Character Design Fundamentals Part 2: Gesture and Expression | Emma Gillette | Skillshare
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Character Design Fundamentals Part 2: Gesture and Expression

teacher avatar Emma Gillette, Freelance Illustrator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Class Intro

      3:20

    • 2.

      Class Project

      1:56

    • 3.

      Gesture as the Designer's Performance

      1:50

    • 4.

      Get in the Habit of Gesture Drawing

      3:56

    • 5.

      Line of Action

      9:51

    • 6.

      Exaggeration

      2:38

    • 7.

      Grounding and Balance

      4:54

    • 8.

      Straights Against Curves

      1:30

    • 9.

      Gesture Drawing Demo

      12:40

    • 10.

      Applying Gesture to Character Design Demo

      5:53

    • 11.

      Silhouettes

      1:36

    • 12.

      Final Thoughts

      2:14

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About This Class

Inject life and energy into your stale and lifeless drawings! This is part two of a three part series on the fundamentals of character design! In this series I share with you all that I learned about character design in art school. In part one you learned how to construct a solid and interesting character design. In this class, you will learn all about gesture and expression. You will be putting your hero and villain character designs from part one into interesting and dynamic poses. In the next and final class of this series you will finally take them to finish with color and line art. By the end of this series you will have all the tools you need to create amazing designs and to tell powerful stories!

In this second class in my series you will learn gesture and expression. Why would you spend so much time designing beautiful characters only to put them in stale and boring gestures? You will learn how gesture is the designer's acting, and how you can shine on the stage of design. Bring your designs to life with compelling acting, and learn how to make any pose balanced and grounded.

What we'll be covering:

  • Why acting is so important to character design
  • How to get in the habit of gesture drawing
  • What a line of action is
  • How to use exaggeration
  • How to ground your characters and bring balance to their poses
  • How to use straights against curves
  • Watch a few demonstrations to help you better understand the material
  • Learn how to use silhouettes

I will do two demonstrations: one for gesture drawing, and the second for applying gesture to a character design.

Your assignment is to practice gesture drawing and place your protagonist and antagonist (hero and a villain) into dynamic poses that further tell their stories and personalities. Don't worry too much about keeping your drawings tight and finished- in the next class in my fundamentals series we will learn how to polish them off with linework and color.

Share your preliminary gestures in the Discussion tab if you want feedback and/or critique!

Please share your character design gestures and their silhouettes in the project gallery.

I can't wait to see what you accomplish in this class! Don't forget to tag me @emmagilletteart on Instagram or Twitter if you end up sharing your work there.

If you have any questions or feedback, please don’t be afraid to reach out in the Discussions tab. I can’t wait to see your projects!

Gesture Drawing Resources:

  • I used the Gesture Brush from the Retro Max Pack on Procreate.

Meet Your Teacher

Teacher Profile Image

Emma Gillette

Freelance Illustrator

Teacher

Hello, I'm Emma!

I'm a freelance children's literature illustrator from the US. My clients include Disney, Random Penguin House, National Geographic, and American Girl among others. My husband (who is also an illustrator) and I own our small illustration business together, and love creating art for our amazing and exciting clients, and love the flexibility that careers in freelance illustration offer us.

I love sharing my professional and personal work on Instagram, and also share the in and outs of what it's like to be a wife, mother, and illustrator over on Youtube and Tiktok, so feel free to check out what I'm doing over on those platforms as well!

If you have any special recommendations for future classes, please feel free to write me an email at emmahg... See full profile

