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How To Draw Fight Scenes Step By Step

Anime And Manga

Daily Lives Highschool #1 by Khallandra


How to Describe Manga! Tips and Tricks: Action Scene Basics Introduction

Action scenes are a key part of whatever manga, whether they exist a placid shoujo to a shounen mecha showdown. Action scenes are a dynamic action driven panel showing a fight or action against an inanimate object, or a passionate realisation. All of these follow a similar formula to create the activeness sequence.

Setting the Scene

When creating an action scene first consider the what action is being performed and how the 2 objects/subjects are interacting, i.eastward. prove the forcefulness of the movement. For a person, it they are existence striking, they will reaction in accordance to the forcefulness applied.A mutual way of achieving this is using the < shape to signal where they are being hitting. Take into consideration anatomy; if a person is being hit in the stomach they will produce a overnice < shape with their head and shoulders coming forwards, whilst the hip becomes the point at the back, but if they are hit in the middle of the back at that place is not as much of a > shape, more a slight tilting of the caput back, but little else. In another example, hit the back of the knee will cause a person to crumple, but hitting the front directly would just push their weight backwards (and pb them into kicking back). In the rough example beneath, the figure is being kicked square in the stomach, sending them backwards. Flaying out arms and legs will give even more than movement and 'ability' to the kicking. If the person is impacting a hard object they may 'bounciness' a little afterwards hitting it.

Actionlines-impact by Khallandra

Other useful furnishings include using shut ups of faces and fists or feet to bespeak the close combat and typically when fighting someone, the characters are looking at their opponent, fishing the 'camera' to take hold of this emotion and gaze adds to the intensity of the action sequence. Showing expressions such as gritting their teeth, grimacing or yelling are likewise ways to convey the activeness sequence.

Characters beingness attacked need to react to their opponent, whether information technology'southward to exist hit or to contrivance a hit, their expression and movement needs to be considered as they need to react every bit much as the 'hero' of the scene.

A slightly more advanced basic technique is called 'many sections' which is portraying a fist or kicking hitting and so quickly it seems every bit if the character has multiple arms or legs. A perfect example of this is Jotaro in the manga Jo Jo's Bizarre Chance, his chief technique is fast flying punches from his Stand up, Star Platinum. This technique is not only used for the 'attacker'; the 'victim' can exist shown with multiple heads or artillery to indicate the multiple points of impact.

Jojos-oraora-nicolasis by Khallandra


Using Line Effects

Lines and hatching techniques are outlined in Tips and Tricks: Pen and Ink Techniques Article These tin be used to convey a sense of speed past changing the line art and calculation in impact points and speed lines to assist. Hairstyles can also be manipulated to show the force at which the character is expressing the action, using speed lines and gradating speed lines to alter the intensity. Modifying the management and calculation in 'sweat drops' or 'blood splatters' volition also increase the upshot. The following case shows non-gradated speed lines made with a multi-liner, and gradated are lines that are thicker at one terminate. Speed lines are typically ruled, as not-ruled seem haphazard and can be made to start and end at the same indicate, indicating sudden move (sudden showtime, sudden finish). Also can have different start and stop points per line or even be curved using a french curve or ellipses. Speed-lines tin be used to replace sections of line art of the moving object to give information technology the sense of moving.

Actionlines-speedlines by Khallandra

Beta-flashes are also a useful part of an action scene, they can indicate a sudden idea or sound. They can be uniform, different shapes or even curved with a French curve. The primal function of a beta-flash is they have a centre that all the lines intersect with. A common approach is to gradate the lines towards the eye, just don't cross it. The following case simply shows these lines, it was made with a 0.ane technical pen. The lines are more useful if thicker at ane end as the background is typically coloured blackness.

Actionlines-flashes by Khallandra

A last 'action' technique is the impact. It can be a freehand jagged speech bubble, or have a a combination of speed lines or a exist a fractional beta-flash. Information technology doesn't fifty-fifty need to exist a full closed signal, it tin be merely the top or side, depending on the desired issue.

Actionlines-impacts by Khallandra

Screentones and screen tone furnishings tin can too be used to produce speed-lines and beta-flashes without having to describe them each time, the just drawback with this (other then needing to have them on hand) is that they are non equally unique equally having drawn them yourself, but they are an easy shortcut.

Asenshi-durara by Khallandra


References, Tutorials and Guides

The post-obit guides and tutorials go over these ideas in much greater detail and provide some great reference poses to assist:




Action scenes are all about motility, reaction and furnishings. Plan out your artwork to where you desire your characters interacting and what they are interacting with and modify your lineart to colouring to produce the sense of motion.

Ttgl-simon2 by Khallandra

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Source: https://www.deviantart.com/khallandra/journal/Tips-and-Tricks-Action-Scene-Basics-550328006

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