Transcripts
1. Introduction: Hello, and welcome to another edition of Character
Design Crash Course. My name is Melissa, and I'm a surface designer
and illustrator based in Northern California. Character Design crash course is a series of illustration
classes meant for beginning cartoonists or intermediate character artists
looking for a refresher. In this course, I focus
on how to draw kids of all ages from newborn
babies to young adults. I'll go over some of my
greatest inspirations. All of the different
tips and tricks I use to age a
character up or down. What qualities and kids
make them look young and which of these qualities you can exaggerate in cartooning. Finally, I'll
demonstrate my process for designing a young character. In this class, I really focus
on taking the principles learned in my other courses and applying them
to designing kids. That said, if you haven't
taken any of my other courses, you can still start
here if you'd prefer. But I do recommend checking out my dynamic design in four
steps class along with this class as I go over the fundamentals of
character design in more depth in that course. I'll be demonstrating in
procreate, but rest assured, you can do everything
I'm going to demonstrate in this
class traditionally. So all you really need
is a pencil and paper. So let's get to drawing.
2. What Makes a Character Look Young?: So, what makes a
character look young? I think the biggest factor
to consider when it comes to designing
kids is proportion. You can instantly age a
character up or down, depending on how you
change the proportions. Basically, the younger you
want your character to appear, the smaller the head to
body ratio should be. Both figures look young here, but the figure on
the right looks even younger than the figure on the left because the proportions are pushed just a
little bit more. The body is nearly the
same height as their head, and you can push it
even further and make the body the exact same
height as the head too. So one to one ratio instead of a one to
one and one third. Both of their heads are big in proportion to their bodies, which is important as
are their eyes and ears. Fun fact, after we're born, our eyes grow for the first
three months after birth, and then hardly at
all after that. That's why they look so big in babies and kids because they're relatively large for the size of the tiny head
that they're in. Basically, when
it comes to kids, big exaggerated features will go a long way towards
indicating youth. The only exception is the nose. Kids noses tend to be pretty small, especially baby noses. There are certain rules of thumb or guidelines that can help you make better
design choices, and they can help you
get into the habit of avoiding certain
design pitfalls, especially when
you're a beginner. That being said, I always like to stress the fact
that this is still cartooning and rules are meant to be broken within
the realm of cartooning. Some rules are definitely
more malleable than others. Like I said before, I
know from experience that even the smallest changes in proportion can instantly
age a character up or down. These guidelines are
definitely here for a reason, but I just want you to try not to let these
rules restrict your creativity or stop you from doing your
own experimentation. One of those general
rules of thumb is that soft rounded features, age characters down while sharper edged
features, age characters up? I wanted to show you
this character bust I do on the right though, because while it is true
that rounded features can indicate a character's
youthfulness, if you will. This young girl here
has a sharp square jaw. To me, she could easily
be like 13 or 14, maybe. Would I be able to do
the same thing with a baby character?
Almost definitely not. But the point still stands
that experimenting and trying different things can sometimes lead to interesting,
successful designs. Okay. Placement is
another important factor. Even the most subtle changes in placement can affect
a character's age. For example, you can lower the facial features to
age of character down, like I did with the two right
hand drawings of the boy. In the third drawing over, I also shortened the chin
and widen the cheeks a bit. But in the middle drawing, all I did was move the
features down. Larger foreheads,
fuller cheeks and smaller chins will help make
characters look younger. With the girl, I lowered
and enlarged her head, giving her no neck, and I
also raised her waist line. Just a few small adjustments
can make a big difference. Placement is also
important in profile view and works similarly with both
complex and simple design. Okay, so I'm just going to go over some of the
qualities that you can generally find within the
different age groups. Infants and toddlers have
larger heads, big eyes, little to no neck or chin, small noses and
larger foreheads. Toddlers stand a
little taller than babies and have
somewhat longer bodies. But baby fat is still apparent until they're about two
or three years old. From about three to five, kids start to lose
their baby fat and their necks make
more of an appearance. Rounder face shapes will make a character look
younger as well. The oldest boy on
the right here has the oval shaped head, and I think that
