Transcripts
1. Introduction: Hey, it's clayton. Welcome to my class on drawing
unique character heads. Throughout these
lessons, you're going to discover how to add variety to the facial
features of your characters, their face shape, hairstyles, and we'll even talk
about how to incorporate head accessories to make your characters much
more memorable. Well, without further ado, get your pencils and sketchbook ready or your favorite
digital drawing application. And let's jump
straight into this.
2. Block Head: Okay, So we'll start out
with our cranium shape, which is just a circle, which we're going to
convert into a sphere with a few guidelines
in just a moment. The heads that we will
draw up today with these examples are just going to be placed on a
three-quarter angle. So nothing too dynamic, but they're not
going to be flat. Front side on views either. We'll place in the
axes and we'll draw in a horizontal line that
runs around the belly of the sphere and ultimately
represents the brow line. And then we'll lay in
the middle of the face. Okay. Which tells
us what direction the head is looking in. And essentially just shows us where the front of the
face will be situated. Next up, we will place
in the side plane. Now here's where we can
start to begin messing around with how this
general head shape is going to appear. We can either take off a
little bit or we can take off a lot of the side
of the head plane. Let's go ahead and try to
take off just a little bit. Okay. So usually I would I'd push this out just a little further
towards the center line. I'm going to make sure
that center line is still placed in the
middle of the face. So if I need to readjust
it, I'll do that. Now. This isn't going to affect the, whether or not the head is
narrow or whether or not it's going to be wider
than usual a little bit. What will increase and push that effect even further
is the length of the face. So is it going to be a long phase or is it
going to be a short phase? Now before, when we were
doing the idealized head, we would measure
out the first top, top two-thirds of
the face by drawing a line from one side
to the other at the top of the temporal, flattened out at the sides
of the skull to the other. And that would give us
the first two-thirds and then we would just
measure down one more third. And we would have the
standard measurements of the face here. We're going to change things up. We might in fact
this time around, we'll draw it down a little
longer than we have been. So we'll draw it all
the way down here. You can push this to an extreme. You can make it a subtle change. It depends on how realistic really you
want your head to look. If you want to stylize it, create a caricature of
whoever it is you're drawing, whatever character it is you might be representing
on the page. Then really push that
length, pull it right down. Next up, another area
where we can really adjust how the shape of the face is going to
appear on the page, is by going ahead and either adjusting the shape of the jaw line so we could
make it more triangular. We could make it more square. And in this case, I think what I'll do is create a bit more of a
rectangular jaw line. Okay, so I'm actually
going to pull the corners of the
jaw all the way down. So he's going to have, with
this particular character, which I'm going to make a
male character will have a fairly square,
rectangular jaw line. Because I've pulled those
corners so far down. We can adjust the
broadness of the chin. Okay, so again, think about
these areas as dials. You can dial the width, how wide certain
areas is going to be. You can drag certain portions of the face down
further than others. You can pull them up. It's
elastic defying the face here, essentially pulling and pushing
it into the shape that we want for the given character
that we've decided to draw. This might look a bit funny. It might look a little bit odd. And that's because we are
traveling outside and away from those
idealized measurements. Alright, cool. So now that we've got the
shape of the jaw defined and you can choose whatever shape you would
like for your own head. Now you don't
necessarily have to copy what I've got here. We can now figure out where
the facial features are going to go and how large
they are going to be. And again, there's a few adjustment knobs
that we can turn here in order to achieve the effects
that we're looking for. Now, where are the I is going to sit on the head will
usually they would sit right in the middle of the overall
length of the face. In this case, we
can sit them either lower or we can sit them higher. What I'm going to do is
I'm actually going to place the eyes on this
head down quite low. Going to place them about
what actually know. What I'll do is I'll play
some a little bit higher. Because if this was more of an idealized measurement as to where I was going to figure
out how to place the eyes. I would probably place
them here because that'll be about the midway
point of the overall head. But instead of doing that, I'll play some a little bit. I'll play some a little
bit higher just underneath the brow line that I've
already established. So now we've got a large amount of space for the bottom
portion of the face where the nose and
the mouth will reside and a smaller amount of space at
the top of the head. So you know, you've got a very, I guess you could
say a character that looks like this is a bit more boneheaded
looking in appearance. Like Frankenstein
almost you could, you could think of this as. So what I'll do is figure out, so I've got the eyes now please. Next up, I'll get the
noise drawn in there. Is the nose is going to
be close to the eyes or is it going to be
situated further down? Well, you know what,
I think I'm going to place it all the way up here. Just underneath the eyes. So again, funny proportions, but it should lead to
a very interesting and memorable result
for this character. And as for the mouth, I'm going to place that
all the way down here. And the chin will
place that down there. Now you can place your mouth
and your nose anywhere along this distance
between the eye line and the chin that
you would like. It really doesn't matter. Whatever is going to capture the character that you are looking to
represent on the page. We'll place in the ears. Now, we can give this character
a little ears, or we could give this
character big ears. We know what the regular
rules are at this point. Now we're bending them
and it can feel a bit funny to break the rules, so to speak, after
we spent so long learning them and
keeping them in check. But this is a
wonderful exercise, and it's only once
we have learned the proper rules
that we are able to properly manipulate them. Except I'll draw in
these characters neck. I just feel like this is a
thick neck kind of characters. So I'm gonna give
him a thick neck. Now placing the head planes. So we'll have the division that separates the front of the face from the
sides of the face. On either side here. Then the plane divisions
around the side of the brow. Now let's define the hairline. Okay, now what I'll
do is I'll give this character what's called
a widow's peak hairline. So it's going to come
down to a point in the middle and then back up. There's lots of
different hair lines out there that you can look up. But the most common ones that you're going to see
other receding hairline, of course, which some of us
are already acquainted with. The widow's peak hairline
and then just the one that runs straight from one side of the
head to the other. There's a few of
the different ones that beta away
from the regulars, but you can really modify that hairline to make it whatever you
want it to look like. Okay, Cool. So next let's actually draw
in the facial features. Now the first question we have
to ask ourselves if we're starting with the eyes is how big are the
I is going to be? And where are they
going to be placed? Will they be small
and placed far apart, or will they be large and
placed close together? We can really have
some fun with this. I am going to go for some small eyes
that are placed a little more toward the
middle of the head. And of course we can mess around with the eye
shapes as well. So I want this guy to look
kind of intimidating. He's going to have a bit
of a glare about him. So I'm going to make the top
of the eyes quite straight. And I'm going to narrow
them out as well. They're very small eyes. And as I said, they place right at
the front of the face, which has this kind of
predator like vibe about it. Because you think about a
lion for example, or tiger. You know, these, these animals that are predators hunt
other animals down. And their eyes are always placed at the front
of their face. And they're quite small as well. So that's the kind of vibe
that we're going for here. That's what we're
able to incorporate. And that's the association
that hopefully people will make to
the character as well. Now what we'll do is
go ahead and added some eyebrows which
are going to sit right on top of his ICM. And I'm going to make
them really thick too. If you're doing your own head, that is something
different to this. You know, try to get inventive
with it. It creative. Maybe you do sin eyebrows that sit really high up
on the forehead. That's totally something
that you could go with. Of course, use your eye to judge whether or not something
is going to look good. Because though we can
bend these rules, they can ultimately break if we bend them too much in
the wrong direction. Okay, Wonderful. Now let's go
ahead and draw in the nose. So we'll start with the
bottom of the nose. And we'll make this nose
quiet wide again just to really push that bone
head appearance, that caveman appearance
that we're going for. We can have the nostrils going
upward on an upward angle. We could have them going
on a downward angle. Basically, every
single aspect of the facial shape and features
and measurements can be tweaked in order to ultimately end up at
a varied results. So what you'd otherwise
have if you were just going with the standard measurements
for the human head. Next will go and
placed in the mouth. So we'll start out with
the opening for that. Getting with the middle and then pulling the mouth
opening all the way out. And you know what, we'll give
him a quite a large mouth. So now what you'll end up with is this monkey-like appearance, I would say is a
black appearance. Will give him a big bottom lip, which has already written with even the construction
that we laid down to begin with because the
fact that we laid in his chin so far down below
the opening of the mouth. Now of course, we've
got the ears too. So we'll draw those in. You can see that I'm
working very lightly here. So it might be a little bit difficult
to see what I'm doing, but this is really the way
in which you want to work. You don't want to be using a super dark and heavy
line that's hard to erase, That's hard to read, correct. And tweak if you decide that you want to
change things later on. So what I'll do now is I will refine what I've
placed down here on the page before
going through and establishing a hairstyle
for this character. So we'll start out with the eyes going over the top of what
I've already done here. Just with a darker outline and refining essentially what's already there on the page. So this is the easy part. Believe it or not, you're
adding in those details, polishing up the
primary contours. That's when everything really when the roadmap should be laid out and you know exactly where this piece is going to be going. You really don't want
too much to be left up to chance at this point. So the idea with
any illustration, will there be drawing of a
head or a full character, or a full cover or pin-up. Is that you want to make sure that you plan it all out first. Once it's planned, then
it's very easy to go over the top of that and lay
on the icing on top, right? So it's about making sure that
