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May 2021

So I meant to get a book cover drawn for me a long, long time ago. Sometimes I see artists that could fill the role of doing a paid cover for me, but I get hesitant because I have a problem.

I can't visualize my protagonist as well as I'd like to. I have a vague idea of his features, his hair, his eyes, etc, but beyond that - I feel like I'm at the whims of the artist, and I just have to hope and pray they draw it in a way I like the first time around (because I know it would be trouble for them and possibly rejection to ask them to redo it).

I know facial features signify personality (physiognomy), but I'm not well versed on that, and I dread the possibility of the characters on the cover turning out unfitting to their personalities. I was planning on having two full body characters - Will and Galley on the cover - but I'd hate to dump 50 or 60 dollars on a commission only to feel completely unsatisfied.

For anyone who's worked with artists, has it ever been a painful process for you to get your characters drawn right?

To give an example of "not well versed",

I can see the personality in Jotaro's face, but I can't quite put a finger on what brings it out. All I can do is make vague guesses. Maybe the long, furrowed, bushy eyebrows gives him a certain strength of conviction? Maybe the pointy ears make him look sharp? Maybe the thicker lower lip makes him look tougher? Maybe the narrowed eyes make him look like a no-nonsense guy?

When analyzing a face that's already drawn, I can point out the obvious, but I can't spontaneously visualize these kinds of details too well if you were to ask me what the face of my protagonist might look like.

You know what somebody should make? If it hasn't already been done, some artist should make a program with a huge list of facial features. Hundreds of noses, mouths, eyes, and when you input in a personality trait - it lists the strongest matches for whichever facial category you're looking at. I would pay money for something like that.

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    May '21
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    May '21
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What I do for myself and others when designing something is I "cast" my roles. I find several examples of either real people or different characters that embody what I'm seeing in my head. This is the face type I like, this is the hair I like, these are clothing types I like. Then go through and narrow it down to a few examples and talk it over with your artist. I find that the more direct examples I give/get, the better idea an artist can get of what you are going for.

I get it though, sometimes I don't know what the character looks like, that's when I turn to character generators.

There's also websites and games where you can create characters to help describe what you want.
I've seen quite a few people use The Sims and Hero Forge.

Sometimes I even use text-based character generators.
* https://www.seventhsanctum.com2
* https://www.fantasynamegenerators.com/1

There's cool AI websites that can help spark ideas:
* https://www.artbreeder.com/3
* https://cre8tiveai.com/sc/make6
* https://make.girls.moe/#/3

Checking out these resources now.
Creative AI and Hero Forge look promising. I think I'll be messing with these a bit.
Might try the Sims idea as well. Hadn't thought of that.

Thanks bunches!

speaking as an artist: You gotta trust your artist. Often, artists will charge more if you have absolutely no frame of reference. (because that's just straight up character design, not a novel cover) so if you are picky about this, you should look at perhaps actors that look the way you would like this character to look on hand. But, bear in mind that your artist will make drafts for you before they commit to the final work. It's not like a "surprise!" and then you get some random ass finished art.

Also speaking as an artist, please trust us.

I (and I'm sure pretty much anyone doing commissions) usually ask for any references the person has as far as hair, eyes, basic features etc as a bare minimum. For the bit that makes the character go "umph", I ask that clients give me a description of the character's personality and, if the character is developed enough, their backstory. Basically, I've told them: "This is your chance to go nuts and just let your brain explode about your character. Every little bit helps." The more we know about the character, the better we can visualize them and draw them to your satisfaction.

Most artists also allow their clients to make inputs and allow revisions at least once. Use those revisions if you need to! If the initial sketch or something doesn't hit it quite right don't be afraid to let them know. You may be at the whims of the artist's imagination, but the artist is also trying to make a piece you'll love.

Also speaking as an artist, here are some tips-

  1. Make sure you like the artist's style. The more pieces you like from them, the higher the chance you'll be happy with your commission. If you can pick out samples of their work that the artist can reference for your piece, that's great! Like say 'Hey, I really like how you did the character's nose in X piece.' or 'I really like the eyes in Y piece, can you do the same for my commission?'
    Most artists do one or two styles really well! But they may have trouble adapting to something outside their wheelhouse.
  2. Celebrity references or inspirations can be a big help! I've done quite a few commissions where the clients have listed the exact celebrity inspiration, including photos, or linked to a Pinterest with photos of specific models. It really helps visualizing certain facial features that can't be easily described in few words.
  3. Don't be afraid to ask for sketches. All artists I've worked with when I've commissioned them have provided sketches before going in to render, and I do the same for my clients. But if you feel particular about the face for instance, you could ask for an extended sketch session to nail it down to something you love. It might cost extra depending on the artist you settle with, but it's worth a shot.

This is the advice I always give to clients when they come requesting me illustrations (like your cover for example) of a character that hasn't been drawn before, mostly original characters.

First, desing the character, commission an artist to design the character (or draw it yourself if you can), yeah you will have to spend some extra money, but that way you make sure the character looks right, once the character is designed and it looks how you imagine it (or better!), then you proceed to do all the illustrations that you need.

That way you have a character reference you can always send to other artists for future artworks.

So I advice you to first design the character (or characters) and after that get the cover done, or any other work you need.

You're all very right. Really needed to hear some of this. Especially the parts about paying/asking for a sketch first, and the possibility of a revision.

@artamazon
I ended up with this, after some messing around with it,

I'm satisfied with it other than his eyes being the wrong color.
This tool really helped, I'll probably use it for other characters too.

Additionally, add clothing ref. that you like, pick colors, pick parts of actor's faces that you may like. The more info you can give to an artist the better. Even if you do a sketch, it can be drawn. I have a client who does this when hiring me, and it makes the work soooooooooo much easier. Also, figure out what the artist's edit clause is because you can get edits, but that will depend on who you are working with. To make the most out of your edits, try to articulate what it is you want to change clearly. Such as "his expression isn't quiet right, can you try something that is more cunning, rather than evil, for excample" or "I feel that _____ could be pushed farther to really emphasize ____ " Try not to nitpick too much though as it might get some people upset, but try to be clear in you intentions. The more open you are with your communication with and artist, the better. It will help you get across what you want, and the artist will have a more informed illustration that will be closer to what you want. When communication is not open, it can lead to both parties being upset. I had worked with a client once who wanted us to use our artistic flares, but when they got their illustrations, they were upset because it was too fantastical, and artsy, when they wanted something rather tame. This left both the artist and the clients upset, because the artist did what they were told and were not told to pull back. This can happen if you (as the client) don't participate in the creation process as well. So, check in with your artist and the process work. The sooner you get something changed, the easier it is for the artist to fix, and adjust.