omg i haven’t posted anything for such a long time
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@amy-dobie
omg i haven’t posted anything for such a long time
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Notes on Character Design
Character design and drawing are tome-sized topics and even if I had all the answers (I don’t - I have a lot to learn), I’m not sure I could communicate them effectively. I’ve gathered some thoughts and ideas here, though, in case they’re helpful.
First, some general things: - Relax and let some of that anxiety go. This isn’t a hard science. There’s no wrong way, no rigid process you must adhere to, no shoulds or shouldn’ts except those you designate for yourself. This is one of the fun parts of being an artist, really - have a heady good time with it.
- Be patient. A design is something gradually arrived at. It takes time and iteration and revision. You’ll throw a lot of stuff away, and you’ll inevitably get frustrated, but bear in mind the process is both inductive and deductive. Drawing the wrong things is part of the path toward drawing the right thing.
- Learn to draw. It might seem perfunctory to say, but I’m not sure everyone’s on the same page about what this means. Learning to draw isn’t a sort of rote memorization process in which, one by one, you learn a recipe for humans, horses, pokemon, cars, etc. It’s much more about learning to think like an artist, to develop the sort of spacial intelligence that lets you observe and effectively translate to paper, whatever the subject matter. When you’re really learning to draw, you’re learning to draw anything and everything. Observing and sketching trains you to understand dimension, form, gesture, mood, how anatomy works, economy of line; all of the foundational stuff you will also rely on to draw characters from your imagination. Spend some time honing your drawing ability. Hone it with observational sketching. Hone it good.
I don’t think I’ve ever seen anyone do this sort of thing better than Claire Wendling. In fact, character designs emerge almost seamlessly from her gestural sketches. It’d be worth looking her up.
- Gather Inspiration like a crazed magpie. What will ultimately be your trademark style and technique is a sort of snowball accumulation of the various things you expose yourself to, learn and draw influence from. To that effect, Google images, tumblr, pinterest and stock photo sites are your friends. When something tingles your artsy senses - a style, a shape, a texture, an appealing palette, a composition, a pose, a cool looking animal, a unique piece of apparel, whatever - grab it. Looking at a lot of material through a creative lens will make you a better artist the same way reading a lot of material makes a better writer. It’ll also devour your hard drive and you will try and fail many times to organize it, but more importantly, it’ll give you a lovely library of ideas and motivational shinies to peruse as you’re conjuring characters.
- Imitation is a powerful learning tool. Probably for many of us, drawing popular cartoon characters was the gateway habit that lured us into the depraved world of character design to begin with. I wouldn’t suggest limiting yourself to one style or neglecting your own inventions to do this, but it’s an effective way to limber up, to get comfortable drawing characters in general, and to glean something from the thought processes of other artists.
- Use references. Don’t leave it all up to guessing. Whether you’re trying to design something with realistic anatomy or something rather profoundly abstracted from reality, it’s helpful in a multitude of ways to look at pictures. When designing characters, you can infer a lot personality from photos, too.
And despite what you might have heard, having eyeballs and using them to look at things doesn’t constitute cheating. There’s no shame in reference material. There’s at least a little shame in unintentional abstractions, though.
Concepts and Approach:
- Break it down. Sometimes you have the look of a character fleshed out in your mind before putting it to paper, but usually not. That doesn’t mean you have to blow your cortical fuses trying conceive multiple diverse designs all at the same time, though. You don’t even have to design the body shape, poses, face, and expressions of a single character all at once. Tackle it a little at a time.
The cartoony, googly eyed style was pre-established for this simple mobile game character, but I still broke it into phases. Start with concepts, filter out what you like until you arrive at a look, experiment with colors, gestures and expressions.
- Start with the general and work toward the specific. Scribbling out scads of little thumbnails and silhouettes to capture an overall character shape is an effective way begin - it’s like jotting down visual notes. When you’re working at a small scale without agonizing over precision and details, there’s no risk of having to toss out a bunch of hard work, so go nuts with it. Give yourself a lot of options.
Here’s are some sample silhouettes from an old cancelled project in which I was tasked with designing some kind of cyber monkey death bot. I scratched out some solid black shapes then refined some of them a step or two further.
Here’s an instructional video by Feng Zhu about doing much the same thing (only way better).
- Shapes are language. They come preloaded with all sorts of biological, cultural and personal connotations. They evoke certain things from us too. If you’re ever stuck about where to go with your design, employ a sort of anthroposcopy along these lines - make a visual free association game out of it. It’ll not only tend to result in a distinguished design, but a design that communicates something about the nature of the character.
