Silhouette and Shape: Drawing Cartoon Cats in Procreate | Ira Marcks | Skillshare

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Silhouette and Shape: Drawing Cartoon Cats in Procreate

teacher avatar Ira Marcks, Cartoonist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      0:56

    • 2.

      Why Silhouette?

      1:13

    • 3.

      Character Study: Hello Kitty

      3:02

    • 4.

      Character Study: Sailor Moon's Luna

      6:26

    • 5.

      Character Study: Felix the Cat

      4:44

    • 6.

      Character Study: Garfield

      5:09

    • 7.

      Shape Language Warm Up!

      3:02

    • 8.

      Class Project: Sketching and Inking

      9:21

    • 9.

      Class Project: Color and Texture

      0:53

    • 10.

      Next Steps!

      0:55

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About This Class

In this fuzzy and fun cartooning class, we’ll explore how to design expressive, iconic characters using Procreate. You’ll learn how to use strong silhouettes, bold shapes, and classic cartoon design principles to create a cat that’s instantly recognizable and full of personality.We’ll explore:

  • The evolution of cartoon cat design from Felix the Cat to Hello Kitty

  • How to build character appeal through simple shapes and clear poses

  • How to use Procreate’s brushes and layers to sketch, ink and color your character design.

By the end, you’ll understand how to take a simple idea and turn it into an iconic cartoon character that feels ready for animation, comics, or your next illustration project.This class is perfect for:

