1 / 30
Jul 2020

Like, specifically the process, not all that stuff about shape language and silhouettes and whatnot. Those things are just knowledge; tools. Even professionals who already know all of that still have to go through a process to create a good character design. So that's what I'd like to talk about.

It's only recently (now that I have three big ongoing comics and a possible 4th on the way) that I've started to take my lifelong passion seriously, so I've developed some strategies to produce good character designs without relying solely on inspiration, which, as every mature creative knows, can only get you so far. 6_6

1) Imagine the character in motion
A lot of the time when I start a character design, I find myself fighting off the dynamic animated figures I see in my head in favor of a clearer image that just 'looks nice'. But lately I've been trying the opposite, and honestly, I get better designs that way.

First off, if you design a character based on a moving figure, you more or less eliminate those "good concept, awkward execution" designs that look good as a static image from the perfect angle, but quickly lose comprehension when you actually have to use them in a work.
And secondly, it helps you quickly plan out the basic design elements that you want to include, before you get bogged down in details.

What do you see in your mind's eye? The character's cape, billowing in the wind? Their long ponytail whipping around as they leap over the rooftops? Reflected sunlight gleaming on the row of buckles on their boots? That's the stuff you wanna get down first.

There will be plenty of holes in it, of course: for instance, what are they wearing under that billowing cape...? Maybe you don't know right away, but you can fill it in later. This is a process, after all.

2) Select a theme
This is most helpful when you're doing more abstract designs: like non-humanoid aliens, or inanimate objects like furniture and vehicles...even clothes.
It's also where your shape language tools will come in handy: say you want a design that feels violent and shocking: you see lots of jagged edges and sharp angles in there, right? Try taking it a step further and limiting yourself to just lightning imagery, or just flames, or just stars. If your designs are too chaotic or unfocused, this will help you to calm them down into something that's easier to visualize and build.

Here's an example from my own experience. In the beginning, I was designing this character with a lot of themes in mind: 'black bile' (so, 'liquid'), 'knight', 'otherworldly demon', 'coagulated material', 'poisonous gas'...those are themes that are hard to fit together in the first place, let alone on one design that's supposed to be simple and almost all one color...but in my last attempt, I decided to settle on one theme-- just 'liquid'-- and build from there. You can see the results for yourself:

Lemme tell you, I didn't even know I could draw liquid that way until I let myself try. ^^

Anyway, you can see that the third design is much more cohesive than the first two. It also has a completely different vibe; leaning more toward 'otherworldly demon' and veering away from 'knight', but I liked it so much that I honestly didn't care. Sometimes the character design process surprises you that way~

3) ITERATE
By this I mean, draw the character again and again and again. Use different poses, different gestures. Do it freely: pay less attention to how 'accurate' each sketch is to the initial design and more attention to whether the character is recognizable.

And most importantly, pay attention to what your tendencies are: which parts do you enjoy drawing the most? The least? Which parts tempt you to run back to the original design to make sure you're drawing them right? Which parts do you keep on forgetting to include??

If you're an artist who thrives on simplicity (like me), this is very important. You want to cut out as much unnecessary junk as you can and strip the character down to only the most memorable essentials.
If you keep on forgetting to include a certain detail, maybe you should omit it altogether. If all your 'running' sketches look better with a certain type of shirt, maybe that's the one the character should wear, especially if they're meant for an action story.

In this way, each successive sketch will be closer to the ideal than the last: you will gradually change the design* into something that's comfortable to draw and easy to recognize, two very important qualities for main characters especially.

*Sometimes (in fact, a lot of the time) this happens naturally as you use the character in a comic, as you've probably noticed by reading older works (e.g. Garfield). This is okay! And it goes to show the power of iteration~. But if you don't want your 'before and after' comparisons to be that dramatic, you should do as much as you can behind the scenes. ^^

4) Do not fear the unknown
When working on a tougher design, sometimes you'll find yourself clinging stubbornly to certain elements that you just WANT. I was doing that just yesterday with a very old design that had always had a lot of white on it: namely, a long white jacket.

