Haven’t drawn my character Candelle in a while so here she is!
Candelle, art © @picatcha
AAAW!! Haven’t seen this gal in a while!
Peter Solarz

blake kathryn
TVSTRANGERTHINGS
Lint Roller? I Barely Know Her
NASA
Sade Olutola

JBB: An Artblog!

Andulka
todays bird
hello vonnie
Mike Driver

Origami Around
No title available

ellievsbear
dirt enthusiast
Keni
noise dept.
Three Goblin Art
Not today Justin

No title available

seen from United States

seen from Malaysia

seen from United States

seen from United States

seen from United States
seen from United States
seen from United States
seen from Malaysia

seen from Malaysia

seen from United States
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seen from United States
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@dappercorvid
Haven’t drawn my character Candelle in a while so here she is!
Candelle, art © @picatcha
AAAW!! Haven’t seen this gal in a while!
Congress has set out a bill to stop the FCC taking away our internet. PLEASE SPREAD THIS AS MUCH AS YOU CAN.
https://www.congress.gov/bill/115th-congress/house-bill/4585
•hush
Inktober Day 12
@cosmigyral
°••Street King, Urban Fantasy••°
Helios belongs to @cosmigyral
yOU MOTHE RF UCKE R I'M GONNA CRY THIS MADE MY DAY????? THIS LOOKS AMAZING FR,,, ❤❤❤❤❤ I LOVE YOU I LOVE THIS
Lolol LemonadeMafia AU thibg me and @cosmigyral / @kiwiparade have Sage belongs to me Castiel belongs to @kiwiparade
aAAYYYYYYYYYYYYTTT THE BAES
leaf insects
When you drink my blood, you will taste my innocence and purity. When I drink yours, I will taste your charisma and sensuality.
when you drink MINE you taste orange fanta
when u drink mine you taste lemon gatorade
// @skyler-bolt heliossss
Anthropomorphic animals injured by plastic pollution.
Character Design I did for an against pollution commercial
Since it was Munday, I decided to do a small art reference project for myself. And then I decided to make it public with the following notes.
From Left to Right, Top to Bottom:
What NOT to do (front):
Don’t chicken wing your arms! Although it might be easier to hold the rifle, you will make yourself a bigger target.
Don’t close your one eye! You will lose your depth perception, which is crucial when you are on the move, or are trying to determine how far away your target is
Don’t keep your legs haphazardly strewn about. You need to make sure you’re balanced!
What to do (front)
Keep both eyes open
Bend your elbows downwards and towards the ground to make yourself a smaller target
Bend your knees to control the gun’s recoil + be ready to move.
What NOT to do (side)
Don’t put the stock above your shoulder
Don’t lean back.
Both of the above reduce your control over the weapon and may result in a black eye, and the rifle flying backwards and out of your hands.
What to do (side)
Bury the stock of the rifle into the meaty part of your shoulder
Lean into the gun to keep the gun under control when the recoil of the gun kicks the gun upwards or to the side
Bend your knees slightly to lean forward, as well as make yourself a smaller target
Patrol/Relaxed Stance
The soldier is relaxed and is most likely moving around.
His eyes are searching for possible threats
His hands are still on the rifle, even if he has a sling on
Low Ready Stance
Possible threat has been detected
Entire body shifts towards threat direction
Stock is shouldered
Eyes are focused on the possible target
Gun barrel is pointed in the target’s general direction, but not directly at the target.
Firing Stance
Immediate response
Soldier fires off shots while screaming to the other people in his team
“CONTACT!” or “THREAT!”
This is really good because it gives out actual information as to how and why the stance changes the way it does which helps artists be able to draw the poses without having to find a specific reference so godspeed to you.
holy shiT thank you
bitch wtf
Kill this.
CAN WE FUCKING NOT SPREAD HAZARDOUS BODILY WASTE PLEASE!!!!!
People seem to think we as a people are disgusted by periods because women have them when really it’s a case that it’s gross and hazardous. No one is ashamed of your period, no one cares, we just don’t need to have to look at it and touch it.
Which OC frequently bites their lip?
-Lindin ((actuallY just a nervous habit calm yoselves))
American Shorthair Knight
Abyssinian Bard
Norwegian Forest Cat Shaman
Persian Scholar
Bombay Assassin
Sphynx Fighter
Scottish Fold Warrior
Bengal Archer
Turkish Angora Healer
Maine Coon Berserker
Siamese Magician
Russian Blue Thief
Kyoung Hwan Kim - Army of Wool
more by Kyoung Hwan Kim
Literally the greatest post ever.
Excuse me, why the fuck isn’t this an MMORPG I’d play the shit outta this.
Which OC is never far from a pair of sunglasses?
-Lindin
Which OC would have gotten away with it if it hadn’t been for those meddling kids?
Lenn
Ankietem
Sedia
Dario
Maze
Lindin
“Bips”
Amera
Aveline
Virgil
Enoch
Genevieve
Donnovan
Rajesh
Piper
Portia
Mirr
“Jawbone”
“Bang”
“Dolly”
“No Name”
Oakley
Verbeck
“Lorelei”
“P. 09”
Birth
Faith
Hope
Wrath
Limbo
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.
Which OC is a born leader?
-Enoch