Think about what you infer from different shapes. What do they remind you of? What personalities or attitudes come to mind? How does the mood of a soft curve differ from that of a sharp angle? With those attributes attached, how could they be used or incorporated into a body or facial feature shape? What happens when you combine shapes in complementary or contrasting ways? How does changing the weight distribution among a set of shapes affect look and feel? Experiment until a concept starts to resonate with the character you have in mind or until you stumble on something you like.
If you don’t have intent, take the opposite approach - draw some shapes and see where they go. (It’s stupid fun.)
You might also find it helpful to watch Bobby Chiu’s process videos in which he feels out his character designs as he paints.
- Cohesion and Style. As you move from thumbnails to more refined drawings, you can start extrapolating details from the general form. Look for defining shapes, emergent themes or patterns and tease them out further, repeat them, mirror them, alternate them. Make the character entirely out of boxy shapes, incorporate multiple elements of an architectural style, use rhythmically varying line weights - there are a million ways to do this
Here’s some of the simple shape repetition I’ve used for Lackadaisy characters.
- Expressions - let them emerge from your design. If your various characters have distinguishing features, the expressions they make with those features will distinguish them further. Allow personality to influence expressions too, or vice versa. Often, a bit of both happens as you continue drawing - physiognomy and personality converge somewhere in the middle.
For instance, Viktor’s head is proportioned a little like a big cat. Befitting his personality, his design lets him make rather bestial expressions. Rocky, with his flair for drama, has a bit more cartoon about him. His expressions are more elastic, his cheeks squish and deform and his big eyebrows push the boundaries of his forehead. Mitzi is gentler all around with altogether fewer lines on her face. The combination of her large sleepy eyes and pencil line brow looked a little sad and a little condescending to me when I began working out her design - ultimately those aspects became incorporated into her personality.
I discuss expression drawing in more detail here (click the image for the link):
- Pose rendering is another one of those things for which observational/gesture drawing comes in handy. Even if you’re essentially scribbling stick figures, you can get a handle on natural looking, communicative poses this way. Stick figure poses make excellent guidelines for plotting out full fledged character drawings too.
Look for the line of action. It’ll be easiest to identify in poses with motions, gestures and moods that are immediately decipherable. When you’ve learned to spot it, you can start reverse engineering your own poses around it.
- Additional resources - here are some related things about drawing poses and constructing characters (click the images for the links).
Lastly…
- Tortured rumination about lack of ability/style/progress is a near universal state of creative affairs. Every artist I have known and worked with falls somewhere on a spectrum between frustration in perpetuity and a shade of fierce contrition Arthur Dimmesdale would be proud of. So, next time you find yourself constructing a scourge out of all those crusty acrylic brushes you failed to clean properly, you loathsome, deluded hack, you, at least remember you’re not alone in feeling that way. When it’s not crushing the will to live out of you, the device does have its uses - it keeps you self-critical and locked in working to improve mode. If we were all quite satisfied with our output, I suppose we’d be out of reasons to try harder next time.
When you need some reassurance, compare old work to new. Evolution is gradual and difficult to perceive if you’re narrowed in on the nearest data point, but if you’ve been steadily working on characters for a few months or a year, you’ll likely see a favorable difference between points A and B.
Most of all, don’t dwell on achieving some sort of endgame in which you’re finally there as a character artist. There’s no such place - wherever you are, there is somewhere else. It’s a moving goal post. Your energy will be better spent just enjoying the process…and that much will show in the results.
Cursed post
Actually this was very clear and helpful, albeit kinda creepy, and is probably gonna help me when drawing animals a lot.
A fun commission for @arandomdudedoingrandomstuff! Living the wild life!
Something that I see a lot of in artists online who tend towards “furry” characters is this general cartoony caricature of a dog-person… but every one of them looks the same, whether a dog, wolf, fox, whatever. So I did a very (very) quick sketch illustrating how this “generic human-dog” face could be improved to clarify what the devil your audience is looking at!
Not all dogs look the same… and very, VERY few, if ANY, have a muzzle that bulges out after the forehead before tapering to the nose. The muzzle is a gentle taper from the slope and small (SMALL!!) bump of the forehead to the tip of the little black gumdrop. The exact shape of this muzzle depends on what kind of dog you’re drawing!
