Drawing Characters: Design, Ink, Color, and Story | Ira Marcks | Skillshare
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Drawing Characters: Design, Ink, Color, and Story

teacher avatar Ira Marcks, Graphic Novelist

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.

      Introduction

      1:13

    • 2.

      Getting Ready

      2:38

    • 3.

      Lesson: Serving A Story

      9:34

    • 4.

      Lesson: Using Design Thinking

      3:38

    • 5.

      Lesson: Shape Language Part 1

      5:33

    • 6.

      Lesson: Shape Language Part 2

      12:26

    • 7.

      Lesson: Adding Depth

      1:51

    • 8.

      Lesson: Adding Appeal

      4:35

    • 9.

      Lesson: Posing A Character

      2:47

    • 10.

      Project: Sketching Your Character

      4:17

    • 11.

      Project: Inking Your Character

      9:01

    • 12.

      Project: Coloring Your Character

      6:57

    • 13.

      Project: Adding Light and Shadow

      6:26

    • 14.

      Wrap It Up!

      1:00

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About This Class

The secret to a good character design is in the story. Join Top Teacher and award-winning graphic novelist, Ira Marcks, as he guides you through designing, sketching, inking, and coloring a unique character that conjures up a world of their own.

What You Will Learn:

  • How to use story prompts can inspire character traits.
  • How 'shape language' leads to better design choices.
  • How to pose characters that express their personality.
  • Techniques for adding depth and dimension.
  • Useful strategies for planning a color palette.
  • Tried and true ways to use light and shadow.

Who This Class Is For:

  • Anyone inspired to create art inspired by narrative and story.
  • Illustrators, cartoonists, graphic novelists, and storyboard artists.
  • This class is accessible to artists of all skill levels.

Class Materials:

You are welcome to work in digital or traditional mediums. The tools you'll need are a pencil, marker or pen for inking, pencils or paints for coloring. Ira will be working with the software Clip Studio Paint for visual clarity.

Looking forward to seeing what you create!

- Ira

Meet Your Teacher

Teacher Profile Image

Ira Marcks

Graphic Novelist

Top Teacher

Ira Marcks is an award-winning and New York Times recommended cartoonist. His love of strange fiction and scientific research has led to an unlikely list of collaborators including the Hugo Award-winning magazine Weird Tales, European Research Council, and a White House Fellowship Scientist. His online courses have inspired 100,000 students. iramarcks.com

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GIVEAWAY ALERT! Enter to win a year of Skillshare. More info here!

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Level: Beginner

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Transcripts

1. Introduction: The secret to a good character design is in the story. The character tells. Learning to evoke story, turns a drawing into a chance meeting with a stranger. And you know what? I think that's kinda cool. Hi, my name is Ira Marcks. I'm a graphic novelists. So what I do is I create little characters that are able to tell big stories. And my style is really inspired by a lifelong love for Cartoon Art. I use the elements and principles of this Art Forum to bring my drawings to life. So in this class, you're going to learn to brainstorm, sketch, Ink and color in original character of your own using the same creative process that I go through. If you're a total beginner or a creative expert looking to expand your skill set, I'm going to point you down the path to creating expressive, interesting, and memorable characters. Now whether this is your first-class with me or your 15th class, I'm glad we get to draw it together today. So let's get started. 2. Getting Ready: Alright, thanks for joining me. Now, before the fund begins, Let's talk about what tools you're going to need to be able to participate in create a class project here today. In terms of tools, This isn't about high-tech stuff. All you really need is some pencils, paper, sharpie for inking, and some way to color colored pencils, markers, crayons, whatever you have around the house, you're gonna be able to participate in this project and get something out of it. Now of course, you see over my shoulder I'm working with a fancy drawing tablet. I'm using a program called Clip Studio Paint, a reference it occasionally, once we get more into the effects part of the process. But if you've got an iPad with Procreate, that'll get you there to really, like I said, this is about a creative process, the tools or secondary, I'm gonna teach you how to think first and foremost like a character designer, then output some work along the way. Okay? Now, the structure of my class is very specific to me. If you've taken any of my classes before, you know, narrative is first and foremost what I'm always looking for in the work I create. So the first half of my class is really about how to ask yourself the right questions to Design and get on the path to creating a character that reverberates with, with a life with a believability, with a backstory and a potential for future story. And while I cover all the material in the class lessons, to help you focus in on each individual step, I've created a series of seven character design worksheets. They begin with helping you find story, build your shape language, develop your character, visually, pose it, Ink, and add color. All the stuff we cover in the class, but framed as simple worksheets to help you get through those steps and create a unique character of your very own. If you're following along, I'd love for you to share what you create, whether a piece, some sketches of your creative process, or some actually fine as final, finished, polished artwork. Post it to the class project section, and I guarantee you, I will be stopping in sooner than later to share some inspirational thoughts about your work. Criticism if you want some or some advice on where you can go next in your process, okay. Make this a conversation, not just a video of me talking to you. So I think that's all I have to say about that. Let's go 3. Lesson: Serving A Story: The creative process I'm going to share with you here today this whole character design philosophy that I've got as a graphic novelist, it comes about the need to serve a Story. And I would say that is the case for every character designer, even if you might not call them a narrative artist. And the way that I'm a narrative artists, maybe they don't make books or work in animation that create single illustrations. These illustrations still serve a Story and that's the purpose of a Character there like this vessel for this story idea that the creator wants to convey to an audience. Now the story does not need to be complicated. A story can be as simple as a drawing that expresses the age of a character or the time period in which they exist. All right, let's do like a little mixing bowl metaphor here. Before I draw anything, I'd like to find a general sense of direction for my character design. And my inspiration comes from two main categories. One, personal memory. They always say write what You know. I think this is true because writing from what you know, really teaches you about how point of view work. So let's say you're creating a character that functions as a Scary, creepy old neighbor. That's not the truth of that person. That's the point of view of you as a young kid who doesn't understand the history of this adult's life and what brought them to this place and time to be in front of you to be judged as a scary neighbor. The other aspect of inspiration is likely to be aesthetics. Aesthetics are things that inspire us a set of principles that concern our taste, our personal values, aesthetics take the form of our fashion choices and the creative culture we invest time and money and energy into. Let's jump away from this mixing bowl metaphor and get into a construction site metaphor, right? Let's, let's start building our character. Here's a cute little construction guy, some construction equipment, and let's talk prompts. I love working out ideas before I drawing anything. Not that I don't love to draw, but just going out into a white sheet of paper without any sense of direction in terms of what your character is going to be, is to me, kind of a waste of energy and time. And often the results that come out of this just general experimental and let's see what happens. Do not really yield anything that interesting. So I love bringing up some prompts, asking myself questions that are really chasing this one central idea, what makes your character who they are? You have any sense of that. You're gonna be way better off because you'll be able to focus where you choices go from there. So here's some prompts. These are just some examples of prompts. You'll, you'll be looking at these and some of them are going to strike your interests more than others. Like maybe something like when a Character is born, how old they are isn't necessarily as interesting to you as things that they keep for themselves and their life or what their parents are like. But as you're answering prompts from yourself, you wanna be as specific as possible. Here's an example. Let's say you haven't really picked an age of your character that could be 10-years-old, it could be 90 years old. Well, that age could really decide how you pose them in your final drawing. A 10-year-old is not going to stand the same as a nine-year-old. Knowing some internal aspects of your character can also be evoked through the visuals. Like, let's say just for fine, you knew whether you're Characters hobby was weightlifting or collecting spores and fungus is their body type might vary drastically depending on what their hobbies or interests are. And coming back to the idea of aesthetics, Let's say they have particular tastes in music that could decide what their hair looks like in a very clear, almost stereotypical way. Once you have some answers to some prompts, you can mix and match these things to create something totally new and unique. Now, to recap, character needs, story prompts help inspire aspects of that story and that story could be shown through quick sketches, rambling notes about character traits, Pinterest boards, collections of images and references that evoke aesthetics or poses or character attributes and any shape or form prompts inspire your imagination. Maybe the first prompt you ask yourself, isn't that inspiring? But three more down the line might give you the idea you never would have found. Otherwise. You're getting a sense of story from your prompts and you're learning the value of story as it helps you refine the decisions you make visually. Alright, now, you can play along with me here and you can start answering some prompts of your own. But I'm gonna go through my creative process as I start to begin the design for my Character. So here's Ira's character building. First, let's talk about age. I'm going to say this character lives in our contemporary times. I don't feel like I wanna do any historical referencing for clothing types and in the past, that is really fine, but it's a little bit more work than I feel like doing here today. So I've got a contemporary, let's say teenager. Teenagers. They've got a lot of emotions going on. So it's always FUN to draw a teenager and I'm going to draw a daughter, the daughter of divorced parents. My parents were divorced. And I can say that it's a great way to introduce some drama into the internal life of a Character. And like a lot of characters that feel like I'm left out of a bigger story. Let's say this character mind, this teenage daughter of divorced parents is disappearing into fantasy literature. She also attends a private school. I went to a public school. So there's something interesting about imagining what private school life is like. For me growing up, I always loved rainy days. It meant just a great excuse to stay inside. Things are a little quieter. On a rainy day, you can really get a lot of reading and writing and drawing done. And just for Fun, instead of following this kind of emotional internal journey, let's say our character has a quirky little hobby. Let's say she collects the US ceramic frogs. Is that going to pop up in my final