54 Ideas

54 Ideas
54 Ideas
54 Ideas
54 Ideas
54 Ideas
54 Ideas
54 Ideas
54 Ideas
54 Ideas
54 Ideas

54 Ideas

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More Posts from Zelo-ref and Others

9 years ago
People Will Stare. Make It Worth Their While → Gardem Haute Couture | S/S ‘14
People Will Stare. Make It Worth Their While → Gardem Haute Couture | S/S ‘14
People Will Stare. Make It Worth Their While → Gardem Haute Couture | S/S ‘14
People Will Stare. Make It Worth Their While → Gardem Haute Couture | S/S ‘14
People Will Stare. Make It Worth Their While → Gardem Haute Couture | S/S ‘14
People Will Stare. Make It Worth Their While → Gardem Haute Couture | S/S ‘14

People will stare. Make it worth their while → Gardem Haute Couture | S/S ‘14


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8 years ago
That’s Right Folks, Following The Unbelievable Response We’ve Had To These Tutorials, I’ve Licensed

That’s right folks, following the unbelievable response we’ve had to these tutorials, I’ve licensed a BRAND NEW SECOND SERIES of tutorials to a mystery publication (may not be a mystery to some of you!). This means that in addition to the FREE TUTORIALS I’ll be dropping here on Tumblr and around the web each week, there’ll ALSO be a DIFFERENT, 2ND tutorial every week for you, should you wish to subscribe. Full details coming on FRIDAY! Here’s a little peek at a section of one of the 2nd series’ tutorials, which looks at how to THINK when you draw RUNNING FIGURES… And if you want ALL MY OTHER TUTORIALS so far for FREE, just go HERE and HERE! Lorenzo!

8 years ago

Notes on Character Design

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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.

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- 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.

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- 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.

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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.

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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.

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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.

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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.)

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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

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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.

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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.

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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.

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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).

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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.


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9 years ago
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9 years ago
Mermaid/Merman Tail Chart By Xelgot

Mermaid/Merman Tail chart by Xelgot


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9 years ago
Please Excuse My Messy Lining, Writing, And Everything Else
Please Excuse My Messy Lining, Writing, And Everything Else
Please Excuse My Messy Lining, Writing, And Everything Else
Please Excuse My Messy Lining, Writing, And Everything Else

please excuse my messy lining, writing, and everything else


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8 years ago
Source: FOERVRAENGD
Source: FOERVRAENGD
Source: FOERVRAENGD
Source: FOERVRAENGD
Source: FOERVRAENGD
Source: FOERVRAENGD
Source: FOERVRAENGD
Source: FOERVRAENGD
Source: FOERVRAENGD
Source: FOERVRAENGD

Source: FOERVRAENGD

List of tutorials that helped me with environmental painting: “How to make your own Perspective Grid in PS” <—- this one is the best thing I’ve ever discovered. Srsly CHECK IT OOOOUUUUT! Snuffen’s Background Tutorial P1More or less ALL tutorials by Griffsnuff is awesome, so make sure to check out the rest of them! More or less ALL tutorials made by AquaSixio! List of youtube channels that also helped and inspired me: FZDSCHOOL - More or less one of the most known concept art-related resources I know on youtube. It’s great to sit and draw and just listen to the talking. SinixDesign- This guy is also great! He has some design workshops ever now and then where the viewers can send in their stuff for critique! very encouraging and inspiring! moatddtutorials- This guy is more into drawing than painting, and has a more cartoony style. He has interesting methods when it comes to perspective. And he also challenge himself in some of his videos (the engine block video is a great example of this) foxOrian- Also known here on dA for his awesome perspective and composition tutorials. He has a youtube channel where he posts some videos that might be interesting as well.


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8 years ago
Dress

Dress

Halston, 1972

The Museum at FIT

Help keep OMGTD up and running!


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9 years ago
Fantastic Hands References By The Website Hong14cafe.
Fantastic Hands References By The Website Hong14cafe.
Fantastic Hands References By The Website Hong14cafe.
Fantastic Hands References By The Website Hong14cafe.
Fantastic Hands References By The Website Hong14cafe.
Fantastic Hands References By The Website Hong14cafe.
Fantastic Hands References By The Website Hong14cafe.
Fantastic Hands References By The Website Hong14cafe.
Fantastic Hands References By The Website Hong14cafe.
Fantastic Hands References By The Website Hong14cafe.

Fantastic hands references by the website Hong14cafe.

Hong14cafe: Facebook | Forum


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