that cake is nicely baked. And then once that's, once you know that's good to go. Well, you can then polish it up. Basically icing on top place the cherry or the
declaration and whatnot place in his
iris and his pupil. And we'll do that in both eyes. Next we'll outline the eyebrows going over the top of them. Defining that line with
additional clarity. And what I'm looking
for is nice, smooth, well weighted lines in the final drawing is I want these lines to
no longer be sketchy. I don't want them to
necessarily be lied, Eva. I want them to be
nice and vivid. I think polished
is the best term, but we're essentially
cleaning up. What we had initially
on the page. And we're turning it
into a finished drawing. Every now and then I might
hit the Undo button. Or if I'm doing
this traditionally, go ahead and get out
my eraser with things. If there's a certain portion
of the drawing that's not necessarily going the
way that I want it to go. And I'll make whatever
changes are needed. So, um, those eyebrows there that I wanted to fix
them up a little bit. What is that? All right. So we'll do the same thing
with the opposite eyebrow. Again, outlining it first. Then placing in the, I guess the textual rendering, describe it as having here. Now we'll add in some
additional details around the eyes just to
describe some of the forms, such as the eye socket, the folds underneath
the bottom eyelid. And all that does is just describe some of the
anatomy around that area suddenly just enough to give it that extra
visual interest. Realism takes it
from looking like a, just a cartoon and
actually pushes a more complex looking
comic art style while still maintaining something that looks like a piece of comic book art, something that looks stylized
and graphic in nature. So we've got the
eyes drawn in there. L its place in the nose. And before I actually
drawing the nose, what I'm going to do is I'll
start off by erasing some of these construction
lines because they're getting in the way
a little bit and we don't we really don't need
them anymore. At this point. They were really
they were only there so that we knew where to
place the facial features. Now that we've got those
facial features placed, we can just do some erasing. Now I'm going to place in some folds and wrinkles
around the brow. And these folds and wrinkles are caused by the muscles
underneath the face. Contract and tort. In order to express
certain emotions visually. Within the facial expressions
the head is capable of. And over time, if
there's, for example, a person who is
typically very Smiley, who smiles all the time. They will develop wrinkles
and folds in the areas of their face that use the muscles actually
allowed them to smile. Is this someone who
glares all the time? They're working on walking
around angry and whatnot. Then again, they would develop
the same lines and folds in their face that they use in order to allow them to express those particular
facial expressions. So I'm going to lay in a
shape for the nose bridge. Now keep in mind there's a
number of different shapes that you can use for the
nose, especially the bridge. So if I go over here and I draw the nose
from the side, well, you've got this kind of big nose that you can use for the nose. This beak like shape. I guess it's I guess this would be more of a beak
shape, wouldn't it? You can play around with these experiment and see
what you can come up with. It'll be uses the
same bits and pieces. You can have a nose
that is pointed upward where you're going to see more of that
underside plane, at least from the front. And have all different
sorts of noses. Variety of noises that you
could have is endless. I've decided on this
particular node shape for the character that
I'm drawing here. Place in the nostril, even on outdoor idealized heads, we still had nostrils
and whatnot. It's just that now
they're depicted differently in order to create the variations that we're seeing in this gentleman's face. I draw in some wrinkles
around the sides of his nose. He's an angry dude. And I really want that to come
across in this character. We can add in little bits
of rendering to use face. If we really want to polish this up and make
it more complete. We'll leave it at
that for now though. I'm going for more
of a stylized look in here in these
particular head examples. Next up, we'll define the
opening of his mouth. Drawing that in.
Placing a darker, heavier line just underneath
his bottom lip will even outline and suggest the shape of the bottom lip
at the sides there. Now we'll go ahead and place in some light rendering just
underneath the bottom lip. To describe that
underside plane, the space between the
bottom lip and the top of the chin lay in the
nostril opening. All I will do to prepare
that and fill it in is draw this little common type shape underneath the nostril opening. Fill it in. Okay, Wonderful. So I'm going to do some
more erasing here, getting rid of those
construction lines. And I'll start to define some of the underlying facial
anatomy suggesting where the cheekbones might reside
and the mouth muzzle as well. I'll start off by lightly
sketching those in. Then once I, I think I'm happy with what I like
to capture there, what I want to go for. I'll use a darker outline to
essentially set it in stone. You can see I'm
doubling up some of these lines just to add that little tiny
bit more depth to the contour drawing.
That's all you need. Sometimes you don't need heavy rendering in order to give your artwork
depths to suggest form. It's funny coming from
me because I do have a style which is much
more detailed than this. But I do really pack
on the rendering. But again, it's not always that necessary and sometimes it can, it can take away
from the drawing. You can steal away the, the attention from certain
other aspects of it. Okay, next up, we'll
draw in the chin. And this character,
I'm going to give him a bit of a bump chin. So you can have
different shapes of chin as well, believe it or not. We'll put a little dimple
just in the base there. All right, that's
looking pretty good. We'll lay a little indentation
in around the corners of the mouth to push them back and just create a little pocket within
the anatomy there. Curve and the underside
of the route brow back in towards the eye on the
far side of the face. Then pull out the
cheekbone to describe the shape of the face as
it turns away from us. So we're getting a good look at the outline of the front of the face here on this
angle. In this portion. Now, a lot of the decisions
I'm making here, instinctual. Over time, you'll
develop your own way of creating decisions
and making them in order to arrive at the idealized representation of whatever head it is
you would like to draw them by idealized
in their contexts. I just mean what you desire to see within your head
when you've drawn it. I'm going to add in a
few more facial folds in around the nose. Draw those out, especially
around the mouth. Because. The mouth and the eyes. They're both facial
features that have a wide capability of expression. And because of that wide
capability of expression, you'll find that a lot of
the folds in the face reside within and around
those facial features. The forehead. Obviously we
know that that can really fold up and create lines
across the top there. So that's another area of the head that
moves around a lot. That the forehead is somewhat
connected to the eyes. In other words, when
the eyebrows raise, those folds within the forehead are going to begin to form. We'll add in a little dimple, that little indentation
just above the top lip. And now we'll complete
his jaw line. We're on a dark contour
it down the sides. And then here I'm
going to just going to shave off the
sharp corner that I added in there right at the
edge and adjust the shape. And then I'll take
the bottom edge of the jaw and later into the chin. Next, I'll define
the side jaw muscle. It's the back of the jaw. Very powerful muscle is the
jar a lot of its power. And again, how much he
defined the anatomy of your character's face
is completely up to you and the requirements
of that character, for example, we're
going to do up a female head and
just a little bit. And she will not have
anywhere near the level of defining features and anatomy as this particular
character does. Might add in some
shading just on the underside of his top
lip there to show that, yes, indeed it is facing
away from the light source. Now as for the ears, let's do something
interesting with these ears. Let's add in like a piercing. I'm not quite sure what you call these particular hearings, but I've seen them before. They sit inside the ear lobe and stretch it out
quite a lot actually. And so this is a great way
to customize the shape of the ear while also adding
a facial accessory to it. So go ahead and
place that in there. And now we'll attend to
the top of the year, beginning it, the final
outline for its shape. And we'll leave that down
into the base of the year, which will travel around. This is earring
that we've placed down and see quite a significant
customization of the ear. General overall shape. That just as before, the next step that
we're going to take is place in the interior
frame of the outer ear. Then the Y shaped piece of
cartilage will draw in. And so remember
that isn't much as we are following a
structure for the face, that structure can be stretched. As the ears indicate here, the shape of the ear has
literally being stretched out in order to create a
new representation for it. Finally, we'll add in the neck. Drawn in and we'll indicate
some of the muscles, especially those large
band like muscles that run down from behind the ear and into the
center of the collarbone. They usually quite prominent and will be visible on the
surface of the skin. We can also add in the Adam's
apple male character here, believe it or not,
women actually have an Adam's apple as well. It's just not as
pronounced or as visible as it is on a man. Women share the same
anatomy, for the most part. In fact, on the heap, but as far as the human
face is concerned. Okay, well that's fantastic. So now that we've got our face to find and
figured out it's time to give our
character style. So this is something that we haven't touched on a whole lot. And what I'm going to do now is explain my
approach to it. The first thing I like
to do is figure out what kind of style am I going to go with for these
characters here? Then the next step
after that is to, well, let's just go ahead
and I'll actually show you. Sometimes. Sometimes I don't
exactly know what style out, what the character's
hair to go in. And I'll just start
drawing it out like this. And i'll, I'll see what happens. And what I do is I'll start laying in large clumps of hair. But I want a general idea to go, to go with here so that I can follow a
particular direction. So this guy will be a
gangster of some kind. Which means I'm thinking that he's going to have
slightly longer hair on top and maybe shorter
hair around the sides. And so with that said, I'm going to begin drawing out the larger portions of this hairstyle that to
find its overall shape. Then the strategy from that
point onward will be to divide those larger shapes
up into smaller shapes, more and more until we get a certain amount of
texture and organic appeal to the hair that we're drawing down onto this
character's head. So you can see here
that I'm keeping it very light and very wispy, very flee for free flowing. I'm just lightly
drawing it in there. And unless you see this
actually happening, it can be everybody who teaches
this stuff tends to say, if you read it in books, knocking out the overall
shape of the hairstyle first. That can be hard to
interpret sometimes, at least I've found it
hard to interpret anyway. So I need to see it done. And this is the way
in which I came up with four actually laying in the general shape
of my character, characters overall hairstyle, a somewhat mixing some
textural qualities to it. In other words, I