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Transcripts

1. Class Intro: Who doesn't love a good character design, who isn't thrilled by a character on-screen who is captivating visually and who really connects with the viewer on an emotional level. The impact your designs can have on others is something truly unique and special. Almost like a superpower. Designing a character is fun and exciting, but it can also feel a little daunting if you haven't been taught the fundamental laws of good character design. Welcome to the character design fundamental series. My name is Emma Gillette and I am a professional illustrator with experience in the publishing and animation industries. I have a BFA in animation and art directed the student Emmy nominated short film tie G2. I have been working as an illustrator for five years and my clients have included Disney, random penguin house, and American girl among many others. This is part two in a three-part series all about character design basics and fundamentals. In this series, I'll help you level up your character design skills by taking you through all of the rules and basic fundamentals that I learned in art school. In the last class, you learned all about basic construction and shape language. You designed two characters, a hero and a villain. In this class, you'll learn how to put your designs into dynamic and expressive gestures. If you haven't taken part one of this series yet, go ahead and hit pause and take that class first. You're going to need to design your hero and villain before you can complete the class project for this class, the next and final class of this series, you'll learn how to take your designs to finish with color and line work. These are tools of the trade that every professional character designer knows and soon you will too. In this second part of my fundamental series, you're going to learn all about acting for character designers. Have stage fright, don't worry. You don't have to get up in front of anyone. You just have to learn all about how gesture and expression are key to bringing life to your character designs. It isn't enough to design interesting character designs and boring static poses. You need to bring them to life with dynamic and interesting poses. I'm going to show you simple but important principles that are going to help you draw poses that look and feel believable. I'll also share some tips and tricks that will help those causes explode with life and movement. Combined with the principles that you learned in part one of this series, you will be able to tell powerful stories through your designs. Today's class project is to put both the hero and the villain that you designed in part one into two gestures that showcase their personalities and story. By the end of this class, you will be equipped with the tools necessary to make your character designs shine with expressive and life-like acting. If you are starting out on your creative journey or are looking for ways to brush up on your skills. This is the class for you. If you consistently apply these tools and principles that I will teach in this class, you will be more confident in every new creative endeavor that you enter into throughout your artistic journey, you will be amazed by the growth that you make by practicing these things. I am so excited to see what gestures you come up with for your character designs. So let's get started. 2. Class Project: At the end of this class, you will demonstrate your knowledge of the principles of gesture and expression using the hero and villain character designs that you did in part one of this series. You will place them in dynamic and exciting poses. If you understand the material in this class, you will be able to pick the perfect pose that helps tell that character's story and sets them apart from their counterpart. Help them become living, breathing characters by paying close attention to their personality and stories, then pick the pose accordingly. For this class, I encourage you to keep your drawings loosened sketchy. In the next and last part of this series, I'm going to be showing you how you can polish those designs with line and color. But for now, having a loose sketchy look in your drawings will help and aid them to have life and motion. Here's a little pro tip. Drawing from your shoulder helps you keep loose. Drawing from your wrist encourages short feathered lines, which contributes to making a drawing feel stale and stiff. Drawing bold, confident strokes from your shoulder gives a punch of expressiveness to any drawing. Try it out. I'll be using the gesture brush from the retro max pack on procreate. But you can use any medium or brush that works best for you when you have finished your project, I would love for you to put them up in the project gallery below, especially if you are looking for critique. Receiving critique graciously is the easiest and fastest way to grow as an artist. Also, if you share your piece on social media such as Instagram or Twitter, go ahead and tag me in it over there. Here's my handle for all accounts. You can also ask for critique over on those platforms as well. 3. Gesture as the Designer's Performance: Whether you're designing for comics, movies, video games, or books, acting is a key and important part of character design. Think of your character as an actor on a stage. Their performance will determine whether the production gets a standing ovation or boost from the crowd. Just as an actor is uninspiring, just standing and reading lines from a script. So as a character design standing in a static posts, staring blankly at the viewer when you have spent so much time carefully designing a character using the other principles of design, by which you then put them a lifeless and boring pose. You can learn so much about a character just by how they walk, how they scrunch up their face on their angry or what they do with their hands when they're nervous. Don't miss out on this opportunity to really dive into the quirks that make your character unique. Learning to draw