Face Shapes: Drawing Cartoons Inspired by Emotions | Ira Marcks | Skillshare

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Face Shapes: Drawing Cartoons Inspired by Emotions

teacher avatar Ira Marcks, Cartoonist

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

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

      1:22

    • 2.

      Class Preparation

      2:28

    • 3.

      Inspiration For the Class Project

      3:08

    • 4.

      Shape Language Warm Up

      2:58

    • 5.

      Designing Character Features

      8:44

    • 6.

      Turning Shapes into Forms

      7:44

    • 7.

      Inking Techniques

      7:48

    • 8.

      Color Scheming

      7:14

    • 9.

      Sharing Your Work / Further Learning

      2:54

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About This Class

Learn cartooning and emotional character design. For this class project you'll build the 'shape language' skills needed to create stylized and expressive characters using some basic art elements you're already familiar with -  LINE, SHAPE, FORM, and COLOR.

To participate in this class you can work digital or traditional. For digital artists you'll need is your favorite drawing app (like Procreate) and an understanding of the basic layering and drawing tools. For traditional artists you'll need drawing paper, graphite (or non-photo blue) pencils, Sharpies or Microns, and color pencils.

And remember - you're welcome to bring your own cartooning style to the class project. Experiment! Have fun!

Meet Your Teacher

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Ira Marcks

Cartoonist

Top Teacher

Ira Marcks is an award-winning, New York Times recommended cartoonist and author. His list of clients and collaborators includes Little, Brown Publishing, the Hugo Award-winning magazine Weird Tales, the European Research Council, GitHub and a White House Fellowship Scientist. iramarcks.com

