Description: Alright you people, I'm back with another Resident Evil tutorial. This time it's the Licker, which has been pretty prominent in the series... or at least has made a few different appearances. This will be an intermediate level tutorial, but I hope you all enjoy.
Description: Let's start with some simple guide lines. We'll focus on the head and arms, here. Draw an oval shape for the head, with a wavy line for the tongue. Draw a cone pointed downward for the neck muscles. A V will serve as the collar bones. From there, draw in a peanut shape for each upper arm, and a large broom-head shape for the lower arms. Add some long lines for fingers as we're ready to go.
Description: The lower lip is just below the front of the brain. Draw the top and side of the open mouth. Next add the cheekbones. Then add the chin and jawline. The jaw ends where the ear normally would be.
Description: The next step is to draw in the teeth. His tongue will be flowing out of his mouth, so we need to leave space for that. Feel your own teeth with your tongue to get the right shape and placement before drawing them. After the teeth, draw in some squiggly wrinkles for the brain detail. These don't have to be totally accurate, but feel free to get some photo reference.
Description: Let's add in some facial wrinkles to add some more form. Then we'll move on to the tongue. Think of the tongue as a flat ribbon. As it curves, you'll see both the top and the under side. This type of thing can be really tricky to draw, so just take your time and be patient. Man, that's a crazy tongue. I wonder what he's trying to taste. Wait, what's that? A dorito? No way!
Description: It IS a dorito! Now I'm hungry, too. Sigh. Anyway... With the head finished, let's draw the long muscles that form the neck. Start at the head and draw downward. These muscles are essentially the sterno-mastoids on a regular human, but exaggerated. They're thicker at the top and thinner at the center of the collar bones. The upper attachment point is just behind the jaw, behind where the ear would be. Let's drop in some solid shadow under the jaw and between those thick neck muscles.
Description: We'll use a series of short curves to build the collar bones, or rather just the upper edge of the pectoral/chest muscles. Next we can draw in the trapezius muscles that run from the shoulders to the back of the head. We can also see the exaggerated shoulder blades a bit from this angle.
Description: Ok, now things get a little more technical, as we draw the upper arms. I've made this Licker quite muscular, so you might want to reference my "How to Draw Muscles" tutorial here on DragoArt. These arms are thicker from the side, and much skinnier facing the biceps. Leave the anatomy loose and open at the elbow area, because the forearms are going to be oversized and out of control.
Description: This is a good time to close in the pectoral area. We're looking down at the chest, and it's receding in space, so we'll draw these muscles smaller than in a normal, standing pose. The U-shaped curves give us a sense of the overlapping muscle strands. Using the guide lines, let's start adding in some very large claws with deep ridges.
Description: Man, I can't stop thinking about Doritos. Maybe Capcom can do some kind of cross-promotion. *ahem* Having those claws in place makes this steps a lot easier. You'll still want to get some reference for the forearm muscles. Have the extensors remain wide toward the wrist. Then go nuts with some gnarly flesh and wrinkles around the base of each claw. This area can be as ugly as you want it to be, for the most part.
Description: The drawing has become increasingly detailed. Originally I intended to draw a cute, simple version and do a detailed drawing on top, but this area of the arm especially needs some serious detail just to look right... So what we have going on is the bone structure beneath the skin, running back from each claw. Overlapping the curves gives us the illusion of the flesh receding or moving back in space, away from us. One great way to add realism or just something gross is to lay a vein over the hand bones. You may see the veins on the back of your own hands. It's important to keep the outline organic, rather than just drawing two perfect curves with the same line weight throughout. Mix it up, and keep the ends open. Ok, let's finish up the hand with a smaller claw on each side.
Description: Now we'll move on to the second forearm. The angle is different. The arm is pointed downward, almost back toward the body a bit. The curve overlap in the opposite direction of those on the first arm and hand, curving downward like a U-shape.
Description: Since the first hand is the main "star," so to speak, we'll just overlap the claws of the second hand, growing smaller as they move away from us. Use reverse U-curves for the wrinkles, and just try to imagine the bones beneath the flesh as you draw.
Description: This hand is flat on the ground, so we have some serious wrinkles in the wrist area. Bend your own wrist to see what those wrinkles look like, and use that as reference for this drawing. Since this anatomy is over the top, the wrinkles are laying on top of large finger bones. Use the wrinkles to show the shape of those bones. Break up your lines to keep everything looking organic, and tie the upper wrinkles into the arm muscles.
Description: Here we'll add in the ribcage, abdominal muscles and pelvis. I recommend you check out my "How to Draw a Worgen" tutorial here on DragoArt for a similar torso structure, as well as the "How to Draw Muscles" tutorial. The key here is to accentuate the ribs for a very detailed, and frightening look. The ab muscles are rather underdeveloped and the stomach is almost sunken in.
Description: I'd begin this step by drawing the knee. This is actually a very tricky shape to draw. From this angle, the round, boney shapes on the inside of the knee are important. These are actually the heads of the leg bones. From the top of the knee, we can draw some of the quad muscles running up to the hip area.
Description: Finish drawing the upper leg muscles, with a flap of flesh curving around the inside of the knee. Toward the crotch area, we'll start adding thicker lines and shadows to make sure the arm doesn't get lost in all the details.
Description: Draw in the lower portion of the first leg, and move on to the second. This knee is pointed almost straight toward us. Note the patella/kneecap in the center, and the four round bumps -- two on the left and two on the right of the kneecap. The shape on top is the tendon that connected the thigh muscles to the knee.
Description: Now we have the ultra detail stage. Since the drawing began rather simply, we're going to have to add a lot of detail to the head and upper body so it will match the lower part of the drawing. Once again I'll direct you to the "How to Draw Muscles" tutorial, so you can get an idea of how the muscle strands work. I added more detail between the shoulder muscles and forearms, to break up the large shapes of the upper body. As a result, the chest and shoulders stand out as one strong shape. Some notable details are the veins on the underside of the tongue, the secondary wrinkles on the brain, and the horizontal ridges on the windpipe. The curves of the muscles strands really define the shapes of those muscles. In a drawing like this, lots of detail can add to the grit and grime of the character or creature. Just remember to draw your finer details with a smaller line than your outlines -- If you use the same line width on your details as your outline, the entire drawing will flatten out and fall apart.
Description: Clean up your drawing, and combine your layers if you're working on a computer. Switch your line art to black, and we can call it finished. This is a tough creature to draw, but with patience and attention to detail, you can create a really interesting illustration. I hope you all enjoyed this tutorial. I'll be drawing more Resident Evil characters very soon, so be sure to check back. Thanks for viewing!
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