illustration out of now? Worth writing down, if only for the excuse to draw a small weird frog. Let's see. Through this chain of events, we could say that maybe this teenage daughter of divorced parents, she lives with their father and her father's, maybe it Professor at this private school. That's how she has a tuition. And she wears his old blazers. Why not? I used to wear my dad's old cool clothes from the '70s when I was a kid. A funny way to connect with your parents at a time when you didn't really know them. I'm going to use a setting of rural New England. I'm from upstate New York, rural New England adjacent. So if I end up adding any kind of like environmental elements, these things, mood, whether they're all well baked into my mind, already. Rubber boots that could be good rainy day, visual trait. And when she's reading her favorite fantasy books, he takes her shoes off no matter where she is. Let's say she's got a secret stash of chocolates and her dorm room. Okay, So there's some character building. You see how we start broad and big picture. We start from the idea of teenager daughter, these big like archetypical ideas of what it is to be human. And we start to narrow in and find little points of interest in focus and all the stuff we write down or we develop in our brains. Take notes, sketch it out, however it gets out of our head, it gives us details that we can use or not years, but this only took me a couple of minutes to do and it's an exercise I play a lot. That's why I can get to specifics very quickly. If you can teach yourself to get to character specifics through notes or just this general Story Exercise. The goals of your drawing are going to arrive a lot faster. Now let's hop over to the mood board and some of the images I collected based on my character building notes here. I've got some, I've got some like fall in New England academic fashion sense going on. So my tweed duster is and High-rise twill pants 12. Is that the word I'm looking for? I don't know. I think that's a thing. Hi color's warm. Cozy wolves books, old books, old reference books, vast collections of books. And aside from clothing and setting, I also, I love thinking about lighting and the role lighting plays in narrative. Lighting illuminates character spaces by either a desk lamp or almost like the books are shining on their faces. I think that's a cool idea. I feel like I might want to bring that out in my story. Am I going to use all of these ideas I've gathered here now? Now. But some of them are going to come in super handy as we move into the actual design of our character. 4. Lesson: Using Design Thinking: What does it character designer think about while they're drawing is actually a big deal because if you think about it, the process you go through in your mind based on your past experiences and your goals. That's the core to your creativity. The drawing is just the output of that, right? So if you think of character design as a series of visual guidelines that support a Story, you can actually understand the way the history of character design works and why it looks like what it looks like. So historically, Cartoon characters have often had bigger heads than humans do. Here. India, the real-world and a big part of that is faces are the most narrative, expressive part of the whole body. Therefore, they're the most important to the character designer. So scaling up ahead is a great design choice to help you express feelings. So if you get a Character is dropped in ice cream cone and you want to show they're sad if they got a giant head, that story is really coming through. Now maybe you're not a giant head type of character designer. There's little subtle ways that you can leave room for a face to express. I spend a lot of time personally designing how a character's hair falls in frames their face. Because a crucial aspect of human emotion and the narrative part of the face is the eyebrows. And you got to leave plenty of room for eyebrows. So let's say you've got a character who's reading their, their mother's old war journal from world War II. And you want to show internally how they're reacting. You need those eyebrows there. And if the hairs in the way, we're not going to see the eyebrows, CI, you gotta kinda look ahead to what your story is gonna be like to help you figure out aspects of your character design. Here's just another example. Let's say if you've got more of a science fiction story that you're developing and you want to character who has to encounter a future apocalyptic version of themselves away. You can convey that message is by giving them a subtle change in their face. So if two characters that look exactly the same, except for this great little detail of the scar across the eye that gives away that they're from the future. All of these are design choices that come about from Thinking about what your story needs to get across and then making visual guidelines for yourself of how to get there. There's a lot of troubleshooting that comes through design process. And biggest thing you can do with troubleshooting as you can never eliminate all of it. You're always gonna make mistakes along the way. That's part of the front of it truthfully. But troubleshooting is really about avoiding choices that limit your ability to tell your story. That's why when I set out to design a character, I need to know as much about their visual layout as possible so I can understand the potential of it. So the next couple of steps of my Design Process aren't going to be based in on Posing or final illustration elements. They're just going to be straightforward kind of paper doll style cutouts of characters facing the camera in a very flat way. And you'll see hopefully, why I do that and why that can help you in your own character designing journey. So as we hop into the design process, know that I'm not yet creating any sort of finished class Project or final illustration. I'm merely Sketching and planning and working towards Story goals. Alright, now that we know how to think like a designer, Let's get into an actual design process. 5. Lesson: Shape Language Part 1: Shape, language is very powerful language. Here's the good news. The human imagination is so connected to the narrative of a shape that all you gotta do is put eyes on an object. Like so. You start to tell yourself a story of who these characters are and their relationships. That's a big thing here. It's not just about shapes on their own, It's shapes in relation to other shapes. Every artist finds a shape language that suits the project. If you follow certain artists, you may start to see that some are drawn to more angular medecine, dangerous farms, and some tend to work in more rounded, abstract, weird, surrealist forms. I find it helpful to realize that realistic proportions, human anatomy playing to the, the archetype of the human body. It doesn't really mean your story or your character is going to feel more realistic. Realism comes from the emotional impact of a Character Design and the story it evokes not in any allegiance to human anatomy. All that said, if you're creating characters that need to feel human like we are in this class, your proportions and your shapes should feel familiar to the human form. And your characters need to probably function somewhat like the real-world human body. They need to look like they can stand without falling over. They need to be able to sit, walk, travel from place to place, pickup certain objects. You know, all the basic things that come about in our daily existence. But what exactly do they need to be capable of is up to you really, like you could design a Character, is incapable of scratching their own head. That might be important to you or it might not. It depends on the story you're trying to tell. Maybe they can hold a cup of coffee. Maybe they can, the specifics of their existence or up to you and your Storytelling needs. And other cool thing to realize is that humans, the audience, is so well versed in the vast variety of character designs from growing up, watching cartoons and reading comics and wherever else we vial looked at along the way, subtle changes can make a giant impact on how we relate to a Character. So this, This lady here on the left, ginger eyes and mouth, suddenly totally different character. Now it's time to start developing my own Shape Language for my character, my bookish private school, rainy day, New England student. Again, I'm drawing this character straight forward, straight on. Personally for my style, I play pretty close to the general rules of human proportion because the stories I tell with my work day tend to be fairly grounded. I want to be able to conduct subtle movements that feel very relatable like the idea of a Character, how they wear their clothes, how they move through familiar spaces. I kinda do this intentional because again, I want to speak to the subtlety of our relationship with Shape Language. Little changes can say a lot about our characters story. So if this character feels too young, it's really because the head is quite large in proportion to its body. And if you ever look at a little kid or a baby, you'll notice this is true. So given that this character is not a little kid, they're more of a teenager on the verge of adulthood. I'm going to adjust their proportions. This feels more like a teenager's shape language. So now that I know the proportions, I'm going to go beyond that and play with the scale in form of some of these shapes. Let's try this again. Maybe we'll give this character a narrower waste and wider hips. I, bringing the shoulders back out again, play with the scale