Fight scenes.
- BeefotronX
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Fight scenes.
Man, I am a crazy person. I've just started into the first of the major fight scenes in my comic. Why couldn't I have a more peaceful, easy-to-draw story?
Anyway, I'm interested in hearing some wisdom on fight scenes.
Anyway, I'm interested in hearing some wisdom on fight scenes.
Shinedog's got it. As long as you manage to correctly convey the action and pace, physics and anatomy can take a back seat, though they MUST still be there. A little exaggeration works wonders.
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- Joel Fagin
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Display actions at their end, not mid-way through. Objects certainly don't have to be at rest, but the action you're depicting must be done. The fist must be past the face it hit or the bolt must have hit its target and the bystanders must have reacted.
I've been doing that largely instinctivly thanks to comic reading over many years but I've only just recognised the rule. I was trying to figure out just what was wrong with a shot of a schizoid lady with metal claws body charging my resident villain. I felt I shouldn't shy away from a hard pose and drew the moment of impact but what I am now doing is drawing the moment when the villain hits the floor beneath her charge, even though that is an easier shot.
- Joel Fagin
I've been doing that largely instinctivly thanks to comic reading over many years but I've only just recognised the rule. I was trying to figure out just what was wrong with a shot of a schizoid lady with metal claws body charging my resident villain. I felt I shouldn't shy away from a hard pose and drew the moment of impact but what I am now doing is drawing the moment when the villain hits the floor beneath her charge, even though that is an easier shot.
- Joel Fagin
- Steve Bryant
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1) Establish the location and relative distance of the characters first. Don't just cut back and forth from grimacing headshots and then dive into close-ups of fists to bodies. It's very important to build the scene to crescendo.
2) Vary your point of view. Too many webcomics portray everything with an eye level POV and it creates a sense of monotony. Worm's eye view is a great way of creating a dynamic effect, while a bird's eye view can reinforce where the characters are in relation to one another (see the paragraph on Establishing Location).
3) Vary your depth of field. Avoid making everything a long shot, a medium shot or a close-up. Mix it up! Be very careful, however, not to suddenly shift POV 180
2) Vary your point of view. Too many webcomics portray everything with an eye level POV and it creates a sense of monotony. Worm's eye view is a great way of creating a dynamic effect, while a bird's eye view can reinforce where the characters are in relation to one another (see the paragraph on Establishing Location).
3) Vary your depth of field. Avoid making everything a long shot, a medium shot or a close-up. Mix it up! Be very careful, however, not to suddenly shift POV 180
- Phact0rri
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Also you might want to look at pointless and Twice destined they are two best fight artists from keenspace I can think of, and they are both really good at those sorts of things.
I've always found myself when trying to draw stuff like that to look at how other people do it and gain the gist of what I want to do.
I've always found myself when trying to draw stuff like that to look at how other people do it and gain the gist of what I want to do.
- BeefotronX
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Good links, thanks. I think I'll go just fine.
Also, I just splurged on a couple of Art S. Buck artist's models (male and female) They're about a foot tall each, made of plastic, pretty well articulated-- in short, a lot better than those wooden things. That should help immensely for those crazy poses.
Also, I just splurged on a couple of Art S. Buck artist's models (male and female) They're about a foot tall each, made of plastic, pretty well articulated-- in short, a lot better than those wooden things. That should help immensely for those crazy poses.
- LAGtheNoggin
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The only other tip I can give is to have everything thought through and make sure it reads cleary. Is the transition from panel A to panel B a little fuzzy? If it is, add an extra panel. Don't panel every detail, but try and draw more than you think you need, comics read surprisingly quickly (especially with no dialogue) so you can get a little happy on panel numbers.
Fights are generally about movement and speed, not speaking. If there's any speaking, make sure it's doesn't detract (unless speaking's the aim and the fighting isn't important). That's my own opinion though, so don't take it to heart.
Also, no, I don't use stick figures. I draw quick thumbnails with bubble men characters.
Fights are generally about movement and speed, not speaking. If there's any speaking, make sure it's doesn't detract (unless speaking's the aim and the fighting isn't important). That's my own opinion though, so don't take it to heart.
Also, no, I don't use stick figures. I draw quick thumbnails with bubble men characters.








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