I have been in residence at Somerset House for the last two years and it is an inspiring place to run this workshop. We have four intense but fun days of anatomy study planned, culminating in a class visit to the V&A museum to study the anatomy of their magnificent sculpture collection, which includes works by Michelangelo, Bernini, Rodin, and others. Please find all the details and registration information on the course page HERE. Hope to see you there!
Enrolment is now open for the Spring sessions of my renowned anatomy and digital figure sculpting courses. These courses have been taught to artists and studios around the world, including Pixar, Industrial Light & Magic, Disney, Sony, Warner Bros, Ubisoft, EA and many others. If you are looking for an intensive course to level up your figurative art skills, consider one of these:
The most comprehensive online course covering artistic anatomy. No prerequisites are necessary, just a sincere interest in learning about the wonderful machine that is the human body! more…
An intense ten-week course in the tools and techniques of digital figure sculpture. This course is recommended for students with a firm grounding in anatomy (the Anatomy for Artists course is recommended) as well as an intermediate knowledge of ZBrush. more…
The companion course to Anatomy for Artists, this course explore the anatomy of the face in-depth. It covers the construction of the skull, features, facial fat, musculature, expressions, and the Facial Action Coding system (FACS). Every great figure needs a great face, this course teaches you the anatomy you need to build it. more…
A portrait study from last Friday. I have been seeing so many interesting faces on the street lately it has inspired me to start working through a new series of portraits. Of course I am also outlining the content for my upcoming Digital Portrait Sculpting course, so faces are on my mind right now. There are a couple of higher resolution images below.
I’ve recently returned to London after a busy couple weeks on the West Coast – this trip taking me back to Blizzard Entertainment and Pixar for anatomy talks and workshops. I’ve been to both studios a number of times in recent years, but this visit was for something new – the inaugural sessions of my Comparative Anatomy for Artists course.
What is comparative anatomy? Simply, it is the study of animal anatomy. More accurately though, it is the study of the relationships between the homologous anatomical structures of different animal species. For example, how a horse’s humerus (upper arm bone) differs from a human’s, and how that differs from a mole rat’s, or elephant’s, or dolphin’s in structure, function, and appearance (unbelievably yes, a dolphin has a humerus, as well as forearm, hand, and finger bones, all hidden in its front flipper!). There is a treasure trove of fascinating and bewildering adaptations that have taken place in the natural world to fit the general “animal vertebrate body plan” to many different environments and ecosystems. This course explores these amazing adaptations and how we apply this knowledge artistically to create, imagine, sculpt, draw, and animate better animals and creatures.
My Comparative Anatomy for Artist course will be running in London in the Spring of 2018, dates to be announced (sign up to the mailing list for news). If you are a games/visual effects/animation studio interested in an onsite workshop, please get in touch.
The Eaton-Houdon Ecorche is a contemporary anatomy figure based on the classic L’Écorché, the 18th century anatomy study by French neoclassical sculptor Jean-Antoine Houdon. The original écorché figure was used for centuries in art academies and ateliers around the world to teach students anatomy and cast drawing.
This version, produced in collaboration with Michael Defeo, corrects a handful of lingering anatomical mistakes while retaining the gesture, pose, and naturalism that made the original a favorite of mine and of other artists through the centuries. Here it is produced at eighteen inches, an ideal size for desktop reference and study. Each figure is hand cast in museum-quality resin with removable magnetic arms.
Available at: EATON.london
After a busy start to the summer, I am finding time to develop sequences from our most recent Bodies in Motion photoshoot (BiM VI). Here are a few of the first images. I am falling in love with the flow of fabric and the shapes it makes when directed by graceful movement. Sequences going up soon at www.bodiesinmotion.photo
Another morning drawing session from the BiM Scan library.
A morning drawing session from the BiM Scan library. Amazing reference for artists:
Anatomy study from Bodies in Motion.
The Summer session of my Anatomy for Artists online course is coming up on June 23rd. In this course I cover ALL the anatomy that goes into making an ecorche drawing like the one above. In fact, ecorche drawings are the primary exercises for the eight week course and by the end you will almost certainly have levelled-up enough to create a detailed ecorche study like this one. If you have an interest in improving as a figurative artist, join me for an intense but fun 8 weeks of sutdy this summer!
I’m recently back to London after a long trip to the West Coast (LA, San Francisco). The first stop was Blizzard Entertainment for a four-day facial anatomy workshop. For the uninitiated Blizzard is the juggernaut game developer behind the hit franchises World of Warcraft (WoW), Overwatch, and Starcraft. From their fortress-like campus 100 miles south of LA in Irvine, CA, they run a digital empire built on monsters, magic, and well… fun.
My job was to level up the artists’ facial anatomy and portrait sculpting skills. The workshop broke down into two days of facial anatomy lecture and two days of portrait sculpting in ZBrush. The content will sound familiar to anyone who actually reads the posts on this website (and doesn’t just looking at the pictures, like most), because I ran a similar workshop for Ubisoft very recently. In fact, you’ll recognize one of the heads rendered above. I added a second head (my Blizzard demo sculpt) to the menagerie this time.
Even though we were studying facial anatomy the artists also got a chance to draw and study from the Bodies in Motion site. We drew from quite a few Motions, less for full-body poses but more for examples of skull structure and head/neck articulation and anatomy in dynamic poses. There were some great drawings from the room full of talented artists.
I am recently back from a week-long workshop at Ubisoft’s Quebec studio focused on portraiture and facial anatomy. The week broke down into three days of facial anatomy lecture for twenty of their artists (animators, riggers, concept artist, character artists) and then finished with an intensive two-day portrait sculpting session in ZBrush with just the character artists.