tried to suggest that it's already here as I'm laying in that basic
overall shape. I think about how the hair
might fold on itself. So it's, in a sense it's
almost like fabric. It folds on itself. It has layers to it. And it is at the whim of
the outside elements. So if your character
is standing in the wind or they're
standing in the rain, that's going to change how
the hair is represented. Even if it's, if it's got a certain shape to it
or certain style to it. So got his head drawn out very roughly the
general overall shape of it. Then of course, it's shorter
or around the sides. And so the way in which I'm going to represent
that is I'm just going to have it combed back or appearing as
though it's combed back. Now of course, you can have
it completely shaved in different different people and interpret a shaved head
in different ways. So it could be
prickly like this. If we wanted to go for it. I've found that gangsters tend to use a lot of
Greece in their hair. What a moose. And they kinda slick it back. I'm a big fan of gangster
movies actually. Maybe that's why I sort of this character is demonstration. I'll know Honestly,
I didn't have any idea that I was going to
come up with this character. Actually. I just
started tweaking the proportions and the
character came about. And maybe you'll
find that that's the same case for you as well. Sometimes the things
that you draw, you just come up
with them on a whim. And all of a sudden, it can really take its own, it can, it can end up
taking on its own life. I'm actually going to tweak
the trajectory of some of these side hair texture because I didn't quite like the way in which
it was flowing. It seemed a little
bit too straight. It wasn't really wrapping around the curved surface
of the side of the head in the way
that I wanted it to. So in this case, the hair because it's
sitting so close to the head and it's combed
right up against it. It will describe its
shape just a little bit. Alright, but where do we
take the hair from here? Well, we can actually
start to divide it up. Now. We're going essentially
what we've established is the overall shape
of the hairstyle and the direction in
which it's going to flow. So all the lines
that we add in now to increase the detail,
to break it up. I'm going to follow
that same flow. Going to follow what
we've already laid down, where it taking those
larger clumps of hair. And now we're just
breaking them up. And we're breaking them
up in much the same way. We would break up
the eyebrow hair. Okay, so as we lay
in these contours, we're going to have some of them sitting very close together, others that are sitting
very far apart. That's what's going to give the hair that we're
drawing for our heads, that organic visual
representation, because hair is very organic in nature, it's
somewhat randomized. And you'll notice that
these lines are very long and very elegant. So you do need somewhat
of a steady hand in order to lay them in delicately. Really focus on the thickness of the line that
you're laying down. You can see that I'm
keeping mind quite thin. And in fact, the only thick
lines that I ever laid down onto the page is fully
outline of the character. All the lines on the
interior of the drawing. Unless it's a main section like the underside
of the cheek bones, for example, I'll usually
use a thicker line. But other than that, I usually try to keep
especially the minor lines like the folds in the face and whatnot and these
divisions in the hair. I tried to keep them
thin and subtle because I don't want them drawing too much attention
to themselves. There's a hierarchy or
visual interpretation that needs to be cultivated when it comes to your drawings. In other words, as
certain areas within the drawing that you want the viewer to pay
attention to first. And usually those
areas are going to be the ones with thick outlines
placed around them. So the eyes, for example, have thick outlines around them. And that's where the viewer's
attention will go first. Most of the time are a
number of other reasons too, but that's definitely
one of them. So you don't want
the viewer to be honing in, for example, on the individual
separations within the hair. You want them to
be more focused on the general hairstyle
as a whole, right? And so you outline the general hairstyle as a
whole with a thicker outline. But then in order for that visual interpretation to
unfold in the correct way, you keep the interior hair
details less obvious, less prominent, subtle our work. I'm going around
this entire shape and I'm dividing it up
while at the same time defining its shape,
its overall style. On the bottom of
the hair, we might give it a slightly
thicker outline, is to show that it is
raised up over the head. Because in most situations
is going to be a bit of a cast shadow created by the
hair down onto the forehead. That just gives it that
little bit more elevation, little bit more volume. I'm gonna be thinking,
thinking about what kind of hair your
character has as well. We have some very slipped back, straight sharp
looking here here. But maybe your character
has curly hair. And we'll do an example of
curly hair and just a bit. But it's certainly
something to keep in mind. As I said, there's,
there's variations to almost everything that
we're learning about. Throughout this workshop. Everything can be shifted,
everything can change. And you'll notice
that it's actually okay to change the rules up. It's not like anything
bad necessarily happens. But as I've said before
many times over, you've got to know what
the rules are in order to give them properly without reading fundamental areas within
your illustrations. So in other words, proportions that look off. Now, even though these aren't
the idealized proportions, there's still some proportions
which have been applied to this character's hair that if maintained and kept consistent, kept symmetrized properly, will ultimately
achieve and give us the ability to be
able to represent this character's head from
one panel to the next. And whatever comic we might
draw them in and have the viewer recognize them as
being the same character. So in other words, if you are able to
keep in mind what the proportions were
that you changed your character's head in comparison to the
idealized measurements that we initially came up with. When you should be able to draw the same character
from a multitude of different angles and still have them look like
the same character. Alright, so it all comes down to the proportions to
character that you've chosen to go for and how
you've adjusted them. If you remember how
you adjusted them, what you modified from the initial idealised
head in order to come up with your
new unique head. Then that'll be
the key to making your characters look the same
from one panel to the next. I get that question a lot. You have to also
remember though, that people can look very, very different in
the profile view when compared to the front view, there are two extremely
different angles. And so in that case, what will allow you to roll the assumption
that you're looking at the same character in those dramatically
different angles is things like hair color, things like design elements that you might have incorporated into the face of the character or even into
their overall outfit. Then once you've
drawn that character in the front view, once, once you've drawn
that character in the side view once
thing you'd want to make sure that the
next time around, the next time you draw them in those views that once again, that consistency is there. I'm going to go around and add in the final hair
for the sides of the head. Still might divide that
up a little bit more. Again, I'm trying to give
the hair some movement, some liveliness to it. You can see especially here
on the sides of the head, I'm using this line of beauty. It's a wavy S-like curve, which seems to have an
appealing energy to it. When you incorporate
it into your drawings. This same shape can be applied to the overall
pose of your character. It can be applied to design elements that you've
incorporated into them. It can be really
applied to many, many different aspects
of your drawing, including the
overall composition. It's a very natural
movement for the hand make. And I guess the reason that
it's got so much energy to it is because it's moving
the entire way through. There's no point at which
it straightens out. It's a line that
encompasses movement. It's curving in a
different direction the entire way along its trajectory. Okay, so that completes this first set of examples
that we've drawn up here. We'll go around the far
side of his forehead and just to find the outline
for it before we wrap it up. But once more, I would like
to do before we oldest 100% done is just to show you a variety of different
facial features and whatnot, as we did with the noses that
you could potentially go with these head customizations. We've got the jaw line here. And the jaw line could either
be triangular, like so. It could be extremely triangular depending on how far you
would like to push it. You have a very
tiny little chin, very, very sharp chin. You can have a square jaw line. The very broad chin. It have square jaw line. With very narrow chin. You can have a long jaw line, or you could have a very
squashed and short jaw line. As for eyes. Well, we could have round eyes with like bags underneath
them if you wanted to. You could have very narrow eyes. Be intimidating looking
eyes like this. He could have sad looking eyes. Or you could also say call
laziness and I, as I guess. And you could have, I guess, similar to sad eyes but more like
an old person's eyes, like an elderly person, where the top of the
eye is actually hanging over the opening quiet
a lot like this. I would also work
and there's a lot of different eyes that you
could come up with here. There's an endless amount
and endless variety of different types of ears.
Oh yeah, for sure. So you can have oriental eyes. So something that looks a
little bit more like this. This is, again, everybody's going to have their
own interpretation. This is how I would
draw them. It's subtle. The thing about oriental eyes is you're not always going
to necessarily want to, at least in terminus
of idealization, you don't necessarily
want to define that top eyelid decrease in
the top eyelid too much. Because most
typically what you'll find is that it's
not as prominent. And also the oriental eyes are typically quite
dark as well. So you may want to go ahead and add in some additional
shading to them as well. And you know, you might
have an eyebrow up here. So here again, you've got
different types of males. So you could have a pocket mouth amount that sits higher but
is smaller in width. This something like this,
where the top lip is maybe a little larger
than the bottom lip. You'd have a mouth
that's very broad, but still sits a little higher. And I find that this
can be quite cool for characters or grimacing. And maybe they might have
a larger bottom lip. You can even mess around with this bottom underside muscle around the base of the muzzle. The mouse that's, you know, kind of curled up at the sides. And these almost just
like facial expressions and sometimes the lines can
be blurred a little bit. But you've likely seen
people in real life that have some of these variations
incorporated into them. I just know someone whose
mouth curls up at the sides. It almost looks like they got a little smirk going
on most of the time. So there's, there's lots of different types of faces
that you can go for. You can customize each and
every single part of them. And even the chin, right? Like you could I have abroad. Separate separated
chin like this. You'd have a skinny one. Like this. You could have
square, smooth 11, etcetera. Get inventive with it. See what you can come up with, and try to create
heads that sometimes, maybe not always, but
sometimes travel outside of that idealized model that we commonly see within comic books.