characters and expressive poses is a mess, especially if you are looking to impress video game or animation studios with your character design portfolio, the best portfolios usually will have a character sheet that includes a static pose of your character. And usually in a T-Pose for animators to use as reference. But after that, the portfolio is going to be filled with drawings that really push the characters limit and range to show they're acting ability. Art directors wanted to see that a character is interesting to watch an animation. And it's the character designer's job to prove that even if you're just drawing for personal reasons, learning gesture will improve your drawing capabilities immensely. So why not learn now? 4. Get in the Habit of Gesture Drawing: Making a practice of regular gesture drawing is one of the best things that you can do as an artist. Gesture drawings are quick sketches that prioritize flowing movement, fluid lines and emotion over carefully constructed drawings that focus on form and anatomy. Gesture drawing is so important to animation studios that they usually hold weekly gesture drawing sessions for their artists to get practice. Gesture drawing is where an artist test their ability to tell a clear story through as few strokes as possible. Gestures can range from 10 s or 5 min depending on how you're feeling. 10-second gestures are really great for learning exaggeration and storytelling and usually end up and less defined drawings that are more expressive and suggestive of movement. Five-minute gestures are more for storytelling and usually include a model that's wearing costumes. So your drawings end up a little more detailed and use the costumes to aid in telling the story. There are different ways and places that you can do gesture drawing. A quick Google search will let you know if there's a local gesture or figure drawing class near you, you should call and ask if they hold gesture drawing sessions. Regular figure drawing session will typically have models that hold the poses for even one to 2 h. Whereas in a gesture drawing session, the model will be frequently changing up their poses, allowing you to get more practice. These sessions are fun and give you the opportunity to draw from life, which is a vital skill for every designer to have if circumstances prevent you from going to a live drawing session. There are several different ways that you can draw from the comfort of your own home. The first is to invite family or friends over to pose for you. You can provide props and costumes. And if your friends or artists, you can even take turns posing for each other. The second option is to use an online gesture drawing service and draw using images on your screen. There are several websites that have massive libraries of photos to cycle through. They have options for clothes models and you'd models, prompts, action poses, and even have timers that you can set. I will have a few of them linked below in the projects and resources tab. Try them all out and pick which ones you like best. There are no right or wrong tools that you should use for gesture drawing. Either. You can use pencils, charcoals, markers, pastels, crayons, whatever feels fun and inspiring to you. That's what you should use. You can do small drawings in a sketchbook or an a clipboard. Or you could do big drawings and a big figure drawing pad. You might try several different mediums and formats and decide which inspires you most and keeps your drawing free and flowy. And just as a reminder, don't forget to draw from your shoulder. Starting a practice of regular gesture drawing will keep your skills sharp and to encourage you to stay loose and expressive in your drawings. Gesture is all about feeling and movement and transposing the energy that you see in the model back onto the paper. It isn't so much about copying the pose exactly as you see it. But getting a feel and an understanding of the energy in that pose, and then getting that same feeling and energy onto your paper. That may mean that you exaggerate the post, tweak some things here or there, or add motion or movement in the hair or costuming. A fun exercise you can try is to look at the pose and imagine what character they are and what they are doing. Maybe your model as a pirate leaning on her sword and you add little elements here and there to help tell the story. Whatever you do, have fun with it. 5. Line of Action: When doing any kind of gestural drawing, whether that's a quick study or a more sustained pose, It's important that you first find the line of action. The line of action is an imaginary line that carries the main energy or action of your character's pose. The posture will follow along this imaginary line and find it's balance and the center of gravity. The center of gravity is an important and crucial part of gesture work and is something that you're going to need to learn very quickly. It is an imaginary point around your belly button where your weight is balanced between the upper and lower body. We will go into more detail on this in lesson seven. But for now, just know that your line of action must always pass through the center of gravity. Let's look at some photos and see if we can determine what their line of action might look like. Now, looking at this photo, we're going to determine where this model center of gravity is, which is approximately here. Now starting from the top of her head and going through the center of her gravity, we're going to follow the general arc of her pose all the way down to her feet. Now let's find it for this model. Her center of gravity is about here. And again, starting from the top of her head and going through the center of gravity, you find her line of action. Can you find the center of gravity and line of action for this model? You'll notice that these lines are very simple and not complicated. But these simple lines tell a very important message. The purpose of starting with a simple line is to evoke a strong and clear message with your character's pose. The simpler your line, the more