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Level: Beginner

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Transcripts

1. Introduction: The secret to drawing your own cartoon character is there are no secrets. There's only process and practice. But to build the skills you'll need to bring a character to life requires a look behind the curtain, and that's where we find the shapes, forms, and concepts that'll direct and inspire us all the way to a finished character design. Hey, I'm my remarks. Character design, it's an essential part of how I get my job done, but it's also a really fun way to spend an afternoon drawing. So I'm going to share a series of easy to follow steps for designing your own character. Then you'll join me as we go line by line through a whole class project together. Whether you're trying out cartooning for the first time or you're a lifelong enthusiast, you're gonna come away from this class with a stronger sense of the fundamentals of cartoon art. If you're new to my skill share channel, welcome. Thanks for coming by. Over the years, I've taught a lot of cartoon related and cartoon adjacent topics. But if I'm being honest, at the end of the day, all a cartoonist really needs to know in life is how to make the right face shapes. I'll see you in class. 2. Class Preparation: Hey, thanks for joining me here today. Let's get prepared to do some cartooning. Now, this course was made using exclusively digital tools because that's how I work. That said, the concepts in almost all of the techniques we cover here today are going to be accessible through traditional drawing supplies. Let's talk about your digital options. Most people are familiar with digital tablet software like Procreate. You can work with any software you need. What it needs to be capable of is pressure sensitive drawing tools, layering effects and capabilities, those are basics that are common with even the freest of drawing applications. I might suggest Procreate if you're working on a tablet. It's a one time purchase piece of software, the most popular, universally beloved piece of drawing software out there. For me, though, I work with a program called Clip Studio Paint. It's a subscription based program on the tablet, which is not ideal for everyone. If you're looking for something on the desktop, which Procreate doesn't do, it's a one time purchase option. On top of that, Clip Studio Paint is a great tool for the comic artist because it can make speech bubbles and do page layouts. That's why I really love it. Aside from those two, let's say you're totally new to digital drawing and you just want to get a taste for what it's like without investing in anything, you could try a free drawing app like sketch dot IO, which opens up right in the browser. It's got pressure sensitive drawing tools and layering capabilities, things we need to achieve the visual effects we're going to create in this class. Now if you're working traditionally, you can keep it pretty simple. You need some basic drawing paper, a graphite or non photo blue pencil, some inking tools like a Sharpie, microns, or if you're fancy and you want to play with line weight, you can use a calligraphy nib dipped in ink or a brush dipped in ink as well. Regarding color, color pencil is probably your best bet if you're working on drawing paper. Let's say you're working on watercolor paper, though. Watercolor and guash might be your friends. It's open to all options there. Now that we've got our supplies all set up, let's get to work. 3. Inspiration For the Class Project: Going to start by sharing my specific inspiration for this class because I think understanding that is going to help you really focus on your goals for the class project. It began with an afternoon where I just had Pixars inside out to playing in the background while I was getting some things done around the house. The sound was off just like it is right now. This always happens when I have a cartoon on with the sound off. I was just captivated by the visual storytelling in the film. The emotional narrative that comes through without influence of soundtrack, folyart, dialogue, any of those other aspects of the medium, the face shapes carry this story so well. That's true for many cartoons, of course, that's the nature of cartoon art. But with this particular film and just the nature of the inside out film series is that it offers a really specific challenge to an artist. The idea of trying to represent a range of dynamic expressions on the face of a character who is defined by a singular emotion, that's a fantastic little sandbox to work in. It's the right type of narrowing of a set of rules to challenge you to develop your skill set further. For me, that's always a big sign that this could be a topic for a class. My first step to developing this course was to dig up the concept art for inside out to take a look at how these artists set about finding their main characters for their story. The cool thing about concept art is it's a great time for wild experimentation. When you finally settle on a character, there's compromises made to make it work for the sake of the plotting story, technical aspects of the project. There's all these things that factor in that aren't there when you're just coming up with a cool idea. Experimentation is always a major part of digging into a project, but I think it's important to notice the goals of the experimentation. For this particular project, it's face shapes that evoke a specific emotion yet are adaptable for expression. Notice, while there's abstraction to the overall shape of the head, the narrative features, the eyes, the eyebrows, the mouth, they're all capable of a broad range of emotion. It's like an emotional range nested inside an emotional concept. So our task here today is the same task that the Pixar concept artists set out to do when they approached Inside Out two to explore the way shape language can represent an emotion and then to design features that are adaptable within that set of guidelines. And that's our focus for today's class. Let's get started with a warm up exercise to get our creative process revved up. 4. Shape Language Warm Up: All right, everybody, let's get warmed up, start moving that pencil around the page, loosening up the arm, practicing your hand pressure and all that. We're going to start by exploring in little bursts the techniques we're going to dig into throughout this course. A big part of getting good at art is learning to understand exactly what you're looking at. Watch this drawing as I build it out with just random abstract. Shapes and line. The image changes every time I add a visual element. I create positive and negative space. The shapes evoke a feeling without any meaning beyond just their simple mark. Once you get a sense of just the emotive feeling that a mark represents, you start to understand the general concept of shape language, the fact that we have preconceived notions as to what a shape feels like a circle, a triangle, a square. Start putting some shapes on your page. You could do exactly what I'm doing here if you want. Sketch out six basic shape forms. Start with some classics like circles, square, maybe a triangle, then get into a couple more unique oddball organic shapes. Now, without too much forethought, turn these into faces with some basic narrative visual elements, eyes and a mouth, possibly some eyebrows along the way. Think of your options for decision making here as you sketch out these faces. You're playing with your principles of art, for example, scale, emphasis, variety. For each face you design, make the next one feel totally different. Shift those features around that face. What happens when you squish your expression down at the bottom of a square? What happens when you point the eyes down towards the chin shape of a triangle? Every shape implies some narrative direction, the size of an eyebrow, the direction of a pupil, the angle of the mouth. One of the let's say magical things about cartoon art is that with just a couple simple visual elements, you can apply a whole interior world to a drawing. So we've got line and shape. Let's throw some color in. We'll dig more into color in a later chapter, but just watch how variety of color pushes this idea of who this character is further down the road. Every specific shape I make further defines their specific nature. These are not just broad emoji style emotions. There characters existing in a particular time and place. And what does it take to accomplish that? It starts with the simple belief that shape language tells a story. Now that we've warmed up to some of these ideas, let's dig into our class project. 5. Designing Character Features: We set out to design the features of our character. Let's decode this inside out to concept art. I'm going to take each of these faces and really quickly translate them into a flat front focused design. The takeaway here is to understand the visual elements needed to design a face. First, we need a couple basic shapes that come together to represent the head. It's always some variation of an oval, circle, soft edged rectangle combining to form the skull and the jaw. Hair adds some iconography to the silhouette and this simple cross hair guideline helps us position the narrative features, eyebrows, eyes, and mouth. Notice as the artist explores a character named suspicion. We've got some behavioral elements like the darting eyes, squinty eyelids, and some physical elements like the hat, the raised collar, then beyond that, variations in the placement of the features that shift up and down the head. These are the basic concepts we're going to explore in the first step of our design process. Now here's the trick to getting started. The inside out movies have covered a lot of emotional territories. I want to select an emotion that I haven't seen addressed in the films. I'm using one stopfiers.com slash EmotiNS to help me brainstorm. Now, of course, you could simply choose an emotion used in the film and just create your own variation of a character. But just for fun and coming up with some new prompts, I'm using this site. The cool thing about it is not only does it give you a definition of the term, it also gives you a list of physical signals and behaviors to use as prompts and inspire your shape language. I selected paranoia, which is defined as excessive suspicion, a distrust of others. The list of physical signals and behaviors, I selected my favorites. Most of them, you'll notice, have to do with the eyes, a key narrative and emotional feature, some detail into just the mouth so that clenching jaw. I really like that. Sometimes the ideas aren't actually rendered, but they can add to the direction of your choice making. Another example would be insomnia, which is a state of being, and I can use that to inspire some of the visual elements of the character. Now the concept of the cartoon facial expression is a deep topic. I made a whole class about it, but we're going to set that aside. If I was to give you a single recommendation outside of my own classes, I would say, check out Preston Blair's book originally called Advanced Animation. This is something you can find bits and pieces of on the Internet. It's extremely popular. It's inspired a few generations of cartoonists. One of the key pages that I remember staring longingly at as a kid is the facial expression page. The main takeaway here is the squash and stretch nature of expressions. Notice big loud expressions stretch the face like yell and fright. Then more intense frustrated expressions squish the face the way mad and sneer do. Some expressions wide in the face like smile. All that is to say is the language of cartoon art has a rich vocabulary and the more you've studied it, the more rich your visual descriptions can be. First round of concepts is very abstract, keeping the shapes extremely simple. Notice again, I'm pointing the face directly forward. It's the easiest way to place features without dealing with perspective or three D forms. Nice flat two D design process here. Some things I've tried right away is breaking symmetry because paranoia is a an unbalanced feeling. You can't sit in a state of paranoia for very long. It's very distressing and exhausting. It's not a comfortable state. Breaking symmetry seems like a great way to represent that. I've also decided to play with specific features one at a time before moving on to the next one. I'm dealing with just eye shape, eye placement, eye scale, and people size and placement. Here's a tip for designing the mouth. This one comes with another reference from Preston Blair's book. This idea of dialogue, mouth sounds inspiring the shape. For example, I'm going with paranoia and we've got this idea of the clenched jaw, the sound comes to mind, like the stretching of the mouth, clenching of the teeth. This first sketch feels too old. I want my character to be a little more youthful and that requires softer, smaller jaw. Usually, the bigger the jaw, the more defined the jaw, the older the character looks and feels because the face grows into itself over time. Smaller jaw, but still that wide e sound mouth. I've got some funny ideas going here. Paranoia, this heightened sense that someone's following you or watching. I'm going to use the characters sensory organs like the ear and the eyes to try to overdetect what might be going on around them. The extended ear here. Some evidence of this insomnia descriptive element could be bags under the eyes. So let's take the conclusion of this first round of concepts and move into just a second set. Now, you can play this game all day if you'd like. I find that the more I work, the more what I want to say emerges. That said, there's often a point where you reach diminishing returns, especially if it's a simple, fun afternoon project like this. You decide how many concepts you want to build out. I'm going to keep going here. I'm starting to wonder if this character is even human in the first place. I think the idea is they are not. That's not really the point of the inside out films. These characters are not human. They're abstractions. I have to embrace that as I continue to exaggerate the forms here. While they may not be human, I do want them to evoke a human like presence. I'm actually going to scale back down the ears, make the mouth smaller, see what happens. This character feels very young now. Notice how big the eyes are, this naive open eye energy, very useful. Now let's see how we can enhance the silhouette with some hair. How can the hair evoke the energy of this character? I'm going with frazzled as an adjective. One last round of iteration on this design. Want to answer a couple important questions that I'm going to need as I move into the final illustration. For example, not just the silhouette of these features, but what are some of the key descriptive lines we need? For example, the hair, it has this wave that goes out across the forehead. I want the bags under the eyes to have a certain amount of depth, the nose has a certain placement and shape about a tiny little nose ring there and something else I'm discovering here at the end is the idea that a character is awake all night, this insomnia feeling, I can add this extra flavor of a vampire esque nature to this character, which that's a fun pairing, paranoid vampire. I like that. Now, I've answered all the questions I need answered for the shape language of this character. We've completed this conceptual stage. Now using this as a reference, we're going to begin work on the final illustration of the character. 6. Turning Shapes into Forms: Focus of this lesson is learning to turn a shape into a form. Every shape in our concept sketch coincides with a form. Every circle becomes a sphere. A simple way to think of it is form reveals the third dimension of an object. It also reveals the placement of the camera that's in our brain, our point of view of a subject. Point of view is such a crucial part of art narrative art specifically. It tells us how we're looking at something. So if we're drawing a face from three different points of view, we can choose the front, the side, and the classic three quarter turn, which is the hardest to draw but reveals the most information. You'll notice the front face and the side flatten the image and you get something that exists somewhere between a second and third dimension. Front view and side view aren't really how we observe the real world. But while I've taught other classes and drawing faces at a three quarter turn, I think for this lesson, because we're focusing so much on the design elements, we're going to stick with the front view. But of course, we can still apply form to this design. Let's take a quick look at Preston Blair's book again. He's got a full page all about the simple idea of construction of the head. You can see here there are many ways to