Character Design Official Workbook
Character Design Official Workbook
CHARACTER
DESIGN
A Complete Guide to
Drawing 2D Characters
W W W . D R A W C A D E M Y . C O M
DRAWCADEMY'S
CHARACTER
DESIGN
A COMPLETE GUIDE TO DRAWING
2D CHARACTERS
1st edition
Copyright Drawcademy, Kevin Gardin 2021.
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https://www.drawcademy.com/p/character-design-school-complete-guide
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INDEX
JOIN THE CREATORS FORUM . . . . . . . . . . 10
MASTER CHALLENGES . . . . . . . . . . . . . . . . 12
CH5: SILHOUETTES . . . . . . . . . . . . . . . . . . 61
CH6: CLOTHING . . . . . . . . . . . . . . . . . . . . . 70
CH8: BONUS! . . . . . . . . . . . . . . . . . . . . . . 88
ANSWER KEY . . . . . . . . . . . . . . . . . . . . . . 98
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Shape and dimension are some core elements that any artist
needs to understand when drawing.
When you are putting pencil to paper, even if you are able to
make something "look" 3D, it is still a 2D image regardless.
The reason for this is because it lies on a flat page. In this chapter you will
learn the skills needed to push the believability of your images and create
character details that convey a story.
-12-
5
Visual Elements of Art
Every drawing you could every create is composed of 5 elements. It is important to know
these so you can decipher what part of your images you are creating and what needs to
be improved upon in the future.
1. Line- Either straight or curved, this is a mark that spans the distance
between two points (start and end). Essentially it is a dot in motion, the width
determined by the mark-making tool being used. A line has width, direction.
length, and curve. An outline is a type of line, as is cross-hatching, but an
outline creates a 2-dimensional shape when it is completed, A shape can be
organic or geometric in nature.
2. Form- The form in an image is the illusion of perceived volume and depth
created by employing techniques such as shading and perspective. The tonal
scale (also known as the value scale) is the amount of lightness or darkness
present in any given colour. The difference in tones next to each other is
called contrast and this can be used in the process of giving a shape its form.
3. Texture- The texture is the description of how something looks or feels in an
image. There are two types of textures: visual and tactile. A visual texture is
one that is completely flat but gives the illusion of it being raised off of the
page and a tactile texture is one that actually rises off the page and can be
felt with touch. A painting will typically have more tactile textures than a
drawing because of how some types of paint dry. Some examples of textures
are bumpy, smooth, fuzzy, wet, and rough.
4. Colour- There are 3 properties to the element of colour: hue, saturation, and
value. Hue refers to the wavelength of the light photon when it reaches our
eye. It is the name we give colours such as red or blue. Saturation, also known
as intensity, is the purity of the colour. The more saturated the colour is the
more vibrant it is and the less saturated it is the closer to a dull grey it
becomes. Value (see #2) is the amount of black or white present in a colour.
5. Pattern- An underlying structure of form and space that is organized in
consistent and regular way to promote rhythm. It can be either man-made or
natural.
Good vs. Evil Shape Design
What do you notice about the designs of these 2 chairs?
Which one looks more friendly?
Which one looks more mean?
Homework: Copy Tommy Toon with your own drawing
underneath. What do you notice about the lines?
COLOR & LIGHT
CHAPTER 2
-22-
COLORS CHEAT SHEET
OVERVIEW SATURATION
Colors play an important role in filmmaking. The term hue refers to the color of the
Take time to understand how they can be image itself, while saturation describes
used in set design, lighting and color the intensity (purity) of that hue.
grading.
COLOR WHEEL
LOW HIGH
SATURATION SATURATION
MP
LEM
ME
EN
LE
GREEN ORANGE
Y
CO
RED
BLUE
PR
Y
IM
AR
AR
IM
Y
PR
PURPLE
COMPLEMENTARY
What's So Important
About Colour?
Color can drastically affect the first impression that the
viewer gets when seeing your character.
Think in terms of complementary colours, such as green and
red. You can also use a monochromatic colour scheme such
as dark blue and light blue together. Using a favourable color
combination on your character can boost its attraction level
by orders of magnitude!
Think about the demeanor and personality of your character.
Are they flashy? Stealthy? Rich? Reserved?
The colors that match their type can be great choices.
You don't always have to use bright, saturated colors either.
Think in terms of desaturation and darkening.
On the next page you will see some color variations that I
demonstrated on video in the course of my character
Froster. Which one do you like best?
How Lighting
Tells Story
The direction and intensity of your chosen light source
can change the perception of your character a great deal.
Take the two images below for instance. The one on the left
uses a harsh light which creates dark gritty shadows in the
eye sockets, under the nose, and on the side of the face, The
one on the right uses a soft light which more evenly blankets
the character, creating much less dramatic shadows all
around.
In these two images, the harshness of the light was changed
to portray a more intense and moody sense of despair.
Notice also how the figure has a withdrawn pose and the
camera angle points downwards to create a "Giant's Eye
View" which makes the character appear weaker and more
vulnerable.
In these two images, the
harsh and soft light is again
used to show different
moods. Notice how the top
figure looks much more
heroic and impressive even
though they have the exact
same pose. This is achieved
by using harsh lighting and by
using a bottom-up camera
angle called a "Worm's Eye
View". By looking up at your
character, they immediately
will look stronger and more
powerful.