clear and readable it will be to the viewer. You may be tempted to draw an S curve for your line of action. But in most cases that will not be clear enough to create a strong gesture. As you can see in this example, the gesture utilizing the S curve is not nearly as forceful and clear as the gesture using the simple arc, you can really feel the energy of the second gesture. The first just feels lackluster and kind of awkward. Well, you should keep your lines simple. You may find sometimes that having a second line of action may come in handy. E.g. if your character's arms are spread out wide and you want to get a feel for their general motion. Using a simple arc allows you to use exaggeration to your advantage. See the difference in energy between these two gestures. The more extreme you make your line of action, the more expressive your pose will be. Something interesting that you might take note of is that the same line of action can tell two different stories depending on how you use it. You see how just by orienting my character in different directions along this line creates two very different energies. For being such simple lines, your options are endless and don't forget that prompts, tails and costumes can be extensions of your character's arms or legs, and thus can be included in your line of action. I want to show you an example of drawing a gesture starting with a line of action. The first thing I want to emphasize is that when practicing gestures, it's usually best if you focus more on the movement and feeling of the pose and not get bogged down in details in anatomy. Gesture drawing, especially for cartoons and animation, are often very, very rough drawings. I'd like to demonstrate that for you as well. I'm going to begin by deciding the pose I want to draw. So I would like to draw a waiter serving a plate of hor d'oeuvres. So the first thing I'm gonna do is pop a little head in there, just a little circle. And then starting where I believe the base of the neck is gonna be. I'm going to draw my line of action and it might take a few times drawn from my shoulder, I'm just going to try and figure out a line that best describes the pose that I see in my head. All right, So this I think is pretty good. So the next one I'm going to do is put in my lines to denote where the shoulders are going to be. And then I'm also going to do that for the hips. Now I'm just going to start to fill in this drawing. This little smaller. Really want them to be reaching out with his platter. Kinda bending over. And I think it'd be kinda fun to have his arm just a little tucked behind his back. Like I said, this is not a super pretty dry or just trying to give the general feeling and emotion that we want from this gesture. So it's just good practice in putting your anatomy and body construction skills to use to see if you can create a believable gesture that communicates the pose that you want. Plateau right here. And I'm not afraid when, especially when I'm drawing digitally to use the altering tools. It's a little harder when you're doing it with pen and pencil, you might have to just try drawing again. I think I may actually try this again. I'm not quite happy with the flow of this, so I'm now going to maybe try to exaggerate. I don't think my line of action was exaggerated enough. Really want this guy to be super lean forward. I feel like that. Is that better gesture? Like I said, it's not a beautiful drawing, but this would be the skeleton for which then I could go and draw over my character design. I'm starting with just the basic flow and feel of the drawing. So that when I start to get into the nitty-gritty of actually getting into the details of the anatomy of all of that. That I may still have a really solid story coming from the gesture and the pose. So that's why I went back and made it even more extreme. Because the more extreme it is in the beginning, the more that you'll still have the feeling of the gesture at the end of the drawing. If you go super conservative in this beginning phase, you'll lose almost all of the energy by the time you've finished the drying. So this is my encouragement to you to exaggerate more than you think that you need to. Let's talk a little bit more about exaggeration in the next lesson. 6. Exaggeration: Something important to remember about character design is that animated characters and drawings are more similar to stage actors than they are to film actors. Have you ever watched a Vaudeville performance and noticed how exaggerated all of the actors performances are. When going off stage, they wind their arms and feet back and then thrust forward and March off the stage at a tilt. They do this because they want their acting clearly read by the audience. No matter how close or far away from the stage they are. The same applies for a drawn images. For some reason, the brain is more able to read an image and understand its gesture if it's super exaggerated. To demonstrate here is a photo of a model and an action pose that I have drawn over. Now I'd like you to compare that drawing to a drawing of the same pose, but exaggerated. Can you see the difference between the two? You probably didn't notice that first house style, this first drawing looks, for some reason the models pose just doesn't hold the same energy as the drawing. In the photo. We see the tension in the models muscles, the way they interplay with the light around her. But that doesn't show up in a drawing. So we make up for it by using exaggeration. One way to achieve exaggeration is to really push your line of action and the beginning of your drawing. But you can achieve exaggeration in more ways than just using the line of action. You can stretch the legs or their neck. Or if your character is really stretching, you can straighten them up like an arrow. Or if they're sad, you can fold them up like a ball, drop their jaw or shoot their eyebrows up super high on their face. Don't hold back. It's much better to go too far and then have to pull back on a drawing than to be too timid and then end up with a lackluster drawing at the end. You can use the animation principle of squash and stretch to help you along in animation or motion, always either begins in a squash and ends in a stretch, or begins in a stretch and ends in a squash. This gives the motion and feeling of flexibility in life. Without it, the motion feels rigid and stiff. Try to imagine that you are drawing a frame and an animation is your character and the squash or stretch phase of their motion. Try to exaggerate accordingly. 