represent form in a simple character design, a simple head design. And the key to that, no matter what visual style you're working in is understanding the concept of contour. If we apply contour lines to this circle, we can transform it into a sphere. Think of a contour line like you're running your pencil across the surface of an object and it's bending with the curves of the object. Then when we observe those lines, they evoke the overall third dimensional qualities of this form. There's a front facing character established with contour lines and here's a side facing character with contour lines. Notice the density of the lines can change the feel of the form. We can converge the lines around the nose to deepen that nostril. And we can turn lines in different directions across different shapes and forms to establish a directional shift, create visual contrast. Like the neck here, I'm drawing the lines perpendicular to the lines across the sphere of the head. Let's look at how contour lines establish this illusion of depth. Let's take a simple object. Let's say this circle actually represents a coin and I'm going to draw with this purple a rectangular grid system around this to establish the actual center of the object and the pie pieces that radiate from that. Look how every section of this coin appears to be equal. Now let's actually take that grid system and place it flat on a table based on a single vanishing point. Notice how the coin actually gets warped by perspective. Now those pie pieces all feel different. Notice the actual center pushes back visually into space, moving further towards the background, and all the pie pieces, while they are still the same size, visually appear different. That's the illusion of depth. This also can help establish our eye level if we're thinking of a character. If we're looking them straight on in the eye, the character is going to feel perfectly balanced right in front of us. But if we're a little lower looking up at them or a little higher looking down on them, it changes the angles of the contour and the different surfaces we see. For the sake of what may be an introductory lesson to contour for you, we're going to keep things pretty simple. So let's take our little character sketch and just establish that the eye level is perfectly even with our eye level. That means the contour lines are flat right where the pupil center is and they curve as they move across the spheres of the eye. The nose, I'm going to do vertical contours and they curve away from us. The further they go from the center, the same thing with the head. The vertical at the center of that sphere is perfectly straight, but contours curve away from us, eventually resolving in the outer edge of that circle. Now we can get a little more complicated with this. Let's say we want to deal with the ears. You have to establish what part of the ears curve in what direction. I'm saying the top curves around from the back in on itself and the flat broader part of the ear has these longer contours. This becomes very helpful in the hair, which has this frazzled wave we established in the concept art. Notice my contours bend and arc around and then they are overlap. By the fringe of the hair, and then we can address the eyebrows, even somewhat if we want to, we can take this a little further. We could even establish the contours of the skull itself and the actual eye socket where the eye is sitting. This reminds us that we want to establish this dark insomniatic feeling in our character. My work can be graphical, but it actually implies a third dimensional space in the way I use light and texture. Some of these ideas are more rooted in they're inspiring my final line work, but I don't always draw them. But I think these little exercises, understanding contour, studying the form of simple objects could be super helpful. So maybe do a study of a coffee mug with the contour line or even something as simple as a can of soup, just to understand how lines bend and curve as they move away from our viewpoint. So now as I enter into the final sketch that becomes the reference for the ink work, I'm going to do in the next chapter, I'm going to take inspiration from the contour lines in very specific places. For example, right away, this idea of the pupil and this chaotic broken symmetry, insomniatic filling we're going for. Notice how I use two simple contour lines to bend the pupil away from our eyeline. One perfectly centered pupil or somewhat centered pupil and one that's curving away. Notice, when I put that little grid system around the pupil, you can see it's been warped by a change in perspective. That's that lesson we've just been spending a few minutes going over applied to a very simple visual element. Here's its influence again throughout this design. Let me actually just turn off the linework and show what my brain is seen when I think specifically about the contours. Of the characters and qualities of this actual paranoid vampire esque figure, they come through in the contour art. Shape gets us pretty far along this journey, but if you want to take design to the next level when it comes to character development, understanding contour and how it represents form is really useful. In this step, your goal is to create a final sketch of the character's head, all the features in place, posed as if it's something of a class photo, maybe add a neck, shoulders if you want, and then in the next chapter, we're going to move on to final inks. 7. Inking Techniques: I noted in the opening to this course, you're welcome to work traditionally or digitally. I'm going to try to speak in ways about my