Don't know if you guys have been waiting for it, but here's part two of my shading tutorial. Click the icon to go to DeviantART - it was too large to store anywhere else. I'd appreciate if any comments were left there.
I noticed you drew the conical frustrum of the torso on your tube-man rough all the way out to connect with the shoulder. This is fine with other joints, but the shoulder is structured rather differently. On an elbow or knee, it doesn't matter if the two connected parts can hang parallel or not, so the joint is a simple hinge that, like any hinge, only bends in so far. On the other hand, the shoulder is a ball-and-socket, as you probably know, so the part where it connects is actually a bit further in than where it appears to bend. This means that where other joints have a basic "v" shape, the shoulder is shaped more like this: |_(ribcage). If, uh, that makes any sense at all.
So if the shoulder is visualized as a ball, the edge of the torso-tube shouldn't go any further than about through the near edge of the ball. (The ribcage itself is actually roughly beehive-shaped and doesn't even come near the shoulder, but the effect of that is subtle enough that it doesn't necessarily need to be considered in a rough). The drawn line can
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Never thought of using a comp as a lightbox. o_o! (... damn LCD screens!)
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So if the shoulder is visualized as a ball, the edge of the torso-tube shouldn't go any further than about through the near edge of the ball. (The ribcage itself is actually roughly beehive-shaped and doesn't even come near the shoulder, but the effect of that is subtle enough that it doesn't necessarily need to be considered in a rough). The drawn line can ( ... )
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BUT
Have tons of fun in Scotland!
Lots and lots and lots.
I am jealous.
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