3. Pixie: Alright, let's do a
female head next. Just to mix things
up a little bit. And we'll have her facing in the opposite direction
to the previous example. So start out with
the cranium once more and will place her on the three-quarter
angle as well. Giving our hair to be more of a three-dimensional
representation. Hello, then again, if we had
her facing directly at us, we might get a
better look at how much we can tweak and modify
the head shape itself, like the jaw line and whatnot. So you know what, I'm actually going to face
her looking directly at us because I think that'll that'll illustrate
the head shape. Tweaks that we're going
to make quite vividly play in the horizontal guideline that'll wrap around the
middle of the sphere. And then we'll draw
another one that's running straight down from the top to
the bottom of the cranium. Next up, we'll chop off
the sides of the head, will drop off an even
amount on either side. What you'll typically see
on an idealized head. And the way in which we
will get the narrowness and the broadness of the face
shape itself is we'll just, we'll go ahead and we'll tweak the idealized length of what we might see on the
face as we drop it down from the
sphere to the chin. So for this one, the previous head example, I ended up going for more of a longer looking face
with a square jaw line. So for this one we'll
do the exact opposite. Will only drop face
down just a little bit. So it'll actually be
quite a round face and will make her jaw
line quite pointy. So I'm going to run the sides of her jaw line down on an
angle, tapering them inward. And this tapered
jaw line effect is actually quite feminine in terms of the way
in which it looks. We can set the corners of the jaw quite high here as well. Then will lead them
down into the chin. And what this leaves us with is a very pointed bottom
half of the face. So you can imagine the kind of personality
this character might have. And that's what's
so amazing about these variational,
these varied heads, is that you're able to push
certain personality traits through the visual
representation of the way in which
the head is drawn. And I think we can turn
this character into an elf. She's got an elvish
type face already. So in order to do that, I'm going to give
her pointed ears. And I'll just I'll roughly outline their shape
to begin with here. There we go. Oh, like maybe a bad head
or something like that. Who knows? Some kind
of creatively head. You can see you don't
have to change a lot to add a little bit of strangeness to the head that you're drawing. Something that's just a
little bit different. Now as far as the facial
feature placement goes, we can lay her nose in a
little bit lower this time around and actually
bring her mouth up. So now her mouth and her nose
are quite close together, which was again
quite different to the previous head
that we drew up. And as far as the eyes go, will actually lay them
in just a little bit lower than last time as well. So she'll end up
with as a result of very large looking forehead. As for the hairline, Let's go with something,
something that's interesting. Maybe one that arches up. So rather than having it runs straight across
will curve it up around the top
of the head here. So it'll drop straight
down around the sides. But then we'll, we'll draw in an arched defining contour
for it around the top. And what I'm, what
I'm also going to do is maybe even sketch out
a little bit of a really, really rough idea for what the hairstyle
is going to be here. And I'll develop this further as I bring the head
through to completion. But for now, I'm just going to go for something like that. So like a bit of
an ice cream head. Quite large hair there. You can see I'm very, very lightly laid that in. There's not a whole lot
to it at this point except for an
extremely basic shape. And now I'm going to lay
in a very thin neck. So it's thin, it's
tiny stuff very thick. Yeah, this character could
very well be an elf. And I think indeed
that I'm going to go for that
particular appearance. And our elves are great because you can really get a lot of interesting accessories
incorporated in there as well. Like could give her
a bit of a crown or I'm not sure what
you would call it, but like a necklace that runs around the top
of her forehead, place around her neck, some nice big earrings.
Anything really? So what I'll do for this
one is I'm going to give her quite large eyes, but set further apart. So make them nice and round. So this character is actually going to be a nice character. One that's friendly looking. You can see me outlining
the eyes here very lightly. Establishing where
they're going to go. And just so much uniqueness added into this
character already. I'm trying to maintain
the symmetry is as much as I possibly
can because we are. That's one tricky thing
about drawing a character directly from the front is always capturing
that symmetry. I'm not very good at it. I tried to be, but I usually can't completely
nail it and just pretend to try to get it looking at this as
symmetrical as possible. Alright, next up,
as for her eyes, well, we can really mess around with the shape of
the eyebrows here. So I'm going to have them
arching all the way up. And I'll give them an
interesting shape, as interesting as I
can possibly make it. Here we go. So really try to have
fun with these heads. As I said, there's
not a whole lot of, they don't have that. They don't seem to have
as much pressure as the idealized heads if you're trying to make them the exact
measurements and whatnot, you can come up with
some very quirky looking characters using this. We'll even draw in like a
different kind of nose here. Okay, so this, this may
not even be a human nose. I mean, it's, it's follows
a similar structure. But I want to almost make it look like a little
bit more creatively. So maybe it's a noise
that the nostril openings slightly sitting higher than
they otherwise would be. More like a, like a, like an animal snout, but much more cute because this is a kind of cute
looking character. As for the mouth, we're going to draw a very small looking mouth. See something that looks
a bit more like this. And rather than going on, you know, being
pointed up like that, I think I'll have her mouth. I'm pointing downward. What's not knit typically, a mouth shapes that
I usually go for. So I think it could
look interesting here. It looks like she's smiling now, but I think that
works quite well. Alright, and that's the
basis of their head design hopefully going to
be going with this example. So let's start defining it. The fine and then refine. So I'll begin by drawing the
outline of the eye-opening. And then of course, on drawing those up beautiful big eyelashes that I want to give this character
in just a moment. First things first, we need to get that eye-opening defined. I'm darkening up my line. I am adding just that little
bit more pressure to it. Even though I'm working
digitally, digitally. I treat it very much like
a regular lead pencil. Also indicate the
eyelid as well. Okay, so we'll draw
in the top fold. Of the upper eyelid, creases up against the top ridge of the eye socket itself. And now we'll get those
eyelashes drawn in a, I'm going to go for some very
big thick eyelashes here. I'm going to really push them. Michael Turner style. I'll outline them first. Then once I've got them nicely
outlined, fill them in. No matter what it
is I'm drawing, whether I'm drawing eyelashes or eyebrows or the jaw line, I tried to go for
a strong shape, a strong vivid silhouette. Silhouettes of very important to capture within your
art in your drawings. This is the basic shape
for the eyelashes. If I wanted to add a little
bit more texture to them. Of course, I could go around
to these corner areas and I could just add in
an extra eyelash strand, which would increase the
hair-like appearance of them. That would work quite well. I could even add in another one. The top eyelash like so. Very beautiful
looking eye there. We'll go ahead and do the exact same thing on the opposite eye. You can see what an incredibly
different vibe this head has in comparison
to the previous head. It feels different. This character has a very
different personality. Even though we haven't
seen him speak or move around or interacted
with them in any way. It's just the visual
representation of them that we've
got to go off. There's such a different feeling to this character in comparison
to the previous one. So that's where the power
of this stuff really comes into play and
really highlighted. So I would say think about the character that
you're drawing. Who are they? Are they a strong
angry character? Are they a strong
Dolby character? You know, you're going
to want to incorporate some visual cues into their representation that
allows those traits, those character traits
to come across. There's a reason
that we can look at this character here and assume she's probably going
to be an elf of some kind. That's what makes drawing
characters so fun, is it's not just about the
technical ability sometimes and drawing the perfect head. About how much character
can you push into the, into their design, into
their representation? How real Can you make them feel? That doesn't always
come down to accuracy, that comes down to the amount of life you incorporate into them. Okay, So next up, let's go ahead and
actually place in the iris and the pupil. So here we can mix
things up again. So we can draw in a bit more of a snake I almost
so it will start out with the iris and then add in some, some slits for the pupil. Which will give the
snake, I like effect. Again just to, just to
create something different here that we haven't yet
tried out or seen before. Of course, you could
also go for a frog. I know where they've got
their pupils kinda running across in the opposite in a
90 degree direction to this. Bring their length up a bit. And I could add in some
rendering around the eye is here two is to suggest some shading. And what I do in order
to render out the IRS here is I outline the areas
that I would like to shade. I start to add in some random
lines within that area. And those render lines are
very fine, very smooth. There's certainly not
thick in any way and I would say render
lines in general, you should keep hatches. You should keep them quiet, thin, very, very thin. Thinner you keep them. The more of a range
you've got to work with essentially of time. You could very easily increase the darkness of that tone by thickening the
mapping if needed. Next, I'm going to define the contours around
the top of the eye, which describes the eyelid form. And I'm adding in some
very light render lines around this area. And all it really is is a doubling up of the outline
that I've established. So if I lay in this
outline here and then I added a slightly lighter line
around the outside of it. That's enough to give it
that additional depth. Especially on a
character like this. We can thicken up the top of the iris here to increase
the line weight. Add some dimension to the line. You get that
polished appearance. That's what line weights
really allow you to do, is add a polished
appearance to your artwork. I'll also erase some of the underlying construction
lines that I placed down initially around the mouth and around the jaw line just to clean it up
and give clarity to the stuff that I want to
refine here and polish up. Once that's done, it's time
to attend to the eyebrows. So I'll run around the outside shape that I've initially laid
in for the eyebrows. I'm still keeping
the lines thin, but I am darkening
it up somewhat. Setting it in stone. Deciding on which of those rough outlines
I want to go with. Using what will we remain present within
that final presentation. Now I'll add in those
eyebrow texture lines. What's interesting is you
might accidentally come up with a new design for the next character
that you're going to place into your comic book. For example. I hadn't, again, I had no idea that
I was going to come up with this
particular character. But now that I have, who knows what stories
I could write for her? What adventures this
character might go on. Next up, I'm going to go ahead and lay in the
opening of her nose. Rather define it. I would say basically going over the top of what I already
went over before. Next, I'll lay in a darker outline around
the middle of her mouth. Will that outline out? So the corners? Again, it's all about making those line
weights and the key areas in order to add dimension
to your line drawings. As far as adding line weights to render lines and hatching? I don't know that
I do that anymore. I usually just I've laid
those hatches in very, very quickly, very, very thinly, and I leave the line waiting to the primary outlines that will define the drawing
rather than the rendering. Now if you look at David
Fincher, his work, he will tend to actually add line weights to his
hatches as well. So it's certainly a
look that you can go for if so desired. It all depends on the aesthetic that you would
ultimately like to capture within your
