Comments: 8
Goldham92 [2016-11-24 19:41:27 +0000 UTC]
I really like how this is done, like working with anatomy ^^
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ElithianFox In reply to Goldham92 [2016-11-24 23:14:00 +0000 UTC]
Thank you very much! Anatomy's fun to draw when you've never before designed a skeleton, but it sure is difficult :'D
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Goldham92 In reply to ElithianFox [2016-11-25 04:45:20 +0000 UTC]
you are welcome and I see, it's still great work and managed to pull it off ^^
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kArA-Redwing [2016-11-24 14:43:45 +0000 UTC]
Would you like some redlines on your skeleton for this guy? There's a few places where the skeleton doesn't quite match what the full creature looks like, and I'd be happy to show you them.
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ElithianFox In reply to kArA-Redwing [2016-11-24 17:13:22 +0000 UTC]
Absolutely, I'd love to have some feedback! Do know that I based the skeleton slightly on the sketch I had, and the fleshy version again on that sketch, so I know some things like the back, the top of the head, and the shoulder don't match up properly. If you have time for it, I'd def appreciate feedback like that ^^
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kArA-Redwing In reply to ElithianFox [2016-11-24 23:02:30 +0000 UTC]
Yeah, I've found with my few forays into skeletons the easiest way to do it is to draw the skeleton first, and then draw everything on top of it. When you try to sneak the skeleton underneath the flesh, any mistakes you made in the body get exacerbated quickly. D: Anyway: sta.sh/020kjaz322ed Pointed out the parts that I really noticed, then redid the skeleton more how I would have drawn it based on what the full creature looks like ('cept the legs are still a touch too long compared to what you drew. Stubby legs and ribcages in general are problems for me lol).
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ElithianFox In reply to kArA-Redwing [2016-11-24 23:11:20 +0000 UTC]
Wow, that's amazing! One of the most useful critiques I've gotten so far! Thank you so very much :D
Yeah, I see that, I get the general gist. They're supposed to be short creatures with a body too long for their height, and the issues that come with that are a part of their illnesses and long-term issues as well <:
Can I ask if the shortened scapula serve a purpose and if the very long ones don't work at all to make the animal move? I've a hard time judging how well a bone structure would work, still gotta get all my bio classes c': On that note, with your corrections to the neck, spine, and legs, do you think that now they'll be capable of carrying the weight of that giant heavy head?
Oh, and can I ask what the difference between the joints I used and the ball joints are and how the ball joints change the skeleton?
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kArA-Redwing In reply to ElithianFox [2016-11-25 12:50:06 +0000 UTC]
Np lol.
Okay, I didn't pick up that they were meant to have long bodies. In that case, if you want to stick with more dog-ish anatomy, take a look at these refs for the dachshund, esp the legs and how high the joins are on the ribcage and the massive ribcage itself:
c2.staticflickr.com/4/3612/359…
www.sciencephoto.com/image/387…
If you want more mix-and-match, Ferrets have a very different architecture for even longer bodies, but also hold their bodies differently, since they are super long:
s-media-cache-ak0.pinimg.com/o…
galileoramos.com/wp-content/up…
I went for a shortened scapula since that bone isn't involved in walking. Sure it helps with mobility a bit, but it's main purpose is to anchor the legs to the body. It's main movement is a bit of slide back and forth about the ribcage (up and down on humans). The humerus, on the other hand, is where the majority of the complex movement is, so I gave that more length to work with.
I know the feels though. Until you can really pick up the individual bones and see how they articulate, it's really hard to figure out what looks like what and why and how they move. I took human anatomy with a cadaver lab, and that's where most of my experiences is (wish I could have taken comparative anatomy but such is life).
As for the head, the horns look a bit heavy, which is why I made the back one smaller, but if they're hollow or otherwise not pure bone (e.g. keratin like your nails) then the entire skull should be fine weighwise as long as you don't put it on a really long neck (and if you do, it's have to be a very study one). It's surprising how big heads can get compared to bodysize and still be viable:
www.wired.com/images_blogs/wir…
davidpetersstudio.com/art/Pter…
I can't off hand remember what all the different kinds of joint are, but I'm pretty sure there are three-ish, where you have the saddle join, which is a human thumb only thing, so it doesn't matter here, standard joints, which I can't remember what they are actually called, and ball joints. Standard joints are what you have in your fingers for example. Two bones come together and you can only move them one way, like a door that can only rotate along it's hinge. Ball joints are were you have a ball and socket fit. So the scapula has a circular crater that the rounded ball-shaped protrusion on the humerus fits into. This allows for a massive range of motion because the joint is only restricted by the muscles pulling on the bones. It doesn't need to be quite as obvious as I drew it in my version (again, human anatomy colors how I draw things) but the way you have the joints drawn they look more like the standard ones rather than a ball joint. Basically, compare all of the motions you can get from your shoulder versus what you can do at one finger joint and that's the advantage of the ball joints. They're also less stable though, and most joints don't need that range of motion so there aren't many ball joints in the skeleton (I think they're just in the attachments of the arms and the legs to the scapula and hip bone, but it's been a few years lol).
This shows the human version of the ball sockets fairly well since finding close up for specific animals is MUCH harder: www.shoulderdoc.co.uk/img/shou…
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