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10:51 PM, Thursday November 11th 2021

Loomis' previous book, Fun with a pencil, seems to be what you're looking for. ( https://archive.org/details/andrew-loomis-fun-with-a-pencil )

It goes in more detail in how to approach head construction, including the "draw this from a bunch of angles" phase. I like the approach of that book better than Head and Hands (or even Figure Drawing for All it's Worth), it goes from cartoon to realistic in small steps so you're less likely to be overwhelmed and is full of step-by-step examples. It's explanation for the "bunch of angles" phase is quite short, but it's all there is to it: The core skill to master for the whole process to work is the sphere, I mean, drawing a sphere with belivable longitude and latitude lines. So you could take the 250 box challenge and apply it to spheres. Once you know how to draw an equator on a sphere you can align features to it and the whole thing becomes much easier.

1:06 AM, Friday November 12th 2021

Thanks! I'll definitely check that out. If this helps me I'll be eternally grateful to you lol. This has been causing me a lot of frustration.

The recommendation below is an advertisement. Most of the links here are part of Amazon's affiliate program (unless otherwise stated), which helps support this website. It's also more than that - it's a hand-picked recommendation of something I've used myself. If you're interested, here is a full list.
The Art of Blizzard Entertainment

The Art of Blizzard Entertainment

While I have a massive library of non-instructional art books I've collected over the years, there's only a handful that are actually important to me. This is one of them - so much so that I jammed my copy into my overstuffed backpack when flying back from my parents' house just so I could have it at my apartment. My back's been sore for a week.

The reason I hold this book in such high esteem is because of how it puts the relatively new field of game art into perspective, showing how concept art really just started off as crude sketches intended to communicate ideas to storytellers, designers and 3D modelers. How all of this focus on beautiful illustrations is really secondary to the core of a concept artist's job. A real eye-opener.

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