Characters DESIGNING & DRAWING VOL. 1 CLINT CEARLEY 1 ACKNOWLEDGEMENTS Special thanks to my parents who’ve always stood behind me in art, all the great artists from whom I’ve learned so much and my patrons who have supported my teaching and musings. God bless. Copyright © 2017 by Clint Cearley. All Rights Reserved. No part of this book may be used or reproduced in any manner without written permission except in the case of brief quotations embodied in critical articles and reviews. Sharing and distribution of this material without written permission by the author is prohibited. Author contact information available at back of book. All artworks are copyright © by Clint Cearley unless otherwise noted. 2 TABLE OF CONTENTS SECTION 1: THE PROCESS 6 Guidelines - They make the thumbnail process extra speedy 7 Pick a Theme - Focus your creativity by limiting your options 10 Expounding - Delve deeper into the character and their design 11 Accessories - Great way to add instant interest and history 12 Direction - Be open to going a direction you didn’t originally intend 13 Say Something - Decide what the character says and SAY IT SECTION 2: TOPICS 19 Bodytypes - People come in all shapes and sizes 22 The Head - Reveal the character through the face 28 Methodology - Using a system to direct decisions 29 Symmetry - The pros and cons of symmetry and asymmetry 30 Shape Language - Know and use shapes innate connotations 32 The Seven Aspects - Simplifying design to harmony and contrast 37 Materials - The clothes make the man they say SECTION 3: CASE STUDIES 43 Aurora - Creating two versions of a formidable goddess 45 Chloe - Personal character exampling the creation process 46 Necrolurgy - Steampunk necromancer anyone? 49 Little Red Riding Hood - Letting the backstory inspire the design SECTION 4: EXERCISES & RESOURCES 53 Twist - Character design is often just reality with a twist 55 Illustrator - Create your own literary illustrations 55 Silhouette First - Working from the outside in 56 Scribbles - Finding inspiration and characters in randomness 3 Overview READ THIS FIRST By its nature character design is about creating original characters which is why this material does not focus on teaching you how to reproduce my drawings but rather, to teach the process so you can effectively make your own. The book is comprised of four sections, Process, Topics, Case Studies, and Exercises & Resources which is noted at the top of the page. PROCESS: EXAMPLE Process is the step-by-step sequence of creating a character and examples such things as setting up guidelines and sketching thumbnail concepts. The book has three ongoing characters exampling the process; a warrior, an elemental and a centurion. TOPICS: EXAMPLE Here are investigations into relevant related topics like bodytypes, shape language and design philosophy. These side lessons carry the bulk of the information needed to improve understanding and refine your characters. CASE STUDIES: EXAMPLE Example of several commerical and non-commercial projects so you can see how the full process goes. RESOURCES: EXAMPLE Resources contain practice and exercise ideas, pages of predrawn guidelines as well as basic figures to sketch over. Tools used? For those curious about the tools used in the illustrations most were drawn with a 0.5mm mechanical pencil though those with shading may have included a 4H, 2H, HB and 2B pencils. Print it. This book is sized at 8.5x11 inches so you can print it off on 3-holed paper and have a copy for your shelf. 4 PROCESS: GUIDES & MANNEQUIN SECTION 1: THE PROCESS My first experience with character designing was when my mom had bought me a toy where you’d create your own superhero by combining pieces of different characters. There were three slots, one for the head, torso and legs. In each slot you’d place a hard plastic piece with a raised design, lay paper over them and rub with a crayon to get your own character. I thought it was fantastic. Far before I could really draw such things for myself I could enjoy the process of making my own cyborg lizard man. My process has progressed from those plastic pieces but I still think it’s a fantastic thing bringing to life your own characters. So, we start by looking at the creation process with: a warrior, a centurion and an elemental. After that we’ll move to section 2 where we’ll delve deeper into the thought process behind the decisions and principles you can use to get the similar results. 5 PROCESS: GUIDES & MANNEQUIN Guidelines The first idea and sketch for a character is rarely the best which is why we want to start by making many little sketches (called thumbnails) and picking the best ones from the collection to develop in more detail. To create this batch of thumbnails let’s start by setting up some proportion guidelines. It just takes a moment to draw these out but then you can focus on the ideas without having to juggle proportions at the same time. These are quick and rough proportions for thumbnail sketching so you’ll want to use a more refined system (and reference) for accurate larger drawings. NOTE - Body height and distances are commonly measured in head lengths. This system for drawing a figure gives you a 8-head character which is idealized. Real adult humans are roughly 6 1/2 heads. 6 THUMBNAILS: ELEMENTAL Pick a Theme A blank sketch page can stun an artist’s flow of ideas. It is the problem of having too many choices but by picking a theme and narrowing the field it can help your brain to focus on one area and start the creation process. We will look at creating three different characters, first a female elemental then a male blacksmith brawler and finally a futuristic Centurion. The elemental is based on organic shapes and curves reminiscent of flowers and antlers while the blacksmith warrior will example designing that incorporates man-made clothing. References are not usually used at this stage, just focus on interesting shapes and silhouettes. We’ll be using the human as the basis for our designing but character design is certainly not limited to humans only. In fact, I highly encourage sketching non-humanoid figures and creatures but let us begin with the familiar. Right now we are breaking down the figure, design and pose into separate stages but they can be combined into one as with the digital sketches above. At this stage the theme is simply “fantasy female elemental” with the idea that she has flowing curves inspired by natural shapes. This is an example of using methodology, a combination system in this case with concern for complex and simple shapes. Learn more about Methodologies in Section 2. 7 THUMBNAILS: WARRIOR Whereas the elemental had shapes and curves based on nature the concepts for this warrior blacksmith are based on more geometric shapes and straight lines. Study Habit - If you are a novice or amatuer artist I recommend you spend at least half your drawing time on drawing from life or photo reference. Otherwise, you are likely engrainging bad habits that will take years to unlearn. I know you want to just make stuff up all day but trust me, keep it at half. You’ll thank me a couple years down the road when your work has a depth and believibility your contempories lack. 8 THUMBNAILS: CENTURION Starting Point Where the Elemental and Warrior are basically fantastical in nature the Centurion character will be reminiscent of the classic centurion design. To start the process of creating a character based on an existing design take the time to draw the source and identify its iconic visual elements. In this case I locate a book on the history of armor and various reenactment photos to base the initial study on (seen at right). Noted are the visual elements needed to be kept in order to emulate the overall centurion appearance. This includes the arch shape over the helmet, vertically aligned and layered shoulder plates, horizontal torso elements and knee-length skirt. Even with those parameters the design possibilities are nearly boundless! Will the design stay symmetrical or go asymmetrical? Is the character a grunt soldier, a general or royalty? Do they use the same materials to make their armor? Are they human? At this stage I’m not trying to achieve anything other than finding a cool design I can be excited about. You will also see that these designs are more detailed than the Elemental and Warrior but that’s fine, I was just having a good time exploring the ideas. Fancy version of original Interwoven and spikes This initial sketch was drawn from historical reference and to the right I identified the most iconic visual queues I’d need to retain while redesigning. The design possibilities for a new helmet design alone could be its own project! Ultimately it’s drawing the helmet that sets the direction for this design. Patterns in your design can add a wealth of visual interest and help harmonize and connect various elements. Asymmetrical with squared spikes Symmetrical top with asymmetrical bot Just have fun exploring possibilities! 9 Asymmetrical with longer skirt and brads EXPOUNDED: ELEMENTAL Expounding After sketching your concepts pick your favourite one to do a more in-depth design. Essentially, the thumbnail concept becomes your mannequin for the next stage. We will now look at creating variations and details of the character. These expanded concepts should be drawn about twice the size of the thumbnail (for me about 3.5” tall). You can draw it larger but I suggest not going too much larger or you’ll want to put in too much detail for this intermediate stage. This is the point you may want to start collecting reference, whether it’s textural like wood patterns or another inspirational piece of artwork whose style or approach you want to incorporate. Also begin considering what accessories go with the character. The shapes of the thumbnail made me think of driftwood so I followed that idea with this concept of what she would look like as a creature of wood. Jot any color notes or supporting ideas next to the character that you don’t want to forget (as I have done above). It’s not always easy to remember what you were thinking if you come back several days later. The driving idea behind the elemental face was reshaping the usual oval face shape into something different and interesting. This makes it not-quite-human but the features remain relatable. 