that contributes to him looking a little bit
older than the others. As kids get older, the head to body proportion
steadily grows, foreheads get a little smaller, the eyes and ears are
still relatively large, and cheeks and jaws can
be slightly more defined. The two younger girls are
about three heads tall, whereas the two older boys
are about foreheads tall. The body continues to grow, torsos get longer and facial features can start to get less round and more angular. Although I don't really have
a good example of that here, but I will in later slides. Kids can start to
look a little bit awkward around 11 or 12. Before I move on to teenagers, I wanted to show you
this character I drew a few years ago for a
video game concept. I was first asked to
design a young girl. No specific age range was
given to me at the time, but the game was going to be about a young child's dreams. I knew she had to
be pretty young. I originally drew the bust of her and then later
drew her full body. But I realized after the
fact that she looks older in the bust than she does
in the full body drawing. This is largely due to the fact that in the full body drawing, her head to body ratio
is pretty small. Her body is only
about 2.5 heads tall, and also she's wearing a ones which does a lot
to make her seem younger. Her face is also a
little bit rounder and she seems shy and bashful. I would pin her at about
nine or ten years old. In the bust, however, I think she looks about 13 because her face is
a little bit longer, her neck is
significantly longer, and she has a bit more attitude. She seems more assertive to me. Not that little kids
can't be assertive, but I just wanted to point
out how much attitude, body language, and clothing can also affect the
age of a character. Moving on, Observation is so essential for
character design, and it's hugely helpful when it comes to designing young people. With teenagers, proportions
start evening out. You'll want to look out
for puberty changes such as wider hips, smaller waists, bigger
feet, and gangly limbs. The noses start to
get bigger too. Ears and noses
never stop growing, so their ears are also
still pretty large. Like I mentioned
in the last slide, clothing and body language is really important to
take into account. By this age range, the head to body proportion
has pretty much evened out unless you're going for a more stylized
design, that is. The body is nearly fully
developed with no wrinkles. You want to avoid
excessive contour lines in the face as that is a quick way to age a
character up significantly. Again, attitude, body language, hair styles, more
angular features. These are all really
important factors. Context clues like hair
and clothing styles will help sell the illusion of whichever age
you're going for. Okay. All right. That about covers
it. You can download the slide under the Projects and Resources tab if you want to use it for reference
later on. Okay.
3. Inspiration: I talked a bit about this in my dynamic design and four steps course as well. But I wanted to quickly go over it here because I think it's always just a really good reminder. I think it's really important to look to other artists for inspiration and to learn from them. The only time that I would advise against this is if you're feeling overwhelmed by looking at other artist's work and comparing your own work to it. If that is getting you down, then I would suggest backing away and taking a break from that because it's really hard not to compare yourself. Even though one of the number one pieces of advice that I give and that I've received is to try not to compare yourself to other artists because it's really never fair to do that to yourself. You don't know how long the other artist has been drawing and they most likely have a lot more experienced than you do. That's much easier said than done though. It's good to give yourself breaks from looking at everyone's gorgeous, amazing work. But overall, I do think it is extremely valuable to look to other artists for inspiration, and I say this from personal experience. I cannot tell you the number of times I've gone to Pinterest to look at reference or other people's work and it helped me get unstuck from whatever design problem I was facing. You want to analyze and study their use of shape, what makes their style consistent, what elements and stylistic choices you like and can draw from literally, all that sort you can pick up from studying other people's work. That said, it is super important to be influenced by more than one artist because you really don't want to run the risk of emulating one person's work too closely. As ideally, you want to develop a style that is uniquely your own. I still feel like I'm developing my own style and I'm not sure if I'm ever going to stop feeling that way to some degree. It takes a lot of practice, a lot of experimentation, and trying different things including styles and a lot of time, and dedication. I still feel like I'm constantly trying out different style choices. But that is okay because I have learned to embrace the process and enjoy the experimentation. I think that is something that we all have to do because the main reason we're doing this is because we enjoy it or else, why would we be doing this