my head while I work. So for this
workshop, I have chosen dinosaurs
as the prime focus, keeping it simple
with bust drawings to build up a
foundation of skills.
All forms begin with a circle, even if I don’t stick to the
circle’s shape or area exactly. It creates a footing, or
a plot on the page for me to start. You can then draw
through the spheres to see the drawing from all sides,
placing hemisphere lines to indicate form.
Sculpt the forms and build perspective with ‘feeling lines’
– rough gestural lines that follow the topology of the head
and neck. These will provide detail and anatomy when
selectively erased.
When starting, you
can begin with a loose
silhouette shape or
place large spheres
together to block in
volume. Combine
these methods to find
your design.
Curves are countered with
straights, and soft is met
with hard. Contrasting
forms are important for
visual interest.
Remember to think of your lines as crosssections when drawing through the other
side of the spheres. These lines will be
crucial for keeping the perspective true.
Use the references above to build your own head volumes within and beyond the
guidelines provided.
It’s important to plot in corners. The
corner of the mouth, nostrils, jaw bone,
eyebrows, and so on, act as visual guides
for the other side of the head.
Add to the
basic shape by
building out with
giant spheres
for the corner
of the jaw and
the nose. These
are the biggest
landmarks.
By the end of this exercise, you should have a small stack of
head shapes filled in. Each one should have obvious large
features and roundness.
The mouth can be a very expressive element to your design.
It can show intelligence, emotion and even hint at how the
creature lives. Imagine the volume of the mouth is like a
puppet mouth; two simple planes that divide the head into a
ape. This is a good way to get started.
wedge shape.
The first line placed on the
head indicates the mouth’s
design, and how it divides the
head into interesting shapes.
A sharply drawn and angular corner to the
mouth indicates it can open wide, making
it very dangerous.
Teeth
th are placed with bubbles
and spheres. Later refine them
into spiked, flat or chipped
U these
th
t
l t to
t create
t inte
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t
ed mouths are easier to design,
design
Use
templates
teeth patterns on the mouth lines provided. Closed
o try some variations while you sketch.
sketch
so
You can now create some open-mouth designs below. Remember that the mouth is a wedge cutting into the shapes.
Now you should be more comfortable drawing
head shapes and giving them a mouth full of teeth.
Next we’ll look at the dino’s eyes…
For the most part, I feel eyes are the easiest. All things have derived
from a sphere and the eye is no different. The size can vary greatly;
experiment with different positions to balance your design.
Remember that all forms wrap around the sphere of the eye.
Drawing lines around the eye provide wrinkles
and lid deformation. They also act as topology
lines for the socket, adding early details.
Finish the eye with a nice
round highlight that overlaps
the pupil and iris. This gives
us a sense of the material.
The tear duct is the first thing
to be added after the eye
sphere. This gives us an idea
of how the lid closes and the
direction of focus.
The brow and cheekbone shapes
can help frame the eye and create
flow and focus to the design.
To convey intelligence,
imagine the pupils are
focusing on a target
without crossing their
line of sight.
Reference the above images to build out your own eye designs over the templates and head designs.
You can find a huge range of
different characters in the same
head shape by just changing the
eyes and brow shapes.
All of the foundational elements are now present
with the head, eyes and mouth. Now it’s time for the
details and finishing work…
Finalizing our drawings is a simple task, now that we have practiced
all the elements. In this exercise we will render cast shadows, wrinkles,
and put
p the final touches on our line art.
Wrinkles and creases act
as connecting lines to put
emphasis on motion and form.
Drawing a contour line for
cast shadows will round
the form out and create
striking surface planes.
Don’t over do it
with details; keep
them limited to a
few regions like the
edge of shadows, the
silhouette, or selected
patches. Maintain
visual interest.
Draw your own dino-spheres of spikes and wrinkles, then practice with light and shadows.
Vary the amount of spikes and shapes,
p as well as the wrinkles.
Now take what you’ve learned to shade and texture the
line-art. Fill the heads with wrinkles, spikes, and finally
add your shadows and line weight.
You now have all the tools necessary to build and finish your own
creature head designs. Think of each part as a dino-sphere that
adds to the entire piece. Dino-spheres are our friends!
With the provided shapes, use the skills and lessons in this workshop to develop your own pack of creatures. The
exterior shapes are provided, so start by filling them in with volume and take them through to final details and shading.
I hope by now you have a stronger grasp on
n
how I go about quickly throwing down a pagee
of monster faces. You can do the same in yourr
sketchbook
k hb k by
b d
drawing
i a lloose template,
l
filli
filling
the page with circles and gradually hitting each
step of this workshop until you’ve finished the
entire image. Remember the dino-spheres!
The template on the page below is stripped
right back so you can use your own imagination
to build a pack of creatures.
Download