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How to draw ANY POSE or ANGLE (from imagination!) | YTartschool

10:38EnglishTranscribed Jul 26, 2026
0:00

If you can draw a cylinder from any

0:02

angle, well, you can draw any pose. Bold

0:05

claim, I know. But, as a professional

0:08

artist with over 20 years of experience,

0:10

I guarantee you this video will make it

0:13

click for you, or you get a full refund.

0:16

The problem most artists face usually is

0:18

something like this. Like, you want to

0:19

draw a character, right? And you might

0:21

have like a vague idea of the pose you

0:22

want, like maybe a general sense of the

0:25

action they're doing. But, the second

0:26

you put it on paper, it falls apart.

0:30

It's like all the details you thought

0:32

you figured out in your head, well, they

0:34

turn out to be way fuzzier than

0:36

expected. And I know because that was

0:37

the case for me, too, before. Well,

0:39

today, I'm going to take you through the

0:40

four levels of drawing poses, from the

0:43

absolute basics to drawing any pose with

0:46

perspective and from different angles,

0:48

no reference needed. This will level you

0:51

up, so let's get started.

0:54

So, before anything else, here's what I

0:56

think most artists do wrong, if their

0:58

goal is to improve, of course. When

0:59

you're looking at a pose reference,

1:01

you're probably thinking in 2D. Kind of

1:03

makes sense, you're looking at 2D shapes

1:05

on a flat surface. But, the moment you

1:07

try to draw the same pose from a

1:09

different angle, maybe, or draw a pose

1:11

from imagination, you realize like

1:13

really quickly that you just don't have

1:15

the tools to be able to do that. So,

1:16

what we're going to practice in this

1:17

class is to stop seeing in 2D, like

1:19

everybody else, and start seeing as an

1:22

artist in 3D space. And the way you do

1:24

that is actually super simple. You just

1:26

got to master drawing cylinders, boxes,

1:29

and spheres in perspective. The entire

1:31

human body can be constructed from these

1:33

basic volumes. I did a video recently

1:35

going over how to construct a body that

1:37

way, so I'll spare you the details, but

1:40

you can watch that later. I'll have the

1:41

link below in the description. But, to

1:43

draw the body in any pose, you just got

1:45

to have a solid grasp on the main

1:47

ingredients that go into it. So, level

1:49

one is this. You got to get comfortable

1:51

at drawing boxes, cylinders, and spheres

1:53

that feel three-dimensional from

1:55

different angles, like in different

1:56

orientations. And then you practice

1:58

assembling those into a standing

2:00

mannequin. This will need to feel easy

2:02

before you move on because if your basic

2:04

volumes are like flat or pointing in the

2:06

wrong direction, well, every pose you

2:08

build using those will look broken. Now,

2:10

there are many ways to draw the human

2:12

mannequin. That's just how I do it, but

2:14

find whatever works well for you and you

2:15

know, get comfortable with it. Then

2:17

you'll be able to move on to level two

2:19

and actually start posing it.

2:21

So, once your standing mannequin feels

2:23

pretty solid, well, it's time to

2:25

actually start drawing poses now. And

2:27

we're always going to be starting from

2:28

reference because without reference, you

2:31

can't improve. References add new

2:32

information to your brain and drawing

2:34

from imagination only really rehearses

2:37

what you already know. So, if you don't

2:39

know much, there's not much to rehearse.