techniques here that can apply to both. The first step is when sketching. You want to sketch at a scale that suits your sense of motion when you draw, as well as your tool. So I'm going to scale my drawing up just a bit, but I don't want it too big because there's a sweet spot where my linework looks best. It's kind of like if you consider your voice sits at a comfortable volume when you're speaking, to yell is exhausting and it's emphasizing your best qualities and to whisper is the same thing, but on the other side, the volume spectrum. Drawing is the same way. You need the right sense of scale. Find draw a circle, see what feels comfortable and natural when you just want to execute a circle. Always push yourself to go a little bigger, but not too big where your gestures don't feel comfortable. That said, when it comes to drawing tools, working digitally, your options are really just endless. You can download 1 million different brushes. Any drawing app comes with quite a variety of brush types that simulate real versions of brush. Working traditionally, things get a little trickier because to establish a good relationship with a brush or a calligraphy pen, something that as you apply weight, it changes the volume and quality of the line. Those are tools that get tricky. You're welcome to work with just a sharpie or a micron or a ballpoint pen, if that's all you have to practice some inking techniques because inking a much about selection of lines as it is quality of line. But I'm going to be using tools that are comfortable with me and I'm going to do two inked versions of this character, one with a smooth brush. It's got a nice clean line. Then I'm going to do a textured brush, something that feels more like a dry ink quality where it reveals the texture of the paper, yet the pressure application qualities are basically the same. Whatever tool you're inking with, you want to be comfortable. Little exercises like this help you understand what pressure suits your sense of motion as well. Do a quick little exercise to understand what we think about when we inking in a cartoonish style means you're representing, for the most part, the outer edges of surfaces, but you do need to consider form, meaning that the pressure of your pen, the adjustments in line quality from thin to heavy should represent where the source of light is coming from. If I'm going to ink a bunch of little spheres, notice the line is a lot thinner, almost invisible, it points where the highlight is strongest and the line is heaviest as we move into the darker core shadows. Consider the smooth brush tool, a one pass style linework, meaning it looks best if you can create a line in a single gesture. The less lines, the stronger the image I find. Now, when we get into a textured brush, the rules shift a little bit. I actually find texture brushes look best when they're a little sloppy. Consider this maybe a soft pass line. You could actually build up the line through different passes and the texture reveals itself more through a sketchy looseness. We can play with value in a way we can't with a smooth brush. The smooth brush is on or off, whereas the textured brush has gradient capabilities. All right. Starting with my smooth brush technique, remember, I'm establishing a placement of the light source when I I'm saying the light is overhead of this character, just a general idea, but it does help me direct my lines. As I ink the eyeballs, the lines are heavier on the bottom than they are on the top. Same thing when I get over to the ears. Notice the outer edge of the top of the ear has a thinner line weight than the bottom edge. I also use my inking to establish where surfaces overlap and darken spaces in the depths of the contour. For example, the inner part of the ear as we disappear into the ear passage, that's the darkest point of the the mouth actually opens just a little bit to show a bit more of this paranoid stress. I thought that imperfect line does a good job of representing that. That's like you're looking into the cavity of the mouth. Hair is a little different. I'm drawing contours, but I'm also leaving out lines where highlights need to be. Actually, the negative space, the highlight becomes the contour itself, and the black becomes the deepest parts of shadow. You'll notice I ink very quickly. This is pretty much an uncut version of me inking this character. Goal with inking is to be able to work quickly. You've established the image through the sketch and you've answered most of your questions already. Inking should feel a very confident process and you can work in a way that feels natural and comfortable and it actually makes the image easier to read at that point because you don't have these spaces that are overworked or still being decoded. You have the quickest, simplest solution to the overall idea of your character's I find that the quality of the inking tool actually changes that rule for myself. For example, the smooth pen, I want as simple and efficient as possible with just little accents of texture. For example, below the eyes, the edge of the eyebrows, the little shaved area where the hair is parted. There's little bits of texture, but overall it's quite sparse. Color is going to pick up the slack on some of the form of this character. Now, when I work with this more textured brush, I'm actually a little looser and I'm actually going to allow for more imperfect lines than I would with that smoother brush. Again, this is just personal preference. I find the textured brush is a little more free. I'm drawing the same qualities as I did with the other brush, but I'm treating them a little