grizandnorm:

Tuesday Tips – Structure/Gesture: Why Not Both!

Probably one the most compelling issue to deal with when drawing characters. There’s clear pros and cons to both approach. The key, IMO, is to straddle the line between both. Give appeal and energy through the use of gesture, but always give hints of structure, weight and solidity to make the character feel like it lives in an environment. I do a quick, dynamic gesture first, then I go back in and add some structure on a second pass. In a rush, I’ll focus the structure pass on faces, hands and feet (feet: their position on the ground to give weight and/or balance to the pose.) -Norm @grizandnorm #tuesdaytips #100tuesdaytips #100tuesdaytipsbook #structuregesture #whynotboth

jenniferstolzer:

Every hug tells a story. A hug shared in greeting often looks very different than a hug shared in parting. Remember the motivations of your characters, how close they are as people often determines how close they’ll get to one another. Some people can be so close their hug is hardly enough and they hold each other so tightly, you could swear they’d rather merge. 

daethlyhallows:

gryzio:

theinformationdump:

Body Language Cheat Sheet for Writers

As described by Selnick’s article:

Author and doctor of clinical psychology Carolyn Kaufman has released a one-page body language cheat sheet of psychological “tells” (PDF link) fiction writers can use to dress their characters.

Very useful for artists as well! :>

things, reference, writing

moofrog:

hawfstuff:

I feel like TF2 really established great standard for character design and silhouette even though all the characters are super stylised they still look like real people, every detail feels unique even all their ears are different.

This kind of attention to detail seems pretty underappreciated outside of the fanbase in general.

Plus the amount of personality and expression that comes out of these characters is very self evident in all of the meet the shorts

my two favourites still being Meet the Demoman and Meet the Engineer

Just thought this would be a useful bit of information for young artists when it comes to overall character design, especially when designing a whole cast of unique characters.

DON’T EVEN GET ME STARTED ON HOW BRILLIANT TF2 IS IN TERMS OF DESIGN. It is one of the best examples to show someone when teaching them about character design. 

Like yeah…not only do they have unique noses, jaws, ears even…valve even took the extra step to give them each distinct teeth

My character design teacher has brought up TF2, and the concept art by Moby Francke, a few times in class. For one Moby Francke was highly inspired by the great artist J.C. Lyendecker.

And many of the key components in designing the character is gesture, shape and silhouette, and just getting in great key components that create story telling. 

This is one of the reasons I love TF2 so much because it makes me just…art fangasm all over it.

heroes-get-made:

lunalab:

the politics of light and dark are everywhere in our vocabulary…psa to writers: subvert this, reveal whiteness and lightness as sometimes artificial and violent, and darkness as healing, the unknown as natural

Some ideas for bad things that are white/light:

  • lightning, very hot fire
  • snow storms, ice, frost on crops
  • some types of fungus/mold
  • corpses, ghosts, bones, a diseased person
  • clothing, skin tone, hair, etc. of a bad person
  • fur, teeth, eyes of an attacking animal/monster
  • bleached out deserts, dead trees, lifeless places
  • poison

Some ideas for good things that are black/dark:

  • rich earth/soil
  • chocolate, truffles, wine, cooked meat
  • friendly animals/pets/creatures
  • a character’s favorite vehicle, technology, coat, etc.
  • a pleasant night
  • hair, skin tone, clothing, etc. of a good person
  • undisturbed water of a lake
  • the case/container of something important
  • valued wood, furniture, art
  • velvet

Think to burn, to infect, to bleach vs. to enrich, to protect, to be of substance.

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