to ourselves? It's really hard. Now that that's been said, I want to quickly show you some of my own inspirations, people who I think draw kids specifically really well. A huge influence on me and someone I mention a lot throughout my classes, is Stephen Silver. He's a wonderful art teacher himself and so much of what I know, I've learned from him. I don't think my style is similar to his at all, but I can still see the influence in certain choices that I make. I just think that he's so good at really conveying age with shape and attitude, and clothing, etc. The next person is Shaun Bryant. I really love this line up of boy scouts and how it's super clear that they're all young. I love how the general proportions are pretty similar, like they've all got big heads in relation to their bodies, big ears, all that good stuff. But there's still so much clever variation in body shape and head shape. None of these little guys are boring to look at and no two look the same. The next artist is someone I recently discovered named Luigi Lucarelli and I just think her work is amazing. The two lineups on the top and the bottom right are the students in this magical school world. The bottom left is a lineup of some of the adult professors. I wanted to include them to compare it to the kids because I just think these are so successful conveying age across not just humanoids, but non-humanoids and animals, and rock creatures. I just love that. A lot of the things that I've been talking about are so evident here, like attitude, proportion, clothing. All of those things combine to sell you the illusion that you're looking at a child monster. I just think you can learn so much from looking at these and comparing the differences between the kids and the adults. It's just so great. I love it. I love it so much. I have two slides of his work because I also thought this was really cool, because he's got one character at different ages in her life. Looking at the differences there is really interesting and helpful. Then on the right, there's one character drawn in different styles. I think that some of these look younger than some of the others. The one on the bottom right to me looks the youngest and I think that's because of her relatively large head and the fact that she doesn't have a visible neck. Her ears are pretty large in all of them, which helps her look youthful in every version. But in the bottom right, they're even larger. Once you are able to recognize these things, you can better analyze the drawings you see and understand why these illusions are being sold to you, and hopefully apply that knowledge and understanding to your own drawings. The next artist is Claire Keane. I just love how expressive these drawings of Rapunzel are. You've got little-round pudgy baby Rapunzel. Then taller Rapunzel has almost the same head and face shape, but her body is a little longer. The next artist is Karly Jade Catto. The cat here to me seems pretty young because of her big head and large eyes, I think. It just goes to show that you can apply these same ideas to animals as well. The next is the one and only Milt Kahl. What even is there to say? His work is just amazing and so inspiring. Next is Anoosha Syed. I wanted to include a variation of styles. I think that Anoosha has such a strong, unique style. I think it's interesting that there's really not too much difference proportionally between the infants and the older kids. The bodies of the older kids are just a little bit longer maybe and a little bit less rounded. I think the main indicator of age difference is in their clothing though. That's something to keep in mind. Sometimes, it's as simple as that. Then the cats here to me, look like teenagers, largely because of their attitudes and clothing. Although honestly, I would wear both of those outfits. The final artist I want to show you is Ryner Alencar. Look at the difference between what looks to me like nine to 11-year-olds, give or take, versus the other kids who look about 13-16, maybe. The differences are pretty subtle honestly, but they're there. I think for the most part, the teenagers are a little bit longer, taller. Some of them are a little bit ganglia, more awkward proportions. It can be hard to spot, but they're there if you look hard enough. These are just a few of the countless other artists that I'm inspired by. But hopefully, they've got you feeling inspired and ready to jump into creating some drawings of your own.
4. Drawing a Baby: I wanted to include
two drawing demos, one of a baby for this class
because drawing infants, it's not that it's a different
process necessarily, but it comes with its
own special set of design requirements or
not so much requirements, but parameters, I suppose. It has its own
unique challenges. More so than any other
young age range, I think. You can't go to draw a baby
in the same way that you'd go to draw an eight year
old or a 15 year old. And I think the differences
are a little more drastic or obvious, I guess. And I think it's important to go over them
in a little bit more depth. Okay. As with anything, I always try to start out with the simple basic shapes first, using them as building blocks for the overall shape
of my character. I start with the head.