7. Grounding and Balance: You're having fun, exaggerating your gestures. You need to make sure that you're keeping them grounded and balanced. You can make nearly any gesture believable as long as you remember these two principles to be grounded is to have your feet solidly planted on the ground when you draw a character who is standing, the first problem you may run into as a novice is that you draw their feet too close together. Try standing with your feet, touching each other and notice how easy it is to topple you over. Make sure that your character's stance is wide enough to make them look like they're not gonna be pushed over to easily. Another problem that you may run into is how easy it is to unintentionally draw your characters feet so that they look slightly or floating. Well, let's look at this example. As you can see in the first drawing, the character doesn't really appear to be firmly planted on the ground. Almost like they are floating a little bit away that you might avoid doing this is to either lightly sketch out or imagine the ground plane below the character. Using simple perspective, determine the angle from which you are observing the character and where the vanishing point is. You can roughly determined what the ground plane looks like. Using this as a guide, you can now draw your characters feet so that they look like they're flat against the ground. This will also help you to avoid making one leg too long or short compared to the other. Thus throwing off the balance of the character's pose. With some practice, you will need to use a guide and we'll be able to eyeball it yourself. Speaking of balance, now is a great time to talk about the center of gravity and how you can use it to create balance in your poses. As I explained previously, your center of gravity is an imaginary point around your belly button, where your weight is balanced between the upper and lower body. It falls over the weight-bearing leg. So if your character is standing with their weight distributed equally between both legs, the center of gravity will hover between them. An important thing to note here is that humans rarely stand with our weight distributed equally. Lakes. We tend to rest over one leg or another at any given moment. Try to remember that when drying your character and his standing pose, you can position their center of gravity over just one leg to give them a little spark of life. A little hip hop can go a long ways where the center of gravity becomes really important is when you are drawing a character that is leaning forward or backwards in any capacity, it's important to learn how to draw a character who is leaning and who isn't about to fall over immediately. But let's look at this drawing. She is planted solidly on the ground, but she looks like she's about to fall on her face. That's because her gesture is not balanced. The center of gravity divides the mass of the body into two imbalanced parts. Whenever the center of gravity shifts forwards or backwards from a neutral position over the feet, the pose becomes unbalanced. If nothing is done to meet this change in position, balance will be lost and gravity will take hold on your character and topple them over. As you can see in this example, the character center of gravity is hovering pretty far away from her feet. The majority of her body mass is hanging on just one side of her center of gravity. She's going to have a hard time staying out without doing some major straining to get her balanced, we need to shift your hips back over this line. Can you see how the distribution of her body mass is now more equal between the two sides. Now, if she were to lean forward even more, perhaps would have to adjust backwards to find equilibrium. Again, depending on how far extended she is, she may even need to stick a leg and arm out to stay balanced. My last tip for bringing bells to a gesture is to remember the shoulder and hip relationship. I mentioned earlier that pop in your characters hip can add a lot of life to a dry. This pop happens when a character risks most or all of their way over one leg. And easy way to bring more balance to your standing poses is to set the angle of the shoulder is opposite to the angle of the hips. This is an abstracted use of the squash and stretch principle. Here on this side of the body, you have the tension of the load bearing, drawing the shoulder into a squash. And on this side you have the non load bearing leg and it's shoulder free and a relaxed stretch. That may have seemed like a lot to remember. But the more you practice these principles, the more that you'll start to understand the physics of them. And then be able to just instinctively and intuitively know how to fix your poses if they seem off balanced. Using references also never frowned upon either. Reference is an artist's best friend. So don't stress out too much about feeling like you need to be able to draw every post from memory. These principles are here to aid you, not stress you out. 8. Straights Against Curves: A curve does not exist in its full power until contrasted with a straight line. These are wise words and the premise of a very powerful principle of animation and characters. If you'll remember, in my first class in this series, I talked a lot about bringing contrast to have interest in your designs. And one way to bring in contrast into your gestures is to use straights against curves. There are many ways that you can apply this principle from an anatomical perspective. You can use it to denote the place on the body where a bone is close to the skin and the soft flesh opposite it, like the bony shin and fleshy calf on a leg. It can also be used to guide the viewer's eye throughout the design. Streets move the eye quickly to the next place in the design, signaling to the viewer that there isn't much to look at their while curves slow it down with interesting details. You can strategically placed your streets and curves throughout your design to direct your viewers eye in the ways that you desire. You can also use them as a way to easily create an area of interest for the viewers eye to land on by using their contrasting natures. Or if you really just want to emphasize a specific curve in your drawing, take Robert Henry's advice and throw it a curve against a straight, or a straight against a curve. 