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draw-and-paint-art

Draw and paint figures, characters, light and colour in any style, with Krita 5.x, Blender Grease Pencil v3 or code, and check a figure or character sheet for anatomy and pose errors. Use for drawing from gesture and construction, anatomy, foreshortening, painting light and form, colouring a grayscale painting, Krita setup, hand-painting textures for 3D and turnaround or style sheets (\"anatomy\", \"Krita\").

What is draw-and-paint-art?

draw-and-paint-art is a Claude Code agent skill that draw and paint figures, characters, light and colour in any style, with Krita 5.x, Blender Grease Pencil v3 or code, and check a figure or character sheet for anatomy and pose errors. Use for drawing from gesture and construction, anatomy, foreshortening, painting light and form, colouring a grayscale painting, Krita setup, hand-painting textures for 3D and turnaround or style sheets (\"anatomy\", \"Krita\").

Works with✓Claude Code~Codex CLI~Cursor
npx skills add https://github.com/codepawl/creator-generalist/tree/HEAD/plugins/2d-generalist/skills/draw-and-paint-art

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Documentation

Draw and Paint Art

This craft skill owns 2D drawing and digital painting: gesture, construction, anatomy, light, colour, Krita and Grease Pencil. 2d-generalist, 3d-generalist, model-characters and use-3d-software call it. They keep the look and the order of work.

When to use

  • You draw or paint a figure, a character, a prop or a painted texture.
  • You build a turnaround, pose sheet or style sheet that a 3D artist will model from.
  • You review a figure or sheet for anatomy, proportion, pose and silhouette errors.
  • You set up Krita or Blender Grease Pencil for drawing.

Ask first

When the user calls this skill directly for a new piece, find out what they want before you make anything. Read the request, attachments and project files, then ask only about what is still unclear and would change the result: purpose and platform, format (aspect, length, file type), subject details, look (style, references) and constraints. Ask at most 4 questions in one round, each with 2 to 4 concrete options and your recommended option first (Claude Code: AskUserQuestion; elsewhere a numbered list where "ok" takes the first options). Restate the goal in 2 or 3 lines, show the cheapest preview of the look before the expensive step, and compare the result with the goal before you hand it over. When a generalist skill called this one with a brief, use that brief and do not ask again.

Core rules

  1. Start with flow. Draw one line of action (a long S or C curve through neck and spine) before any shape.
  2. Build every form from simple volumes. Use two blocks for ribcage and pelvis, cylinders for limbs, a circle at each joint and a box or ellipse for the head.
  3. Draw through the forms. Draw the hidden edges so the parts do not contradict each other.
  4. Work rough to clean. Lower the sketch layer opacity, trace once or twice with a darker line, and ink last.
  5. Tilt the ribcage and pelvis against each other for contrapposto. Check head size against the ribcage.
  6. Parts that come toward the viewer get bigger. A limb that tapers toward a joint can shrink as it comes forward.
  7. Light has one direction. Paint in order: core shadow, light side, highlight, reflected light (lighter than the core shadow, darker than the lit side), cast shadow.
  8. Paint values first in grayscale. Add colour with Color layers, Overlay and a Gradient Map, and keep the colours in value order.
  9. Make the front line thicker where two shapes overlap, and avoid tangents between outlines.
  10. Check the silhouette and the negative space. A strong silhouette is the goal in any style.
  11. Shape language sets the feeling: circle is friendly, square is solid, triangle is aggressive. This holds for any style.
  12. Flip the canvas often. A mirrored view shows errors that you stopped seeing.

Workflow

  1. Name the style and the use (concept, texture, sheet, final art). Pick the reference (3D pose viewer, photo, source model).
  2. Draw the gesture and line of action, then the block-in (two blocks, limbs, joints, head).
  3. Check proportion and pose on the block-in before adding anatomy or detail.
  4. Add anatomy and surface forms, then the clean line pass with varied line weight.
  5. Paint values in grayscale, then colour.
  6. For 3D, export the sheet or texture and hand it to model-characters or use-3d-software.
  7. Run the checks below.

Routing

The task isRead
Gesture, line of action, construction, poses from reference, line weightreferences/gesture-and-construction.md
Anatomy of torso, arm, leg, hand, foot, head, foreshortening, proportion checksreferences/anatomy-and-foreshortening.md
Painting light on a form, colouring, painterly texture, portrait workflowreferences/light-form-and-colour.md
Krita menus, dockers, brushes, layers, blending modes, Alpha Lock, transformreferences/krita-and-tools.md
Grease Pencil v3 in Blender: drawing, layers, fills, Line Art, 2D over 3Dreferences/grease-pencil-drawing.md
Turnaround or style sheets, cut-out parts, painting textures for 3Dreferences/character-sheets-for-3d.md
Noticing, detail comparison, grayscale value check, final attack checklist, composition and colour varietyreferences/noticing-and-design-lessons.md
Paint over a Blender render, fake depth with paintreferences/light-form-and-colour.md
Illustration stage order: sketch, sculpt, pose, props, light, paint-overreferences/illustration-process-2d-3d.md

For UV unwrap, seams, Texture Paint and rigging steps, use model-characters and use-3d-software. Do not copy those steps here.

Checks

  • Hide the sketch layer. The pose must still read from the silhouette alone.
  • Flip the canvas horizontally and squint. Fix any lean, wrong head size or uneven shoulders.
  • Compare head size with the ribcage, and compare limb lengths on both sides.
  • Make a grayscale copy. The value order (dark, mid, light) must show the form and the light direction.
  • Check each overlap and tangent in the line art.
  • For a character sheet, overlay the views at the same scale. Heights, joints and key landmarks must line up across front, side and back.
  • Save the file with layers (.kra) next to the flat export.
  • Run the final attack checklist in references/noticing-and-design-lessons.md before you hand a piece over.

Individual skills in this repo

This repo contains 4 individual skills — each has its own dedicated page.

animate-characters

Animate characters, creatures and props in 2D and 3D in any style: the 12 principles, timing and spacing, keys and breakdowns, graph editor curves, cycles, IK or FK per shot, shape key and face swaps, frame by frame and cut-out, and playblast checks. Use for character animation, walk cycle, run cycle, idle loop, squash and stretch, anticipation, overshoot, on twos, Dope Sheet, Graph Editor, Grease Pencil animation, Krita animation, cut-out animation (\"walk cycle\").

codepawl/2d-generalist

Design, animate, texture, and composite Vox, Johnny Harris, and WSJ style editorial explainer motion graphics across 2D, 2.5D, and 3D using installed free tools (Blender, DaVinci Resolve Fusion, Remotion + Three.js/SVG, FFmpeg) or optional open-source GIS/vector tools.

codepawl/edit-video

Edit video in the tool the user has: DaVinci Resolve (Edit, Fusion, Color, Deliver, scripting), CapCut, Premiere Pro and After Effects, Kdenlive and Shotcut, or FFmpeg by command. Covers cutting for Shorts, Reels, TikTok and YouTube, pacing, beat sync, captions, transitions, shakes, speed ramps, titles, colour grade, loudness and export settings per platform, plus a map from paid plugins to free tools.

codepawl/paint-stylized-backgrounds

Make stylized background and environment art for films, Shorts, games and illustrations in any style (anime, Ghibli-like painterly, cartoon, retro, stylized realistic): Blender render settings, 3D blockout then paint-over, painting over photos, brushes, atmosphere and light, time-of-day variants, 2.5D parallax and animated background elements.

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