Then for babies, I like to really
emphasize their baby fat. I use a pair shape to build
out the torso and belly. I have a bit of a tendency
to move ahead to rendering my shapes a little bit more than is necessary
in the beginning, which I really
shouldn't do because I tend to have to make proportion
fixes down the line. You really want to
try to stick to rough simple shapes at first until you have
a solid underdrawing. In my other character
design crash courses, I talk about the practice
of using straights against curves and avoiding what
I call the sausage man. As generally, when it comes
to building a character, it's much more visually
appealing to have straight lines and curved lines next to each other or across
from each other. But here, I've put that role aside and I've done
just the opposite, and I've created sausage
link shaped legs. It's appropriate for a baby because they basically
have what look like little sausage link shaped legs because of their
tiny pudgy cute limbs. But again, you'd usually
want to avoid this look, particularly in arms and legs. Once you're happy with the
overall shape and proportions, you can move on to
the more detailed, careful over sketch. A little tiny oval for the
nose and a teeny tiny mouth. I've drawn the eyes huge
and fairly wide apart. The wider apart, the
cuter it is, I find. Here, I lowered the
facial features before rendering them more
because again, lowering the features
ages characters down, and that includes
the ears as well, which I ended up
lowering later on. I also noticed that the head felt just a little
bit big to me, so I adjusted that as well. Here's a little trick I
use for eyes sometimes. I'll draw a diagonal
line from the corner of the eye I've already drawn over to the other
side of the face, and that gives me a
better idea of where I should draw the corner
of the other eye. This doesn't always
work. It depends on what style of eyes
you're drawing, really. You might already have
a guideline there to help you with that
placement anyway. But it helps me sometimes. The eyes in this drawing
nicely lined up now. However, they are not
symmetrical or identical. And they do not need to be. In fact, I would encourage
you to try not to draw perfectly symmetrical faces
as asymmetry adds character, and most people have
asymmetrical features anyway. As you can see, this
baby's body is about a head and three
quarters tall or short. Like I mentioned before, you can push the proportions
here even further. The baby's body could be the same length
as the head even. Maybe you're drawing a newborn
baby or maybe you're just going for super stylized
and exaggerated design. Something that's really
interesting is that you can take some of these ideas and
apply them to other animals. I don't actually draw cartoon
baby animals very often. This was a little bit
of a challenge for me. But I saw the amazing incredible
Aaron Blaze do this once in either one of his
online classes or in a live demo that he
did. I can't remember. But essentially, he took
a basic baby's face. And then with a few
simple changes, turned it into another animal. I can't remember
what animal he drew, but mine turned into a bear. Essentially, I just took
the lowered features, large forehead, the
wide apart eyes, and the small chin of the baby and applied them to what I
think is a cute bear cub. Then just for fun, I turned it into a kitten, too.
5. Drawing a Teenager: I almost always
like to start with some story or personality when I go to design a character. It doesn't have to
be a super complex thought out backstory
or anything like that. But I find that
even just jotting down a few characteristics or traits gives me direction and ultimately makes
my character stronger. Sometimes I'll write
down a list of traits that I know I want
my character to possess. I didn't plan what I wanted
to draw for this demo, so just off the top of my head, I think I'd like to
draw a girl today. I want her to be maybe 13 or 14. Let's make her nerdy
or bookish, friendly. And let's say she is a
bit of a day dreamer. Already, just the small
list is giving me ideas for how I
want her to look, what her expression and
pose could be, etcetera. I go into a lot of depth about story and research and
how you can approach different character
design projects in my dynamic design
and four steps course. If you're interested
in hearing more of my rambling about that,
go check it out. Actually, I go into more
depth on each step of the process of designing a character in that
class as well. I try not to be overly repetitive
in these courses unless it's something that I think needs to be
said multiple times. But yeah, I am streamlining
my process in this course because I don't want to bore those of you who have
taken my other courses. Anyway, after I've written
down some traits and established the type of
person I want to design. I sometimes will draw some
quick little silhouettes to both warm up and figure out a general
shape for my character. Honestly, in this instance, this step didn't really
help me figure that out, which that's fine. Sometimes it's more or
less helpful depending on the character and level of stylization or exaggeration
that you're going for. So anyway, I've moved on to slightly more complex
body shape ideas, and I never skip this step. I always start with
simple built out or three D shapes to create
the form of the character, no matter how simplistic
a style I'm going for. Even if I know it's going to be flat colors with very
little rendering. I still build out my forms
at this stage because it really does help make your
design stronger in the end. I'd like to try out a
few different ideas. If you want to work in
animation or video games or anything like that that would
require character design, you'll want to get into
the habit of creating multiple ideas for
one character. As far as my experience in the industry goes,
it's fairly limited. I've only ever interned at
a video game company once, and I'm not pursuing
character design as a professional
career anymore. Unless you count these classes, which I guess they do count. Anyway, based on
my experience and the advice that I've heard from other
character designers, art directors and creative directors really
like to see that you're capable of presenting multiple ideas for
one character. I think it would be