THE HUMAN BODY
CHAPTER 3
-29-
The first thing that you need to know when learning how to draw the
human body is its proportions. When I talk about proportions I am
referring to the relationships of each anatomical structure to another
in a way that reflects the average appearance of most people. Our
genetics are hardwired to produce certain results as we develop and
these are very consistent and mathematical.
1
-Draw a trapezoid shape for the pelvis.
-Lastly, don’t draw any connecting joints.
When you are drawing the figure’s pose, try to be extremely
conscious of the way these body parts are angled above, below, or to
the left or right of you and draw your shapes accordingly. If you can
get satisfactory poses out of these 3 exercises, then it’s a good
gauge to tell you if you are ready to move on to stickmen and
add anatomical features like muscles and faces to your figures
going forwards. Remember, anatomy is detail, it is not foundational
to your drawing… it’s like the icing on the cake. If your figure is not
flowing properly to begin with, all the most perfect muscles and
details in the world won’t be able to make it a stronger drawing.
METHOD 2: ELLIPSE/CIRCLE FIGURES
To use this exercise, get comfortable drawing quick circles and
ellipses. This is a more simple technique than doing cube figures
because you can draw the circles through each other and not make
them 3D. Steps: Use circles for the rib cage, pelvis and shoulder. Use
ellipses for the head, upper arm, forearm, hand, upper leg, lower leg,
foot and stomach. This is a great way to learn how the human body
flows with organic rounded shapes. You will notice how your figure
comes to life and looks natural very quickly and stands apart from the
cube figure. Note that the strength of the cube gesture exercise is to
help you place your anatomy in 3D space when legs and arms start
reaching out from the body. Try thinking about overlap more with the
cube gestures.
Steps:
Use circles for the rib cage,
pelvis and shoulder.
Use ellipses for the head,
upper arm, forearm, hand,
upper leg, lower leg, foot
and stomach.
2
Here are two diagrams showing the differences between how you will
create your cube figures and your ellipse figures:
METHOD 3: BLIND CONTOUR
To use this exercise, you will first need to stop caring about what your
final product looks like, ESPECIALLY if you are always going for realism.
To do this you need to start at one point of the figure (try starting with
the face) and without lifting your pencil or looking at your page, draw
the entire body as detailed as you can. The purpose of the blind
contour is to loosen up your pencil strokes and to feel more rather
than to be in a technical mindset. It will get you to pay more attention
to your subject matter than getting caught up on your page.
In this chapter, you will learn more about the human face and
its intricacies. You will learn how to place the eyes, ears, mouth,
and nose on guidelines to quickly begin building your character's portrait.
-49-
Homework: Memorize this diagram of the
proportions of the human head. Draw 10x
In this chapter, you will learn more about the benefit of using
the process of drawing silhouettes to create fast and easy
character and architecture concepts.
-61-
What Are Silhouettes?
Silhouettes in general are blacked out images of objects caused by a
dim light source from one side that shines around the object but does
not provide any color information of the other side of it.
In character drawing, it is essentially a blacked out stick-figure with
extra shapes added on to show the bare outline of clothing, armor, and
weapons. They are used by professional character concept artists in
order to produce many ideas quickly and efficiently. The strength of
your character design really hinges on the readability of your
silhouette. To do them all you need is a black marker and a piece of
paper. If you want to add an extra layer of detail, you may want to use
a white gel pen over top of the marker. If you are not comfortable in
your abilities yet to draw the silhouette right off the bat, it is perfectly
acceptable to draw your stickman and then layer a silhouette on top.
Alternatively, as shown with my architectural thumbnails, you can use
watercolor to create a quick sketch and add details with a black
marker over top. Of course, all of this can be done digitally as well if
that is your drawing preference.
One rule of thumb is to keep each silhouette to less than 2 minutes. It
is a very focused effort of direct intent, quickly trying new
combinations and variations. Remember that the point of doing your
initial design sketches this way is to improve your output speed. In the
following pages I have provided you some examples of characters and
architectural ideas using two different methods of thumbnail
sketching. Both methods are explored on video in the course.
We explored this
orc in the course!
We explored this
elf in the course!
CLOTHING
CHAPTER 6
In this chapter, you will learn more about how to clothe your character.
In order to do it effectively and believably, you will need to
become familiar with the different types of folds that
exist in nature and how to use them in the right situations.
-70-
YOUR CHARACTER
CHAPTER 7
-74-
Remember when I drew this guy?
The description words were STEALTH, REPTILLIAN, and FLYING
Do you think I achieved a good result?
Remember with your character to really focus on the descriptive
words and to choose design features that match.
The Steps of
Character Creation
Identify the descriptive words that your
1 character is to be based on.
Silhouette
-88-
Having trouble?
?
Find all of the solutions on the next pages!
ANSWER
KEY
Homework
Questions
PG 21
QUESTION
"Copy each line of this character. What do you notice about the lines?"
ANSWER
The artist that drew Popeye used expressive and dynamic black linework. The
lines have a variety of "line weights" which give dimension to the drawing.
PG 36
QUESTION
"How many heads tall is Tommy Toon in comparison to a human being?"
ANSWER
Tommy Toon is 3 heads tall where as a human is between 7 and 8 heads tall on
average.