Author Topic: Drawings Megathread  (Read 4345565 times)

I hate drawing so idk. I certainly want to go for a more realistic approach that glorifies the more appealing aspects of real life proportions, but that bullstuff is above my pay-grade so I'm stuck inbetween stuffty and well-enough which is a pain in the ass to motivate into any further improvement.

I hate drawing.
« Last Edit: December 05, 2013, 01:11:05 AM by LoLBert »

Whenever I draw guns, they're always square and chunky. I kind of go for the Bushido approach in that all of the guns I draw have a ludicrous caliber.

In my endeavor to learn to draw better guns I just learned how guns worked, plus I also looked up interesting firearms like the KRISS Vector or XM8 to learn their design process. Just think about ergonomics and functionality and combine it with aesthetics and they just seem to design themselves.




Was watching FoxyDude tweet a battle on Pokemon while getting drunk as well
« Last Edit: December 05, 2013, 09:19:25 AM by QuantumEagle »

quantum, you oughta use more curves, even natural poses look real stiff when you use tons of straight lines

Yeah, I've been meaning to improve that lately - but my hand seems to be hard-wired into drawing inanimate objects with straight lines, and I can't get a decent looking curve. Thanks, though.

My art style is ally of nobody. I'm terribly inconsistent as my characters can look one way and then completely transform over-night. Save for only a few.

how to draw guns:

guns are made up of 3 principle parts
• the barrel, which the bullet flies out of
• the magazine (and thus the receiver, but mostly the magazine) which is connected to the barrel and supplies bullets to shoot
• the grip, which allows you to hold the gun in the first place

other important parts (but not necessarily things you must display, as they are generally assumed to be present)
• the hammer, which hits the bullet causing it to basically EXPLODE and shoot out the barrel
• the bolt, which takes bullets out of the magazine, then puts them into the barrel

there are some nuances to the way these parts work together
• stocks are a measure used when a gun has enough recoil that it would cause someone using it to buck wildly into the air. according to hollywood, that means 'anything', so it's pretty much OK to put a stock on anything that's not a pistol. the only real rhyme or reason behind stocks are that they reach your shoulder, and sometimes they can be folded over the rest of the gun for storage
• barrels are generally thicker the bigger the bullet they fire. this is why things like the anti-materiel rifle from fallout new vegas looks like it can be used as a forgetin battering ram, while the varmint rifle from the same game looks just like a normal gun
• in instances where the bullet is entirely too large to fit inside the barrel (for instance, on a rocket launcher) you can just stick it on the end, but this function implies that the barrel is actually just a big dumb tube and would, instead of ending at a grip or stock, have some form of exhaust port on the opposite end. this is not always true.
• magazines aren't always hollow boxes; revolvers, for instance, have a large rotating (revolving) 'cylinder' in which you can put bullets into, which then is pressed flush to the barrel
• longer barrels stereotypically means harder-hitting. this is true because ballistic weapons (IE: guns that shoot actual, physical bullets) do actually benefit in stopping power and accuracy from longer barrels due to technical things that are probably unimportant to you. even with energy weapons longer weapon is shorthand for 'hits harder'
multiple barrels is shorthand for 'extremely fast firing', but not necessarily 'a shotgun'. shotguns are basically explosions of shrapnel pointed in one direction, coming out of a single tube. multiple barrels implies that the gun functions like a chaingun; the barrels all rotating to help dissipate heat.
• the barrel is almost always the thinnest part of the gun: in other words, the rest of the gun should be fatter then the barrel. the only case this is not true is with grenade launchers, and it is still the exception rather then the rule

beyond the basics though most of gun design revolves around that cliche what/why/how trinity: 'what does this gun do', 'why does it need to' and 'how does this gun do it'. for instance, if i were to attempt to design a gun that fires lasers used by the military to pierce armor by firing super hard, it would have to be electrical in nature, have some way to generate and fire a laser, be practical and streamlined enough for military use (and probably be a boring, dull green) (or an awesome wood-on-gunmetal-black thing, which you should always choose over dumb olive drab), and the barrel should be long enough for an outside party to understand that it fires extremely powerful rounds

more outlandish bullets (or pseudobullets) can be thought through easier if approached from the angle that the barrel always needs to be big enough to support what you are attempting to shoot out of the barrel; for instance, if your gun shoots big, self-contained acid blobs, the barrel would logically be a huge hollow cylinder (and the magazine would be some form of acid-container). if you don't know what to do to make your gun unique, you really can just slap primitives or simple shapes onto a side-view and trim or add until you see something you like. remember though that adding 'weight' implies that the gun is more and more powerful- sort of like how a rocket launcher looks tougher then a normal pistol

if all else fails, look at other, existing, fictional or non-fictional guns to see how they are put together. note where the barrel, bolt, grip, magazine and other assorted gun-parts are placed, and see if you can guess where they connect. the internet firearm database is a good place to start

I don't even have a set of RULES for drawing guns

I just draw them :y



I love to draw ludicrously large handguns with unusually small handles. I often come up with calibers that they fire (regardless of how realistic it is; 1.25 caliber handgun) and operation.


"Get away from her you witch!"


Here's a few days worth of work.
If you haven't seen Aliens go fuk urself
« Last Edit: December 05, 2013, 06:54:27 PM by ShadowsfeaR »

Yeah, I've been meaning to improve that lately - but my hand seems to be hard-wired into drawing inanimate objects with straight lines, and I can't get a decent looking curve. Thanks, though.
Here's what I do when I'm having trouble drawing a curve.

1) Draw some straight lines in the general direction of the curve.

2) Resting your hand on the drawing surface (or whatever surface you'd rest your hand on), lightly draw a curve over the straight lines. You can even begin this motion before your drawing utensil even touches the paper. This doesn't really work for giant curves.

3) Once you have your hand moving back and forth in the general curve, apply pressure and draw the curve, erasing the excess lines.

Anyway, that's what I do, it may or may not work for you.

-chrysalisnip-
That's pretty good, yo.


i can't really see what it is