But since those older days, the character's hairstyle and personality had changed, and now all that white, blank space was just making her look boring.

Did it have to? Could I have somehow figured out a way to design a long, white jacket that would better fit her new image? Probably. But in the moment it wasn't working, so rather than staying in that mental space and racking my brains to solve the problem one way, I decided to leave it behind and look for other options.
What about a short jacket? Or dark colors: I had contemplated a 'thundercloud' color scheme for her once before; why not actually try it?

So I did, and this is what happened (it was a long process that's been on and off for literal years, so I'm just gonna give you the tail end of it):

Technically the third picture doesn't exist (if I had just drawn that, I doubt it would have convinced me...); that is a 'flat' version of the real thing, and it was by doing the dramatic lighting and playing with the shades on the real thing that I fell in love with this new design. But this shows the progress a little more clearly.

The point is that my first attempt at departure was still full of 'fear of the unknown'. I was so afraid to leave behind the old design that in attempting to improve it, I just made up another design that was just as weak. It was only when I let it go completely and started taking inspiration from new places (namely, the weapon design, which has been pretty solid for years) that I was able to get something I actually liked.

In fact, I feel more capable of going back and trying the 'whitecoat' design again now than I did before. I probably won't, because this is pretty rad, but the simple act of getting myself out of that rut has made me able to see more possibilities, even ones related to the design that "didn't work". It's like magic~

Well, that's it for me (this ended up being longer than I intended)...If you have any questions or your own tips to share, feel free~

  • created

    Jul '20
  • last reply

    Jul '20
  • 29

    replies

  • 3.2k

    views

  • 13

    users

  • 64

    likes

  • 3

    links

That first attempt is my favorite. The amount of color compared to the others, the lines, the basic yet stylistic designs of her crest and shoulder pads is interesting. Reminds me of a Steven Universe version of Shego from Kim Possible.

Your lines don't compliment anatomy that much so adding the liquid effect takes away from the design more than it gives a unique theme. The theme is there, but the character starts to fade.

Gotta second that iterations are important. You might still go back to the first version of a design, but you won't know it's the right one until you tried other things. Also, if it's a major character, it's good make sure you'll actually want to draw them literally thousands of times.

Also, Hue/Saturation/Luminosity filters are your friend! Sometimes you think the character won't work out, but maybe you just need to push it a little more towards another color or make some parts more muted. Always save copies for that purpose if you're on the fence.

1) I never said anything about a unique theme (this character in particular is part of a set of four characters with the same kind of liquid design). The point of choosing a theme is to put your mind in a specific direction and narrow down your selection of design elements; uniqueness is a separate issue entirely.

2) I don't really know how you can say the "character" starts to fade when you don't even know what it is. Personally I like the third because it highlights the severity and aloofness of her personality in a way that the others don't. That's not something that you can tell looking from the outside in.

Okay, everything else aside I'd really like to know what that means. ._.

The art style or line art you chose to implement doesn't make the anatomy clear, if that makes sense.

And that theme thing was about how its like you brute forced the theme onto the character. Like the theme is tricky but you kinda pushed in a specific direction and doubled down. How the character is seen is overshadowed by that liquid look. I think a balance is needed between her humanoid self and the liquid. It's like she looks more like a liquid chemical more than a person. Sandman, Mr. Fantastic, Inque all have characteristics that, even though they are now made of inhuman material, they still retain some shape or form that gives them humanity or at least soul. The thing is, they achieve contextual sentience by first appearing "person-like" and establishing themselves as thinking people with visual alone. A character like your liquid knight, would be dependent on context for the most part like how you explained her situation. I wouldn't have known that had you not told me.

Other than that, she seems unnecessarily edgy. Horns, cape, hair covering one eye, boots, and that design gaps on her body makes her look more nightmarish.

The first iteration is perfect, with the exception of her boots being a bit basic. Her color and face show off personality. Her crest, shoulder pads, cape, and pose shows off a sense of professionalism. And the difference between the parts colored black and those painted pink/purple give her a style that says "hand to hand combat training".

The third attempt looks like a one dimensional character.

I understand that you might have plot surrounding the third attempt, but first impressions add points to a readers experience. I'd read something with the first. I'd second guess with the third.

I still don't understand...you can see all her arms and legs and her face and whatnot; what's unclear??
Are you using the word 'anatomy' as a euphemism for 'boobs' or something? Because I guess that would make some sense...although she's kinda supposed to resemble a 14-year-old girl, so...

Okay, I think I see the problem here. And this might sound patronizing, but I really think it needs to be said: there's a difference between liking a character design and thinking it's right for the character; and it feels to me that you're conflating the two.

You can like the first one as much as you want; you can see potential in it that maybe I didn't see when I rejected it. That's just your opinion; a simple matter of taste.
But you really have no grounds to argue that the character in question would have been better off with it. especially when, again, you know nothing about them or the universe they belong to.
And the fact that I didn't give you context is kind of irrelevant, since I didn't actually ask you for a critique. It's not my job to write out character bios just in case someone wants to judge my design progression.

By the way, when faced with a situation like that where you don't have enough information to make an informed judgment, I believe the polite thing to do is to either (a) ask for the information if the situation is appropriate, or (b) not say anything. =/

Anyway, I think the weirdest part about all of this is that you DO understand what I was going for with the character. Only maybe you didn't realize it, because you're talking about those traits as if they're failings or shortcomings.

You say she "looks more like a liquid chemical than a person"? She's "unnecessarily edgy", "one dimensional"? Congratulations, you got out of the design exactly what I put in. She's a secondary cartoon villain who also happens to be a non-human alien from another dimension; based on your critique I think her design was even more perfect than I originally thought.

But in case you decide to speak like this in the future to someone more impressionable than I am, I'll conclude with this: please temper your assumptions. Don't just arbitrarily decide that what you see in a design is what is supposed to be there, and that any attempt to change it is a betrayal of a 'character' that doesn't actually exist outside of your imagination.
And if it's not too much trouble, please acknowledge the validity of character designs that are obvious, uncomplicated, predictable, even. They exist, and they have value; they're not just examples of 'what not to do'.

Alright take it easy. Wasn't trying to hurt you. The anatomy thing is like realism vs cartoonish. I was thinking the liquid thing might work if you leaned just a tiny bit more towards realism.

And making a decision without context is basically how tapas works. One big factor for a reader to read is how the thumbnail looks like, and if the thumbnail has the MC, the first impression can encourage a read. But of course there's many factors so getting hung up on the design isn't the biggest thing, even thought it is still big.

Plus you did ask anyone to give tips and i gave my two cents without trying to break you down. I just like the first design and gave reasons why.

I think she meant to give tips in general not specifically about her character design. Plus your criticisms, while not invalid, were kinda unnecessary.

She meant to start a conversation which i continued. May not have been the desired direction though still relevant. And criticism is always necessary. This is an art community that helps each other grow.

I typically go for the first attempt, but I usually don't draw a character until I have a really good idea of what they're like. I don't just draw characters for the heck of it is what I mean. Probably still not the best method but I think I've done alright with it so far. For the two main characters of my comic, I came up with their designs years before actually doing the comic so I've refined them in subtle ways since then.

Left is the current design and the right is the design from 3 years ago. I originally went more with a Dracula look, for the hair, but scrapped that idea and just gave him a more generic looking dude short haircut. I think it's fitting though. He is a bit of an everyday man's man. Also sorted his eyebrows out and gave him more eye catching clothes. Admittedly most of the design changes are just me learning how to draw better.

Recently got into watching sewing videos--especially with a lot of historic costumes (like Bernadette Banner1 type stuff) and it really helps to understand the construction of clothes when creating character designs. It's given not just a lot of inspiration, but also understanding of different types of corsets--who would wear them--how would they lace them--how are these sleeves made--are they lined? I never really thought much about the structure of under-clothes of clothes much, of the interlining and the way you have to use interfacing to make lapels stay at a certain angle. I never thought about stitching and how lace is applied and how people get clothes to be appealing. But now I think about it a lot as I draw. Really handy stuff, highly recommend (also sewing is very soothing to watch).

I definitely agree with doing motion poses instead of static ones. I get so bored with static standing poses so usually my character designs start off in motion.

Sometimes I wish we used words for what they actually mean.
This is pretty much all COSTUME design and NOT character design.

Right, because that would be physical character design.
Almost ANY character can be easily picked out by their silhouettes, alone, once they are DRESSED.
The trick is draw your characters NAKED without all the extra 'hints' (capes, boots, jewelry, haircuts/color of hair, and any additional accessories). To show that you really are illustrating DIFFERENT characters with real physical differences besides the superficial.

Different CHARACTERS wearing the same costume and/or clothing should still look different.
And yep, even their silhouettes should look different.

If your character isn't naked when you're 'designing them' you're not designing a character.

I don't think that's necessarily the case. You can still account for the body of a character and any body modification (scars, tattoos, etc.) while also designing clothing.

A design tip from me is to consider doing line ups when designing a cast of characters. This way, you can see how they look next to one another. You can implement reoccurring elements if applicable and make sure no one looks too similar to one another through color, face and body shape, and clothing choices.

This is the greatest reach of all time. Clothing and costumes HIDE bodily details.
If you want to have a sleeve of tats that you must show off at all times, you can design a shirt with no sleeves, have them wear a vest and/or wear a regular shirt with the sleeves rolled up.

All of those choices are COSTUME related.

clothing choices are separate from the character design.
Self-modifications are considered personality traits.

They indicate a TYPE of character, not the character.

And to be more clear, when you ADD scars to a character you are developing a backstory.
Tattoos indicate a history. All of that goes with the personality part of the design process.

I can see where you're coming from, but how many people actually start with drawing nude characters? Because...that's never crossed my mind to start with characters in the buff.

While I appreciate the technical correctness of your statements, I would be pretty hard pressed to separate costume design from character design.

As far as I'm concerned, all of it is integral to creating a rounded character. What's the point of separating it all?

This is technically a contradiction. That was going to be my counter to the first part of your statement because I have a character with two sleeves of tattoos who does wear a tank top and vest that show off those those tattoos. but he also wears pants that hide the majority of his leg tattoos. But the clothing he wears strongly indicate the type of person he is. Now that's just one character in a sea of characters created by people around the world. But clothing are a very important aspect to character design(where it is applicable) And not only clothing will hide body details, hair can do that too.

I don't understand why you so vehemently want to separate clothing/costume design and character design, when the two often go hand in hand. For example, the Power Rangers. Yes, personality and backstory matter, but the main thing that separates the Power Rangers from one another are their costumes.

What's the point of separating it all?

You answered it already.

I appreciate the technical correctness of your statements

The reason you make a thread about TIPS is to alert people to things they don't ordinarily notice or know.
Things that are uncommon and important to help with growth for beginners and a reminder for the experienced and seasoned.

but how many people actually start with drawing nude characters?

The difference between how many do and how many should is what gives this thread value.

Fair enough, it is a tips thread.

I would be interested to find out, how many industry professionals do it with this method.

Regardless, it may be worth the time trying to separate the elements myself to see how much it helps. If it does...awesome. If not, at least I tried something new.

I've never designed a character nude first. I always design their clothing with them, and if I decide they're going to have tattoos, scars, or whatever, I draw that separately (I'd recommend drawing any tattoos separately anyway, so you can grab and warp them onto a body to save time). Their clothing is an important part of their design for me! What they look like in their underwear? Not so important.