  • Illustrators who love drawing animals and characters

  • Procreate users who want to strengthen their design sense

  • Artists curious about what makes a character instantly recognizable

Meet Your Teacher

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Ira Marcks

Cartoonist

Top Teacher

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

See full profile

Level: Beginner

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Transcripts

1. Introduction: Hey, I'm my remarks. I love helping artists unlock those little tricks that make a drawing really pop, and today we're focusing on a single technique, the art of the silhouette. Silhouette shows us how to use the space around our characters to refine their design and make them stand out in a crowd, or in this case, a litter. But how does a cat's silhouette show personality and movement? We'll hop into Procreate and find out, and with some inspiration from the iconic cats of art history, we'll create our own original feline friend. They can be spooky. They can be sweet. They can hate Mondays. That part is up to you. Today's project combines two of my favorite topics, cats and cartoon character design. So as long as you're not allergic to either of those, I think we should pounce right in, okay? Here we go. 2. Why Silhouette?: Let's start by talking about silhouette and why I might want to make a whole class centered around this idea. So in my background as a cartoonist, one of the main stages of the creative process of developing a character design, and this is true for the history of cartooning is to look outside of aspects of the character that really draw our attention, like the eyes, the nose, the mouth, the eyebrows, the things we look for emotional connection with we want to step outside of what those do and look at the contour of the design as a whole, the outer edge or the silhouette. And by disconnecting from that emotional element and looking at this graphical element, we can think about iconography. We can think about the things that draw our attention off the design, things that maybe balance symmetry or break symmetry, things that evoke motion in clear ways, things that evoke weight, outside of the emotionality of the interior base and body and even, like, details of the clothing. So shifting back and forth between those two views of our character design can be really valuable and level up the project as a whole. 3. Character Study: Hello Kitty: Take a look at, like, an iconic character design, like hello kitty and see how its silhouette makes it stand out from a crowd of cats. In Procreate, I'm going to just grab a soft blue pencil tool. When I'm sketching and brainstorming and coming up with that almost embarrassing creative process of generating ideas that become a drawing, eventually, I like to work with this soft blue color because it distinguishes itself from what becomes the black ink of the final drawing or, like, the color palette of the illustration or what have you. So soft blue to me, represents creative process. So I'm going to use it in the early steps of this conversation. Soft blue pencil. And if you're drawing along, I suggest maybe using a light colored pencil as well for this process. Hello kitty's head is elongated oval. Their ears are triangles but with rounded tips, there's, like, a softness to the shape language of hello kitty. The angles of the ears shoot outward just a little bit. Hello Kitty has three little whiskers that are nice and evenly spaced, not too long. And there's this charming little bow that sits right here and completely overlaps the center of the left ear and comes off the edge like so, changing the silhouette of the ear itself. Now, let's look at the silhouette of this design. And I'm going to shift to black here just because it's going to pop a lot more. No. Soft round ear. Round white head that leaves plenty of room for the features. Charming little whiskers. And here's the thing that sets hello kitty apart from a crowd of cats. The way the bow works. And if we just look at the silhouette, it's really the triangle with two iterations of, like, smaller triangles on top of it. It's very clean and simple. It's not complicated. The bow doesn't have a lot of twists and turns within it. It doesn't really flow. It sits in a static type of way. That's something a silhouette can teach you jumping outside of the thing itself and just looking at the edge. So if we fill in this whole design, we can see hello kitty as we know them, but we can also take a look at what makes them so instantly recognizable. Like, you don't even have to think about this silhouette before you see hello kitty. There's no question as to what it is. You know, Mickey Mouse works the same way. That's why his ears never turn, right? 4. Character Study: Sailor Moon's Luna: Let's try another character like Luna from Sailor Moon. Luna is a little less iconic. They're a bit more of a conventional cat. And let's look at the shape language of their body and then find some aspects of them that evoke emotion because Luna is a narrative based character that exists in a story based world, right? So they need to be able to express. The core of most head shapes is a circle, but the cat often has this extra element that represents the draw, and Luna has sort of a soft jaw that sticks off just a little bit from the head. And to this point, we can see Luna's head is turned at what would be a three quarter turn. The three quarter turn is the conventional way to visualize a character in a two dimensional space because we get a full view of the face, yet the turn evokes the contour of the front surface just a bit because a straight on design feels flat. In a profile design hides a whole 50% of the face. The three quarter is that sweet spot. That's why you often see a character