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Easy manga drawing: the 6 truly easy subjects, ranked by difficulty

Search for "easy manga drawing" and you will come across hundreds of images to copy. None of them tell you why this one is easy and that one isn't, and that is precisely the missing information: without it, you choose your exercises at random and stumble upon a subject that is too hard, believing you lack the skill. The ease of a drawing does not depend on the character or the style; it depends on three measurable things. Here are those three criteria, the six subjects they designate as truly easy, ranked from simplest to least simple, and the twenty-minute routine that turns copying into progress.

What makes a drawing easy, and it is not the character

Take two drawings of the same character, one in profile, the other full-face. The second one is much harder, and yet it is the same face. What changes are three constraints, and they are counted before you put pencil to paper.

1. The number of axes of symmetry to maintain

A full-face visage has a vertical axis, and this axis is unforgiving: an eye placed two millimeters higher than the other and everyone sees it, including you, without knowing how to fix it. A three-quarter view has no axis of symmetry to maintain. It demands more understanding, but it forgives infinitely more. Practical rule: each axis of symmetry adds an invisible constraint that your eye will check for you, and harshly.

2. The presence of foreshortening

Foreshortening is a volume pointing toward the viewer: an arm stretched out toward us, a hand forward, a leg going off on a diagonal. You then have to draw a squashed cylinder, and no one knows how to do that instinctively. A limb seen in profile or full-face, on the other hand, keeps its true length: it requires nothing more than a tube. Zero foreshortening in a subject, and you have just removed the number one difficulty of character drawing.

3. The number of overlapping volumes

an open hand is about fifteen small pieces partially covering each other, each needing to be in front of or behind another. A closed fist is two masses. Same object, same anatomy, but the number of decisions drops from fifteen to two. Count the overlaps: it is the best predictor of the time you are going to spend.

The grid, in one sentence

An easy subject is zero or one axis of symmetry, zero foreshortening, and fewer than five overlapping volumes. Apply this grid to the images you save: you will see that half of what circulates under the easy label is not easy at all.

The 6 easy subjects, in the order to practice them

Here is what the grid designates, from the most accessible to the least accessible. Do them in this order: each one prepares the next.

1. The single eye, front view

A single shape, no symmetry to maintain since you are only drawing one, no foreshortening. Construction: the upper eyelid first, like a thick arch rather than a line, then the iris placed underneath, then the thinner lower eyelid.
The mistake that ruins it: centering the pupil in a complete, fully visible eye. In a manga eye, the upper eyelid always covers the top of the iris. A complete, floating iris gives the look of a frightened doll.

2. The profile face

No axis of symmetry, no complex overlaps. Construction: a circle for the skull, then the line of the forehead, nose, and chin attached to its edge, then the ear in the center of the circle.
The mistake that ruins it: drawing the profile as a flat silhouette and forgetting the skull behind it. The skull takes up more than half of the head; it determines the placement of the hair, as detailed in how to draw manga hair.

3. The standing chibi, front view

An axis of symmetry, but the shapes are so simple that the margin for error is wide: two and a half heads tall, tube limbs with no visible joints, no neck.
The mistake that ruins it: placing the eyes too close together. On a chibi, the gap between the two eyes is wider than a whole eye. Eyes squeezed together in the middle of the face make a shrunken adult, not a chibi.

4. The clenched fist

Two volumes instead of fifteen. Construction: a square with softened corners for the folded fingers, a small block for the back of the hand, and the thumb placed on top.
The mistake that ruins it: placing the thumb next to the fingers, in the same plane. It always passes in front. The rest of the mechanics is in how to draw a manga hand.

5. The silhouette of a standing character, front view

Only the outline is drawn, filled in black, with no interior detail. It is the most underestimated exercise: it teaches you proportions without letting you hide behind hair and clothing.
The mistake that ruins it: two identical feet placed at the same height, which make a character balanced on a tightrope. Offset one foot, and the weight appears. The complete proportions are in how to draw a manga body.

6. The three-quarter bust

The first subject that truly requires understanding: no more axis of symmetry, but the torso box must turn. Construction: the ribcage as a box seen at an angle, then the shoulder line following the tilt of this box, then the head placed on top.
The mistake that ruins it: a horizontal shoulder line while the torso is turned. The shoulders follow the volume; if they remain flat, the character has a front-facing bust and a side-facing head.

Twenty minutes a day, and why copying is not enough

Copying an image teaches you the result. It doesn't teach you construction, and that's why you can copy for two years without improving: as soon as you have to draw the same character from another angle, there is no model at hand and nothing comes.

The three-pass rule

For each subject on the list, do it three times in a row:

  • Pass 1, with the model in front of you. You are looking for construction, not likeness. First, trace simple volumes, even if they are ugly.
  • Pass 2, model hidden, ten minutes later. This is the only one that measures anything. What you fail to recall, you didn't understand, you just traced.
  • Pass 3, model hidden, with a forced change. The head turned the other way, the mouth open, the eye closed. This is where the method solidifies.

The twenty-minute session

Five minutes of warm-up: straight lines from one edge of the page to the other and circles, without lifting your wrist. Ten minutes on a single subject from the scale, in three passes. Five minutes of redrawing yesterday's subject from memory. That's it, and it's sustainable every day, which matters much more than three hours on Sunday.

The test that proves it's mastered

A subject is mastered when pass 2 holds up without a model and pass 3 doesn't make you panic. Until that's the case, don't move up a level: moving on to the next one too early is the reason why so many artists have a decent front-facing head and nothing else.

After the scale

When all six subjects hold up, you are no longer in easy drawing, you are in actual drawing. The logical next step is the full character, then layout. Both steps are described in how to draw a manga character and in how to draw a manga, which details the real time for each step of a one-shot.

Conclusion

Easy manga drawing is not a category of characters, it is a property that can be calculated: zero or one axis of symmetry, zero foreshortening, fewer than five overlapping volumes. The six subjects above check these boxes, in an order that is not arbitrary. Work on them in three passes, twenty minutes a day, and refuse to step it up a notch until the memory pass holds up. It is less appealing than a sheet of images to copy, and it is the only thing that will make you capable of drawing without a model.

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