

Notice that no strong colors like saturated reds, dark blues, bright purples or neon greens were used. On separate layers, I color the hair clips. I use brown to reflect the color of waffles for her skin. I use matcha green and whipped cream white. Once I’m happy with the hairclip designs, I can proceed to colors. Phew, that’s a lot! We can have fun populating our design as much as we want, but make sure not to overdo it! Then I add wafer biscuits, cherry on cream, strawberry, and chocolate drip (on top of the waffle)Īnd finally, some wafer and biscuit sticks, and three ice cream scoops. So the remaining themes are ice-cream and waffle. I draw the details on separate layers, taking inspiration for her hair clips from sweets. This shape is inspired by chocolate drip on ice-cream toppings. On another layer, I draw the division of these colors as a “splat” shape. Since our inspiration is matcha and whipped cream, our colors will also end up as green and white. I add more details to the sketch to make her hair look even fluffier until I’m satisfied with the level of details. With the word ‘whipped cream’ in mind, I draw her hair fluffy and curly. (Grab your phone and write that down before you forget by the way!)įor this tutorial, we are using food as inspiration, because who doesn’t get inspired by food? Our inspiration for this character is matcha, whipped cream, waffles, and sweets.Ī portrait character design focuses on the face and hair features. Sometimes we get an awesome idea when we’re in bed about to sleep at 3 a.m. We can look at other people’s photos or art. Posing is an important factor in character art.Īnyway, it’s time to look for inspiration! If our character is a knight, obviously we look up warriors. Of course, this applies only when we want to show the personality through the design only. The sample below is a “gentle, but scary when angry, treant that likes taking care of nature and plants, but get in the way and it will stomp you”-type character: Which is why big monsters or beasts are usually boss fights in video games. A well-trained body means the character is strong and has the realistic capacity to intimidate just standing in front of us - even without wielding weapons at all. To show that they are exclusively using their bare fists to fight, it’s a good idea to give them muscles, and make them big or tall. If someone asks us to show “angry and brutal” simply through a character design, we tend to think about a big character and how they execute this brutality. “Girly” on the other hand is easy to show, for example with pastel colors, pink, and flowers:
Easy comic character drawing crack#
Or they live in a big pot with a small crack on it while their pet wendigo carries them around. A fan or an umbrella to hide even more of their faces. This gives us ideas of “covering up,” maybe they have really thick, layered clothes. “Shy” is a bit hard to show design-wise without the help of posing, but if we really want to show that our character is shy without facial expressions or body language, then we can consider what shy people do-they “hide” a lot. Definitely not our goal! Instead, we might want them to wear a red jacket, a gritty thick black cape, silver light armor, wielding two blood-red long swords, and gold and silver accessories all over. This kind of character exudes… eccentric, or even annoying, yet quirky happy vibes. Unless the character is meant to be over-the-top unique, a “calm and cool” character tends not to wear neon rainbow-colored trousers with memes and unicorns printed on their shirts, with small fluffy wings growing out their backs. Let’s say our character is mostly one of these attitudes:


How we decide the pose also helps reinforce that. We can show a character’s attitude simply by their design. Maybe we want to do all of them at once!įor this tutorial however, we’ll focus on fashion and silhouette. Maybe we want to focus on the silhouette to make our character memorable for a comic/story we are creating, or maybe we just want to show off our fashion sense. Drawing the design depends on what our goal is: Is it for an animation series? Maybe a game? How detailed can we go?

There are many angles we can look into before we design a character.