standing at a pose like this. Alright, Luna does have a neck. Comes down about that far, and their body is represented by two circles of different sizes. Now, the shape language of character is very important, but what's equally important when we're deciding on the pose of a character is what is their line of action or line of motion or line of pose? The line of pose is pretty much like the overall spine of the character, and the idea of the spine can extend up through the head and down through the legs. So Luna's pose, actually, let's switch colors with this pencil so we can distinguish it. Luna's line of action is basically this. I don't always draw the line of action. Most cartoonists might not, but it is always present in the way we place our shapes. It's something that helps unify the overall connective element of this design. Let's look at Luna's limbs. Just to show the points of articulation, the cat's leg bends like this. These little circles represent the bends and the connective points. Actually, a little that's not quite right. The legs it's a little lower goes up forward and scoots straight down like this. And then the front legs have two little joints like so, and then the foot there. And there's that three quarter turn coming into play with the limbs, as well. When we play something at a three quarter turn, let me just draw a little bit of perspective on the ground just to show what we're talking about here. Everything is going at an angle, almost like there's a vanishing point like way over here off the page. So while this isn't quite a project actually, this isn't quite a project of perspective, knowing where your vanishing points in a horizon line and a general understanding of that can really help you make subtle changes to a character's poets. I messed up a little there. That line should be facing down because it is above the horizon. Okay. So that gives you a slight understanding of the subtlety of where I push different visual elements. And when we look at the silhouette, we can see how valuable these little technical skill sets are. Let's pop in some little dots to show the placement of some features on the face. Shift to black just to distinguish and find the silhouette of Luna. Onto your ears. I'm thinking specifically about the contour of the body and its clarity. So by clarity, I made distinction of head from neck. Neck goes down back and around and scoots down. And just for the sake of this lesson, I'm doing only the silhouette of the character. And let's just put Luna's tale. Back there for now. Now, once we shift into this gear, just kind of try to acknowledge what your brain is focusing on. We're no longer looking into the eyes of the cat and thinking about the proportions of the limbs right. All that stuff is valuable, but it can come at a different stage of our process. Right now, we want to look at just the overall shape of the head and watch adding little details like this, like emphasizing parts of the head, change the overall feel. What happens if I make Luna's ears pointy in this silhouette? The vibe is different. What happens if the tail isn't just flat, but standing straight up? You see the emotive response changing with this design. So the face is not the only thing that tells us how a character is feeling. If I stand Luna's tail up like that, suddenly, they're alarmed if I make the tail, silhouette, a little, let's say, like, droopy. Maybe there's a sadness or a questioning, a hesitation in their body language. And proportion, if we brought in the chest, fill out the character. It is no longer Luna, the cat. It's a different character. So in conclusion there, silhouette affects how we recognize the cat. Even if the face was the same and the coloring was the same, this just wouldn't be Luna anymore, right? 5. Character Study: Felix the Cat: Felix the Cat is back in the anthropomorphic category, and I like to work with Felix because he has such a clear silhouette. He comes from an era of black and white cartoon art, and one of the cool things about cartoon art is the style was really developed in line with the restrictions or limitations of the art form. Cartoons were often made like on a cheaper budget, and they required a lot of repetitive drawing. So when you design a character to be animated, knowing that you have to draw them hundreds, thousands of times, it really helps you focus on what they look like. What are their visual rules? Like, Felix has a very flat feeling. He doesn't have a lot of detail within the body. He's a strong black and white silhouette. Has four fingers because taking off that extra human finger, it makes your drawing process simpler. It makes the hand more visually clear, making his ears just simple points, making the eyes really big and expressive, and the mouth really big and expressive, while eliminating the distraction of the whiskers, all these little choices add up to a character design that is iconic and sustainable over a long creative project, right? So that's one thing to think about when you think about, how do I work in the spirit of cartoon art? Think of the limitations of the medium. Okay? Felix's proportions are quite different. So whenever you're designing a character, and we want to work from a place of how much space do they visually take up? And what are their proportions within the context of their design? So Felix has a very big head, which makes him have a big range for emotional expression. He has a very small neck and body, and he has very long legs that make his walk cycle pretty clear and easy to draw. His feet are quite huge and simple. His tail is small, doesn't take up too much room. And his limbs, his arms, are about the same length and proportion as his legs. His hand has a big palm like a human. Cats don't really have, like, palms in that type of way. So this is part of that anthropomorphic feeling. There's a thumb. And a cluster of, like, three fingers. Now, Felix is a pretty graphical design. He's mostly flat. He's two dimensions. He's just like basically a contour line in a shape. He doesn't really have form in the way like Luna evokes a bit more of a form. Except in his face, where his eyes shift perspective. So if we grab that red perspective tool, we can see his eyes sort of go towards a vanishing point. Like one feels smaller than the other, the one that is further away. So again, perspective B being part of this process. While it's not an emphasis. It does affect aspects of these drawings we're looking at. Notice the way my mark making happens when I switch to a pen. My pencil work is very loose and sketchy. It's based on, like, kind of generating some energy and getting a feel for the shape and, like, an overall, like, looseness. Buoyancy and off the cuff feeling of the design. But when I go to ink, it's almost like writing a second draft. It's a refining and a clarity of the work. But that said, you do want to retain a bit of the energy of the sketch in this final work. You don't want to make it too clean and neat and feel like it's, like, made by a computer or something. You want, like, that handrawn effect, as well. So as I go, I keep the looseness of my hand, but I try to capture things in single lines. His body is really just a couple circles that ebb and flow. Like, if we just shift back to that idea of, like, the action line, Felix's action line goes this. Actually, it's more dramatic than that. It's a little bit more like this. Actually, that's not even quite right. It's straight along the bottom, and then arcs and bends like this. So little subtle changes like that, like the straight line that then warps all of a sudden, that becomes part of the iconography of the design. The straight leg, the round joint of the body, and the bend of, like, the upper torso, and the distance between those things. How can we study those things? Thinking in terms of silhouette without distraction is a great way to do that. 6. Character Study: Garfield: Our field he sometimes sits like a cat and sometimes walks like a human. He's weird. Like, if you encountered a Garfield in real life, like, I'm not a super fan of, like, the three D model of Garfield because I don't want to, like, live in a world where a Garfield can walk around. Cartoon art should stay often in its place. But anyway, Garfield, in this version of the drawing of him, I'm going to draw him sitting like a cat. And his shape language is really rooted in some of the principles of Felix. They're just, like, exaggerated in different ways and restrained in other ways. Garfield has a big head, no neck in the Felix ishway and not a lot of protrusions on the face. His body is, I guess, the best way to describe it. I mean, it's kind of two circles, but it's also sort of like a bean, you'd say, it's very blobby. Like, where Felix's weight was in his feet, Garfield's weight is really just, like, in his torso. And like Luna, he sits like a cat. So this is like an articulated leg version of Garfield. But he has those huge, big toes for whatever reason, and shorter, stubbier legs. Again, Garfield is usually sitting in, like, a three quarter turn. And you can tell that is true because often the way he's drawn, and this helps with the silhouette is there's this kind of like going upstage with the feet. Like the front foot is there. So the right back foot is there. The front right foot is there, and then the left foot is there, and we usually don't see that fourth foot because that would be like, tucked back here. So there's that silhouette aspect. Now, let's see. Garfield's tail usually, like, tucks in on itself. Part of that, I think is really just because, like, it suits the panel better. Garfield exists in, like, a comic strip world where panels are often square, and he takes up less visual room if his tail is just tucked in on itself. That's just my theory, though. There's other ways to address that. Like, if you think of Hobbs from Calvin Hobbs, Hobbs is very long. He takes up a lot of visual space. But also, Bill Waterson draws panels very differently than Jim Davis does. So, again, proportion is something we could look at as we develop shape and silhouette. I like the proportion of the head to the body, the feet, or the ears to the head, or the scale of the nose. When you design a character, you're making these choices whether you acknowledge it or not. But when you're aware of your choices, you can shift and adjust them. That can help you with a single character design, and it can help build your sense of variety over a cast of characters, if you can control just the subtle changes in relative scale within a design. All right. I'm not even Well, I just can't I have to. I have to draw the features. And this is the version of Garfield, where he's got those really self satisfied eyelids. Another speculation on design process that I have no insight into. I always wondered why Garfield's little whiskers are way up here instead of, like, down on its cheeks, like they would be on a cat. And I think the answer is that they don't intersect with the eyeline. Eyeline is a big important part of cartoon art when your visual design work is so languid, so simple, and your movement of, like, the camera and shifting of the frame is so straightforward in the way like something like a Garfield comic strip is. Eyeline of a character can tell you where to look as the reader, right? That's how they direct your attention. So I'm wondering if the value of the eyeline and not intersecting it with, like, whiskers that would be like, right here, maybe on first thought, I think that might be part of this design choice. Impossible to say, but that's my guess. Okay, let's adjust the opacity and put a silhouette over this character to just get a feel of how it all comes together. And got that little shoulder bump on the back that kind of is where his shoulder blades would be. And there we go. Now, if this doesn't feel perfect, again, it comes down to, like, relative proportion of the features. I would say maybe Garfield's head is not quite as round and big as it should be. Alright, now that we've done some study of iconic cartoon cats, let's look at just the use of shape language as an emotive tool as we start thinking about our own cat designs. Goodbye, Garfield. 