2:40

And we'll get to draw from imagination

2:42

later, but you earn it here first. So,

2:45

grab a reference of someone in a pose

2:47

that you'd actually want your characters

2:49

in. And this matters more than you

2:50

think. Your brain retains information

2:52

way better when it knows that it's going

2:54

to need it later. Kind of makes sense,

2:56

right? So, pick poses that you'll

2:58

actually use in your future arts. Like a

3:00

dynamic pose for a character

3:02

illustration will stick way better than

3:04

some random like contortion that you'll

3:07

never draw again. It can be a good

3:08

challenge maybe, but really not useful

3:10

for the long run. And you can find a ton

3:12

of photo packs for quality reference or

3:14

maybe a different option would be a

3:16

website like Pose Maniacs. You can find

3:18

a bunch of pose 3D models there and you

3:21

can rotate so that you get exactly the

3:23

angle that you want. So, with your

3:24

reference in front of you, the process

3:26

is the same as level one. You construct

3:28

the pose using cylinders, spheres, and

3:30

boxes if needed. So, you start with the

3:32

head, figure out its angle and tilt,

3:35

then the torso, which way it's facing,

3:37

is it twisted, is it leaning, then the

3:39

hips, then the limbs, always starting

3:41

from big body parts first. And you're

3:44

really aligning those basic volumes in

3:46

space to match what you see in the

3:47

photo. This isn't easy, right? And it's

3:49

not meant to be because once you can do

3:51

this well, you'll be 90% of the way to

3:54

drawing any pose from imagination. So,

3:56

don't skip this stuff. At first, it

3:58

might even help to trace the pose if

4:01

drawing it purely from observation is

4:03

too hard, but that's a really big crutch

4:05

that you'll want to move on from as soon

4:07

as possible. Now, the steps shouldn't

4:08

really take much time and that's the

4:10

whole idea, right? If something looks a

4:11

little bit off with my basic volumes,

4:13

well, I can just go back in and make

4:15

some adjustments without losing too much

4:17

time. And then from here, I just connect

4:18

the volumes, close the silhouettes, and

4:21

refine with whatever anatomy I know. So,

4:24

always construction first and details

4:26

after. Always. But maybe doing just

4:28

studies like these is not super fun and

4:31

I never enjoyed that part. So,

4:33

personally, I wouldn't stop here. Like

4:35

if the pose turns out great, then might

4:38

as well turn that into a full drawing.

4:40

And there's actually a benefit to that

4:41

because when the study part is just a

4:43

means to an end, it tends to stick in

4:45

your brain way easier, which in turn

4:48

helps you learn faster. And this is what

4:50

science actually calls just-in-time

4:53

learning. And that's because studies

4:55

without an immediate goal don't tend to

4:57

work as well. Now, this level I would

4:58

stick to like pretty simple basic poses

5:01

in simple angles. Like no extreme

5:04

perspective or anything like that just

5:05

yet. You're training your brain really

5:07

to see the human body as an assortment

5:09

of like simple volumes. One thing at a

5:12

time. Now, I will say the best way to

5:14

build a really good like library of

5:17

poses in your head is to practice

5:19

gesture drawing. So, lots of quick poses

5:21

with a time limit so you're forced to

5:23

focus on the big shapes and not the

5:25

details. And I would do a ton of that at

5:27

this level. This is one of the best

5:29

exercises there is to get good at

5:30

drawing characters in any pose. You need

5:33

to practice this if you want to get

5:34

good. Now, this level will actually get

5:37

you to drawing from imagination. And to

5:39

get there, here's the best exercise.

5:42

Take a pose from reference and copy it

5:44

carefully so you really understand the

5:46

construction. Then, put the reference

5:48

away and try to draw the same pose from

5:51

a completely different angle.

5:53

Front view, now draw it from the side

5:56

maybe. Start from a different angle,

5:57

doesn't matter. Just rotate it any way

5:59

you like and try to draw it from

6:01

imagination using of course the original

6:03

pose as reference. And when you're done

6:04

with this, well, you can check the

6:06

reference by rotating it in the same

6:08

position and seeing how close you came.

6:10

Sites like Pose Maniacs again let you

6:12

spin 3D models so you can compare and

6:14

check how far off you were. It's a great

6:16

tool to use for this exercise and you

6:18

can also use the reference for both

6:19

angles at first, you know, if this is

6:21

too hard. But I would make it your

6:23

target to draw the second pose from

6:25

imagination. And something that can help

6:27

you a lot, something that Kim Jung Gi

6:28

made very obvious when he was teaching,

6:31

was to put your characters in a box, in

6:33

a bounding box. So basically you draw

6:35

the box first in the right angle and

6:37

then you fit your character in it using

6:39

the box as a guide to help measure

6:41

things right. You know, like if the

6:43

start of the leg is at exactly half the

6:46

full height of your character, then you

6:48

can split that box in half to find

6:50

exactly where that is in perspective.