10 EXPOUNDED: WARRIOR Details can give history and depth to your characters Unlike the elemental where a specific thumbnail concept was chosen to be expounded, various points of several concepts were meshed together for the warrior. Accessories Take the time to sketch historical clothing. I referenced the vikings above from a book on the history of armor. Looking to designs of the past can be a great foundation when designing a new character as incorporating familiar design elements lend believability. 11 The silhouette and large overall shapes are what makes a character quickly recognizable which is why we started with doing thumbnails that use only larger simple shapes. As long as the details you add later don’t break up the pattern of those shapes then they continue to serve their purpose. That said, details don’t make the character but they can add a wealth of interest and history. Having armor scratched tells us they’ve been in battle. Including fur can indicate they’re from a cold region or add a one-armed teddy bear dangling from the warrior’s scabbard and that tells us there’s another side to the character’s story. When it comes the time to accessorize the character, don’t miss the chance to use it as a way to tell a bit about their history, culture or lifestyle. EXPOUNDED: CENTURION Direction Be open to the design going in a direction you didn’t initially consider as the best ideas can be the unplanned ones. While exploring helmet ideas (right) something reminds me of a space helmet which sparks the idea of a futuristic centurion (which I jot next to the sketches). With that direction set I immediately have a much clearer idea what he should look like and with each attempt the look gets closer to what I picture in my mind. I develop the helmet first till I am satisfied with its look then let it inspire the aesthetic for the rest of the character. This is somewhat backwards from the two other examples but that’s okay, follow whatever element you can picture clearest. I experiment briefly with a glassfronted design so you can see the face which would resemble the classic helmet. However, I decide that this character isn’t about the man in the suit, but the suit itself so a closed front design is chosen. Think 3D. Instead of boring flat planes consider adding variation to the plane by changing the angles. On the helmet blades the bottom edge bends up and the top forwards and curves. It can be a small change but gives more sense of depth and volume. Motif? A motif is a repeated design, shape, or pattern and can be a great tool for artists. By having a subtle theme woven throughout it can give good direction for design and add nice visual interest. A notsubtle example of motif would be that Spiderman’s costume has a spider motif. In the Centurion’s case there are two motifs; wings and double rings. Both of 12 these were established in the helmet sketch (above) and intentionally repeated in the rest of the design. The double rings are seen on the inside of the helmet blades as well as the end of the shoulder plates, on the forearms and on the knee and calves. The wing design is repeated on the shoulder ornaments and in relief details throughout. PROCESS: REFOCUSING Say Something Now it’s time to step back and refocus the character. During the process of finding cool shapes and designing buckles it can be easy to lose sight of the heart of the character. They can still be generic at this stage so we want to find what it is this character says and really SAY IT. The blacksmith warrior doesn’t say strength, survivor, blacksmith, warrior or anything in particular though all those things are said quietly. Let’s pick an aspect, give it a megaphone and see what happens. At this expounded stage the character elements are a jumble but it’s your job to create a hierarchy. What single aspect is at top? Determine that then determine what aspects can best be used to hold that aspect higer. Everything should be promoting that single aspect and vision. FINAL 1: ARTIC HERO Refocusing on the hardened arctic nature of the character we now know exactly what kind of guy he is by glancing at him. While many aspects of the design remain unchanged several key points were revisioned. To reflect the severe cold weather he endures he is given a heavy animal skin cloak which ties into the design by making use of the preexisting large circle clasp. The exposed right upper arm is now partially covered with a simple wrapping as well. Growing the hair out is nice a visual cue that he needs every bit of warmth he can get. Swapping the satchel for a bear skull is a small indicator of the deadliness of the character and what he has to face. The bracers were too large and “loud” to fit with this design so their size were decreased to let the rest of the design take point. To round out the image a strong wind was added as well as clumps of snow that cling to the boots and the bottom of the cloaks. 13 PROCESS: FINALS FINAL 2: BLACKSMITH BRAWLER Where the previous version played up the arctic nature of the character this one sees him as the fantasy blacksmith. Realize that both versions are equally valid final designs derived from the same source, it just depends which resonates the most with you the artist and is the best fit for the project. Since he would likely be working in a covered area the hood was removed as well as the armored plates on his chest. Exploring the idea that he would want protection from the heat for the arm that would reach nearest the forge he was given an armored arm and gauntlet that breaks the too-symmetrical original design. This addition also gives us the chance to show off the handiwork of the character and strengthen what he’s about. Continuing the concept of the dangerous nature of the forge he is given an eye-patch eluding to a past mishap. While a conventional blacksmith apron is very simple with a single belt fastened around the waist ours is cluttered with more belts but I still wanted it to step that way a little more. To that end the design work was dropped from the lower half and the large diagonal strap from the chest to waist which helps to clear up the apron shape. As with the arctic version, the large bracers were played down by exchanging one for a gauntlet and the other for a studded leather version but the protruding cylinder shapes were reused as elements on the armor. The satchel which was replaced for a bear skull in the arctic version is replaced by a belt of tools which places the character and helps to convey his occupation. The armor was originally drawn as seen at the right but replaced with the left version later. Upon considering the original, it didn’t fit properly with the overall design which is more rugged and angular not curved. It didn’t properly say what the character was trying to say so it was replaced. If you have the time to hone the vision, do so. 14 PROCESS: FINALS FINAL START: FUTURE CENTURION For a character that is as complex and symmetrical as this one it’s a good idea to first draw an accurate body pose then build the armor over that otherwise it’s too easy to get proportion and angles off. Take the time to get reliable reference for key elements. In this case I find a walking pose stock photo on an art site that is close to what I had in mind and with a couple of webcam photos of myself to supplement areas we’re ready to draw! Remember that unless the character is out of control (falling, being thrown, etc.) then the shoulders and hip angles are opposite with one high and the other low or vice versa. Below is my initial thought to use an eagle design inspired by the Roman’s flag pole figures but it seemed too archaic. Over the years surely the design would evolve into something more streamlined so I choose to use a winged profile instead that has a sleeker more modern look. At this stage I want to keep in mind the major shapes needed in order to maintain the centurion look and not be side-tracked by details. If you don’t want your character to be too bulky but still want them armored consider doing what I choose to do here which is interlocking synthetic muscle. It looks cool and is believable as protection and flexible enough to move in. The key to visually sell it is to mimic the direction and placement of the real muscle. 15 PROCESS: FINALS FINAL CONCLUSION Only after blocking in the basic shapes in the earlier stage do I begin on the details. While there is a lot of details they are basically the same four repeated; wing design, filigree, circular greebles and bionic muscle. This keeps it more cohesive and simplifies the coloring process. It’s key at this stage to think three-dimensionally and keep in mind the thickness of the layers and how the elements would interact while he moved. I won’t say it completely functional but it is believeable and that works. While working on the character I was approached by Applibot inc. to create a character for their mobile game Chaos Drive. I told them I was already working on someone that would fit their game and pitched them the drawing. They liked it and I proceeded to create a fully painted version (below). A freelance artist needs to keep an entrepreneurial spirit and look for ways to maximize their work. Never underestimate the value of unused and unpublished characters. Sometimes, they can be turned into full paying commissions. 16 PROCESS: FINALS Finished drawing I originally sketched a massive explosion behind him and I wish I had kept with that idea. I could have had cool turbulance in the smoke and fire from his engines. Second guessing yourself gets you sometimes. I lower the opacity of the rough sketch and begin drawing a clean line version over it in Photoshop. I start by blocking in the basic form or the object; sphere, cube, cylinder or cone, then work my way to smaller details. With the lines finished I mask the character then shade a basic soft front light, add cast shadows from the front light and finish with occlusion shadows. Essentially, it is hand painting an ambient occlusion pass you would do in 3D. Colors added overtop. FUTURE CENTURION 2 Along with the commission to paint a full version of the future centurion (Hyperion by name) was the need to make another version. Every character for the game has both a Normal and Advanced version. The design already created would be my normal and now I needed to create a suped up version. This can be a fun challenge for a character designer, a second chance to really push the concept. In this case I’m happy with the basic character and decide that the advanced should have attached weaponry and space-faring engines. The pose has more action so he appears more aggressive, the engines splay out behind the shoulders like wings and twin rail guns are mounted on the shoulders because they’re freaking rail guns and are awesome. 