7. Shape Language Warm Up!: Just working with the black pen, let's think of, like, how shape language evokes in a mode of response. If we have a cat, it is very pointy like this. It feels alarmed or startled or high energy, right? There's an electric feeling to this shape, and I also look at it a line of action. It's very like Bingbing aggressive. Let's pair that with another shape language that's maybe more Garfield esque. Instantly, we've got a much cozier little cat friend. This character's motive line is very, like, centered on the ground. Like if it doesn't even need to be that distinct, it's kind of like this. Or you could say it's like that. It's very self contained. It's very, like, keeping itself warm. Notice the roundness there that comes into play. Like, it feels more like a cushion or something soft. Let's make a cat that's, like, in unique proportion, very small head, long neck, ears on the edge, very wide, boxy shoulders, narrow torso, tiny cat legs, little cat tail, big muscular cat arms, long whiskers. This is more of like kind of a Venice Beach body building cat. So let's just, you know, just for the sake of that, let's throw a little tank top on him. Ways the silhouette helps me make some of these decisions, bring that red pen back. I thought a lot about the length of the whisker, and I thought there was a nice clean visual appeal by making them the width of the shoulder. I thought about the scale of the hand relative to the arm, relative to the leg, and the kind of humor that adds to make the arms much bigger than the legs. And somewhere in the middle is the scale of the head. It's not as charmingly small as the feet because I want to make sure there's plenty of room for facial features. Well, he is on the beach. So that's probably a little more accurate. Okay, see how quickly shape language becomes a character because we already have these emotive responses built into these shapes. You're just kind of unpacking them, remixing them for the audience. So know going in that you don't really have to say as much with your drawings as you think you do because we all have relationships with visual language already, right? So that's a good thing. It's more about just refining little choices to bring out some unique style of your own. 8. Class Project: Sketching and Inking: Alright, I think we're ready to hop into today's class project. Hopefully, you've got a bunch of sketches and ideas, and you're already mid process. You can see I am here. So to break this project into stages, first, I'm going to establish the rules of the design of my cat. What is its shape language? What does its silhouette actually look like? Then I'm going to take that cat and put it into a pose, get to know it a little better, think about its personality, give it something to interact with. Once I refine that pose through a couple simple what's called thumbnail sketches, which are really loose drawings, like what you see here on the screen, drawings that I'm very willing to go back and change or do another one of without burning too much creative energy. Once I've got those thumbnail drawings, I'll move into a final illustration in my own style. And you're welcome to work in your own illustration style. This class is mostly about how we think about our designs, not necessarily what style we're working in. So let's look at what I've got here so far. So here's my cat. I'm working in a very kind of flat graphical shape language. You can see there's a little bit of influence from all the types of cats I've talked about. Let's look at this cat's overall silhouette. Some of the rules of the cat are that the head is long, and it's almost like the eyes are like rotation points, and the head is a belt that turns around them. I don't know why I think that way about this design, but that's sort of what it looks like to me in my brain that is clearly broken in many ways. The ears are almost antenna like. They're very narrow and pointy. And I like this because they can potentially do a lot of emotive response. Like, this cat does not have eyebrows, and for me, with character design, eyebrows are a very valuable piece of motive storytelling, right? The ears could do that. If I make them narrow enough where they can tilt and really add a dramatic effect to the design and silhouette of the character. Like when they're straight up and down, the sense of, like, astonishment or attention is very strong. The whiskers and my cat are very long, but they don't do that. They're like almost a balancing tool for my design. So that's a choice. You could switch that idea. Your ears could be static and your whiskers could be dynamic. That's up to you. Now, the body has a very, in this case, simple action line. It's kind of like this. But the shape language evokes a little bit of distinction. Narrow in the neck, long in the neck and very vertical. The feet are quite small. This gives the cat, like, I don't know, a youthful, dainty energy. But the tail is potentially very expressive and quite long. But there's the overall silhouette of my design. When I turn that off, you can see that within it, though, is a sense of where the limbs are in their form. So, when you create a drawing, the thing