different. For example, notice that wobbly line on the ear. If I was working with that other brush tool, I might have undid that and tried again to get a cleaner line because I feel it'd be very distracting. But when the line is a little softer, when there's a little bit more character and the value, this shade of gray that this line exists in, I'm going to allow for more imperfections. Because the pen is gray, spaces like the hair actually reveal the quality of the lines with more detail, you can see more of the brush stroke across the page in this version of the also have more variety and line weight. I can make very thin lines, which adds a bit of a sketchiness. You can almost see some of the planning stage in this final version of the ink character. This tool also allows me to push things in and out of focus a bit more. For example, the nose ring can be very, very light, this most soft gray in the pupils can still be dark, but they can't quite achieve that high contrast feeling of the smooth brush technique. Okay, so there's an example of two ways to ink the same character, and I really encourage you to explore some of your drawing tools. First, try adjusting the scale of how you work. How big is your sketch? How much gesture? How much motion does it take to get from point A to B across your drawing surface? Are you more inclined to smaller drawings or larger scale drawings? How does your drawing tool influence your decision making when you ink? What qualities if your work are highlighted by the drawing tool? Is it your weaker qualities or your stronger qualities? Maybe you're better suited for a slightly messier tool because that's how you draw best. On the other hand, maybe you're someone who aspires towards cleaner, more efficient linework. There's no right or wrong answer to this. It's only the journey, good luck and have some fun with experimenting in the ink realm, and I'll meet you over in the coloring realm when you're finished. 8. Color Scheming: Color scheming, pretty clever title. Basically, what I'm getting at is what is your strategy for selecting colors? In the world of cartoon art, high contrast colors, broadly emotive colors is a great way to begin developing your palette. I'm going to be working with complimentary harmony, which is a tried and true technique very easy to understand, and I'm going to create two variations of a color scheme for this character, just like I did with the ink. We'll explore different ways of thinking about the process and what each color scheme reveals about the character. These are techniques that you could apply digitally, of course, you don't need to be an expert at digital coloring to do what I'm about to do. If you're working traditionally, I would probably recommend a nice set of lendable colored pencils like prismic color, I guess, is one of the popular ones. Or blending markers, that could be really nice as well. Complimentary harmony says that a warm color and a cool color on opposite sides of the color wheel establish a pleasing aura. You can say, for example, I'm establishing green and purple as two complimentary colors that have a nice harmony. To develop the harmony, you can fill out the value, meaning purple with more black or more white. That's going to help us apply form through color. Shift this line and grab another color scheme about blue and orange. Now when we apply them to forms, we can see they instantly work to create something iconic in that colors in nature tend to have softer blends. There's the occasional high contrast complimentary color scheme in nature, but it's exaggerated for dramatic effect, for emotional appeal. And it works every time. Let's try another one, a version of red and a version of green. I find you don't want to lean into colors that are symbolic of particular things like holidays. I I'm going to use red and green, I don't want it to feel like Christmas. I've got more of a pink and a greenish blue. As a cartoonist, I have a fairly particular way of applying my colors. I start with what's called flats, which is just overall solid layer of a single color that works as a base to build on. So I'm using the Lasso tool or a basic freehand selection tool depending on the software you're working in. I'm putting down a lighter shade of the greenish blue and then hopping to the other side of my color scheme and grabbing a deeper red for the hair. That set of rules there makes up most of my creative decision making right off the bat. Now I just need to play with subtle variations of this. My first step is to find my shadows. I'm going to choose a darker value of green and get in the deeper parts of the contours, the eyes, and the ears. Now I'm actually drawing my colors in a colored pencil like technique. This is the same tool I used for my textured inking process. But digitally, you can put lighter colors on top of darker colors and eradicate them. I can work back the shadows that are around my ear contours a little bit. I get my shadows established, I'm going to layer them up a bit further, so I'm going to pick another shade of the green, somewhere between the lightest value and the darkest value and connect the skin tone to the shadow. Expanding value is a great way to imply form. I've got some highlights in the hair. Other digital technique here is applying a clipping mask. You notice that the color of my line art has changed. What I've done is I've created a layer above my line art and I filled it with a solid color. In this case, a dark color that's not black, but it's black adjacent. It's black with a bit of my complimentary color in it. Once you apply the clipping mask, it makes it, so the