Wouter Tulp: Thoughts on character design


Some things I think are important in character design.

This post is about  thoughts I have about character desing, not a ‘how to draw’ tutorial. Besides knowing how to draw a character, how to use perspective, how to draw expressions, there is also an internal process going on  when I design a character. I tried to write down some thoughts about designing characters, and I’d like to share them with you. I hope they can be of use for you. If you have comments or additions, please leave a message in the comments section. 

1.  Observation

I make a habit of constantly observing people. I found that for me to understand a character, I need a certain understanding of people, how they act, how they convey their emotions, why they wear certain clothes, how they use body language to emphasize or contradict what they are saying.  A man who just got robbed, will walk into a police station completely different than a man who was just called his stolen car has just been found. Someone who is genuinly happy for you  will smile at you differently than a salesman giving you his smiling talk.
I find it really useful to study actors, and the way they ‘get to know’ their character. How they use body language, facial expressions, clothing, make up etc. to define a character.  Some actors have really mastered the art of ‘becoming’ a character. They are very much aware of every gesture, how they move, talk and breathe. It can be really helpful to approach the desing of a character in a similar way
It is the task of a character designer to use his knowledge of how people and translate this into a design that is believable. 

2. Reading the script
I thoroughly read the script, speak with the writer in order to get as much information as possible about the character to create an  idea in your mind to understand  who this character is.  Designing a character is not just playing around with shapes; it really is finding and defining the character’s personality.
When I read the script I focus on: How does the character feel, but also how he uses subtext in his expressions; If he’s scared, does he show it, or does he hide it, how does he relate to his environment. If he’s big, does he feel big?
3. Documentation
There is more to the character than just how he feels. ‘personality’ can be added to the character by how he dresses, how he combs his hair. If I want the character to be believable and  convincing I need to use elements from the world we know, and use and alter them in my design. The choices I make are based on the script, and from this, I try to be creative, and come up with many different ‘solutions’ for what the character could look like.
Google is a very helpful tool in referencing clothes, and assecoiries, but going out and looking at the real stuff, and making sketches on location can be very important as well. When I need to find out what dress a dancer has to wear, it can sometimes be more useful to go to a dance club and speak with dancers, and understand what is important for a dance dress, than to randomly combine google images into one dress. Someone who knows all about dance dresses should also be convinced by my design...
I like to combine ‘direct’ documentation with associative documentation. For instance  when I need to design a certain dress, I look for dresses in real life (direct documentation) but also for things I associate with the mood it has to have, or the personality of the character, or something random that comes up when I think of the character. (associative documentation.) Combinig these two elements, often lead to believable, but also creative design.


4. Trial and error
It takes more than one drawing to come up with a final character design. Sketching often is no more than thinking visually. Some ideas are good, some are bad, but there’s always room for improvement.
Step 1, 2 and 3 are essential to come up with various ideas and concepts. A character designer comes up with many different ideas and approaches to the subject. Allowing myself to try things that don’t work, is essential to eventually come up with great ideas. Nobody likes to show their bad drawings, but in order to be creative, it is neccesary to explore many different directions.  I hate it when a drawing  or a concept doesn’t work, or when I make a bad drawing.  The alternative however, is not allowing myself to make any mistakes, wich would mean doing the same thing over and over again...that’s not an option for me.
The great thing in designig a character this way, is that  I ‘get to know’ the character during the process.  When a drawing doesn’t communicate what I want it to, it means it doesn’t portray the character.  Trying again differently makes me slowly but surely discover who this character actually is.
5. Technique
A lot of books are written on character design technique. As I mentioned, I won’t go into ‘how to draw a character’ in this post, but there are some things to be said about technique.
It is important to constantly keep on developing both my drawing skills, as well as my creative skills, which means being able to come up with creative and original ideas.
Because most characters are based on human characters – even when the character is a tree, a donut or a rock, it’s expression and the way it’ll communicate with as is by human gestures and emotions- it’s important to attend life drawing classes. In these classes I develop a better understanding of human anatomy, expressions, shapes, 3 dimensionality drawing skills, quick sketching skills and so on… 


When drawing from life,  making a caricature of what I see is very useful. Certain features of a model stand out, and emphasizing these features is like underlining an important remark in a notebook. I can go through my sketchbook and easily recognise what it is that stood out to me during a specific drawing session, and I can use this information in my character designs.



Within a charachter it’s all about proportions. About the relationship between the sizes of the different body parts, the sizes of the different volumes, textures, colors, etc.
In the end there has to be a relationship beteen all proportions that suits the character.  Wether it is balanced , for instance based on the golden ratio, or disbalanced; creating an off-balanced character.
It often helps me to think of contrasts. if a character has curly hair, I can juxtapose this by adding straight elements, for instace a sword, so they complement each other (fuzzy curly hair, soft vs. metal straight). Or a man who is very wise and knows a lot of things, may have a big head, so his body can be small to put emphasis on the head. Using contrasts is a useful tool to be very clear about what you want to express. If all is blue, then red stands out. When I have established that, I can look for the right balance between red and blue. So I first look for the big statements, and then refine them.

Florian Satzinger: Starting With A Shape / Boundary Contour

Plus work-in-progress clip of the process.