17 SECTION 2: TOPICS You’re familiar with the process now so let’s dive deeper into the design, anatomy and principles behind the process. I’ve included several topics I think are important for developing your skills and understanding but this is by no means a complete collection of relevant topics which is why this is only Volume 1. 18 DETOUR: BODYTYPES NORMAL ATHLETIC BRAWNY BRUTE STOCKY Average guy, little muscle tone eg. Constantine Defined muscle tone but not bulky eg. Nightwing Bulging muscles and wide chest eg. Conan Superhuman massiveness, neck swallowed in bulk eg. The Hulk Rounded muscles and squarish torso eg. Hagrid Male Bodytypes The mannequin guide at the beginning of Process builds us a generic male body but the options for bodytypes are huge and choosing the right one for your character is important. But how do you choose? Archetypes is a good place to start. An archetype is “a very typical example of a certain person,” an accepted standard. A wizard for example is accepted to have a Normal, Athletic or Stocky bodytype but not Brawny or Brutish since they rely on their magic and not strength. Think of a ninja or assassin and you’ll picture the Athletic bodytype, lean but deadly (unless you’re a panda). Such archetypes have ingrained themselves in the societal psyche, not necessarily needing to be taught but recognized so you can use them to your advantage. Building your character on an archetype allows you to build on the groundwork laid by artists before you. Many other standard bodytypes exist that I have not included, such as: • Age variations from infant to elderly • Exceptionally tall and lanky • Elongated/elastic • Part human and part something else • All non-human and creatures Dwarf Child Athletic Stylized Athletic Heavy Brawny Mutation Stylized Brawny The examples at the top were drawn with a fairly realistic anatomy. Your personal or project style may be very different. The examples above show how they could be adapted into simpler and exaggerated versions. Which shapes you accentuate and how you do it creates your style but be warned about stylizing before you learn proper anatomy and proportions. Those who do it well do so because they know where they can cut corners without undermining the anatomy. As the saying goes, it is wise to first learn the rules before trying to bend them. 19 DETOUR: BODYTYPES Underlying Shapes The heart of varying bodytypes is not just differing muscle builds but the underlying basic shapes. These are critical for faster sketching and stylizing characters. This involves breaking the body down into simple components. These simpler shapes can be much easier to modify and pose than the more complex outer anatomy which can be added after. Once you begin to recognize the underlying shapes you’ll realize how simple it is to create new and interesting bodytypes. Just a tweak of a trapezoid here or a cicle overlapped there and you’ll have something different and more repeatable. The chest/torso shape is the most important for male characters with the arms being second. For women it is the chest/torso then hips. The chest/torso is commonly expressed as a rectangle, trapezoid (skewed rectangle), diamond, oval, circle or combination of those. A FEW EXAMPLES STANDARD SINGLE SHAPES VARIOUS COMBINATIONS Overlapping ovals Drawing exegerated bodies with simple shapes can be beneficial even if you intend to end up with something more realistic. 20 Sometimes a simple shape can even be used for the overall body. Rectangle DETOUR: BODYTYPES Female Bodytypes Using a 8-head proportion system gives us the vertical placement of nearly every major anatomy point using halves (crotch), quarters (nipples and bottom of knee), eigths (chin and belly button) or thirds (waist and top of knee). Memorization of these proportions and how to sketch them highly recommended. This system for drawing the figure is lifted almost entirely from the teachings of Andrew Loomis. For a more in-depth look into the subject study his book Figure Drawing for All it’s Worth. Also recommended is Bridgman’s Complete Guide to Drawing From Life which can be found inexpensively. Major differences between the male and female anatomy at this stage: female shoulders slightly narrower, waist has more acute angle from rib to hips, hips are as wide as shoulders and the hips widest point is slightly lower. There are as many variations as there are women! 1) Narrow shoulders with wider hips is average but could be enough to distinguish her from a group of other women 2) Switch to circles and ovals to establish forms for heavier set characters 3) Wider shoulder, lats and neck give a stocky swimmer build perfect for a warrior woman or amazon 4) Stretching the proportions can create other species (Na’vi anyone?) 5) 7-head figure, close to real life You can quickly block in the breasts by creating an upside down heart shape. This also gives you the angle change from the chest to the shoulder. Be open to changing up the shapes you use to create the body. 21 DETOUR: THE HEAD Head & Face There’s no denying that a character’s face can make or break the character. There’s also no denying that drawing realistic believable faces can be difficult to do but don’t stop practicing if you’re struggling with it! To the right is a basic face using standard facial proportions which can serve well as a model to work from. Take the time to commit the basic proportion measurements to memory, it will be time well spent. While the rest of the character design can give the character a unique look it is often a good idea to give the face a distinguishing characteristic to help identify them if they are going to be used in context with many other characters. • 1 eye width between eyes • Nose is approximately 1 eye width • Mouth width = width between pupils • Ears vertical from eyebrow to nose Head ratio 2:3 including ears Quick sketches from life or reference photos are a great way to improve. Use websites that display portrait photos on a timer for sketching. Keeping them below 5 minutes will force you to focus only on the crucial elements and keep you from getting bogged down in the details. After doing a rough sketch of your character, reference actual people and incorporate small aspects to give more life to your character. I normally wouldn’t think to twist the beard to one side or have asymmetrical eyebrow arches but adding them takes him from being a random character to a specific person. 22 DETOUR: THE HEAD Eye & Brow The eye can give a soul to a character like nothing else can but it is also one of the most mishandled elements in novice and amateur art. Pay special attention to understanding the 3D forms of the eye and lids as well as not outlining them. Remember that the eye is a slit opening of a sphere, not a flat design on the skin. Also, avoid treating the eye shape like a symmetrical almond but rather a rounded parallelgram. One way to differentiate characters is by the tilt of the eyes. Don’t forget that the eye is a sphere, thinking about that and how the skin has to fold around it can help you render it correctly. Keep in mind that the iris takes up half of the visible horizontal opening of the eye. The eyebrow arch is also a good place to establish a specific character look. It can help to lightly sketch in a guideline that sets the position of the brows at rest then draw the brows themselves. Think of the shape of the eye not as a pinched oval but rounded parallelagram with the corners not being in the middle but towards each side. Eyebrows are often a series of convex and concave curves, not just a single curve. 23 DETOUR: THE HEAD Forgeting the upper and or lower lid is common and can lead to the eyes looking flatter or painted-on. Don’t neglet doing detailed drawings from life or reference which will help you practice value, shading, edges and tool handling. Feature Framing A simple way to create unique characters is using feature framing shapes. This could be a triangle, “T” or an houglass shape that determines the position and size of the features. This is also a useful way to aid in keeping a consistent likeness for a character that you have to draw repeatedly. Playing with feature framing variations can be a lot of fun and help you generate new characters quickly. 24 DETOUR: THE HEAD Nose & Mouth The nose is the most deceptively simple of the facial features. Begin by blocking in the general form which can be done with a few lines. Then refine with more subtle planes and folds as needed. Don’t outline or emphasize the nose or the avial folds unless it is instrinsic to the character such as a troll, goblin, witch or someone very old. I find drawing a diamond shape is useful for blocking in the end of the nose. The end of the nose is essentially comprised of 3 interlocking spheres. THE MOUTH You will likely be drawing the mouth from a front view most of the time so I have addressed several points to aid in that. To the right is a breakdown of the system of convex and concave curves that make up the mouth. It is worth the time to study and remember these. The top lid can be divided into three sections while the bottom is divided in two. This allows the middle section of the top to rest in the divit between the two bottom sections. Bottom lip is made of two interlocking ovals. It can be helpful to think of the crease between the lips as a flattened “M”. 