final illustrations. Okay, so that is a mouth. Now, the other thing
that I would like to do here is actually give her some black lipstick or some just some darker
colored lipstick to show you how that might look. I'm going to outline some little reflections
within her lips first. And then once I've gone
ahead and done that, I'm going to lay
in some shading. And by shading, I just mean some edges will run
around the outside of her lips and vary in terms of the amount of time
that is being placed down. So up toward the top
edges of her bottom lip, you'll notice that they
get a little bit darker. And especially
around the top lip, I'm going to increase. The darkness of the tone. Is light is going to be, well, there'll be
very little light around this area, basically. Okay, Wonderful. Next up, I'm going to define
the outline for her jaw. We'll go around the outside and because this is a
female character, I am going to, well, I'm still going to keep
those lines somewhat rigid, but I am going to try to incorporate more of a
softened look as well. I'm still keeping them straight, but I guess I'm adding
more corners in there to add some
softness to it. Rather than making
them completely round. Which is definitely a pro,
an approach you can take. I just feel like rounded lines aren't as vivid or is energetic. Certainly smoother, and maybe even more
relaxing to look at. Arguably. There we go. As far as any additional detail that we might add
to the face here. I'm just gonna leave it as that because there is not
only a female character, but it looks like a somewhat more youthful
female character. And so you certainly don't
want to add any details to a face which has some youthful vitality to it
or it's supposed to anyway. So we'll leave it as
is at this point. Can be so easy to overdo
a face such as this, which simply doesn't require that much detail at all, even, even for more complicated and
intricate comic art styles. Right? Now, before we start
outlining the ears, what I'm going to do is
incorporate some earrings, some interesting jewelry we
might be able to describe. Now maybe she's some kind of elf princess or
something like that. Alright, and we'll do that
on both sides of the ears. What you'll notice is on
constructing the design of her earrings out of very
basic shapes to begin with. And those larger
basic shapes are going to provide the
readability. Was a design. Any additional details
I add in will provide the surface texture for those
larger design elements. Around the top of her head. I'm going to give her a crown. And I'm not I'm not sure
if the ground is really what I'm after here. But just like, I guess
like a small crown, this to make it
look like royalty. Can even visual elements such as the kind of fashion
that you're carried away. Whereas we'll see
a lot about them. I mean, it says a lot about
us the way in which we dress. So it's certainly something that you can take advantage of. When it comes to designing
your own characters. Because we are drawing
her from the front, it's somewhat easy
to come up with a symmetrical design as well. Now I do want to
design of crayon to somewhat mimic the design of her earrings so
that they look like the part of the same design. Alright, that's good. And we'll leave it at that. I think that looks pretty good. So now we can go ahead and
outline the shape of her ears. And I'm going to follow the
general outline for them. But I'm also going to tweet, tweet that outline
and build upon it. A basic shape is down,
that's all good. Well, but then you also want to make it
somewhat interesting. And even though we've
changed up the shape of the ear could
significantly here, it's still going to follow
the same structure. It's still going to
have the same anatomy. At least the way in which I'm
going to be designing it. As much as you might add
uniqueness to your phases. They still can't be so unique that they no
longer look real. They need to still make sense. In other words, when
I look at her ERA, I need to be able
to tell that what I'm looking at is indeed an ear, that, that's what
it's supposed to be. And ears, they have a certain visual structure to them, a visual
representation, visual cues that the audience
is going to clue in on and allow them to be able
to interpret them as such. Those visual cues
aren't there or they're not properly
represented, then that's when you end
up creating a disconnect with the audience when they
become lost in translation. And I've said this before, but you never want your
viewer to be confused at all. You want them to always
be able to tell almost instantly what it is they're
supposed to be looking at. As sad as that sounds. Oftentimes we think
about art and we think about how it's supposed to
be deep and meaningful. But in most cases, at least as far as commercial
art is concerned, you, I want to be thinking
along those lines if you want your work to be somewhat more
generic and cliche. Because a cliche, it really is just an already
preexisting bucket of ideas that people relate with, that they understand
that they know. Associations that they
can make to your art. That allowed them
to relate it to something else that they're
already familiar with. And in reality, we
don't really like completely new things
because something completely new is strange to us. We don't like strange things. We'd like to be familiar
with what it is, we're experiencing, what
it is we're taking in. Hi guys, This is, this is head design here, what we're doing
today in this lesson. Alright, great. So we've drawn in her ear and I'm sure those ears
aren't symmetrical, but this symmetrical
enough stent tell anybody they're not
completely symmetrical. See, that's the thing. And this works both ways. Your artwork might look, might be completely and
accurately structured. But if it doesn't look
right, it doesn't matter. It doesn't matter how
well-structured it is, doesn't matter if
you took every step and executed a perfectly. It's drawing is wrong. Likewise, even if you didn't follow the rules
completely to the t, if it looks right, and then
that's all that matters. Just needs to look right? I think you as the artist, it's your responsibility to
develop your eye enough. Figure out when it looks right
in, when it looks wrong. That's the biggest challenge. Now I'm going through
and I'm drawing in the jewelry that we designed for her face
before her earrings. And later in a moment. Crown. I know is that it's
got another name. I just tiara. I guess. Is it a tiara? Maybe. Sometimes my
vocabulary isn't the best. Unfortunately, it's because I do more drawing than reading. Growing in these
little tiny details. I'm just, again,
I'm refining what I laid down and trying to make
it look like something. Omega look intentional. These random shapes that I've used to construct
her earrings with. Most of the time. If you end up scoring a gig where you have
to draw a character's face. Maybe you've gotta
do a portrait of them or some sketch cards. Then they will likely be already pre-existing design
that you're working off of. When you're commissioned
to draw a character. Usually that doesn't mean
that you're going to be designing it as well, unless that's what
the job entails. I said is indeed part
of the commission. But at least if you are
asked to do a design, you'll know how to do it based on the given
brief that you receive. Now we'll draw an outline
for head and neck. And we could also
go ahead and add in some jewelry
for head and neck. So we'll quickly sketch that in. We'll keep this simple,
nothing too complex. Lightly sketch it
in to begin with. Again, trying to
incorporate some of the same design
architecture that we placed into the earrings
and into her tiara. This little jewel
right in the middle of her necklace that I'd like to render out of a so slightly, we'll add in a bit of
a reflection to it. In a series of hatches. Add some tone and some contrast. And then I think we
can leave it at that. Finally outlining the neck here. And really the neck
on a character like this is pretty
much just going to remain as an outline for maybe a small indication
of the collarbone or the intersection at which the neck muscles around the sides connect
into the collarbone. Wonderful. Next up. But to tend to the tiara. Going to give it a nice thick
outline around the bottom. Because of course, this
bottom section will not only be possibly
casting a shadow, a slight shadow over the forehead that just
as the hair would. But it's also going to have a little adding
thickness to that outline. We'll give it some depth. It will make it look
like it's popping, popping off the top of the head. A little bit of shadow would be collecting underneath that. As I run the contour for the tiara around the
top of the forehead. I'm trying to
describe its curve. I want to add some
dimension to the head here. And the TR is actually helping
me to be able to do that. Every contour that you add, as long as it's running
around that surface, that rounded surface,
it's describing it. You could fill up your
entire sketch book with an endless amount of
different head variations. You can have a sketchbook
dedicated just to that. And I think that by messing around with the measurements of the head will just
like anything else, you'll become better and
better at coming up with variations that look
very appealing. That loop maybe even better in some cases than the
idealized proportions. The other thing that ends
up coming through is a certain level of stylization. You end up really
getting to know your own artistic identity. What, what represents
you as an artist? What kind of phases in particular that you
most enjoy drawing, the most enjoy representing
your characters as I can take a very
long time defined, especially if you've
only ever drawn the idealized head
proportions, your characters. But sometimes
breaking beyond that. And going on a little bit of
an adventure with your art. It can be an
enlightening experience. This is when you get
very unique outcomes for the look of your art. And thus in the end, how people recognize
you as an artist, how they recognize your
rod and relate it to you. Of course, I can come down to the amount of rendering you use and the quality of your lines
and that kind of thing. But it's also, again,
it's that stylization. It's the little creative
decisions that you make when it comes to drawing
that no one else makes decisions that
are unique to you. And they're going to come about when you're thinking
about it the least. In all honesty, when you're
not self-monitoring, when you're just really
enjoying the process. Okay, Wonderful. So next up, let's attend to her hair and actually start
to break it up a little bit. I know that her
hairline is going to be sitting here just
above the tiara. And as I lead the head
down into the hairline, I'm going to try to I'm going to try and split it off
from that hairline so that what we end up with
is actually darker tones or darker representation of tone around the
base of her hair. So let me show you
what I mean by that. These strands that I'm adding in these divisions that I'm placing down into the hairdo itself. You'll see that I'm having them. I'll be I'll be drawing them
down into the hairline, but then they'll merge, essentially split apart at the base of the hair
here, as you can see. I could do the same
thing on this one here. And so what ends up
happening is you get more lines happening around
base of the hairstyle, around the hairline,
which makes the hairline itself and appear more
defined as an effect. Now I'm starting to add in
way too many lines there, so I'm just going to tone
it back a little bit. And this is one thing that
can happen very easily. You can take it too far with the amount of detail
you add into the hair. So be very careful of
falling into that trap. Like I fold into it a lot as
you can probably imagine. So what I'm going to do is make a very conscious
effort to ensure that I am reserved with the amount of splits that I make within the hair here. I'm also, as I was
saying before, this is not unlike
the eyebrow strands that we were placing into the eyebrows, the eyebrow shape. So you can see we've got
some doubled up lines here. We've got a single
line coming down here. I added another one
base of the hair there. Yet I'm trying to figure
out what lines do I actually need here to make
this piece look more complete? And it's probably not as
many as I would think. Or as I would initially
attempted to do. Again, trying to get that nice S curve
happening in the hair. That nice energy. Alright, so I've
got enough lines there to give it a good amount of volume without
over detailing it. And you'll know when
you've overdone it because it'll just
look too busy. It'd be won't have that clean, stylized look that comes with a more optimal
amount of appeal. You have to erase part
of the line and redraw it in there for a smoother
result, then so be it. I do it all the time. What these contours do that
I'm laying in now is a just allow you to describe
the flow of the hair. The trajectory that it's
folding itself into. Less is more.
Remember that freak out about over detailing
it because you really don't need to start adding in some more
contours around the base. Remember that these
contours actually serve as subtle shading as well. And because there's
going to be less light received at the bottom of
the hair then at the top where the light
source is going to be projecting down onto
the character from. Well, that means that
you're going to see lighter tones toward the top of the hairstyle and
towards the bottom. Which means most of
these lines that I'm adding in need to
reside around the base of the hairstyle or towards the middle
and towards the top, we're left with less detail. Let's contours. Still visions. Alright, so I'm
going to continue making my way around
the hair here. The other thing that
you'll find is that if you start adding too much
detail into the hair, is it just takes
forever to do it. It doesn't lead to good
results in the end anyway, he spent all this time detailing the heck
out of the hair, rendering it and whatnot
and in the edit, that doesn't even matter. Fact, it did you
deserve as spending all that time both in terms of the final presentation
and in the amount of energy and time you put into it. So for hair, I would recommend
looking at artists such as Jay Scott Campbell,
beans, Bennis. There's also another
guy that I looked at on Deviant Art back in the day. He has a bit of a
weird username. I'm not sure exactly
what his real name is. But his username on Deviant
Art was squirrel shaver. Yes, That's why squirrel shaver. Hence, he would draw a
lot of female characters. But here's the way
in which he depicted here is pretty much what
I'm emulating here. Essentially it, it changes
the way in which I did here completely and really
helped me to make sense of it. Because before that
my hair would just be very messy, very
over detailed. Look, i'm I'm only adding
in a few lines here, but it looks detailed
enough at this point. It's it's looking
very detailed in comparison to everything else
I've added into this piece. So again, you don't need a lot. It's all about heat. I suggesting detailed more than actually adding it in there most of the time. Okay. Under form. So for the most part
finished her hair. Now it's time to go around
the base of the hairline and adding a few more
of those divisions. Like I said, just to make the
hairline look more defined. This is how I approach it. Basically see that it's just a matter of
splitting it off. He heard of split ends before. That's sort of what I'm
doing here, I guess. As I get closer toward
the bottom of the hair, I'm either adding
an additional lines or I'm splitting off new lines from already existing ones. And that's simply, it darkens the tone
toward the base while also adding in that texture or lending toward the direction
of flow of the hair. And you can see that there is a certain amount of
liveliness to the hair. It feels textual. It's got movement to it, It's got volume to it. And you want that within the hair of your characters that you
can add so much to them. Try to be as patient as
you can be with your art. It's not always going to go
as fast as you want it to. Especially when you go
out on your own and do this stuff and
you don't have to follow along and you've got
the time to actually sit there and put the effort
in, take that opportunity. Even if you spent a whole
day on a single head, it's fine. Do that. As long as you're
having fun with it and as long as you're happy with that end result and it's the best that you could
do at the time. That's what matters the most. Especially when you're
learning this stuff, There's no time limit. You're not trying to
beat the deadline. Yeah. Of course, is there's an importance on making
sure that you're able to do this stuff
fast when you're getting when you're doing a commission and you've got
a deadline to keep two, or you're doing a
full comic book. And you gotta get that done. Because it's, it's scheduled to release at a certain time. But that's, that's
when you're working. That's very different
from actually learning and studying and taking the time to harness
your skill set. You need time to be able to
do that. So don't rush it. Wonderful. Then once that's been added in, you can actually erase the
hairline that you roughly defined before and just the fact that there's additional
renderings there, it'll suggest that that's a
fairly hard hairline anyway. And you can even you can even go ahead and add some
additional lines in there. If you really want to create a more of a defined
representation of the hairline, which I'm going to do right now. So you can see that around
the top of the hairstyle, there's very minimal amount
of detail around the base. However, it really
starts to ramp up. Now. Over here around the eye and the ears around his sideburns. I want to make sure that I've
added in some rendered hair as well. Forget that. A beautiful, fabulous
do some erasing. And the last thing
I'm going to do is as polish up some
of the line weights. Okay, So I want to give this overall hairstyle
At nice vivid outline. So I'm going to go
over the top of it on more time and I'm
just going to darken it up. Interior stuff. It's fine. I don't really need to touch it. I want those render lines to be fairly thin and elegant
and subtle anyway. But as far as the actual
shape is concerned, the outside shape, that outside
contour we would call it. I want to make that
nice and vivid. And in fact, if you
get this right, you're able to
capture a good shape, a good outline for whatever
it is you're drawing. It could be an arm, it could
be a leg, it could be ahead. Then, you know, that's, that's probably one of the
most important aspects of creating a solid drawing. I've found that it
just adds so much. Leave out the rendering, you
leave out everything else. So the interior details. And if you've got a
good shape going on, and it can be a total game
changer for your artwork. I've heard professional
artists like Shelby Robertson, for example, worked
with Rob Life Field. He said the same thing. And it's something that he
always tries to focus on. And even if you don't get
the rest of it right, if you get if you nail that
shape, doesn't really matter. If you screw up things
on the interior. If you screw up anything on
the interior silhouettes. Does the same thing for her ear, will polish that up, give it a nice
outline he could find and vivid and nice to look at. And it just creates
a more polished, professional looking
presentation. That's what I've
found. That's what line weights have given my work. That was the biggest change
that I noticed in everything. Just looked much
more professional. Looked at a much higher
quality than before. Before. Without the line weights, you could say my
work was amateur. At least it it appeared amateur. It's so weird just
what an effect, what an impact line weights
can have on your stuff. So certainly
experiment with them, see what you can
achieve with them. Like for example, if we
really wanted to add some dimension to this neck
clays, check this out. All we need to do is to add in a slightly thicker
line weight underneath this lower edge of
the top structure. The same thing
around the bottom. And that would just bounce
it right up off of the neck. It would give it that
three-dimensionality. Same with her tiara. We can really thick in that
outline up if we wanted to. Same with the ridge
of the frame, airframe ahead and
do the same thing. They're just about outlining the major shapes that
make up these areas. Now that we've done that, I think that that just about rounds up this
head demonstration.
4. Bearded Elder: We'll start out with a sphere. Just as before. Roughly
draw it in there lightly. I've got a very loose
grip on my stylus. I'm not pressing hard at all and pressing very
lightly on the page. I'm not really pressing
at all, honestly. There's not a lot
of pressure being applied to the stylus right now, because I want to keep it light, as light as possible. A drawing, my horizontal guideline that wraps around
the equator of the sphere. And I'll draw in
the center line. I don't represent the front of the face runs from the top
of the sphere to the bottom. Then we'll lay on
the side planes, creating the temporal areas of the skull, flattening them out. And we can even go ahead
and chop off a little bit of the far side of the cranium to just to make sure this
is an even amount of space on either side of the
front of the face here. Next, we'll drop at the front of our face down to the chin. And for this one, we're going to drop it
down a little longer. It will drop it all
the way down to here. Next up we'll draw
in the jaw line. And for this one, I'm going to set the
corners of the jaw up quite high and then the chin
down a little lower. And it'll be less broad as well. So I want it almost to
come down into a point, but I didn't want it
to be a sharp point. There's going to be a
little bit of a taper to the sides of the jaw. Then as they transitioned
down into the chin, again, you get this sort of
pointed appearance here that I'm lightly sketching
in for the jaw line shape. I might even set the corners
of joy a little higher. In fact, come to think of it. I'm just looking
at this and coming up with a design here is I work. So now that I've got
the jaw line placed in, and by the way, as we age, not a whole lot is
necessarily going to happen to our jaw line, at least stylistically
at comic style format. We do lose it a little
bit in reality, however, especially if we start
putting on weight, That's kinda been
happening to me lately. As I, as I get older. And it's a bit of a challenge to maintain that sharp jaw line. I'm sure we've all come
up against that battle. But when it comes to comic book, usually the juul line is one area that you're
going to want to try to, especially in a more
stylized appearance, try to capture as, as vividly as you can. Next up, we'll place in the facial features starting
with the ears actually. Well, actually, let's go ahead and place down the eyes first. So I'm going to set the
eyes in about the middle of the head here. Maybe about here. Then what I'll do is
I'll draw in the nose. And one thing that you'll
find with as you get older, especially for men, is that
your nose will grow longer. Okay, So it kind of
keeps on growing. For this guy is, and I'm gonna, I'm gonna
drop it down to a bad idea. We're going to exaggerate
it a little bit and we'll put the mouth
around about there. Okay. Wonderful. The other thing that also grows
bigger is your ears. Okay, So they grow droopy
ear and we will probably, we can bring those are
all the way down really. Okay, so bigquery is
bigger, knows everything. It tends to start
sagging a little bit. You'll lose muscle
mass around your neck. So for an older character, it's kinda like for
younger character you going to have a thinner neck
for an older character. Same deal. You'll, you'll
end up with a thinner neck. And because your muscles
are slightly weekend, you'll get a bit more of a
hunched forward neck as well as the neck needs to put in more effort to hold up
the weight of your skull. Alright, once that's done, we can attend to the hairline. As for the hairline, well, you know what, Let's let's have that
all the way receded. It will draw a little bit of
hair around the sides here, I'll sketch that in. But for the most part, we'll leave the top completely
blank because we haven't, we haven't drawn a
bold character yet. Wonderful. So now that we have. The facial features plotted out and where are we
going to place them? I'm going to draw in
the facial planes. When a lightly sketch out the outer shape of the far
side of the face as well. Notice I'm giving the character more pronounced
cheekbones because that's what tends to
happen as you get older. And now we're ready to lay in the facial features
beginning with the eyes. Now, for an older person's eyes, what you're going to want to usually try to
indicate visually is the top upper eye area actually drooping down over the
top of the eye opening. We're going to add that
in there because all of the muscles and I know this sounds a little
bit depressing, but who will the
muscles and whatnot are going to get the
Zagier and weaker. And so that's why things start to adhere to gravity
a little more. What I'm gonna do here is
indicate that starting with the eye-opening and then central waiting that shape as I start to lay in the
final outline later on. So this is the underside of the brow that's
sitting on top of the eye here, essentially now. And the eyebrow thus will
be pulled down low at two. And the other thing
about eyebrows is, as we get older, especially as men, our
eyebrows grows thicker. Everything grew. More
hair everywhere. Growing out of your ears, growing Eddie and knows. Yeah, definitely
thicker eyebrows there. A little bit brush here as well. See some some older gentleman and now their eyebrows are growing over the
top of their eyes. It's crazy. Like my
grandfather in-law. That's certainly
the case with him. Okay. Wonderful. So now
that we've drawn the eyebrows and let's go ahead and get that
noise drawn out. And this is where
we're going to see that longer older
gentleman knows. And you'll notice just
because it's so long here. He looks older already. Just from the way
that we've shaped the eyes, shaped the nose. And we haven't even added in any wrinkles yet or any
additional details. As for the mouth, we're
going to draw that out. And I'm going to
draw somewhat of a, I guess a sad or droopy
are looking mouth here. It's like a sad old man, but a little bit depressing,
but that's okay. I'm going to add some shape to his chin which will
add the Be it onto. Just as with the hair, I'm going to draw
out a general style. All the beer that I
would like to go for. That is after I go
ahead and start erasing some of the
construction outline width. Well, I'm going to erase
the construction outline and try to clean things up a
little bit with the eraser. Here. There we go. More pronounced cheekbones,
more pronounced. Mouth, muzzle.
Everything becomes a little bit more pronounced. As you get older. Those sunken in
cheekbones happening. And also some bags
underneath the eyes here. Roll those out. I want to give them a bit of
a puffy appearance. Actually. There we go. And we'll draw in a folder
around the mouth here to there we go. And you can see that
I'm starting to define in fact, some, some more of the
contours that describe the underlying anatomy
of the face in a sense. Also go ahead and start
to sketch out some of the folds that you might
see around the forehead. Around the brow. Very lightly
sketching those out. Now. And you can see now it's
looking really old. Next up, let's add in that beard in very lightly
sketching it in there. Trying to define its
shape first and foremost, being very light with
it being very rough. I'm trying to give it
a time sense of flow. Now we talked about
hair ribbons before, so I'm going to try to
incorporate those into his his side where they're even incorporate them
into his bed too. And I'm going to continue
adding in the his beard or around the sides of his his jaw around
along his jaw line. I'll do go ahead and do
some erasing as well. Getting rid of the water or the underlying outline that I define the dual
width initially. And that's how I'll lightly
drawn in a old dude head. Alright, so next, let's define
the outline for his eyes. Line weights. What I'm
doing here is I'm running my pencil along the
lighter outline that I placed down initially. And in certain areas I'm sticking it up and
and other areas, I'm sending it out. The areas where I'm
thickening up that outline, I'm making it heavier is
usually around the corners. You'll notice up here in the
upper corner of the eye. I've ended up at the
outer corner of the eye. I've also taken it up and even around the tear duct I might
seek and it up as well. In the middle running along
the edge of that outline. Usually it thins out
a little bit more, but it's still quite
defined as well. So let's go ahead here and
outline the eyebrow now. Depending on the light setup, that can also determine where the line weights are
going to be placed. For example, if my light sources projecting down onto the
character from above, then I might thicken
up the outline of the bottom edge of the eyebrow
to subtly suggests that. I'll go ahead now and add in some lighter render lines to describe the texture
of the eyebrows here. And you'll notice that I'm not making these
completely straight. Actually going ahead. And i'm I'm adding that
S curve to the eyebrow. Drains separations because I want to create a brushy
look for the eyebrows on this small, elderly character. I'm making those lines curved. I'm trying to make them random
as well, or randomized. Sometimes I want to go in and I'll actually
want to thicken up the render lines within the
eyebrow, believe it or not. As I add in the line weights, I'm applying more pressure. But it's a very controlled
amount of pressure. So I know that I
can press lightly. I know is that I
can press hard and that there's a lot of
different pressures, levels of pressure in
between those points. So I'm gauging based
upon the line that I'm drawing in exactly how much pressure that needs to be. So what would that requires some times is getting to
know the tools that you're working with and what pressures you are able to apply it to
get the result you're looking for using that tool because
every tool is different. But even more than that. How our levels of pressure
on what we consider to be pressing down hard and
what we consider to be pressing down light
is different too. Okay. So when I say I press
down light, I mean, ideally even only just touched
the tablet with my pencil. I press down hard. That May be just pressing
down light for you guys. So again, be looking
at trying to correlate the amount of
pressure you are applying to your tablet with the line that you're seeing on the screen. And trying to
recall what kind of line you're able to achieve
based upon that pressure. Then the next time around you, you've got that
subconscious understanding of what you need to do, what amount of pressure
you need to apply in order to capture the line
you're looking for. Now, the eye sockets. I'll want to accentuate here. Because again, this is an
older looking character. And so we're going
to have those. There's slightly
more sunken eyes. And what you'll
notice is I'm using some very subtle
rendering tactics here, which is basically just
laying in a very light shape. That describes the pocket of the eye socket as
it's pushed inward. It's a form of rendering,
you could say. It's just very subtle and
not extremely detailed. Now we've got the folds around
his mouth which will place in also generally add in more
details around the nose. Again, there's,
there's going to be more or folds within
the skin here. Character has likely lead a very long life and expressed a lot of
emotions throughout it. It's probably a little
bit too much detail around his nose actually. It's very easy to go
overboard sometimes, just be careful of that. Now I'm going to define
the outline of the nose, shape of the nose here. The thicker outline. You'll notice that I'm sort
of sketching it in there. Now if I was inking, it wasn't penciled
and I was inking, I would try to get it
down in one single line. As far as penciling goes, I run back over the
line until it says dark and as thick as I
would like it to be. Again, usually in the corners
are where two lines meet, is where I'll thicken
that contour up. In terms of rendering. You could add some hatches. That great aid off of
some of these lines. We can start to draw out
the beard, be at itself. It's not going to be unlike defining the hair
on a character. Very, very similar. And I saw around the mouth, we're going to see or divisions occur because that's the
base of the mustache. And you can see the very
high level of contrast between the appearance of age between this head
and the previous head. There's a significant
difference suggested there. It's the additional
lines on the face. Of course, it's a number
of different things. I'm going to add
some more rendering in around the top of the nose. Small cross hatches. We've got the
underside of the lip, which we can add in there. And I'll also render that
out just a little bit too. Again, increasing the
amount of tone within it. Not too much. We
don't want to make him look like he's
wearing lipstick. But maybe we want
to add in some, some eyeliner or eye
shadow again just to get that maybe a Viking
appearance happening. So go ahead and do that
while I'm still remembering, I actually forgot to
outline his other riot. Kinda skip the head. I'll do that while I'm at it. But again, there's not really any particular order you
need to draw the face. And sometimes you can just go with the flow and
do it in your own way. That's totally fine. You could even go
ahead and add in some, I don't know what you'd call it, what like Celtic or
Egyptian or something. They always used
to do like some, some fancy stuff
with their eyeliner, adding something like that. Or it could just
be a fantasy race of people, like I said, Calderon go from
Game of Thrones. Something like this. We'll add in his eyebrow and the opposite
side of the face, the far side of the face,
outlining its shape. Then we'll bring in that
underside of the eyebrow. And I might get rid of
these bottom portions of the eye make up there. I think that was
really working. Okay. And then we've got now his
eye bags will now draw in. Guy, he looked
kinda reminds me of myself after a night
without much sleep. All right. And now we'll define some
of the cheek bones there. On the far side of the face, articulating the shape out
of contour in that area. You can see me adding
in that line weight just below the bottom here. That contour meets
this other line. And again, it just adds
so much character. The outline as a drawing. And we can get our
cross hatches out here, add some in that running
into the cheek bones. They're being sparing with the amount of rendering
I'm adding into this, but an older character
was a bit more detail. Can always do with it. A wonderful. Next up. Let's continue pouring
out characters beard. And we'll bring down
these large contours. Start dividing them up in much the same way that we did the hair on the PV
previous character. In fact. And you know that the ribbon like appearance that here has usually comes about in this area that I'm
about to define. So you'll get the beard curling
around the bottom here. And then it'll flip around and
you'll see the back of it. Now this is a very
stylized approach, but it does illustrate how hair, at least stylistically, is often represented
in comic books. You'll notice, rather than
sketching in these lines, I'm trying to get them drawn
down in one fell swoop. Capturing the energy of
the gesture as I lay in that stroke around
the top of the beard, you'll notice that I'm adding in those additional
levels of detail. That is additional divisions in the beard because
that's where it ends. That's the bead line
you can think of it as. Then I'll do the same thing toward the bottom of the beard, dividing it up more. As I go. Then you can see that the beard itself has some
level of form to it. Thanks to the way in
which I've started to lay in what you could
think of as render lines. Those render lines also
describe the flow, the texture, the
volume of the hair, tinea going to divide it up. As I take those lines
lower into the form. Then I'll bring
the beard up into the cheekbone area on this side, although that would mean
that I also need to take it up into that area on the opposite far
side of the face. I'll do that as well. Again, we got to make sure
everything is symmetrical. Otherwise, it'll just look
like his beard is sitting high on one side of the
face than the other. Just probably not what we want. Alright. And you'll notice that the beard at it drops down lower than the draw a line. And that's why it's great. Because if you have
grown a double chin, you can always hide
it with a beard. A beard greatly adjusts the
shape of a man's draw a line. It's like male makeup
essentially adds contrast to the face.