you know about the character is a much bigger concept than what you actually present to the viewer. Like, the idea of Felix is a flat black design, very simple is more complicated in its set of rules and set of, like, sketching practices and principles. So you the artist always need to know a lot more about your design than what you are showing the viewer. So that said, the cat's looking off to the side, so let's see what he's looking at here. Oh, he's looking at himself standing up. Now let's take a look at this silhouette. First line motion is really being abrupt. Alright, so here's what our cat looks like when he's standing up. Notice, when I put that silhouette in, I instantly start to, like, look at the design from a different way and shift some aspects around. Now, I started thinking of a pose. I came up with this notion that my cat is, like, fairly youthful encountering things for the first time. So I'm thinking like, Well, what if this is his first, like, Halloween out on his own? We're not making this class, it's October, so we're deep in spooky season. I'm thinking about pumpkins. I'm thinking about, like, creepy crawlies and whatnot. So I drew a little pumpkin here for the cat to look at. And once I had the idea of the pumpkin, I started to think of what would this cat's pose be for engaging with this pumpkin? And let me come up with the motion line that I feel like best represents the energy, like this focused energy on this pumpkin. He really just goes, Bing, like this. It's all, like, through the tail down, through the face. Everything is, like, directed at this, like, one thing. The eyes are pointing right in towards it. And notice to, like, react the other way, like an arrow is effective because it points, but it has pieces that come back that enforce the point, right? So the ears shoot back. The whiskers shoot back. Everything else, though, is pointing in. That's a process that cartoonists often refer to as, like, pushing the pose. I have this idea, a cat playing with a pumpkin. Well, what does that look like? Now, what does that look like if we really emphasize something? What does it look like if we take out this other aspect and go one step forward and add, like, a exclamation point to this idea? That's pushing the pose. It's exaggerating the intent and reducing everything else around that. I'm going to continue to sketch this character and emphasize that silhouette. So notice in this version, if we're talking about silhouettes, there's, like, this kind of chaotic cluster of things right here, where the pumpkin intersects with the leg and the head is very close. To the leg. I notice when I fill it in, you can get a sense of how my brain is using the idea of positive and negative like black and white space. I'm thinking just as much about like this area and here in this area here as I am about this area or like this area. So your brain should be able to switch back and forth between positive and negative study as you want to create a strong composition. We're pretty close here. I had a big shift in what I felt was working and what I felt was not working. The general idea is very working. The general idea is very much working, I think, but I'm not, like, super into what is going on here and here as much. When I like, zoom out, it feels like we're looking down on the cat, and I think there's something a little more effective by squishing the cat up a little bit and letting him be like right at the edge of understanding of something. It's like I've taken the moment and I've shifted its energy. I'm coiling the cat up and letting him be about to spring. Whereas this version, while this is fine, it's almost like he's already, like, mid motion with it. There's something about this one that just feels a little better. For this project at this moment in time. Part of that is the pumpkins just sort of, like, on its own now. The cat is just right here, and I can make the eyes as big and wide as I want. His ears take up a whole lot of space. Whiskers can be up. And now the body is really tucked in. It's up for the tail, which really loops around. The eyes are a really subtle thing to address. Like, the way eyes shift around is something we spend a lot of, you know, time studying when we talk to people, and we look for the same qualities in a drawing. So I'm going to take out the pupils for a second and really try to get them staring right at the pumpkin. And the pumpkin is slightly lower in the character's eyeline, I feel. Now, in some ways, this could come the final version. But I think I'm going to redraw it one more time and see if I can just push this pose a little bit further. 9. Class Project: Color and Texture: All right, I'm going to shift to the pencil tool and try to add a bit of, like, texture to this design. Just a little bit of watercolor shadow. Alright, and there's my perfect little spooky season cat design inspired by looking at silhouette and pushing a pose into its more iconic version of itself. A 10. Next Steps!: Okay. And that's the class for today. I look forward to seeing your work. I hope to see your cats pop up in the class project section. I'm always checking for new student work on Skillshare. I'll happily share, like, you know, cheering you on, comments, steps that you could go next with your work, pushing it into new spaces, building new skills and techniques. And maybe there's even some of my classes that might inspire your next project. If you want to check out my channel, there's all kinds of courses on illustration, narrative art, character design, concept art, science fiction, world building, map design. There's all kinds of things. So if you like the way I teach, there's good news there, like 20 plus hours of courses on Skillshare for you to enjoy. And I hope to see you in class next time. See you later.