nothing but helpful to have something like
that in your portfolio. Anyway, the more ideas you try, the more likely you are to land on something unexpected
and awesome. The more you experiment, the more likely it is that your design will be
that much stronger. In this case, I actually think I liked the first
one I drew the most. I think I'm going to go with that, sometimes that happens. But either way, now I have
these other ideas that I can use as starting points for other
characters, perhaps. Because this girl is bookish, I decided that she should be carrying some books naturally. Because my foundational
drawing of her was so proportionally strong and
built out pretty well, I was able to build
more detail on top of it with a
surprising amount of ease. I'm not going to lie. Usually, it's more of
a struggle for me. That said, I did find
some reference on Pinterest and Google to
help me with the posing, which I had up on my computer monitor while
I was drawing this. I particularly
needed reference for her arms and how she's holding
the books in front of her. That was challenging
to get right. This wasn't coming
purely from my mind. I still frequently need
reference for full body poses. The more I draw, the
easier it becomes, the more shortcuts I
can take for sure, but I still struggle
with most poses. So if you can relate to
that, it's totally normal. I think people are the most
challenging thing to draw, whether they're super cartoony
and simplified or not. Go easy on yourself and remember that this
takes practice, persistence and a
lot of patients. I think I got that from
Stephen Silver originally. I think he called
it the three Ps, practice persistence
in patients. Very helpful to remember and constantly
remind yourself of. I decided to draw her
looking up toward the sky because she's a
day dreamer, remember, so I wanted to give
her an expression that implies that she's, you know, maybe lost in
thought or far away. A technique I like to use for neat digital line work is
to draw my lines quickly, sometimes many times
until I get it right, and then erase where
the lines cross over. This works pretty well for
me and it ensures that my lines are clean and
crisp and not wobbly. I talk about this technique
a little bit more throughout my character
design crash course series, including in my
caricature class. There's a video in
that class in which I demonstrate how to arcature or cartoon a live action
fictional character in full from design to color. If you're not particularly interested in
traditional carcature, you can skip the
videos in which I demo traditional charcature and just watch the surrounding videos. Caricature and character
design go hand in hand, and I think it's important
to learn about carcature as it will only help you become a stronger
character designer. Caricature isn't
just exaggerating a celebrity or someone at
an amusement parks face. It's also taking characters from a live action movie or TV show and turning
them into cartoons, and then taking
that knowledge and applying it to your own
original characters. When I stood back
from the drawing, I realized that this
girl looks closer to 16 or 17 than 13
or 14 years old. This wasn't my original plan, but I thought that
I would use this as a teaching opportunity and show you another example of what you could do to Dag character. The things that make her
seem older to me are her long legs and the
width of her hips, or I guess the fact that
she has a small waist. However, you want to look at it. Naturally, I shortened her legs, including the skirt and widened her waist just a bit so that she has less of an
hourglass figure. I think she looks much
more like the cute, slightly awkward daydreaming 13 or 14 year old I
was aiming for now. All it took to do that was
a couple of minor tweaks. This is a lot easier with
digital art, of course, but remember that you can
still use tracing paper or a light board in a similar
way with traditional art. That is that. I decided not to go over color
in this class as one, I don't consider myself a particularly proficient
color artist, and also because
I do demonstrate techniques for coloring in
some of my other classes. If you're interested in
seeing how I color things, then go ahead and
check those out.
6. Thank You + Class Project: Your assignment is
unsurprisingly, to create a young
character of your own and post it as
a class project. As an optional challenge, try drawing two or three
kids of differing ages. I will be happy to provide whatever constructive
feedback I can on it. I call this series Character
Design crash course because these classes really only
scratch the surface of what you can learn when it
comes to character design. But I try to pack in
as much information as I can in a short format. Hence crash course. I periodically release new character design
crash courses that cover a range of specified
subjects all relating to character
design and illustration. If you enjoyed this class, and want to stay up to
date on what I'm posting, be sure to hit the follow
button and you'll be the first to know when each new
crash course is launched. You can also follow me on Instagram at Melissa
Lee Design to see my latest works in progress and or sign up for my
quarterly newsletter. I also recommend some
additional resources, including some other
Skillshare classes on character illustration, which I've linked to under the Projects and Resources tab. So be sure to check those out. While I do believe that my
courses are beneficial to both intermediate and
beginning character artists. I also know that
character design can be really challenging,
especially for beginners. So I urge you to
approach your work with the mindset that you may not create something amazing
on the first go, or it may not look how
you want it to look. Drawing people is
very challenging, and it takes a lot of consistent practice and
dedication to master it. So as always, try not to be discouraged if you're not happy with your results at first. Let yourself improve
at your own pace. My motto on Skillshare
and in life in general is allow yourself
to fail before you succeed. Allow yourself to
create bad drawings and learn to appreciate their worth so that you can
get to the good drawings. On that note, I wish
you the best of luck, and as ever, I cannot wait
to see what you create.