25 DETOUR: THE HEAD Head Shapes Most of the characters you create will probably use the standard oval shaped head but you’re certainly not limited to it. Experiment with other shapes, each gives its character a unique impression. These experiments won’t immediately result in a finished character but can be the spark that pushes you to imagine someone you never would have considered. Like Feature Framing, creating shapes then filling them with a character can be a great exercise and way to brainstorm for ideas. Ditch basic shapes altogether and create random shapes which are more likely to generate non-human characters. This also has the bonus of letting you develop a strong and differing silhouettes from the start. 26 DETOUR: THE HEAD Moving past basic shapes try using basic forms for head concepts. Just stick to a 3/4 view with a center line and eyebrow angle and see what kind of characters you can come up with! You’ll find a page with these basic forms in the back of the book for you to print and and sketch from. 27 In the same way we discussed choosing a theme with the elemental try choosing a design theme for a series of heads. DETOUR: METHODOLOGY Methodology In the early stages think graphically, how the character works as a set of large shapes. What size shape should come next? Should it be vertical , horizontal or angled? Using a methodology helps answer these questions by guiding decisions with a logical system. Methods create concepts with intelligent design and a related look while being visually distinct with each using a different visual paradigm. Methods keep the eye moving by creating contrasts with size, angle and shapes used. There are more methodologies possible those exampled but these should get you started. SHAPE - Arrange elements to fill a large simple shape(s). CROSS - Shapes are laid out with their direction being primarily vertical or horizonal while alternating. ZIG-ZAG - Effectice whether you make the pattern with branches, war paint or draped fabric. “X” - Layout the shapes at contrasting angles and varying sizes but stay in same shape family. SIZE - Shapes remain the same design and alignment but vary in size and placement. REPEATED ELEMENT - Overall design stays the same but a second element is repeated throughout. CONTRASTING SHAPES - In this case, the straight-edged rectangles contrast against the organic curves. COMBINATION - Varying the size, angle and orientation to create balance. 28 DETOUR: METHODOLOGY Symmetry Symmetricality can convey uniformity such as in a organization or military, being in control emotionally/mentally as well as indicating artificiality (too perfect). Also, a hallmark of beauty is symmetry, it examples intentional design, forethought and is natually pleasing. Asymmetrical designs can be a good way to have a charcter stand out from a regimented and symmetrical group. This is often used to designate “hero” characters in a crowd. It can also signify a break from convention; such as being rogueish with a “devil may care” attitude, a rebel or somehow emotional or mentally off kilter. Asymmetry is also part of nature, from minor misalignments of features that make you look like you to trees being twisted and unbalanced by years of harsh weather. a·sym·met·ric adjective; not identical on both sides of a central line. Don’t forget asymmetrical designs, they can be trickier to pull off well but be more engaging as well as being good creative practice. symmetrical asymmetrical Asymmetry is an effective way to denote signifcance to a character so they stand out from a standardized crowd. COMPLEXITY VS. SIMPLICITY Another aspect to incorporate and consider is complexity vs simiplicity. A simplitic area on a complex character will draw attention while a complex element on a simple area will draw attention. This can also be used in symmetry as seen on the left. The large simple shape of the cape on the right side is balanced to a degree by the decorative element behind the left shoulder. In this case, the complexity of the decorative element gives it more visual “weight” allowing it to balance a much larger shape. The same effect can work with color or value, bright colors and extreme values carrying more visual weight than dull colors or greys. This principle works the same whether it’s a landscape vista or a fantasy prince. 29 DETOUR: SHAPE LANGUAGE CURVED NEUTRAL ANGULAR Probably good, Approachable Nature magic Even with no detail or shading the shape language alone is enough for us to make assumptions about his moral leaning, amiableness and likely type of magic. Probably bad Standoffish Dark magic Shape Language When setting out to design a character consider asking yourself, “Which shapes will I use?” Different shapes convey different impressions similar to the way colors do. Where you will eventually choose a color palette to paint your final scene you can choose your shape palette that the character will be built on. Shape impressions is something we all respond to and have been taught on an unconscious level. As artists we need to be consciously aware of them so we can use them to our advantage. As the wizard example shows even at this early stage we can convey core information about the character but that information needs to be accurate. For example, if the rightmost wizard is friendly and good then it’ll be an uphill battle to convince the viewer of that because his basic construction says otherwise. In that case we’d need to rely on other factors to offset the angular appearance. We could try bright colors (avoiding hostile red), soft fabrics, rounded facial features, happy expression, an adorable animal companion, and curved-based patterns in the clothing. Organic Non-threatening Morally upright Artificial Threatening Morally corrupt Circles, ellipses and wavy lines go on one side and rectangles, triangles and straight lines on the other. In character design these shape groups have intrinsic perceptions as noted above. In shape language the rules bend in regards to rendering style. Some artist’s styles are naturally more angular, such as Mike Mignola’s (pictured). This doesn’t negate the standards but it can skew them so neutral is a step towards the angular side. 30 DETOUR: SHAPE LANGUAGE Below is a map of sorts where characters have been placed based on the shape language of their character design and the character’s moral leaning. If they are made more of curved lines and organic shapes they sit towards the left while those with sharper lines sit towards the right. Moral leaning is determined by top to bottom placement. GOOD Those in the top blue section often use bright colors along with their rounded shape language which is why many animated protagonists fall in this area. Likewise, traveling opposite the characters lose color vibrancy and end in muted colors or black. The rule-of-thumb is that character’s with sharper shapes and darker colors are evil and vice-versa so we find that those who fall in the yellow areas are the exceptions. On this side they are good guys who could easily be seen as villains due to their straight lines, dull colors and spiky shapes. Many anti-heroes fall in this area such as Vampire Hunter D and Batman. 1 13 2 14 3 20 IC/CURVED N A G R O 21 11 15 SHARP FICIAL/ ARTI 12 4 19 16 10 5 18 9 17 6 Those within this bottom yellow area are the exceptions for the evil side. They use rounded organic shapes which are usually reserved for heroes. The Xenomorph uses the organic curves with a combination of black and spikes which conveys its evilness but Saruman is the true wolf-in-sheeps-clothing as he dresses in flowing robes of pure whites with nothing to betray his inner darkness except his spiked black staff. 8 7 EVIL In addition to generally using harder shapes towards the evil side they also tend to go darker in tone. Many leave color behind altogether and use black alone such Darth Vader, Pinhead and the Xenomorph. Black then is a reliable tool to convey a character’s shady morals. 1. Superman 2. Robocop 3. D 4. Boba Fett 5. Jafar 6. Darth Vader 7. Pinhead 8. Xenomorph 9. Saruman 10. Treebeard 11. Cheshire Cat 12. Mickey Mouse 13. Ponyo 14. C3PO 15. Kratos 16. V 17. Gollum 18. Ursula 19. Pan 20. Abe Sapien 21. John Constantine I claim no ownership of the characters shown above. Copyrights held by their respective owners. 31 DETOUR: THE SEVEN ASPECTS Genre Values Silhouette SEVEN ASPECTS THE Shapes Balance HARMONY & CONTRAST Color Material Design Elements HARMONIOUS AND CONTRASTING If we were to distill character design into it’s components we would have the Seven Aspects. Depending on how you classify things maybe your list would differ slightly but for the moment let’s go with these seven. 1. Genre - The nature of the character; fantasy, scifi, horror, etc. There’s also some overlap with time period in here. 2. Silhouette - The outline is highly important as it can be the fastest way to recognize and distinguish a character. 3. Balance - Symmetrical or asymmetrical, balance addresses how things are arranged inside their contour. 4. Material - What is the character composed of? Different materials give an entirely different impression. 5. Color - Colors can make a rogue stealthier, a hero into a superhero and help distinguish between similarly designed characters. 6. Values - “Values” has nothing to do with money in this instance, we’re talking about what light/dark patterns you’re using. 7. Shape - Hard and angular to curvy and flowing, shapes tell a great deal about a character. Character design, as much in art, I see coming down to harmony and contrast. Contrast in light against dark, warm next to cool and details offsetting simplicity for example. Harmony could be seen in keyed colors, symmetry or repeated patterns or shapes. An effective character design has a unified vision with the parts tailored to support that vision – Harmony. Yet, there should also be room for unique elements, something iconic about the character – Contrast. A completely harmonious character would come across a bit bland, everything “by the book” with nothing making it unique or memorable. While a character with every aspect contrasting with each other would be chaotic since every part would visually fight to stand out and each trying to run in its own direction. The ideal then is for the character to be mostly harmonious with one or two well chosen points of contrast to make them unique. Now, let’s look at each aspect individually to see what harmony and contrast looks like for each. Mickey Mouse of Disney and Harvey Dent (Two-Face) of DC Comics are property of their respective owners, I claim no ownership of the characters. 32 DETOUR: THE SEVEN ASPECTS 1) GENRE While the genre of a character gives us their general nature and that of their world it’s rarely used as the major contrasting element. Two genre blends however are fairly common such as killer clowns (whimsical+horror). Many other genres exist than those listed below and these can be subdivided if desired. Rule-of-Thumb Harmonious - Using one to two genres. Contrasting - Combining three or more genres. Spy Action Adventure Comedy Whimsical Western Romance Horror Science Fiction Medieval Mystery Fantasy Fairy Tale Historical Monster Post-apocalyptic Mecha Steampunk Thriller Supernatural Noir Note on Genres - Be aware that some genres such as steampunk and post-apocalyptic are already a combination of two genres (victorian+industrial and modern+medieval respectively). 2) SILHOUETTE Creating a strong (unique and interesting) silhouette is a big point in character design. Each character should be instantly recognizeable by their contour alone. This is especially true for animated characters either in film or games as they will be viewed in many poses and need to be recognized at a small size or in motion. Rule-of-Thumb Harmonious - Anything reasonably expected or symmetrical. Contrasting - Contains an unusual and defining element to the silhouette for which the character is recognized. e.g. Mickey Mouse and his ears and Pyramid Head and his... pyramid head. HARMONIOUS CONTRASTING Killer clown (whimsical+horror) Pirate Cowboy Killer Clown (pirate+western+whimsical+horror) Acceptable as Harmonious as it uses only 2 genres. Using 3 or more genres quickly makes it the iconic aspect of the character. Silhouette in Concept Art - 3D modelled characters will be seen from many angles and need to be instantly recognizable as friend or foe or what class of character they are. The Silhouette is the strongest visual indicator as the Balance, Materials and Shapes are not definable at a distance while it’s Color and Value may not be clear under certain lighting conditions. This is why games are careful not to have two characters or creatures with the same silhouettes or basic forms. 2D images which will stand on their own (such as card illustrations) and not be converted to 3D do not have to worry as much about the silhouette as they can setup up the entire scene to make the character stand out. The silhouette is such a key element of a character design that many concept exercises and painting processes start with establishing a strong silhouette. We’ll look at some of those exercises later. While Mickey’s silhouette is symmetrical its simplicity helps make it his most defining feature (further emphasied by the fact his ears remain flat to view regardless of his angle). Pyramid Head’s distinct silhouette is unmistakeable which is critical in a survival game where split-second reactions can determine your fate. Mickey Mouse of Disney and Pyramid Head of Konami are property of their respective owners, I claim no ownership of the characters. 33 DETOUR: THE SEVEN ASPECTS 3) BALANCE Unlike Silhouette which deals with the exterior of the character, Balance addresses how things are arranged inside that contour. Rule-of-Thumb Harmonious - The majority of the elements are symmetrical with only a few minor elements (belts, tattoos, etc) breaking up the symmetry. Contrasting - Decidedly unbalanced/asymmetrical arrangement of elements. Unbalancing elements evokes a impression of mental instability or eccentricity. e.g. Two-Face. Harvey Dent (aka. TwoFace) is the poster boy for unbalanced in more ways than one! While his bright colored suits and coin are memorable it’s his stark left/right difference that makes Balance is iconic aspect. While the left figure is Harmonious and completely symmetrical the right is asymmetrical but not iconically so. In this case we may consider Balance to be his minor Contrasting aspect. 4) MATERIALS What is your character composed of or wearing? Feathers, metal, vines and scales all give a different impression. If that material jives with their genre, time period and class then it’s harmonious but if not then it is contrasting. A knight in metal plating and leathers? Harmonious. A knight in feathers and beads? Contrasting. Also keep in mind what time period various materials and styles were invented. Prehistoric characters wouldn’t have regal styling and pieces of gleaming jewelry, the technology to create such things hadn’t been invented. That said, there is artistic license to bend the rules for “coolness” sake. Rule-of-Thumb Harmonious - The materials used fit the genre, time period and class of the character. Contrasting - Using a material that doesn’t fit the genre, wouldn’t exist in the time period or isn’t standardly used in their class. One way to keep things harmonious is to limit the extremes from connecting. Prehistoric men wearing crude loincloths would not have gleaming material to make them from while the more futuristic the character the less likely they’d have anything that was crude in construction and surfacing. Dull - Rough fabrics, cotton fabrics, denim, dirt, various kinds of rock, dry mud, dried untreated wood. Lustre - Skin, most paints, most plastics, varnished wood, windstopper/ waterproof fabrics, treated leathers. Glossy - Various plastic or metal fabrics, sealed hard plastic, eyeballs, teeth, some glass, gold. Gleaming - Chrome, mirrors, some glass, nacre (mother of pearl), various precious gemstones. Harvey Dent (Two-Face) is property of DC Comics, I claim no ownership of the character. 34 DETOUR: THE SEVEN ASPECTS 11 12 1 2 10 9 3 8 4 7 6 5 HARMONIOUS A simple gold/white scheme with red as an accent color. 5) COLORS The Silhouette may indicate their class and the Genre tell you about the nature of their world but Colors showcase their personality. More so than the other aspects Colors can convey they individual tastes and demeanor. Whether they’re boastrous, quiet, happy, forelorn, reserved or outgoing you can say it with Colors almost regardless of what the other aspects may be. Harmony and contrast works on two fronts here; with the character and with the other colors. A forlorn man wearing bright colors contrasts with his personality while neon green could contrast against a character with a harmonious red color scheme. Rule-of-Thumb Harmonious - Limiting palette to four neighboring brackets on a twelve color wheel (with one allowable accent color) that coincides with their personality. Contrasting - Using a wider palette than four neighboring brackets or dressing the character in colors contrary to their personality. A clown in a two bright colors is expected so despite being vibrant it wouldn’t be contrasting. A clown in shades of greys could be contrasting, not due to visual impact but unconventionalism. CONTRASTING More is not always better. Such a wide range of colors can quickly over-power almost all other aspects of a design. A staple of using color in character design for video games is indicating vital or weak points with bright color. In this case the player would immediately know to focus damage on the horns due to their vibrant green. On complex characters such Brisela a good way to keep the visual busyness in check is to use large simple gradients of color. Instead of each small element having a different color look to unifiy entire areas into a single tone. Hector, drawn by the author is owned by Applibot, Inc. Used with permission. 35 DETOUR: THE SEVEN ASPECTS 6) VALUES “Value” in art refers to how light or dark something is without regard to it’s color. A dynamic value scheme can make your character’s appereance highly graphic and engaging. Whether it’s a pale face surrounded by shrouds of dark fabric, a streak of black warpaint across the character’s eyes or glowing white apparition with arms dripping of black tar the strong graphical impact needs no color to hold up. Rule-of-Thumb Harmonious - Keeping the value range to within five adjacent values on a ten scale. Contrasting - Using more than five neighboring values or five values that do not neighbor. In the case of the apparition, the character uses four light values and one black tone like an accent color. 7) SHAPES Shapes covers several distinct subaspects. Shape Palette - Shapes like colors can carry connotations and which shapes you choose can influence the viewer’s impression. Visual Flow - Shapes create a visual flow with angles playing off each other and large and small forms contrasting against each other. This flow adds visual interest and keeps the eye moving around the design creating similar effect of playing warm colors off of cool. VISUAL FLOW Contrasting angle/ shape against another creates a visual flow that leads the eye around the design. Form Language - When shapes follow intelligent design it gives believability and understanding but when it doesn’t it can kill a good render leaving viewers puzzled how such a thing could exist. eg. Mechanical design where pieces would collide with each other and physiological design that follow no logical biological rules. The large curve of the pauldron is contrasted against the small angular tabs set at its right angle . The pauldrons curve down to the plackart but because they don’t face at right angles the flow is continued, not stopped. The under shape at a right angle to the verticals stops the visual flow and helps keep the eye up where the focal point is. Rule-of-Thumb Harmonious - a) Keeping the shape language reflecting the nature of the character concerning Curved vs Angular. eg. a dryad made of rounded forms or a drawven barbarian with strong angular armor. b) Form language that follows reasonable functional or physiological patterns. Contrasting - a) Using a shape palette that does not reflect the character’s nature. eg. a dryad made of acute angles or a dwarven barbarian sporting flowing art nouveau designs. b) Form language that does not follow reasonable functional or physiological patterns. 36 DETOUR: MATERIALS Materials Never settle for just reusing the same materials when designing attire. Keep an open mind because each has its own visual flavor and variety is key to keeping things fresh and interesting. Materials also offer the chance to expand the color palette, give hard and sharp edges and variance in texture. For instance, bright armor plates by themselves can be nice but would really “pop” if paired with dark heavy fabric as the fabric would be dull unlike the metal and would be dark which would make the metal appear brighter. A common mistake in rendering textures and materials is not adequately distinguishing what material the viewer is seeing. Leather, metal and cloth can appear very similar if they all are given the same behavior to light (surfacing) and don’t fold, crease and bend correctly. This is why I’ve noted some light behavior with the materials shown. This collection is by no means exhaustive so start your own materials reference library to draw from. ROUGH FABRIC QUILTED FABRIC Loose weave, likely wool Moderate ribbing Stitching or border at edge Possibly slight fraying Tight weave with padding Can be fabric or leather Heavy vertical ribbing Grommets or tacks at ends common Time - all periods Time - primarily medieval Dull - does not highlight, specular light or reflect Dull to Lustre - depending on fabrics or leathers used QUILTED FABRIC STRETCHY FABRIC Dull - does not highlight or specular light. Surface is usually rough, fuzzy or gritty. Lustre - may have diffused highlights with some reflective light visible. Gleaming - will highlight and specular light, show reflective light or mirror its surroundings. Surfacing - Capturing how a material’s surface behaves under light is crucial to visually “selling” the material. Determine which family it belongs to; Dull, Lustre or Gleaming. Gleaming may also be reflective like a mirror or glossy like hard plastic. Tight weave with padding Distinct stitched “X” pattern Worn under medieval armor Large stitching at edge Time - medieval Dull - does not highlight, specular light or reflect. Usually off-white. 37 Tight weave, no visible stitching Bunches in horizontal “Y” & “Z” patterns Time - medieval onward Dull to Lustre - depending on fabric DETOUR: MATERIALS ROUGH LEATHER FUR WEAVED CORDING Underside of hide Flexible to semi-rigid Puckers and curls at edges Forms in small narrowing clumps May be used as padding under armor Common in cold climates Time - prehistoric to medieval Time - all periods Thick fabric cords weaved into plate Common in ancient Asian armor Often paired with beads Length and angles vary in pattern Dull to Lustre - may have diffused highlights, no specular light Dull to Lustre - may have diffused highlights depending on source Time - primarily medieval Dull - does not highlight, specular light or reflect. Colors varies RUBBER BONE/CARAPACE CHAINMAIL Flexible to semi-rigid Often ribbed to form donut shapes Stylish on retro robots! Organic curves Repeating patterns common May be used as primitive armor Time - Mid 1800s onward Time - all periods Interlocking metal links May be single or double linked Notoriously tricky to pencil draw, better to suggest with a hash pattern Lustre - may highlight with diffused specular light. Usually black Dull to Lustre - may have diffused highlights, no specular light 38 Time - primarily medieval Lustre to Gleaming - reflects highlights with some specular lights DETOUR: MATERIALS LAYERED PLATE ARMOR SOLID PLATE ARMOR INDUSTRIAL METAL Plates extend from underside toward the narrowest end Edges may be flat or ridged Pin where ends link Single piece armor Often ridged in curving patterns Common as armor for appendages Edges usually ridged When plate metal just isn’t enough! Reinforced edges and seams with pins Raised edging with bolts Don’t forget knicks, dents and dirt Time - medieval to renaissance Time - medieval to renaissance Time - industrial age onward Lustre to Gleaming - reflects highlights with some specular lights Lustre to Gleaming - reflects highlights with some specular lights Lustre - may highlight with diffused specular light Patches may be sewn on top and bottom or on all sides Other materials to consider and collect: • Glass • Beads • Animal scales • Animal hide • Gelatinous/tar • Feathers • Gossemer • Wood • Leaves • Roots/vines • Hair • Wicker • Stone • Ice • Magma • Crystal/gems • Flame • Skin • Chrome • Porcelain • Digital screen • Paper LEATHER ARMOR Rectangle patches in quilt pattern Brads, grommets or large stitches May be affixed from back Edges may have ridge Time - ancient to medieval Lustre - may highlight with diffused specular light 39 Metal pieces are often affixed to the middle of the patches. Theses usually have simple to elaborate designs on them. DETOUR: MATERIALS DETOUR: MATERIALS Each stitch is shared by two scales and the bottom of each scale covers the stitch below. Note that this means one side (usually the left side) of the scale is covered 30% by the scale next to it. Thin vertical ridge common on scales. Helps to keep the scales from slipping sideways? SCALE ARMOR Metal, leather or dragon scale! Stitching usually hidden under scales Shapes and sizes greatly vary Edges may be ridged Time - ancient to medieval Lustre to Gleaming - depends on the material used Many scales are rounded outward which increases their structural strength against attacks. While pointed scale armor follows an “X” pattern note that the scales do not extend directly from the point of the scale above it. They are offset just to the left and right of the point. Same goes for dragon scales! Large visible stitching is most common in ancient Asian armors. 40 DETOUR: MATERIALS COMPOSITE/PLASTIC TECH ARTIFICIAL MUSCLE HEXAGONAL MESH Distinct planes but with subtle curves and rounded corners Circular greebles* common Try adding markings and symbols Little says futuristic like this stuff! Anchored with clips at ends Mimic actual musculature pattern Subtle texturing often used A staple of futuristic clothe Pattern is usually quite small The inside and outside often have slightly different tones or finishes Time - modern onward Time - near future onward Time - modern onward Lustre to Gleaming - will specular light but in a glossy, not mirrorlike way Dull to Lustre - may have diffused highlights, no specular light Dull to Lustre - may have diffused highlights, no specular light CARBON FIBER Very light weight but very strong Pattern is usually quite small Herringbone and vertical patterns most common Time - modern onward gree•ble, noun; a small piece of detailing added to break up the surface of an object and add visual interest. Dull to Lustre - may have diffused highlights, color is gunmetal grey 41 RESOURCE: CASE STUDIES SECTION 3: CASE STUDIES In the following section we look at character design in action during the creation of several commercial and non-commercial projects. Professional work, unlike an artist’s personal sketching and designs, is usually directed by the client. This direction begins with the Brief, an outline of the character or scene which can be as short as a few words or a lengthy bio full of detailed descriptions. 42 CASE STUDIES Aurora The client: Applibot, Inc. The venue: Legends of the Cryptids (mobile game) Name: Aurora, Goddess of the Polar Lights Younger sister to the sun god, Apollo, she is of unparalleled beauty. She symbolizes the spark of creativity. Her arrival heralds the coming daybreak to end the Age of Darkness. Create two versions of Aurora, a Normal and an Advanced. In the normal version it is the moment before Aurora descends from the heavens to the Age of Darkness. For the advanced version Aurora has descended and ends the long continued war in an instant. The world is filled with light. I begin by collecting references for ancient Greek and Roman armor but bearing in mind that the client is more concerned with just getting a cool image than historical authenticity. The references serve to jumpstart ideas rather than being a constraint. Since she is about to descend I try a top down view so we see the ground far below. Normally you’d tilt the viewpoint up at a character to make them appear more powerful but this angle resonanted well and ultimately this pose paved the way to the final. Shape inspired by the mohawk on Roman general’s helmet. Trying to maintain the feminine waist curves through the armor. A key to figuring out Aurora’s look was finding a balance to her looking beautiful and heavenly while also a believeable warrior. 43 CASE STUDIES Once I’m happy with the character designs and composition thumbnails I do a more detailed line drawing. These are sent to the art director for approval with no revisions requested. I add flowing white fabric into the scenes to harken back to classic depictions of mythological characters. No weapon was specified in the brief but I feel she should have one and decide a bow would be fitting. She wears a laurel and has free flowing hair in the normal version but dons a helmet and additional armor for the advanced. Since she is the goddess of daybreak I choose pale oranges and violets for her color scheme. n Ridiculously skimpy “armor” is common place for female fantasy warriors but don’t jump to that cliché. I didn’t and have since received several comments thanking me for not going that lazy route and instead creating a character that was beautiful, feminine and still powerful and deadly. I adjust the pose so the bow and arrow are plumb vertical and horizontal to create a dynamic composition. The final and sketch that set the direction. Colored images © Appibot, Inc. 44 CASE STUDIES Chloe Chloe is a personal character and this was a quick personal project but it examples the process so well that I felt it should be included. The character is a high-spirited explorer/maintainer of a collection of reality books. She must carry various tools of the trade with her so bags or pockets are necessary. She also has her own sense of fashion and collects various elements from her adventures. n I begin by drawing a single pose that has personality then copy that and create a collection of quick costume ideas over the pose. Choosing the best six I pull them out and refine the concepts. Next I add flat tone colors to the concepts playing with varying color and value combinations. I pick my favorite to move to a final. To this stage I used no reference but now was the time and I pulled refs for various parts of the attire. The pose was also referenced and modified. In the end she is eclectic and haphazard, exactly as she should be. 45 CASE STUDIES Necrolurgy Client and venue: ImagineFX Brief: Create a steampunk wizard for a tutorial article. This content was originally created for the magazine article but as I retain the rights to it I’d like to share it in this section. We’re also changing the focus from the painting process to the character and cover more of the character creation stages that weren’t covered in the original. By the way, ImagineFX is the best digital painting magazine on the market and I do recommend the publication but as they are expensive, maybe asking for a subscription for your birthday is the good option. After binge reading Hellboy comics I was inspired to create this automaton man. This was before the commission and when it arrived I was inspired to revisit this concept. His design moves from being more engine-like (above) to more human (below) I made a note to have a patchwork heart sewn to his jacket that was given to him by a little girl till he could find a real one. Regrettably, I forgot to include it in the final. Oh well, it was a good idea, maybe I’ll get to use it later. These composition sketches set the way forward. 46 CASE STUDIES While the painting will be digital I choose to sketch the scene in pencil with the main character, skeletons and chains sketched separately (after testing various thumbnail versions) I scan and compile the sketches in Photoshop. The composition chosen is simple with the character centered and various design elements pointing towards him (the chains, skeletons looking at him and background girder crossing his chest). As I work on the piece I begin to flesh out more about who he is and what is happening in the scene. He is a steampunk necromancer that uses the forbidden science of necrolurgy to draw power from the afterlife. He channels this power through his staff that sports an encased human skull. The dark power has its price however which causes his body to wither. This effect can be seen on the hand and when it becomes unsustainable the body part is replaced with a steampunk construct. The rest of the image is a little more allegorical. The graves reference the necrolurgy power and the skeletons essentially represent death trying to pull him down and stop him from cheating its system. I know this doesn’t all come across in the image but knowing it helped me understand the scene and make decisions. Putting the sketch layers into a group I set its Blending Mode to Multiply and create a Normal layer underneath where I begin blocking in the color with a large round brush. The colors chosen are cold and subdued to reflect the scene’s subject. Red was originally picked as the main accent color but I change it to blue as I feel red would be too natural and warm. I move onto blocking in the colors of the necromancer’s various elements as well as the surrounding chains. While not aiming for photorealism I make it a point to differentiate the surface qualities between the brass, steel and clothe. Wanting the character to stand out even more I brighten the background behind him so his contour has greater contrast. 47 CASE STUDIES I use my iMac’s Photo Booth program to snap some quick references for the skeleton hands. I pull these images up in Photoshop, add them as new layers and position them next to the figures to sketch from. A second chain is added in the front to break up the perfect “X” pattern made by the two current chains and the pipes on the right side are painted. Browsing online I notice a photo of a wolf dusted in snow and I decide to add the same wintry magic to my image since it’s a logically explains the cold color scheme and the background fading into grey. One layer is added for the falling snow and a second for snow that has collected on surfaces. With a vinyl skull I picked up from a Halloween store in front of me I refine the skeletons one-by-one desiring to add a touch of authenticity without compromising their initial design. I purposefully retain Mignola’s Hellboy style to them since he inspired the scene. Some technical know-how is essential to operate your painting program but beyond that it is not what separates pros and amateurs. The difference is not external in the form of technical know-how but internal in the understanding of light behavior, color, values, design sense, as well as one’s critical thinking process and general commitment (among others). Remain open to additions and changes throughout the piece. Taking Snapshots in the History menu throughout the painting process will make you more comfortable to experiment with ideas along the way since you’ll always have a safety net just a little behind you. n I only used four brushes to paint the image, three default rounds from Photoshop and a custom rectangle brush set to follow the direction of my stroke to create straight lines and Watch a timelapse of the painting sharpen edges. process on my YouTube channel, www.YouTube.com/Swatches. 48 CASE STUDIES Little Red Riding Hood This non-commercial project began during a panel at Spectrum Live by Iain McCaig, a character concept artist on Star Wars Ep. 1-3, John Carter and Peter Pan (among many others). In a back and forth with the audience we discussed a post-apocalyptic retelling of Little Red Riding Hood. We outlined the story and characters during the panel then he challenged us to illustrate them after the event. Below is my pass at the concept. The exercise of reimagining a classic tell is a fantastic one that I recommend. If you’re wanting to build a concept art or illustration portfolio but don’t know what to draw, this is your answer. It let’s you create new characters, has built in audience recognition, shows you can work inside a frame while being creative and viewers love watching a series unfold. Take the story and characters you’re familiar with and give them a new spin. What if Goldilocks and the Three Bears was a space fantasy piece? Goldilocks could be an astronaut stranded on an alien world who comes across what she thinks is the abandoned residence of a native. How about Hansel and Gretel as a western? A woman hires a cannibalistic shaman to put a spell on the man she wants to marry then sends his children to the shaman as payment. Story of Red 3 - A 10-12 year old female clone (3rd generation) created as an unknowing organ bank for her privileged and unseen original that lives in a walled utopian city. They removed her right arm and replaced it with an artificial one. She has no clear memories of that event except for nightmarish recollections of a wolfman which is one aspect of her consistently seeing the world differently than it actually is. Visuals of Red 3 - What would she actually want to wear and have access to? The overcoat would offer good protection, give her a swooshy cape feeling she likes then put it with shorts to give a mismatched impression. A backpack to carry supplies as well as a beaten umbrella as an unique prop. Why an umbrella? Because if you're ten and you find an umbrella you're totally going to keep it and pretend it can do all kinds of things. When possible, let the narrative direct the visuals, not the other way. 49 What if Pinocchio was a science fiction piece where the puppet was an artificial intelligence? Actually, scratch that one as it’s already a movie. It doesn’t take much to get the creative juices flowing when revising a classic partly due to the fact that the narrative is baked in to begin with. Starting with a narrative gives an immediate buffet of ideas and options to explore. I’ve included my images and thought process in notes in hopes that they may encourage you and help you understand how to approach the challenge. CASE STUDIES Story of the Woodsman - A man of undetermined age, he is also a clone (9th generation), but has not been harvested. Acquiring the axe from emergency firehose box in the operation room he used it to force his way out of his containment zone and is now roaming through the area. Nana warns Red not to associate with the Woodsman. In the end, it is the Woodsman that breaks into the operation room to save Red from the wolf. Visuals of the Woodsman - His apparel reflects him as a man on the move. A large camping backpack is loaded with supplies and a bedroll as well as bottles of water. A post-apocalyptic world is reminiscent of the Wild West in some ways and a tip to show that is with a heavy poncho the Woodsman wears which is practical as protection and source of warmth. Never knowing what he might need or want to collect he wears a fisherman's vest under the poncho with pockets for everything. Story and Visuals of Nana (Grandma) - She is a doll of Red3 who is actually a surveillance device of the computer that monitors the clone. It is Nana that convinces Red to go through the woods to "Nana's house" which is actually the operation room. The strength of the connection between Red and Nana is through stories. Red doesn't know how to read so she relies on Nana to explain the world around her but Nana uses that to manipulate her. Red has a big imagination and Nana feeds that by recounting tales every night. Nana then is her link to a world of imagination and friendship. Nana's design is straightforward in the style of Raggedy Ann. She wears an apron, has white curly hair and rosy red cheeks. 50 CASE STUDIES Story and Visuals of Wolf (Surgeon) - An unnamed man who harvests the organs and is in league with the Nana computer, doll and unseen elite society. While the surgeon is connected to everyone's backstory we don't see him until the end when Red enters the operation room. He doesn’t really need a backstory himself though it is important it’s established what his role is. In contrast to the other characters dirty and disheveled appearance the Surgeon is clinically clean. We never actually get to see his face as he wears augmentation lenses and apparatus on his head. Since Red3 sees various things differently than reality it is she who remembers him as a wolfman. In designing the Surgeon it was important that there would be visual cues shared with the Wolf version. This includes the red "eyes", red hands, black face and grey body. Having a clear idea what the surgeon should look like I decided the best way to render him was to use the technique of “photo-bashing” where pieces of photos are meshed together and hand painting is used to blend them and fill where necessary. Visuals of Red1 - Imagining the original Red has a genetic pre-disposition for joint problems Red1 has had both legs from the knee down, left arm from elbow down, her right eye and organs harvested. A machine attached to her back filters her blood. The machine also helps regulate her body temperature, thus the lack of need for heavy clothes. Giving Red1 short artificial legs and long arms increase her Gollum-ness of walking on all fours. Unable to wear a backpack due to the machine, she pulls an old shopping cart full of supplies via a rope tied about her waist. A machete has been lashed to the end of her crutch as a meager attempt to arm herself. Story of Red1 - She is the first clone in the Red line and has been harvested many times. Part machine and part human we see her briefly as a harrowing example of what's in store for Red if things don't change. She is a Gollum-like character. After several attempts to sketch Red1 in pencil I switched to Photoshop which was enough of a creative change to get me over the design hurdle. Sometimes a change of medium can really help. 51 RESOURCE: EXERCISES SECTION 4: EXERCISES & RESOURCES I’ve thrown a lot of concepts at you in the previous section and here is where I provide some springboards for you to start creating. The exercises are good to start you brainstorming, maybe approaching the creative process differently than normal and push you to attempt concepts you’d normally never try. Also included are time-saving pages that you can print out and sketch over with guidelines, mannequins and head shapes. Use them for your personal studies or a group drawing activity. 52 RESOURCE: EXERCISES Twist Character design is often just reality with a twist. It’s getting something relatable (even ordinary) and giving it a shove in a different direction. The twist can be lots of things, like changing the standard gender, species, time period, technology, genre or many more! Or perhaps it works better to think of it as a mashup where you get two or more (usually unrelated) elements or ideas and combine them together into something new. It’s simple enough, just pick at least one characteristic from each column or stretch your skills by using a randomizer (or dice) to pick one for you which will keep you from just choosing subjects you are comfortable with. Class Distinguishing Elements 1. Pirate 2. Centurion 3. Knight 4. Barbarian 5. Detective 6. Mage 7. Assassin 8. Cyborg 9. Android 10. Elemental 21. Cowboy 22. Hunter 23. Mercenary 24. Scientist 25. Diplomat 26. Scholar 27. Outlaw 28. Seer/Oracle 29. Witch 30. Bounty Hunter 1. Pet/Stead 2. Artificial Bodypart 3. Wounded/Scarred 4. Unusual Haircut 5. Tattoo 6. Jewelry/Adornment 7. Bodypaint/Makeup 8. Plump 9. Old 10. Facial Hair 21. Glowing Shape/Pattern 22. Animal Facial Feature 23. Animal Horns/Claws 24. Animal Legs/Fur 25. Animal Tail/Wings 26. Albino/Very Pale 27. Shadowiness 28. Extra Limbs 29. Unusual Proportion 30. Expression 11. Wizard/Shaman 12. Undertaker 13. Merchant 14. Barmaid 15. Soldier 16. Monk 17. Paladin 18. Cleric 19. Necromancer 20. Punk 31. Astrologer 32. Technician 33. Mechanic 34. Blacksmith 35. Medic 36. Adventurer 37. Advisor 38. Guard 39. Navigator/Guide 40. Nobility 11. Eyewear 12. Prop 13. Weapon 14. Muscular 15. Hood/Shroud 16. Eyes 17. Good Looks 18. Hair Color 19. Magical Limbs 20. Sexiness 31. Crest/Emblem 32. Headpiece 33. Skin Color 34. Thorns/Bone Spikes 35. Diseased 36. Bald 37. Mask 38. Glowing Bodypart 39. Eyepatch 40. Posture Species Genre Motif Time 11. Satyr 12. Vampire 13. Ent 14. Demon 15. Faerie 16. Troll 17. Gnome 18. Witch 19. Siren 20. Mutant 11. Mythological 12. Crime/Detective 13. Superhero 14. Space Opera 15. Post-apocalyptic 16. Dystopian 17. Space fantasy 18. Urban 19. Surreal/Dream 20. War 11. Sphererical 12. Geometric 13. Floral 14. Wave 15. Tree 16. Sun (radial) 17. Leaf 18. Herringbone 19. Interwoven 20. Lattice 1. Human 2. Goblin 3. Elf 4. Minotaur 5. Dragonborn 6. Alien 7. Halfling 8. Nymph 9. Giant 10. Orc 1. Whimsical 2. Western 3. Horror 4. Science Fiction 5. Steampunk 6. Fable/Fairy tale 7. Fantasy 8. Mystery 9. Action/Adventure 10. Mecha 1. Dragon 2. Wings 3. Ram 4. Lion 5. Snake 6. Bird 7. Triangle 8. Hexagonal 9. Cubic 10. Circular Corresponding guide page on next page > 53 1. Prehistoric 2. Ancient Empires 3. Middle Ages 4. Victorian 5. Western 6. Industrial 7. Modern 8. Near-future 9. Futuristic 10. Post-apocalyptic Gender 1. 2. 3. Male Female Androgynous One item from each list could generate over 300,000,000 different character combinations! RESOURCE: EXERCISES Print off page, fill out your parameters from the previous page and sketch them out Class: Species: Genre: Time: Gender: Distinguishing Element: Class: Species: Genre: Time: Gender: Distinguishing Element: Class: Species: Genre: Time: Gender: Distinguishing Element: 54 Motif: Motif: Motif: RESOURCE: EXERCISES Illustrator Silhouette First Where the last exercise was about illustrating well-known characters with a twist this one is about illustrating your own version of characters. Whether it’s for a story that has never been visualized such as from a favorite novel or one that has known renditions it doesn’t matter. No one reads the same book and imagines the characters exactly the same way. So pick up a book, begin reading and sketch the characters as you go! As a fun problem-solving and exploration exercise draw a series of silhouettes. Focus on making them varied and interesting. Don’t think about what’s inside making the shapes, just focus on making interesting shapes. Afterwards go back and fill a character to fit that silhouette. This is pretty backwards from the standard concepting but that’s one of the reasons that it makes a great exercise. Having to imagine postures, props, and whatever else to fit the shapes can really help your brain consider new possibilities. Also consider doing silhouette swaps with a friend where you both draw the shapes then swap and fill in the characters on the other’s shapes. That way you can’t cheat yourself by planning the character ahead of time. Or try turning the page which often leads to the character needing to be in an unusual pose. The same approach can also be used for heads or busts, not just full-length figures. To get you started here’s some silhouettes to play with! 55 RESOURCE: EXERCISES Scribbles Our brains are hardwired to find patterns out of chaos especially when it comes to humanoid shapes. Like seeing everyday objects in clouds this exercise is about finding a character in a jumble of lines. Pull out the shapes that are useful, leave those that aren’t and you may be surprised the variety of interesting characters you come up with. These examples to work from were created digitally but you could also try making pencil squiggles or use a light grey pen to make some random shapes. While most will probably be forgettable you may find some worth continuing with. 56 RESOURCE: MANNEQUINS Save some time by using the basic bodies below but I also suggest making your own collection that will match your particular style. Print the page and sketch over these or make copies for future use. 57 RESOURCE: GUIDELINES Save some time by using the basic proportion guidelines. Sketch here or make copies for future use. RESOURCE: THEME EXERCISE Now it’s your turn! Choose a theme to expound each concept with: avian, royalty, fauna, or combine them together! 59 RESOURCE: MATERIAL EXERCISE Materials can dramatically change a character’s look. Use the same character I did but use a different set of materials. Instead of the leather/fur I showed earlier try your own combinations! 60 RESOURCE: HEAD SHAPES Make some head variation of your own Old age Makeup/Warpaint Animalistic feature Use these simple head shapes to get you started. 61 Unusual hairstyle RESOURCE: HEAD FORMS Now practice with simple head forms. Add your own in the space at the bottom. 62 RESOURCE: CHAMPION EXERCISE Your Champion You’ve looked at my two final examples and now it’s your turn! The aspect you’re focusing on is him as the champion. As you can see, a basic body pose has been provided which shows this version of him is not just strong but Herculean! Remember those bracers we played down in the other two designs? Now is their time for prominence. In this version the bracers aren’t just fancy apparel but magical artifacts forged by Hephaestus himself. He is noble, powerful and in your hands. Good luck! You may want to also look at the other similar designs we made earlier in case one of them sparks some ideas. Here’s your starting point. Now take a minute to think over the vision and determine what helps tell that vision and what needs to be altered or added. 63 RESOURCE: ELEMENTAL Now it’s your turn! I’ve started two of the figures but the rest are up to you. Elemental Hooded mage You choose the theme here! 64 FINAL THOUGHTS We will never “finish” art. We chase perfection in our work, knowing all the while that it is the pot of gold at the end of the rainbow and we will never reach it. But that’s okay. The satisfaction of creating today what we couldn’t previously emboldens us to continue and to ask more of ourselves and our abilities. It is my hope that this book has aided you in your art by removing some obstacles or connecting some mental dots and in turn emboldened you to dream bigger and attempt more than you have before. Clint Cearley 65 gallery clintcearley.com education patreon.com/swatches videos patreon.com/swatches store swatchesart.com ABOUT THE AUTHOR @cearleyclint Trained in traditional media Clint Cearley now works primarily as a freelance digital artist. He is most well known for his illustrations for the game Magic: The Gathering and as the host/teacher of Swatches. Art featured in Spectrum 17, 19, 21 and 24 his work was also awarded the Master title in Exposé 10. Facebook.com/cearleyart clintcearley@live.com Clint currently resides in central Tennessee, USA. 66