By the way, in the comments section of my blog Matt was asking about how I go about believable weight. What I often do/have in mind when I'm drawing is like the character kind of stands on two (because he's four-legged) imaginary supernatural cement blocks which boost gravity of sorts. Apropos, Wouter did a nice post about this issue here on The Art Center, too: CLICK HERE

Florian Satzinger: Base Frame

This is the rough promo poster artwork for the 7th Pixel Conference. I used the number's shape as a base frame or initial guideline of sorts to create the motorsuit's shape. Sometimes this technique helps me if I find myself dithering around with a design.
There was a second creature supposed to be on the poster, but at the end the thing became way too big. Anyways, here's the rough sketch of it:

Florian Satzinger: Rough Design Stages

This in a current piece I'm working on and I thought it would be a nice idea to post the stages the rough design went through.

Florian Satzinger: One Sketch Reference

This very CG model was based just on one single sketch of mine, executed by the talented Diego Moya Parra.

Mark McDonnell: Working with Style & The Female Form Union/Disney Handout

I don't generally share too much of what I teach as it's either for the Studio's or for the classes I teach at the Animation Union/American Animation Institute, LAAFA and 3Kicks and I would like to give the students some one-of-a-kind instruction and first dibs on the ideas I teach.  But in celebration of my Birthday yesterday...I thought I'd share as it's nice to give back and let everyone have something to play with (if interested). 












Best,

MAC

Wouter Tulp: Thoughts on experimenting

Recently I found myself planning an illustration. Working out the concept, the composition, the colors, shapes, characters ect. It seemed like I wanted to be on top of everything in advance. I think its is a good thing to 'do your homework' before staring an illustration, but it is equally important to let a drawing evolve, and have accidents occur, to respond to.
Creativity needs freedom and space.  Especially at the moments you are not deliberately trying to squeeze out a concept for an illustration, the best ideas seem to pop up. (in the shower, while taking a walk, in your dreams)
Also, to be creative, it is nessecary to leave in the possibility for your painting to fail. If you do not do this, and you are sure what is going to be the outcome, you will do the same thing over and over, and never learn something new...

In order to push myself to explore new techniques and concepts and to let creativity flow freely, I like to play this little game:
Before I get started, I make sure my equipment is ready. I set up a blank canvas and prepare my paints, or get my sketchbook and have my pencils ready. Then I set a time limit for myself. This can be 10 minutes, or a whole day. For this painting, I took 1,5 hours.

1: limited time:  1,5 hour.
2: In the first 15 minutes I come up with a concept, do little sketches, and look for reference images
3: In the remaining hour  and 15 minutes I paint.
4: I try things I haven't done before

This way of working forces me to make descisions quickly. There is no time for hesitation, and often it results in strong choices. I learn ton's of new stuff doing it, even (or maybe especially) when it's not working out at all...





Mark McDonnell: How To Draw With Different Mediums - PrismaColor Pencil 02

Hey Guys with the digital world dominating most of our professional lives, I have found it is pretty important to continue to use traditional media that really can be transferred into our digital work (for look and feel, or otherwise),

Because of this, I decided to post an all new video in the realm of using different mediums and experimentation when creating gesture specific drawings for the Animation and Entertainment Industry. It's a quick over the shoulder view of a few drawings done with a PrismaColor Pencil and Ebony Pencil, as one is a wonderful waxy smooth pencil and the other has such a great range of light to dark all with one pencil making it so much fun to draw with.



All my best,

MAC

Painter 12 Brush Review (and Photoshop, sort of)

I bought Painter 12 a while back and I really like it (and if you change to the Legacy Brush Resize tool, it's fairly stable too, at least for me).

I tried to get familiar with more of the stock brushes this time around, so this review includes some new brushes, but some old brushes I really liked as well.  This is a compressed review though, for the full version look here.
My favorite new brush:  Real 2b Pencil.
Least favorite new brush:  Real Oils, any of them
Favorite new brush that has actually been around for a few versions of Painter: "Grainy Water" Blender
What I hated most of all: Photoshop CS5's Mixer Brush Tool

Just so you know what criteria I'm judging by, if a brush is easy to get the behavior I want out of it, and the results look pretty good, then it is a good brush.  Brushes that are clumsy or non-intuitive get a low rating, regardless as to how good they look.  I want efficiency in painting more than anything else, and if I feel like I'm wrestling the program, my joy in painting just disappears.

So here's some of the other brushes I spent some time with:
Painter 10+ (and maybe earlier versions)
Blenders> Grainy Water: 2 thumbs up, best blender even in Painter 12
Watercolor> Wet Wash Flat: the least offensive of the watercolors for actual painting
Watercolor> Diffuse Bristle: great for adding natural texture
Digital Watercolor> New Simple Watercolor: 2 thumbs up, best for adding color to drawings

Painter 12
Real 2b Pencil: 2 thumbs up.  Most useful for drawing.
Variable Chisel Tip Marker: 2 thumbs up when opacity control changed to "Pressure."  Corel gets Markers right.
Real Pastels/Chalk: 1 thumb up by themselves, but two thumbs up with Grainy Water Blender
Real Watercolors:  1 thumb down.  You can't predict what they are going to do!
Real Oils: 2 thumbs down (nice looking, but painful to use)

Photoshop CS5 (CS5 doesn't have real stock brushes, so this is a review of the brush engine)
Basic brush tool: 1 thumb up if you use a Brush Preset that has some texture and add a little spacing/scatter/texture, 1 1/2 thumbs up when using dual brush functionality
Smudge tool:  2 thumbs down by itself, but if you modify it with a Preset, tie the strength to your pen's pressure, and adjust the spacing/scatter, you can get it to do some nice things.
Mixer Brush Tool:  Waste of effort.  Photoshop basically copied Painter's "Oils" controls, which are the most unwieldy part of Painter's brush engine.

Florian Satzinger: Working with References

Here's a nice example about using references for a new design:


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Update: Here's the finished piece.

The colour palette I was working with: