Rage Session 7: Tips for Character Design

I haven’t wrote a “rage session” for a while and I had this topic on my mind for a while now. It started one night on a Facebook discussion with one of my friends who was struggling with some character designing for a character in an animation he was working on. So I thought I would share some thoughts and more on it and also some process behind what I do for character design, such as; choosing hair (color, style, etc), clothing, distinguished marks and more.

One of the main things that potentially gets overlooked when designing characters is functionality. What I mean by that is, does what the character wear, use and even hairstyle match what the character is doing. Let’s look at the below example, Tomb Raider.

0078868740008_500X500If you are not familiar with Tomb Raider (Lara Croft), she usually is out in the wild looking for treasures and solving puzzles. The places she explores range from the jungle to ancient ruins and more. She often gets into danger, hence why she is carrying weapons. Do you see where this is going? Her shorts and tight shirt are to help not only keep her cool in the jungle climates, but they also won’t interfere with her as she is performing all of the jumps and running throughout the world. If her clothes were baggy, long and not tight fitting, they could get in her way if she has climbing or other maneuvers to perform. She has a little pack to carry items in that she finds on her journey. Notice her hair? It’s in a ponytail, otherwise her hair would be in her face as she was running, jumping and tomb-raiding. Her design is practical for the world she will be living and interacting in.

Let’s take a look at a couple more characters.

Rurouni+Kenshin_wallpapers_89These two characters are Kenshin (left with red hair) and ShiShio (Blue and on the right). The characters are set in historic Japan, which is why the two characters are wearing traditional clothing. The main points of these characters are ways of converting their history into their character design. For instance, Kenshin has a scar on his face. In the story, Kenshin was an assassin and killed many people. The scar is a way to show the viewer constantly his past. If you were flipping through channels, and came across this show and saw Kenshin, without knowing any of the story, you would immediately tell he had a rough past.

Shishio on the other hand, you get the same vibe of a troubled past. However, the bandages are a little more mysterious because we don’t know why he is covered in them. This uneasy and mysterious vibe help play into his role of the bad guy. We eventually find out they are covering his burns, but he could have easily been scarred like Kenshin from a blade or he could have some kind of deformation, skin disease or more.

So let’s take one last character, Light from Deathnote.

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Light is a high school student that discovers a notebook in which he can use to kill people. However, the majority of the story is based heavily in the real world which means his outfit needs to be the same.

Light is a smart kid, the smartest in his class and a master at planning. To reflect his high IQ, his school uniform needs to portray that it is a higher end school. The tie and jacket give his uniform that extra boost of prestigiousness. His pants appear pressed, he is sporting dress shoes and the shirt is tucked in as well. You could argue that all of this is pretty normal, which it is, the show is based in the real world with some other worldly aspects. But we are overlooking one key area to Light’s character, his hair. His longer hair reflects his darker mischievous side.

When Light is distressed, his hair and tie are used to reflect his inner emotions and become frazzled and unkept. So it is important to see how you can use these supporting design elements to help convey emotions if need be.

If you have your own favorite characters, look at their design and see how it fits and supports their role in the universe and if it is functional as well.

 

 

Production Update 10

Wow, what a week! I ended last week with the start of a cold, probably a result of the annual temperature change of the midwest. I basically slept for 2 days to fend off the sickness so I didn’t get too much stuff done at the start of the week. However, after sleeping for almost 2 days, I started to feel better and didn’t sleep that much so I was able to get a lot of artwork done this week.

Starting with the scene from the trailer I was working on last week, I continued to tweak a few render settings and set up a pretty big render for my laptop. It finished and now I am rendering out some other elements for the shot. I am hoping to get the shot done this week, but we will see if that happens. *fingers crossed!

The majority of the weeks work was done on the scene that I finished drawing a week or so ago. This week I was able to ink all of the drawings, lay base colors and also add shading and highlights to the ENTIRE scene. So that means we have officially begun production on the last scene in terms of drawing by completing the first shot of the extended scene.

I have also begun rehearsing and tweaking my SGMS presentation for this weekend as well. Really looking forward to this presentation, I think it will create an environment for a great discussion.

Finally, this week I will be unveiling a piece of one of the freelance projects I have been working on. I was able to cut a small video montage of it to showcase and share. Look forward for more to come this week, and of course another entry of my Japan adventure! Stay Tuned! 😀