And by God, please – not every dog has satellite dishes for ears.
Study the original animal you’re referencing, and try to figure out what the key recognizeable features of that animal are, BEFORE trying to caricature them!
Hey, how about letting furry artists draw their fursonas the way they want
It’s art tips coming from a professional artist, fam. Not a personal attack. You can choose to ignore it if you want, but that doesn’t change that what I’ve said here are valid tips.
Hey, op, I get they’re pro tips, but some people like cartoon and unrealistic wolves. As an artist, doing strictly one type of realistic or caricature would suck; much less having everyone else do it to. I honestly enjoy some of the originality of cartoonistic animals like that. Plus, some artists aren’t at level you are in drawing. Cut some slack, dude. Just saying
Here’s another example, then.
These are all uber-cartoonified, uber-exaggerated animals. And yet, there is no question what animal each one of them is, unless you simply haven’t seen the original animals before.
I don’t know all these characters’ names; I haven’t yet watched the show. But we’ve got two dog characters as examples right here: a hyena and a red fox. You can tell exactly which one is which just by a glance.
Exaggeration and cartoonification doesn’t mean ignoring the source material. If I were to further cartoonify my examples above:
And to give a more “anthro” example, which I shared in another post:
Both dogs are still easily distinguishable for what they are, even with their features as exaggerated as this.
Like, I’m an animator and character designer by trade. I’m not unfamiliar with cartooning. Regardless of drawing style, whether realistic or cartoony, the same principles apply: if you’re trying to make a character resemble something, you have to figure out what about that thing is recognizable and use it to your advantage. Show, don’t tell.
I’m not trying to start fights. I’m just trying to share some insight that might help people improve their character designing skills. I know not everybody is on the same level – that’s the whole point of me and other artists making art tips like this, so that other people can learn.
Still let people draw what they want. Stop telling them that its wrong if they want to draw like that let them but dont classify all of them as the same
Am I coming into your home and physically restraining you?
Draw what you want. I’m just giving some advice. Take it or leave it.
while not specifically abt dragons, this is still excellent advice! idk if op knows this, but that “typical furry head shape” is also RLYYY common to a lot of dragons artists, particularly those inspired by Spyro. I like to call it the “chihuahua”-dragon approach lmao
-Mod Spiral
Marishaaaaa goes doki doki~
Tier C Halfbody for client @ FB! <3 I really love this piece ahhhhhh -
Hey remember when I posted commissions that weren’t emergency? Me neither. So here’s the thing, poverty is a trap. No matter how long you’re going for without asking for help, something bad’s gonna happen sooner or later. Someone gets a fractured bone, a job makes you pay for items to be able to get/keep the job, or an unexpected payment pulls out leaving you at $1.59 in checking and $0 in savings. I know I’ve asked for a lot of help in the past few months with little to show from it. I’m working slowly but steadily on these commissions, I’m trying to excel in my internship to hopefully have a career after I graduate, I’ve been nonstop applying for parttime jobs, it just hasn’t been enough. Enough with the sob story, I’m gonna end up making myself upset lol. If you can donate, please drop a couple dollars into my paypal account. ANY BIT helps. https://paypal.me/inkedmouse If you have commissioned me and haven’t received your work yet, I’m still working on it! This will not affect the status of your slot. If you want a commission, DM me and we can work out any prices! Thank you all so much for the help, I hope I can get past this and get back on my feet real soon.
stud is a black lesbian identity, similar to butch. it is a role with a history and meaning to certain black lesbians. tomboy, on the other hand, is used to describe some masculine women. specifically masculinity in girls and as a word is linked to childhood most of the time. if butch and tomboy aren’t equal words, then neither are stud and tomboy. i really wish non-black lesbians (esp yt lesbians) would stop speaking about our identities.
also i guess if you are gonna bring up stud at least make it’s connection to black women’s masculinity known. i feel like if you just throw stud out there with no mention of black lesbianism that just risks more appropriation
“hey friend”
finally, i finished
i´m very happy with the results, i hope you like it as much as i do~
character by me
art by me
do NOT use, edit, copy, trace and/ or redistribute all rights reserved
Some more of this wonderful artist! Check out their artwork, the have amazing art!
friendo! :D
I feel like someone in japan in the 1980s perfectly predicted the kind of thing tumblr would love in 2018
@juunithebunny
pigeon time
fact: her backpack has a hole cut out in it so she can fold her wings inside it and carry them in the backpack