9. Gesture Drawing Demo: So now that we have gone over all of the principles of gesture drawing, I would like to do a demo for you. I want to show you how I use the line of action, exaggeration, grounding and balance and straights against curves. Live as I'm drawing, I'm using just an old sketchbook. And this is a woodland pencil. So this is gonna get me some good variety of thick and thin lines and will help me to stay loose. And I'm also going to be doing my best to draw from my shoulder, my wrist. I'm going to be using line of action.com to get my models to draw from. I'll put the image that I'm using as reference over to the side here so that you can see what I'm working from. Alright, let's get started. So here we have a model who looks like she's in a running action pose. So we're gonna start with the head, like I like to do. And her line of action is very bland, so I'm going to go ahead and exaggerate the angle. Hover, running at more of a full tilt. I'm noticing I'm trying to take stock of what angle her hips are at. I'm thinking we're going to put the medic angles like that with her shoulder and hips. Bring her chin up a little further. So thinking of straights against curves, I'm going to have this be kind of like my curve section right here and go ahead and do a straight. Same with her shin bone. That's a good place for us. Straight. Then a curve for her calf with her arm right here. I'm going to just do a bagel straight. Right now I'm going to do the next one. So here we've got a guy in the middle of a punch. So I would like to give a little more curve to make it really look like he's throwing himself into that punch. I'm just going to draw him up here in this corner. I'm actually just going to start with the arms since that's just front-and-center. So I'm having my shoulders angled this way, the hips angled this way. And I'm gonna have this kinda be my stretch right here. This is my squash. So a lot of my streets will be on this side and my curves will be on this side. Again, another straight right here and a curb right here. You're going to have his arm coming up like this. Really want to emphasize this? I don't think I quite got the energy that first go round. Obscured by his arm. You see I almost covered up this drawing with my other gesture. And that's the great thing about gestures, that it's mostly for practice. And it doesn't matter if a kind of meld into each other a little bit. Let's do one more down here in this blank space, right Here's a good seeded posts. So let's go ahead and get started. I think I'd like to give her more of a slouch. That's when I'm judging her. Head out more to the left. Kinda give her like she's super slouched and grumpy look. Can give her a little grumpy face to emphasize that. Now I'm realizing that this is much too short. I think I'm gonna give that one another go. I could erase it, but I think that I could probably just do this better. So I'm just going to turn the page and try it again. There's no shame in starting a drawing over again if it didn't work the first time. Already, I'm feeling a lot better about this drawing, so I'm glad that I decided to start over. Go ahead and add the profit she's sitting on to, so she's not floating. So again, I think that this one turned out much better than that first one. So definitely a recommendation to start a drawing over if you don't like it. Even when you're finished with the drawing, take a second pass if you need to. Alright, so that is my gesture drawing demo. I hope that seeing the principles play out in action really helped you get an idea for how you might be able to apply them in your own practice. 10. Applying Gesture to Character Design Demo: Now that we've covered all of the basics of gesture drawing and had a little practice. Hopefully, let's apply it to our hero and villain designs. If you have not taken the first part of my character design series, this is where I want you to hit pause, go take that class because you're going to need to design your hero and villain in order to complete the project for this class, if you have your character's ready, let's go ahead and jump into creating the class project. Remember how in the last class I had you draw your characters and static poses. That's because in today's class we're going to put them in exciting and dynamic poses using everything that you've learned in the lessons previous, you will now be able to enhance your designs by having your characters act in a moat in ways that are true to their personality and story. Take some time to think about how your characters might react and move through their world. Then pick a pose accordingly and watch your characters come to life. Pretend like you're capturing them in a still image from a movie. Try to capture them mid action. Like I mentioned earlier, don't worry about making these super clean and polished drawings will be doing that in the next class. If you get stumped or need some help, please share your drawings or any questions you might have down in the discussions tab below, I'd love to give you critique if you want it, or to help work through any problems that you might run into. And of course, once you're done, please share it in the class projects have below. I really wanted to see what you've come up with. So if it helps you, I'd love to show