color only appears on top of those black pixels. It's a really easy way to add a bit more character to your line art and sort of reduce that high contrast quality of black line art. Now I'm going to add another layer above my flats layer, and I'm going to use the airbrush tool to create a bit of texture on top of that. And this will also have a clipping mask applied to it. So it only shows on top of the flat color. That allows me the freedom to just color outside the lines without worrying if it's going to show up on the actual white of the page. Closer we get to the finished work, the more important I feel it becomes to look back at things we established in the early conceptual stages. So some of the physical signals, the behaviors, the qualities of this actual character, how are we reinforcing them through ink and color? The idea of this character having insomnia can be established by adding some dry eye effect. So not exactly veins in the eye, but the sort of reddish quality and the shadowy areas beneath the eyeball. Adding some extra highlights on top of the eye you give it more form. Some other little highlights through the hair just to bring out the light and distinguish that frazzled look. Remember, keep a close look to where particular surfaces overlap. For example, the hair, adding a shadow below the hair that comes down the forehead is a great way to imply contour without literally drawing any contour lines. Same thing with the nose. The space below the nose could use a nice shadow where the nostrils are and the space on top of the nose, it's catching the light could use a nice highlight. Just to review, we've got our base colors mostly on a single layer, establishing the broad guidelines of our complimentary harmony color scheme. On top of that, we have some clipping masks that add shadow texture, and at the end of it all some highlight. You can consider your color scheming, that basic set of rules. Now let's take that other set of complimentary harmonies, the greenish to the purple and follow those same steps. I'm going to use for my flats a vibrant green for the skin tone. A deep purple for the hair. Now step one, establishing shadows through some contour. I'm using deeper values of green to find those dark areas, a layer with a clipping mask applied to airbrush in some more subtle shadows. I can do the same thing with some highlights to make the head just feel a little rounder, you know? And then one last pass through is my texture drawing tool using white. So the flats establish the midground. Shadows push things back and highlights move things forward. That's a simple approach to form. Okay, now we have two distinct versions of our paranoid character. I cannot decide between the two of them, which means this is a successful class project. I love both of my boys equally. Now, let's talk about reviewing our work and sharing it with the world. 9. Sharing Your Work / Further Learning: I hope you had fun here today. But as far as I'm concerned, the classroom experience is not quite over yet just because you finish your drawing. For me, a big part of creating work is the opportunities it presents after the work is done. For example, I'd love to see your work shared in the class projects section of this course. That way, I can give you a little cheer or some feedback if you want, and even better than that, the skill share community will get a look at what you're creating and that might inspire them to make work of their own. That's a pretty cool feeling to know you're doing that for somebody. Feel free to participate in that type of way if you're open to that. Now, on top of that, something you could really do for yourself. That's exclusively for you is step back from your work imagine you're a different person for a second. Look at it with fresh eyes and think about what's really working and what are some spaces that maybe you're a little weaken that you could really practice. You know, I discussed the roles of some different materials and color theory and these stages of creative process. Some of those become natural feeling to us and we dive right in and some of them were skill sets that we're maybe a little wary of dipping our toe into because we have expectations of ourselves and all that. It's good to understand where you are in your creative journey. Do a little critique session with yourself. That can be really valuable. Even more valuable than that is sharing your creative experience, the joys of at the trials and tribulations in your class project post. That honestly is going to encourage me to share maybe a more in depth review of your work and offer some advice on where you could go for further learning. That's a classroom experience. And now because I mentioned further learning, I got to do a little self promotion. I've got a whole skill share channel out there, and if you haven't checked it out, you might want to take a look. If you like this class on cartooning, I have some deeper dives into the ideas of cartooning on all kinds of levels deeper dives than what we've covered here on designing the overall cartoon face, classes on expression, classes on body language, classes on the broader ideas of narrative cartoon art. If you're a conceptual artist, I've got classes on World Building. Technical classes on using ink tools and finding inspiration in our favorite Illustrators. There's, I think, about 20 courses on there at this point. Odds are, you're going to find something that's going to inspire something new in you, and that's what I'm here for. All that said, I look forward to seeing your work and I hope you have a good day. See you in class next time.