6:52

It's pretty useful. And this is hard,

6:54

right?

6:55

Whether you do it with or without the

6:56

bounding box, the first many times you

6:59

do it, you'll get a lot wrong. The arms

7:01

attached to the torso wrong, proportions

7:03

that are off, and that's all okay.

7:05

That's the whole point. Every mistake

7:07

you catch is hopefully a mistake that

7:09

you won't do the next time. It's like

7:11

this big puzzle at first where initially

7:14

you're missing all the pieces so the

7:15

image is very hard to see, but with

7:17

repetition, practice, all those pieces

7:20

start to fit in place and the image gets

7:22

clearer and clearer. And what this

7:24

exercise does is to force you to

7:26

understand the pose in 3D rather than

7:28

just memorizing what it looks like from

7:30

just a 2D reference. And it's practicing

7:32

this stuff that makes it possible to

7:34

draw from imagination. Because of

7:36

course, you're never really drawing from

7:38

imagination. We say that, but really

7:40

what it means is using your

7:41

understanding of 3D space to modify

7:45

things that you've seen before. You're

7:47

really drawing from memory. Now, all of

7:49

this goes way deeper than I can cover in

7:51

just a single video. This should

7:52

definitely help, but if you want more,

7:55

if you want the full structure through

7:57

construction, anatomy, perspective,

7:59

foreshortening, color, storytelling,

8:02

composition, all of these things

8:03

building on each other in the right

8:05

order, well, that's exactly what my art

8:07

program is built for. It's the sponsor

8:10

of this video. We have over 31,000

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registered students using it to take

8:13

their art to the next level, and we're

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we'll have until the end of the year,

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and it's valid until the end of the

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month only. So, check it out with the

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link in the video description. I think

8:26

you'll be glad you did. Now, this is a

8:28

luxury. You could technically figure out

8:29

all of this stuff by yourself with

8:31

enough time, trial, and error, but if

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possible.

8:44

All right. Now, level four, and this is

8:46

the final level. You'll be drawing poses

8:48

from your head in perspective, maybe

8:50

with foreshortening, and really how you

8:52

get there is through the rotation

8:54

exercise. Working on this gradually over

8:56

time doesn't happen all at once, of

8:58

course. So, as you keep practicing your

9:00

level three, you'll notice that you need

9:02

the reference check less and less, and

9:04

eventually you won't need it much at all

9:06

because your mental 3D models just gets

9:08

more and more accurate over time.

9:10

Foreshortening is the hardest part of

9:12

this level, but the method is identical,

9:14

really. It's always cylinders, boxes,

9:16

and spheres just at more extreme angles.

9:18

The trick is that the cylinder gets

9:20

shorter as it points more directly at

9:22

you, and the ellipses on its ends become

9:25

rounder. Like a forearm pointing

9:26

straight at the viewer is barely a

9:28

cylinder anymore. It's almost just a

9:30

circle with a slightly smaller circle

9:33

like right behind it. And if you

9:35

understand how cylinders and boxes

9:36

behave in perspective, foreshortening

9:38

quickly just becomes another angle. And

9:41

don't be afraid to push things too far

9:42

at this level, like more dynamic angles,

9:44

lower or higher camera, exaggerated

9:47

perspective. If you're going to make a

9:48

mistake, like I would go too far rather

9:51

than not far enough because you can

9:53

always pull back, but more timid poses

9:56

will always feel kind of static.

9:58

And that's all four levels. Think in 3D,

10:02

construct from reference, practice the

10:04

rotation exercise, and eventually you'll

10:06

be able to draw characters in any pose

10:08

with foreshortening from imagination.

10:11

Using references along the way is going

10:12

to be super important, but eventually

10:14

you'll find they're no longer necessary.

10:16

That's when it gets real fun. Now,

10:18

earlier I mentioned jit learning or

10:20

just-in-time learning. And understanding

10:23

how that works really helped me change

10:25

how I approach learning in general, and

10:27

it's made a ridiculous difference. So, I

10:28

would highly recommend you check out

10:29

this class. It will appear up here on

10:32

the screen in just a second. I'll see

10:34

you over there. Click that link, bro.

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