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Character Drawing & Design
In this edition of Secrets we look at how we approach the drawing of our characters. With very few exceptions, our art is based around stories: comics, illustrated text, childrens books and so on. Because of this, we have to be able to draw and render our characters consistently. A character should look the same from drawing to drawing, panel to panel, page to page, through an entire series of drawings. It is important that we know how our characters look from every angle, in different poses, with different attitudes, and so on.
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Using animation-based techniques, we start our designs with the simplest and most basic element of 3-dimensional art: the sphere. (There are other elements - action lines, positive and negative shapes - but we'll get to those in another chapter.)
Everything we do in creating and drawing our characters is based on simple 3D shapes, usually a sphere - and specifically, the head sphere. In drawing heads and faces, the formulae created for each character is geared around the sphere.
One important distinction: the sphere is not a circle! The sphere represents a 3-dimensional object which can be tilted and rotated. The objects on the surface of that sphere - eyes, noses, ears, color separation lines - all move as the sphere moves. If you look at the head as a circle, The head sphere is also used in determining the height and shape of the overall figure. A character is so many heads high, so many heads wide, and so on. The head size may change from character to character - and that too is a useful measurement, allowing us to determine exactly how big (or small) a character is in relation to other characters. There is no single, 'correct' rule to determine a character's relative size. A great deal depends on the style of the specific project.
Different model sheets have different purposes. Some show sample actions and movements; some show off costume considerations. Some are simply construction diagrams: 'this character is this many heads tall...' and so on.
The stories we write and illustrate will (hopefully) be read by humans; so the characters have to display emotions and portray actions that can be understood by humans, both in facial expressions and in body langauage.
The trick for us is to mimic human expression without losing the inherent 'animalness' that lies underneath. Some comic artists - notably those with a Japanese manga influence - simply draw a cartoon human face and add a small, animal-like nose or muzzle to it (plus ears poking through the hairline). We try to go the other way: portray the animal first and foremost, but with human-readable expressions. Anyone who has ever tried to figure out what a cat is thinking knows: Finding the right combination of animal and human elements to suit a particular character is tricky, but fun. Just as human film and TV directors have casting calls for actors, we will sometimes sketch out lots of different versions of a character until we get the one we like for the part. Again, a little extra effort at this stage makes things a lot easier down the road.
As noted, character expression is a combination of human-readable facial expressions and body language. It's probable that real space aliens won't look like animals, nor Creating believable characters a reader can identify with involves a lot more than adding ears and a tail to a human: it's a matter of simplifying complex emotions so they can be understood at a glance, to make the characters seem real. If they're not real, no one will care about them, and the story will die. As noted elsewhere, cartooning is primarily the art of leaving out details. Knowing which to leave out and which we must leave in is the key to all comic art - a subject we'll cover in another edition of Secrets.
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