of the head. Not bad. Let's see how they look with a big codon like I found in one of my reference images. Alright. Now I'm going to switch over to a red pencil just to make these lines pop. Alright, kind of interesting shape language I've developed here. Something I like to do a lot to see the strength of this design and how well its basic form stands out is to scale down the drawing and focus on the main elements. Alright, I think the coat covers too much of the character's body. I want to work towards a silhouette that is recognizable, something character designers talk about all the time and I'll get into the specifics of that in a bit. But I'm going to take the coat off and let's give this character a turtleneck. Turtleneck with big sleeves tucked into some wide legged pants. Because the proportions of the hair, I'm thinking Tall Boots, alright, hopefully with me talking you through this, you can see how my shape language kind of evolved to be representational of aspects of this actual character. From just a conversation of circles and triangles and squares to a discussion of the shape and form of the clothing and the body of this Character. There. Here's the first step with the shape language. Now let's go into the next step and try to do a little more work to evoke the story of this Character 6. Lesson: Shape Language Part 2: Okay, Once we have in overall sense of story and an overall shape language for our design that suits us. We're going to begin refining this character to highlight its narrative and emotional strings. And the best way to assess the quality of the design at this point is you've probably heard this tip before. Create a silhouette. If you've studied any Character Design, you've probably come across this little tip creating a silhouette. A Character looking at its overall form, separating yourself from some of the intricacies and like personality traits that you've already started to evoke, lets you get a sense of the designs qualities. It's visual clarity and it's possible distinction from other characters and a cast you're making. When I look at a silhouette, I tried to remove the narrative aspects from my mind for a moment. And I just think about the flow of the design. I think about the ARC the character's hair makes and the way it makes an abrupt cut upward into the color area. And then the roundness that comes around the center part of the figure. It's almost teardrop shapes of the sleeves, the way the pants kinda bow out. And they've got very specific length to them that shows off the fitted footwear that flares out at the bottom. I suppose I've got a knack for creating good silhouettes and the first try because I've been doing this so long, but don't expect your silhouette to look great right away. That's the point of this process, is learning to see what's working in a design, changing things, avoiding complications in areas that don't need them by seeing the things that are working in what I have just in the overall form. I know that I don't need to add extra accessories to this character. Like, remember the way I took the coat off in the previous chapter, I'm not going to really add any more elements that are going to help me tell my story. I think I can do a lot of that with the face and body language and just this simple pairing of a Big sweater and high water will pants. I got to look up this word choices that a real word. Yes. Twill is a real-world. Great. Okay, back on track. As I start to refine the form of my character, I want to start to evoke a third dimension here right now my, my Characters, very paper doll S, Though I'm going to use, let's say the quality. A sweater, like the way sweaters can often be ribbed in the fabric, the way they're woven, I can use those lines to evoke a bit of roundness is pretty easy to do. All you do is follow the sense of form that comes from that outer edge at the silhouette. And you bring it through that design as you come to the center of an object, you just straighten the lines out a little bit. You can see how I'm doing that here in the center, the sweater, your central lines can be straight and feel flat, but as you move towards the edges, you want to start evoking the curve of the form. I'm very happy with the overall form of body at this point. I feel like the clothes have come to life. We're getting a sense of a time of year now. Even I feel like a kind of in a TEM null fall and New England look, which is a great time to be reading. So lets hop over to the face design on skill share. Many teachers have done amazing lessons and how to design a character's face, whether it'd be in the more realistic form, dealing with light and shadow and more realistic ways. But even some of those, those lessons bridge very well to a more cartoony illustrative style. So take advantage of the Skillshare's search and find some great face design classes. I'll go through a couple of basic steps, but I want to focus on overall design choices we're making here and not get too into the weeds with nose and eyes and mouth. So let's start with the basic shape for the head of circle that defines the size of the head. Then we start to add personality right away. And that can come through in the way we draw a Characters jaw line. I'm again using this photo from my mood board is a reference, the woman's squarish GI. I, I kinda like it. What kind of add a rounded chin and, and basic shapes for lips. If you want to make fuller lips, you usually want that upper Ark of the tuplet to be a little wider than the bottom. People always ask me about noses, so I'll do a quick little look at the nose design. First you establish the overall form of the nose with a circle. And then to create a sense of depth of the nose because we do need to show the nostrils, the underside here, it's extremely common to use this a little upside-down triangle form, if you represent the shadow is own below and a couple little arcs for the nostrils and two parentheses on the sides to become the outer edge of the nostril. Each of these elements can be adjusted to create a more unique form for the nose. But that's a really general debt of steps. Alright, back to base. Eyes. They always start round to create like an iconic I shape. But just like the nose, there's infinite possibilities for how you could shape. And I, I find it really helpful to actually think, especially if you want more of a traditionally FEM type of eye shape, to think of a trapezoid or like a parallelogram and let the I kind of come to a bottom point and then lean out So just start with a circle to get shape and scale and proportion and then add a little bit of geometry. You distinguish your type of I, and I evokes some of those angles in the eyebrows themselves. Can see me Archean away from the nose. A little funnel shape that leads into the nose, a nice Arc for the eyebrow, and then it comes a little bit down on the backside or right over the eye. And really what you're doing is tracing the eye socket, the shape in the skull where the eye sits. I've got a whole class on base design. You want to check that out on my Skillshare channel, lots of deeper looks into how to create the form of a Character space. Let's drop in some ears, they sit directly across from the eyes. Then I start to use hair to frame the face. I start with the bangs. Leave plenty of room for the eyebrows. In terms of visual storytelling for the face, your key features are Timmy really the eyebrows? I spent a lot of time adjusting characters, eyebrows, and in a given scene in a Story, the eyes, of course, can be very expressive and the mouth. So framing the face with hair is a great opportunity for character, but you don't want to distract too much from the features of the face, which is gonna do a lot of Storytelling for you. We consider this blue sketch, my basic shape language for the character's head. I'm going to take the red pencil and try to bring a bit more personality to them. A popular phrase in the world of Cartoon artists to push a Pose. And you can think of that in terms of body language, accenting the emotion, the pose to create more emotional impact. You can do that with the face to. If we enlarge the eyes a bit, we get a broader sense of emotion and connection to the character. Let's are a couple of details here in freckles. Built the lips down a bit just to give a sense of mood. Again, form and shape are focusing on here. I'm not going to start drawing any individual lines and the hair. I'm going to just try to capture the curves, arcs of its main segments being the bangs. The way it sits on the head and then fills out more Is it comes down off the head. So often airway pulls down on hair a little bit. So while hair can feel flat across the head, it actually fills out more once it comes down towards the back of the neck. It's harder to do a silhouette analysis with the face. Go ahead, give it a shot. What I like to do instead is to draw a smaller version of the face. Because with Illustration, the way you draw a face blows up in the way you draw a face at a distance is very different, right? You're not going to add all those little subtle details of capturing the nostrils and shape and form are the eyes and upper lip. If you're drawing a character in the background or even it like a mid distance. So I'm going to shrink down my circles here and redraw this character's face, seeing what stands out, that little area where her eyes and freckles meet. That's where my my islands drawn to. So I'm gonna make sure those standout in my final illustration. Now let's take a look at a couple other aspects of this Character Design that could probably benefit from a little bit of research in detail. Let's start with the boot. Shoes are funny. You've owned many shoes in your lifetime, but can you actually sit down and draw the elements, the materials, and the form of the different parts of issue, the way the fabric is stitched together. Maybe you could draw a pair of like a band slip on's or like some kids. But choose can be quite complicated visually. And if you want to really capture a type of shoe, pull up a reference. I'm doing a tall leather boots in the third of Victorian Gothic mode. And the main elements that I'm noticing in the photo or the way the toe comes back, the material that hovers across the toe is basically a solid piece. It comes down around the side, ends at the heel. And then I'm going to distinguish the laces where the little islets sit on the boot. So let's pair the look in form of my boot with the actual shape of the foot. You do need to know what a foot looks like really to put a shoe on top of it. So the main elements of the foot here, we have this circle representing the heel, often where the weight of the foot sits. We've got the leg, of course, and this triangular form, that's the broad bridge of the foot coming down to the toe. And I often distinguish the toe with a ball shape as well because that's another point of impact for the foot. So you have the heel in-between that, this arch and then the ball of the foot. And this will come into play when we start to pose are character because placing weight on feet as a great way to add just a little bit of really important believability to a Character pose. Let's look at these hands. I usually start with a square to represent the palm. And right away I add that joint where the thumb connects to the hand. This is a thing people leave out a lot of the time. They just focus on fingers and don't give that thumb the, the attention it really deserves. The thumb, if you'd like it, your own hand is set a little lower than knuckle of the thumb. Really lines up roughly right below where the fingers can act. Sometimes I draw it like a little chapels type of window to represent the overall shape and ark of the fingers. Then when you break them up, it's easy to remember the actual sizes in relation to each other. A little line to represent the wrinkles and the hand where they bend round out the tips a little bit. Again, consider the overall form and ark of the hand. Usually the outer side curves a little bit. The inner part is straight, the bottoms straight and then the outer edge of the thumb sort of curved. Now let's flip things around here and look at the sleeve the way they're asleep, bows out a little bit in a teardrop type of way. I find that very appealing and charming. I want the cuff of the sleeve to come around the hand a little bit. I want to show the weight. I'm thinking of it like a drop of water or oil or something dripping like even wax like heavy and balled up near the bottom and thin and stretched at the top. And then the hand is kind of like jetting up into it and breaking through the bubble. So at this point, what you wanna do, take your shape language and evolve it to represent actual visual elements of your character that we're going to see in this final design. And do not be afraid to zoom in on different aspects if you want to get to know them better, do a little research and really figure out who this character is 7. Lesson: Adding Depth: I want to show you how to add a little bit of a third dimension to a design without getting all caught up in perspective in all those more complicated technical things, all of that crucial and important and, and things that cover in other classes. Don't want to go too far down that rabbit hole with a Character Design class. But let's look at the neck and caller of this character. They feel kinda flat. I talked about using the ribs and the sweater to bring out a roundness. But a great way to add just a bit of depth to an object is tilt your head visual camera, your perspective of that object up just a bit. So till your camera up. And now it turns a rectangle into a cylinder. Suddenly the shape has a whole different word to define it, right? And all the way through that cylinder is like the echo of that curve that represents the top outer rim of it. So again, another look at it. It's kinda like we're moving our camera up the y-axis in revealing new things about this form. So let's do a quick sketch of this character here. Let's turn to every distinguishing edge of the shapes of her design into a little disk, something that has a front edge and a back edge. And we connect all those elements. And suddenly we have a character that feels round. It feels like she's standing on a physical plane, a surface. We can get a sense of the way her torso comes in, her legs expand the curve of her head. Just by understanding that you can shift your camera up a little bit. It opens up a whole another world of this other dimension. So I give it a shot if you want, if you want to stay in the two-dimensional space, totally cool. Everything looks great there. But I wanted to throw this option out there. 8. Lesson: Adding Appeal: As a lifelong student of the Cartoon arts, there's a term that always pops into my head when I get to this stage of my design, and it's the word Appeal. So I'm gonna make a little chapter here about Adding Appeal of a whole class on the principles and philosophy of narrative Art and the world of cartooning. Go check that out if this sort of thing appeals to you. But in a nutshell, here's what Adding Appeal basically means. To draw something symmetrically does not necessarily evoke an illusion of life. It is a beautiful structure and design. So if you want to character to feel vulnerable and real and relatable, you gotta break that symmetry visually. So Appeal comes from the kind of unexpected twists and turns and points of emphasis that make a Character distinct. So it's almost like the difference between a graphical design and something that feels like a little more organic, influenced by its environment. Alright, now is I was designing the clothing for my yet named character. I really started to think about the 1860s American animated cartoon feature length film by Don Bluetooth. The title, an American tale. Anybody's seen it? I love this movie, share, I love the songs, loved the story, all those things. But the thing that I always think about when I watched this is the main character five all the little mouse. The way his closing fits them, the way he wears this like oversized sweater that seems to be like weighing him down. Done, Bluetooth's animated features have this deep sense of melancholy that I know a lot of people, if you love these, that's probably a bit of what you love about them in, I think it's really symbolized here in 5 v design. Like look at the way as clothing ebbs and flows it, it adds secondary motion of the weight of the fabrics, make him feel like he really exists and is struggling to stay upright some of the time. And you can see this exists in the other characters in well the way the clothing flows. So you can tell it's really important to the animators here to speak to the way aspects of the character are influenced by their environment and in more of a superficial way we can see this adds just like a lovely charm and cartoonish, clear, happy kid friendly Appeal. Now I'm going to try to bring a little Appeal and charm here to my character design. So I'm going to draw my character yet again. Notice she's got a bit of the round. Notice that third dimension we talked about in the last chapter. And I'm going to make some of these shapes on her pop a little more. I really loved the way the hair has potential to pop from behind the ears. The swell of the sweater right above the cuffs can pop in this nice distinct line between the flow of the pants and the restriction of the boots. And this AAC can be like kind of cinched in a place like there's a rubber band around the center of a balloon here and at the waist of this character. So just for fine, I'm going to try a pose for my character. We're gonna get into Posing here pretty soon. So let's take a prop for this character. We know she loves books, so here's a book, but the way this character holds the buck is what's going to speak to her relationship with the bucket is not a there's different ways to hold the bug. Maybe you hold it at a distance because you're simply like delivering it to somebody. But if you really have a passion for the medium in the story is inside and a resonance that you want to keep close. You can illustrate that in the way you pose a Character. So knowing what I know about this Character Design, I can experiment and see what it's like when this character is holding a book. The two important things I wanna do here is make sure the prop is clear. Does this thing look like a book still? And also just as important, does the pose of the arms look affectionate or the prop? Almost like you're inventing an actor. Here, you have to have a sense of how body language evokes Storytelling. And these two ideas together conclude something for the viewer. Write. This book is important to Claire player. That's her name. I did it. We got there. I feel so relieved. Alright. If you have the energy here and the time, if you want to invest a little bit of Pose practice and try to figure out how your character's body language works. Again, maybe give them a prop, let them experiment. This is all going to add value to the final pose as we move into the illustration that becomes our class project 9. Lesson: Posing A Character: If you ever think about some of the iconic characters in the world of Cartoon Art, like a Mickey Mouse. For example. The design of Mickey is potential for all kinds of poses. The way that gloves highlight the motion of the hand, the iconography of the flatness of the ears, the way they never bend and move, they stay safe, iconic and flat. And it kind of a surreal, strange way, the way Mickey's face can point, the scale of his eyes. All these choices, all these design choices make it so artists can do all kinds of things with Mickey Mouse. And a model sheet shows off some of that potential. While we're not going to make a model sheet, There's some lessons we can take away from these studies of character design. Alright, Mickey, why don't you help us learn about Posing Characters? I don't do a Mickey Mouse voice, sorry. The best way to get a look at a Character is in a three-quarter turn. But let's pull out one of these Mickey's and bring them to the foreground here. And let's look at how he exists in a space. This is just a real rough estimate of placement of our horizon line. The area has body occupies on the floor, how that moves up vertically. And you can see that a three-quarter turn really shows off mostly the front of a character, but it also shows off some of the side. That's how we create a sense of depth, a believability, mostly front, a quick look at the side. You see how that gives us lots of insight. Now a model sheet is going to show off poses for different moments of action. This idea of the action line is what drives the Characters Pose. And by looking at what the action line might be, the sense of motion and movement through the character. We can see there's a real looseness and charm to Mickey's design that allows them to bend and Pose and all these different styles. These are really pushing Paul of that dynamic curve and pose of the action line of a Cartoon Character. Lots of PFK-1 to play with an action line, but you do have to keep, these character is feeling grounded. Let's look at the placement of the heads and feet of Mickey in relation to the action line. For the most part, he's quite balanced. The head is right above a foot. It is supporting most of his body weight. But at a couple of them he's thrown off balance, especially this one on the bottom left where he's about to land. Usually when we pick a moment for a pose, the character has its weight firmly established like on a foot, like if you're in a walk cycle, the if you were to pick one pose, it would be when a foot as fully supporting the weight in-between moments usually don't fully represent the motion we're looking at. 10. Project: Sketching Your Character: Let's set it aside and start to look at Posing options for our character, for Claire, our new friend Claire. We know she loves books. Relating with books works pretty well when you're sitting. So let's try a sitting Pose. I think that could be phon, let's give roses stool as another prompts there. She's got her book in the stool. Those are the two prompts for my character pose. This first little sketch feels kinda rigid. Like it doesn't look. She's reading a book clearly, but she doesn't seem to be enjoying necessarily. So while the Pose says something, I don't feel a story here. I don't have like an emotional connection to this. It's more just relaying information. And let's pull out the action line here. Not bad. I like the angle of the shoulders, I like the placement of the foot, but I'm going to start again here and see if I can push this pose a little further. Again. This could be fine. If you wanna do one sketch and then build off that, that's fine. The way I think about this process here is you have to work up your drawing skills to get into marathon level drawing like this could be a quick sprint for you, and that's totally great. The goal here really is to finish something and not necessarily in DLJ, like a marathon of drawing with yourself. I draw a lot, so I have a little more energy built up and I'm going to start a second sketch and push this pose a little further. I'm going to bend her back a bit. I'm going to try to pose her legs in a slightly more interesting way. They felt a little rigid and unrealistic in that last pose. I'm going to make her lean over her book a little more and be looking down at it. So it's not like she's reading, it's more like she's looking at it like an artifact that she can't let go of. I kinda like this. This evokes that melancholy of an American tale. I was talking about this, the sense of like I character and a sentimental moment. If you really has feelings about this book, just maybe read it so many times. It's not even worth reading again, she knows the story so well. And also just visually, I like the Ark of the back in the way it kinda loops around the head and brings us right in to look at exactly what she's holding. So I feel like it it's pretty decent composition. Now I'm going to come in and I'm going to think about all that shape language that I developed in these last couple of chapters, starting with Claire space, that round nose. I talked about sense of the placement of her eyebrows. I really want to get that angle of the face looking right at the book, a good tip is to point the nose character at the object you want them to be focusing on and let the other features kinda follow. Her hair is kinda hanging down. I want to try to capture the weight of her clothes, that teardrop feeling of the sleeves of her shirt, the flared leg of her pants, sharp pointy boot coming out of the bottom there. And I'm going to bring a little more context to this drawing. I'm not going to draw like a full background. This isn't really a class about background Art, but I'm going to give a sense of environment. Let's evoke the school setting. Here's a little backpack leaning against her stool. And how about we show the stool outside. Why not? You can have a stool as side. It can happen. What if there's like fall leaves swirling around? I think that pairs really well with the outfits just got on. And adds like another, almost like a magical realism to the scene. Like that moment and the story before character enters into like a fantasy world through a portal or an entrance or like a secret garden, like the wind always changes. You notice that, let's look a little bit of that here. Now let's turn down that blue layer. So these red lines pop. Alright, there's some new things that have come into play here in evolution of the story I always telling, but I think I'm still staying pretty true to the main story points. And now we've got a character named Claire with the relationship with books. She necessarily evoking all the details of like her fall back story where their parents and private school and all these things and ceramic fraud collection. Not necessarily, but I did pick some important points. You don't have to say everything with one drawing, but if it can resonate with some of your story ideas, we'll, we'll call this a successful sketch. 11. Project: Inking Your Character: As a comic artist, inking is a super important skill set when I think a lot of the Art I love, it's usually driven by the style that's evoked through the artists inking techniques. Sometimes I think Inking gets lost a little bit between sketching, planning and color and like rendering a final illustration, inking is a great place to generate a sense of style into Explore new techniques. So style, what does that really? It's a particular technique in way by which something is done. That's like just literally the definition, a distinct manner of expression, equality, form. Inking is a way to reveal style, the quality in form of a line like think of the line I'm using to write all the notes in here. It's not a clean line. It's kind of got like a lobby nib dipped in ink. Look to it that evokes a type of expression, a type of value from Art tools and technique and history and tradition right there. Style can really come through in Inking. So spend some time thinking about the role of the line and Your Art. So let's take a traditional Line Art inking tool and Ink Claire's face. A really simple, clean way. Let the sketch via a reference point, not necessarily something you traits. And with the Inking, you're going to find the edges and boundaries of the form as it exists in its own space. And you're gonna make certain aspects pop, maybe even evoke texture a little bit. You can see I'm doing it in a few places. The, the texture of her face can be shown a little bit with the freckles and the shape of the flow of her bangs. I represent shadow in the way that I'm not inking the nose itself, but the space below the nose. Same thing with the lips. I'm evoking a little bit of shadow, but below the neck here. Let's try another pen tool. This one has a little more variety in line weight. So that means the amount of pressure you put on your pen, whether it'd be digital or traditional, like a calligraphy nib, you're gonna get a different quality out of the line. And usually that means like a pointy edge that grows and then shrinks down again as you let off the paper. And depending how you move your hand across the page, you can evoke different qualities of the forms of Claire here with the weight of the line, there's more of a sense of motion with this pen tool. The ink itself has a personality that makes you think about it and focus on it a little more. That could be good or it could be distracting. It depends on what you're looking for in your style of inking. Let's try a pen that's a little bit like the one I'm using to write my notes are really narrow, messy type of pen here and of a globular anchor with not a lot of weight, but a lot of character. This pen feels good in the way that it's allowing me to capture some subtleties of the forums of like Claire's eyes in her nose. I can really get the nostrils in here now because this pen is capable of a level of detail, the two previous ones weren't, but it a sacrifice of line weight. Let's look at one more here quickly. This is kind of a dry brush technique, not a lot of line weight, but you can still see the pressure at play. And when I push down a little harder, I get a darker line. And when I light it up, I must get these shades of gray so I can use this inking tool if I wanted to, to create them shadow in gradient. Maybe you as an artist already have a pen tool that you've learned to love and customize. If you haven't, that's great. This is a great time to experiment with brush size, pressure, texture, stability. Even I have a setting and Clip Studio Paint, the software I'm using where I can stabilize the brush. So the computer compensates for like a wobbly ***** and my line and it brings out a curve. It tries to capture the overall motion I might have been going for. That could be great, or it could strip a line of its personality. Charles Schulz who germ peanuts. He didn't have a stabilizer on his brush. And that was to as benefit, it's good that Charlie Brown looks kinda wonky and weird and uneven. There's an emotional quality to an unstabilized line that can be really special. But all you wanna do really is find a place to work, get comfortable with it. Explore the range that it offers. You. Stay loose but makes sure there's a little bit of control in there so you're able to say what you want to say and the tool doesn't dominate you. Now you'll notice when I start to ink that I have this extra special thing I can do. And it's, it's only available when you're working with a vector brush, which a lot of this does not exist in traditional tools. Vector is a mathematical points on a system that can be modified. So the line is not pixel Art. It's really like a little algorithm that can be adjusted. So you can see, I've got all these nodes On my line that allow me to push and pull almost like it's a rubber band, like this active, undefined little object that can be bent and stretched and moved. I will do, I will take advantage of the vector brush a little bit. But really you do not need it at all to complete this class project. But I'm going to show you how it's, how it works just so you see its potential in case you come across one someday. Given that I have quite a bit of control over my hand movements and the pressure of my line. I'm going to choose a kind of challenging brush. It has quite a wide variety of line weight. You can see it here just on these first couple of lines that I can make it really narrow or I can make it nice and thick. If you don't have a lot of control there, you might want a more stable brush with a lower range of line width to it. So I'm gonna go through, and I'm going to find first all the essential parts of my pose. The angle of her back is something I've talked about a lot already. So I'm gonna do those lines earlier you saw I'm gonna get in and focus on the hands, the pose of the hands. Make sure the book is clear. Then let's get these legs in place. There's the main pose of the body. You can see how quickly it came together for me, this is really the first time I've drawn Claire, Like I brought her to life in a railway. But I've learned so much about over the course of all these little lessons and prompts and choice-making, I've done that. You can see how while I love drawing, I want to always know where I'm going with a project. It brings something alive so much faster. It means that gamma line I can explore Claire story more because I know I've signed off on a lot of choices that I'd otherwise need to make. Like every time I sit down to draw her, I'm going to get up to the face. I always start with the nose because that's the hardest thing for me to draw. I feel like only the last couple of years I've really figured out how to create variety and nose shapes. You could look back at my older work and you can see sometimes I avoid noses altogether and just draw a little triangle, which is cool and it works. But I want to explore my visual vocabulary in the realm of faces and forms that exist on the face, the nose pointed at the book, the eyes, eyebrows bent back a little bit. And I want to make sure Claire's hair is representative of the rules of her character that I came up with early on. This kind of weight that buoys out behind the ears, but also capture the angle of the pose and how that hair form responds to the bending of her neck. I'll sketch in some of these leaves. Notice I've really lightened up with my line weight. I do not want these leaves to distract from the emotional resonance of Claire's Pose, enter facial expression. And last but not least, the backpack turned away from the camera, you notice, so it doesn't draw too much attention, a little bit of detail, and I'm going to just show you a bit of the ground. Just take a look at the final line Art. Notice there's a quality of line at play that's consistent throughout the Drawing. There's a smoothness, there's a variation in the weight. There's an emphasis on the main curves. Notice how the curve of the leg, it's all done with one motion. If you can capture like a motion of a part of the body with a single line. There's gonna be like a, a higher level of quality to your final artwork. Bill free to undo lines as you go if you're working digitally, but try to capture the Drawing not as quickly as possible, but with as few motions as possible. And once you're happy with your inked character design, we'll move on to coloring this Illustration 12. Project: Coloring Your Character: I'm going to break the coloring process up into a couple of different steps, flats, details. And in the next chapter we'll deal with some lighting and shadow effects. So what do I mean by flats? Flats are the solid base colors that exist over all portions of the character design. But we're going to look at the main elements here. So I'm gonna go through Claire's pose here in sketch out the main forms that are going to be like basically solid colors through this stage. And I'm going to look at them and shades of gray and see how they can better carry my story. I imagine Claire's sweater to be a dark color and I'm going to pair that with her hair. They're going to have a similar value, the face and book. I want highlighted in a way so they're just gonna be lighter. It's as simple as that. And you can almost describe these as the background elements, the foreground elements. And right there in the middle is the interests or the story. Again, notice I've stripped out a lot of the details and things that down the line are going to add stress to my process like trying to get that knows, drawing, just write are all these little things if you can abstract your design. So you're not thinking about certain aspects of it. You can really focus in the power of, let's say, you know, just basic shape language. The role of value in these kind of basic principles working with the elements of Art. Now let's hop back to the Ink and we'll start with a skin tone. Skin tone can be a little tricky because it's a place where you're representing a real aspect of the world. So be sensitive towards that and understand how skin tone works in a real basic way. It can be described as like color values with different level of shading and then an undertone that changes their whew. I put a color wheel over here on the side so you can see, I'm gonna give clarity a fair complexion. Remember, I want this area to be kind of a highlight and the way I established my values. So we'll, we'll use these photos as a reference. A deep reddish orange is going to pair well with that dark kind of pioneer green and a lighter brown for the pants, I try to avoid solid blacks, especially when I get into shading and lighting. So even for these boots while they are black by definition, notice I'm picking kind of a deep blue. It feels blackish. Colors that feel like shadow or light, or high contrast spaces. It's best to think in color. I think instead of in values, once you start to tell your story, the stool, I'm going to squeeze in between everything with a reddish brown. I don't want it to blend with the pants too much, but I don't want it to stand out, so it's just a nice warm color there. And I'm going to let the book feel different than the rest of this image right, right now I've got this warm feeling. I'm going to hop over to purple, a color space that I haven't really explored in this design yet. And that'll make that book stand out and feel worthy of your interests. I love getting a bookmark in and Illustration you, a bookmark just has this great cartoonish Appeal potential right now by bookmarks just kinda hanging there. I could imagine it blowing in the wind in a different version of this drawing. But I'm going to use that as a foreground element in really create a saturated purple. It almost makes the book look a little dull in comparison. So, in a way, the main emphasis of this drawing has become this little bookmark. Let's get some color on the leaves. Now I'm going to color a little bit of line where this could be a whole process unto itself. A lot of artists love coloring line work with comics. Usually you don't afford yourself the time to do that. Both this single illustration, this Character Design Project. I'm gonna do a little line work coloring, so I'm going to add color to Claire's freckles. This is basically a layer placed over the Ink in the software I'm using called Clip Studio Paint. It has the feature of Clip to layer below turned on. So that means when I add color to this layer, it only shows the color in the spaces that have solid pixels in the layer below. Now I'm gonna go through with my kind of chunky pen liner and the hair and fill out the form of the hair a little bit and add variety to the color. So I'm just doing a bunch of analogous little shades of red and orange in there, creating a little bit of highlight. I'm going to take that concept and bring it to the clothing. So I'm going to choose a lighter green and I'm going to make the form of claire sweater stand out by implying the ebbs and flows of the fabric across their body. I can do the same thing with their pants. Now, I could have found ways to evoke shape and form in her clothing, even without the excuse of the types of fabric She's wearing. But it's just a happy coincidence. You don't actually necessarily have to have flattish pants or a ribbed sweater to evoke shape and form. You could use the cuff of a sleeve that could be just enough. There could be stripes or other types of textures, or we can accomplish these things with light and shadow as well. I tried to keep the face free of heavy lighting effects and color effects because I just don't want to distract from the expression. And also again with cartoony. And usually you don't need that much attention to the face to get your point across. The area where I would add a little bit of color in warmth would be kind of in this cheek nose area. So I'm just going to take a really soft brush and bring out the cheeks just a bit and the tip of the nose just a tiny bit and ask for some reason I'm not super happy with the way these ellipse look now that I'm zoomed in. So just going to redraw that I want the corners of her mouth turn down just a little bit. That seems to get across the melancholy feeling I was going for and talking about earlier. And let's just redraw those eyebrows. Why not? A little tip with eyelids is darken the upper line, the upper eyelid where the eyelashes are heaviest, it stand out more than the lower line. Sometimes I don't even draw that lower line, you'll notice. Alright, so I've got my flats in my details and color built on top of that. And again, style comes into play here with the choices you make. Some of you might have a simpler style, some might have a more heavy textured style. I'm sitting somewhere in the middle. This is a good, comfortable space for me in this kind of cartoonish realm, but evoking a little bit of the real-world in my design. Now let's get into lighting and shadow 13. Project: Adding Light and Shadow: Because of the way light plays a role in our lives, It's a big part of narrative and it's a big part of the way the human eye focuses on aspects of a scene, whether it'd be in real life or our Light and Shadow. They're not necessarily to a Character Design project, but they are a big part of Storytelling in Art. So we're gonna talk about them and you're welcome to include this stuff and your class project. Or if you want to just focus on the Color chapter and end it there, That's totally cool, but let's look at light and shadow a little bit. The first thing you need to know to apply light and shadow to a drain is where the source of light is coming from. And it's always more interesting if it's some sort of angle instead of just directly above, covering evenly over everything. Like in these points of reference, I chose two images. One is a real-world photo where the light source is clear but not as impactful narratively as it is on this painting, where the lights come in and through a window in the ceiling. And it's got like almost this kind of like theatrical spotlight on this Characters reading. Notice it creates shadow as well, right? So it draws our attention to where the light is the brightest and, and focuses our attention on the book in the face and less so on these bookshelves. I'm in a place, my light source, surprisingly maybe behind my character, just like in this painting. I think that's kind of an interesting approach I don't often get to take with my projects. Now when applying light and shadow, you want to evoke the shapes and forms of your character design. So here's a pear shape. You don't want to just place Shadow flatly across the bottom because it flattens out the design you want to evoke around this and organic feeling showed the curves of the object or the angles. And I think it's important to shade with color and not just black. You can create the darkest of dark shadows with colors. You don't necessarily have to default to black. I'm leaving the Black alone as the Line Art. I'm going to select a dark purple to use as a shadow. I'm going to create a new layer over my flats. I'm going to set it at about 50% opacity. And I'm going to turn its blending mode from normal to overlay. Overlay is my favorite setting for shadow. I think it's, I think overlays a pretty common blending mode. It's definitely available in any digital drawing program, or they're using Clip Studio or Photoshop or Procreate. Some people use the multiplies setting. It's up to you. You want to find the blend mode that works best for you. But I love overlay with my rough edged inking tool. I'm going to paint on shadow. You can't really just use the fill tool when it comes to shading and light. You have to really draw them on the I'm capturing the angles of the pants and I'm leaving what's called a rim light. That's the highlight around the edge of the object that distinguishes its shape and form and also visually separates it from the surrounding shapes and forms. Once I get to the face, you gotta be careful with lighting a face. You don't want to do things like light. Half of it directly cast too much shadow, evoke too much texture. It's going to distract from the expression unless that's your bigger story goal. But I'm gonna keep most of the lighting off the face and then I'm going to come in with a highlighting layer. This is a new layer set to about 50% again. So instead of overlay, I'm using lightened and instead of a purple color, I'm using a yellowish color. I've also set this to Clip the layer below, though it's only painting my highlights on the flats layer. This is mostly because the brush I've selected is more of an airbrush. It's less controllable. I just want to create like this soft gradient of highlight, but I don't want it to radiate off the character. Once I get that soft glow and try to recreate the effect of the lighting and this painting. I'm gonna come in here with a bit of ink to lighting just to make a few things pop like the sleeve, the bookmark, the edge of her pants, and the top outer edge of this stool. Now this is the stage where I start to just kinda consider my values one last time before I finalize the SAR form. I think because I wanted to face in the book to be the point of emphasis, I'm going to create a little more shadow on the lower half of the character using like an airbrush and that dark purple I was talking about earlier. So back on that overlay layer, I'm gonna come in and create some more shadow by the feet. I think there's just too much attention being drawn to their texture. So if I hide them and shadow a bit, the attention goes back up to the face. Now I do think the face needs just a little bit of shadow work on here. I'm going to create a new layer because I want these shadows to affect the Drawing differently than the share, than the shadows on the prompts and her body. So I'm going to select a dark purple, create another overlay, set it to about 20%, and put a little bit of shadow below her, the fringe of her hair on her bangs, on her forehead. In the little bit over year that a little like part, not sure what it's called. And right under the nose is a great spot to just pop a small shadow. That's just enough. Alright, and here's my final class project at character design that evokes a narrative, a bit of story for a Character, their relationship with an object or their relationship with the environment or with her relationship with themselves. Something that tells us who This character is an evokes a bit of sense of why they're like this. Those are really the goals for any good character design project. I think it's not as much about how well you draw for project. Click this. It's about the process you go through. Think of all the stages we went through that aren't necessarily visually present in the final presentation. Knowing the journey of a creative process allows you to pick and choose the steps you think are important. For me. This is the process that gets me where I wanna go with a Character Design. I hope some of these tips have helped you along the way and you've arrived at a great character design. Now let's wrap things up. 14. Wrap It Up!: Alright, We did it. The class is over, but not quite yet. First, I want to remind you that I'd love to see your work if you drew anything here today, whether it'd be some notes and doodles of a potential character or you made something completely finished. Post it to the class projects section. I will share some thoughts, some advice. And if you want to learn more with me, if you're new to my channel, well, guess what? I've got all kinds of other classes waiting there for you. A lot of them are based in narrative arts, cartooning, making comics, graphic novels, things like that. But I also have some really basic classes on how to draw faces and expressions in a cartoonish style and even make little journal comics just for fun in your diary. I think you'll have a lot of fun there. There's 16 classes, like I said, you might find something interesting. Thanks again for joining me here today. I hope to see some work from you soon and I'll catch you later. Bye