Very, very useful. I'm continuing the
same approach, the same pattern
along the jaw line, dividing the hair up, defining the shape, the
volume, and the flow of it. And I can of course go ahead and define the edge
of the cheekbone. One to adding in
some render lines. I do. Next up we've got his ear. Now I think what we'll
do is actually give him a proper hearing
because I haven't shown you how I go about
drawing one of those yet. I guess this is what you'd
call a hoop earring. Find the shape of
vizier after that. Running an outline
around its shape. Then I'll follow the process for actually drawing the
interior ear anatomy. Adding in that fish hook. We go wishbone or however
you want to think of this interior cartilage in the ear hole opening and
the arrow whole covering. That just about does it. And of course, you
could always add in shadow into an area like
this if you wanted. Just to give it that additional
dimension in detail. It's not necessary though. The K fantastic. Next up will attend to his hair. The hair, the hair that he has left on the top of his head. Now this is obviously a little easier to draw than
a full head of hair, which is really good. And what I'm going to go
ahead and illustrate here is that the ribbon effect
that air can often follow. Let me get rid of some of these
construction lines first. Making things a
little hard to look at right now, a
little confusing. So again, we'll twist
this hair curl around. And this would certainly
look good for curly hair. Now I'll start adding in some of those hair divisions as well. You can see that, uh, you know, I've probably made
those divisions to even have probably added
into many as well. So I'm gonna go ahead
and redo that part. The angle that my head, my hand is drawing these honors. It's probably not
exactly the best angle. In fact, it might have been easier for me to flip this page around to do this, but I like to challenge myself trying to get that
smooth outline happening. And one thing that can
help with smooth lines is increasing the level of stabilization in
your brush settings. So if you go over here to
the side panel in Mongoose, in Clip Studio Paint,
get darker pencil. You can increase the
stabilization down here. I've got mine set
at six right now. If you've got a
fairly unsteady hand, stabilization can
really help you out. And even if you've
got a steady hand, I can still really
aid you quite a lot. And being able to
just really capture that nice Slowly
equilibrium line. Smooth. It smooths that out essentially. Alright, we'll go down
to the bottom here. Adding some curls. You've seen more divisions
to break the hair up. And again, we can really
take our time with this and enjoy the process. Have some fun with it. Take the time to come up with a really beautiful presentation
that we can be proud of. I think that time
pressure can crush your creativity a little bit sometimes and just
make you anxious. So again, if you're working
on a commission different story, get
it, get it done. But if you're drawing
just for yourself, you want to create
something spectacular. Try to relax and let it take
as long as it's gonna take. It's important to give yourself
the space and the time to actually be creative. So now I'm adding some subtle
line weights in around the hair to get certain
areas of it to stand out. And rather than doing that in a single line weight or a
single gesture by hand, I'm actually all my sketching those line weights
in on the top. Gradually increasing
the thickness and the heaviness as I go. Rather than just doing the outline of the
overall hairstyle, I'm actually going in and bringing out some of the
main clumps as well. And what that's allowing me to achieve is a layering effect. The above layers appear as
though they're sitting further forward or higher up
than the lower layers, which are defined with
a lighter outline. Now that that's
done, I'm going to continue outlining
the top of the head. And I'll run that I outlined down into the top of the brow. And you'll notice that I've
added some thickness to it. On the opposite
side of the head. We'll draw in some hair
that we can see poking out. Let's start that up
a little bit higher. Actually. Get that Ruben effect
happening again. Wonderful. And for
the most part, that actually completes
this guy's head. Now, to really give
it that polish look, we'll do the same thing as
we did on the previous head, which is adding a line weights. Make sure everything
is nicely defined, as vivid as we
possibly can get it. Mostly I'm focused
on just the outline. So just the outline of the hair, the outline of the face shape, the outline of the
facial features. Adding that line
weight variation, thickness, varied
thickness to the lines. And sometimes your line
weights can just run around the outside shape of a
certain area of the face. And that'll do, that will achieve a Polish looking effect. It's just that they serve, they can serve multiple
purposes so they can indicate from what direction the light is shining down
onto the character from. They can indicate what is
sitting further forward. Then maybe some other element. Things which is sitting
further forward, such as the top layers of hair, as an example, are going
to have a thicker outline. At thicker outline, emphasis
emphasizes certain, certain areas
within the drawing. Brings attention to them. Holds the eye in those areas
first as a focal point. That's why it looks so good to actually outline a
particular area of the face that has a lot of
minor detail inside of it. That outline kind
of encapsulates everything within it
and makes it more readable and easier
to visually digest. Various, if everything's got the exact same lightweight
line weight thickness is very hard for the eye to figure out
where it's supposed to be focused and how do we even begin taking in what it's
looking at and interpreting it? I'll run this outline along
the outside of the beard. And there's a few areas in
here as well where I can thicken up the outline and giving it a sense
of layering depth. I'm not going to increase
the thickness of every outline in here because some of this
is just rendering. But the major clumps of beard. I do want to increase
the thickness of wonderful this earring. I run an outline around
the outside contour of it. All. I'm going to define the
outer outline of it anyway. Define the shape of
the ear, further. Refining the shape of the hair. Especially around the top
where we got this free. We've left this outline
very, very light, so close that up with
a thicker outline. Again, I'm just kinda sketching
it in their thinking, thickening it up as I go to the desired level of
heaviness that I'm looking for. How do I know when
I've reached it? Well, I'm looking I'm paying
attention to what it is. I'm laying down onto the page and if it looks thick enough, then I'm not going
to keep going. I'm going to keep on
adding thickness to it. It's important to know
when to leave it. Sleeve would be when
you've done enough. And that goes for rendering. It goes for increasing
the weight of your lines, for the amount of detailing
you might add in. Now one thing that I didn't really emphasize is the
wrinkles on his face. So we'll go ahead and
do that now as well. So I'm gonna go ahead
and add those in there. Some of these are double lines, some of these are
just single lines that I'm placing down. Then every now and then
what I'll do is I'll go ahead and I'll actually
add in some cross hatches. The areas in which I do that. It really depends like I just added them in
that I didn't think they look good. So
I take them out. Usually I'll have hatches gray dating into a single
line like that. Not necessarily across the line. So at the end of this
line, for example, I could put some hatches and that just breaks up
the line a little bit. But again, I don't
think that looks good. It didn't it didn't suit the level of detail I
wanted in that area, so I'm just going
to leave it as is. So I'm going ahead here and they sing in more
wrinkles on his forehead. And I think that
just about does it. Oh, I forgot to place
in his pupils and iris. So let's get those drawn in. There we go. The last thing I'd like to demonstrate
here before we end this particular demonstration
is I'm going to lay in some darker eye shadow on this little elf lady
that we've drawn up over to the left. By the way, when it
comes to the neck of an, an older character, usually it's a good idea
to actually define more of their neck muscles
because they are going to be a little bit more
visible on the surface of the skin. Okay. There we go. Yep. Thanks so much. Okay. You're very welcome. I really do appreciate it. We'll make it happen.
Have a good one. Alright. So, yeah. Alright, final thing that
we're going to go over here is the eye shadow of this ELF. So my shadow usually is going to be found around the
top eyelid area. And it can just, you know, you can add that extra
level of contrast. So here's what I'm going to do. I'm going to outline a little
bit of a reflected area. I'm going to fill in. The rest is black. And as for this reflection area, I'm going to just
render that out. Alright, so it's quite easy. You basically just filling in
the top eyelid with shadow. Now this can be as simple as just adding in really
thick eyelashes, but if that's not enough, this is the next best thing. Go. I don't often add a
shadow to my characters. But it's certainly something
that you can try out for yourself. If you want to. I might even undo that
because I think I like it better without
outlier shadow. But yeah, that's how
you'd go about it. Let's do another example. Another example of
a close up I here, just to make it clearer. If we've got the outline
of the eye like so. We've got that top eyelid. You would have the
eyelash, of course. Fill in here. We'd have the
bottom set of eyelashes. Now there's actually
a few approaches that you could take. As I said before, you can go ahead
and we can fill in the top eyelid some
really dark eye shadow. That even beyond that,
you could also go ahead and place in some additional
rendering going up into the eyebrow to that would, that would add a lot of darkness around the eyes, of course. But it would also certainly
draw a lot of attention to. So it's certainly
something to think about as far as
makeup is concerned. I mean, there's all different
types of makeup out there that that you can look up, of course, that are far more
creative than an inventive than what I've just shown
you here. Absolutely. You know, you can get
makeup which is like really dark around the edges and then lightens up as you make
your way up into the brow. But again, I don't know if it's necessary when it comes
to the line art itself. I think that may even
be something which is best left to your
colorist in all honesty. Alright, so that wraps up
today's head demonstrations.
5. Assignment: Hey, you've made it, you've
got through the lessons of this class and hopefully what you're looking
at in front of you, if you've been
following along is your own set of unique
character heads. And if indeed that is what is looking back at you on
the page in front of you. Then you've already completed the assignment for this class. Please do submit it in the project section in
order to get feedback, my personal feedback on
the work that you've done. Now, if you haven't,
it's totally fine. Now's your chance because the
assignment for this class, as you probably guessed, is indeed to draw up your
own unique character heads. Now you can follow
along and draw a similar heads to
the ones that have demonstrated
throughout this class. Or if you're feeling
daring enough, you can use the same mindset, tools and approach that we've
talked about throughout these lessons in order to
come up with your Arne. And I highly encourage you to be adventurous and to
do that just to see what you can come
up with because I'm excited to see what you
might come up with as well. So of course, once completed
this assignment, once again, submit it to the
project section of this class in order
to get feedback. Good luck, and until
next time, keep drawing.