you how I went about drawing my characters and their new poses. Okay, we're going to watch me draw the villain first. In order to keep consistency. I am throwing my first drawing of him up in the corner and I'm even going to begin drawing over that original drawing on opacity. This helps me keep the initial sketch within the correct proportions. You'll notice that I use a line of action, but I don't carry it through the entire body, just through the chest. For me, I don't always need the full line of action, just a suggestion of it. And the torso is often enough for me to build off of this initial sketch is very messy. But here I'm just working on that general flow and energy and we'll build on that later. I'm trying to remember that things like his hair and beetles wings are important aids and communicating the energy of this gesture. So adding motion to the hair and extending the wings down and out along the line of action really helped to sell this gesture. My villain is an angry old man. So I wanted to make sure that even though I have him in an aggressive pose, thrusting his cane out, that he remains slightly hunched over. Like it's taking him a lot of effort to do this motion. Once that initial sketches out of the way, I'm going to put that on an opacity and start fleshing it out. I'm taking extra care to add life and emotion into his facial expression and again, giving some motion to his hair and even the sleeves of his tunic. Now it looks even more like his arms are swinging down. Notice how far extended his left leg is to compensate for his forward lean. Now onto the hero. I'm actually going to put her in a similar pose as the villain, but you'll notice that I make some important decisions that make her gesture have a completely different energy. I keep her chest open and pressing forward. So her forward lean is not aggressive but curious. Her arms are splayed out instead of close together, which makes her look vulnerable and open. This helps to make her seem approachable and like a hero as opposed to closed and scary like the villain. So even though both my hero and villain have similar lines of actions and poses, you can see how different their gestures turned out. The options are really endless when gesture drawing. I hope that this demo was helpful to you. And like I've mentioned before, I am always willing and able to do it. You're over for you if you run into any trouble. 11. Silhouettes: Now that I've sketched out my gestures, I want to test my drawing strength by checking out their silhouettes. This is easy to do digitally in a new layer above my drawings. I'll trace around their perimeters, then fill it in with a solid black. If you did your drawing on a piece of paper, you can scan and copy it or trace it and then fill it in with a black marker. The purpose of this exercise is to see if the shapes and gesture that I've chosen are striking and powerful enough. I'm looking to see if my character's design as clear and recognizable at a distance. This exercise is particularly useful for animators and video game designers as they want to make sure that their characters will be easily recognized no matter where they are on the screen. However, you don't have to be designing for video games or animation for this exercise to also be useful to you, character design no matter what purpose it's four is all about communicating story. So if you can read a clear story just from a black silhouette, you know, you've got something special going on with your design if you complete this exercise, but feel like your silhouette is maybe unclear or vague. Don't fret. That just means that you have room to clarify your shapes and gesture. Don't give up. Success is just around the corner. You can always ask for critique from a friend or put any questions you have up in the discussions tab, I'd love to do a draw over for you. 12. Final Thoughts: I want to give you a big round of applause congrats on finishing this class. I'm really excited to see your characters in their new poses. I hope that with the tools that you gained in this class that you are able to add just that little extra punch of life into your designs. I also hope that you see the value of creating a habit of gesture drawing. If you will routinely add just a page or two of gestures into your practice, you will be amazed at the growth that you see in just a few months time. Even though it may seem like a lot to remember all of these new tools, I promise that as you use them, they will slowly become ingrained in your memory and it will just become second nature to you. Soon enough, you won't even be actively realizing that you're using these tools, you'll gain almost like a third eye. There'll be able to tell when a gesture as off and then know how to fix it. It'll also help, you know, if a gesture is to tame, it needs to be pushed a little bit to give it that spark of life. Just keep drawing. It will happen soon enough. You will be amazed at the growth that occurs just from a consistent practice of the things that you learned in this course, please share your completed project in the class project gallery below. I would love to see your work. And of course, if you have questions, if you want a critique or a jar over, please ask for it in the discussions tab as well. I'm so happy to help you and answer any questions you have. And if you share it online, don't forget to tag me in them using this handle. You can also ask for critique or help from any of those social media platforms as well. This was part two of a three-part series that I'm doing on the fundamentals of character design here on Skillshare. If you liked this class, please give it a review. This helps get it out to other potential students. If you're also interested in my previous classes or wants to know when the next one in this series comes out, give me a follow so you can stay up to date with all the things that I do here on Skillshare. Well, thank you for joining me friends. I'm so excited to see you in the next installment of my series, and I'll be seeing you again soon. Bye.