Basic Character TypesNaturally, as I’ve stated before, I don’t expect to be able to tell you every possible character type and body description, but I would like to discuss a few basic characters to get you started: the hero, the heroine, the wacky sidekick animals, and the villain/monsters. I’m sure we could name plenty of others, but as I can see you chomping at the bit to leap into Flash, we’ll stay simple with these four.
Basic Hero ConstructionThe hero is a guy who may have an everyday build, more on the slender side (like the caricature of yours truly), or any variation of these, but generally, in the category of the animated film, we’re talking about the Charles Atlas/knight in shining armor type.
One of the most basic differences between males and females
is what I call the “appeal of the inverted triangle.” (Ahem! Now, be nice!) With the male, and even more so in the hero, you’ll want to have a triangle pointing downward. The broad shoulders taper down to a narrow waist.
In the female, there is a significant difference. And to quote Pepé Le Pew on that very subject, “Vive le difference!”
The female’s basic overall form starts from a flat-bottomed triangle, or a standard pyramid, pointing upward. Her narrow shoulders and waist widen out to the hips, which are the widest part of the body. But more on that later.
As for the hero, you’ll probably want to keep him at least rea- sonably muscle-bound, or at least enough so that he’s prepared for the challenges he’ll face in the adventures you’re about to lead him through in your cartoon.
A good rule of thumb I’ve read about drawing muscular characters is to try to keep most of your muscles on one side of the arm or leg… and that’s the side with a bulge on it, or at least something of a curve. The other part, closer to the bone, will have a tendency to be more straight.
Again, depending on the physical tone of your hero, he may have a thick neck, a lantern jaw, and the traditional six-pack just below his rib cage.
Additionally, you’ll note that one difference between the more realistic characters and the more cartoony characters is the number of heads tall. We have a tendency to think of the head taking up more space on the body than it actually does, but that’s mostly psy- chological. Since we focus generally on the face (during a discussion with someone), we think it’s larger in proportion to the body than it really is.
On adult males, we’re generally about six to seven heads tall, and not too far from that on women. Naturally, we’re all different, and that’s what makes us interesting as real-life individuals or cartoon caricatures. These are obviously just general rules of thumb.
And remember, it’s best to learn the rules of anatomy first… and then break them only as necessary.
Basic Heroine ConstructionI’m one of the few artists who will allow you to see some of my earlier lousy drawings, but here you go. I think he was probably talking about a drawing not unlike these:
At this point, I had two choices: I could (A) get angry and/or indignant, throw myself into a serious tantrum, and never ask his opinion again. Or I could (B) grow as an artist, by weighing the opinion he had offered as diplomatically as he was then able, and taking a careful, scrutinizing look at my work.
I went with choice B, and looked carefully at my attempt at an attractive woman.
As much as I hated to admit he was right, well… he was right. My women needed some serious work.
So, I practiced. I looked at photos, and tried to figure out and analyze what unique, individual features made each woman attractive. I tried to inject that into my designs. Here are some of the observations I collected from my own opinions regarding feminine physical charm and from other artists over the years.
Helpful tips in drawing femalesOverall, when drawing women, again make sure the hips are wider than the shoulders, which are generally more soft and rounded than her masculine counterpart’s. The neck also has a tendency to be more slender, and the hands are longer and more graceful.
One of the foremost features to be considered is the face. And since the eyes are, as they say, the “windows to the soul,” that might be as good a place as any to start. I have a tendency to draw the eyes on women larger than I do on men. When possible, I like to draw the iris as a separate shape from the pupil. Normally the iris, or colored part of the eye, is the first thing to be lost during the simplification process of caricature. Otherwise, the larger the pupil, the more alert (and sometimes even the younger) the character.
Keep the eyelashes as a single, thick and thin line. Think how mascara thickens the eyelashes and tends to clump them together. Ask yourself, how often can you count individual eyelashes when standing three feet away from someone? Avoid drawing the little cartoon eyelashes whenever possible, except perhaps for a moment of comic effect.
For a more attractive woman, also put as little detail in drawing their noses as possible. As weird as it sounds, look at those fashion commercials, when they flood a model’s face with light, or when they’re interviewing an aging model/actress. They’ll either overlight or soften and even blur the picture so those wrinkles and detail lines disappear. One of the first things to go is the nose. Don’t believe me? Look at those two foundations of feminine teen beauty (well, in the cartoon kingdom, anyway), Betty and Veronica. Find a picture of either one and look at their noses. Not only are they missing the bridges to their noses, they don’t even have nostrils. They just have a little right triangle, a triangle set on its side. In other words, less is more!
The same basic rule for drawing eyelashes applies similarly to drawing hair. As one of my first drawing instructors told me, avoid drawing the individual hairs, and instead approach hair as a mass. Because even though it is composed of those tiny fine lines, gravity (and air, especially wind) tends to treat hair more as a mass, so we as artists should do the same.
In any case, another artist was kind enough to offer me a few words of advice on drawing female hands. Besides keeping the fingers relatively long and slender, it’s best to avoid drawing all the fingers clumped together (a fist would be the obvious, inescapable exception); otherwise the hand is in danger of looking too massive. Instead, cluster them together in groups of two or three.
Legs are widest at the thighs, tapering down to the knees, flaring out again slightly at the calves, and then down again to the ankles.
Naturally, all these general guidelines for drawing men and women are just that… general guidelines.
A woman doesn’t have to be a total walking stick figure to turn heads, folks!
I’m probably one of the few people involved in the media who will tell you this: Just because idealized men and women are portrayed physically a certain way in popular entertainment doesn’t mean that’s the way we’re supposed to look. Remember, animation is largely a fantasy world.
If the famed Barbie doll were a real woman, and walking down the street, she would get more than a few casual glances. Because if a human female were actually as tall proportionately as that popular toy, which is regrettably given to little girls around the world at an impressionable age, she would be seven feet tall.
Wacky SidekicksThe wacky sidekick characters, much like the 1940s character explored earlier, have a tendency to be shorter and fewer heads tall. Your wacky sidekick could be any number of silly forest or barnyard animals walking upright or down on all fours, goblins, insects, or even humans.
If you can stick a pair of eyes and a mouth on it, you can make it into an animated character. As a matter of fact, if you take into account characters like The Addams Family’s Cousin Itt, and perhaps better yet, the Flying Carpet from Disney’s Aladdin, even those details may not be needed for a particularly talented cartoonist. You can get a surprising range of expression with a minimum of details. And that’s something else I like about animation.
Of all of the expressive art forms, I think animation has the greatest storytelling potential. With animation you can give anything a range of emotions, whether it’s an anthropomorphic bat-girl, a pompous teapot conducting a symphony with a spoon, or even an animated flour sack, hopping and scrambling across the room to get away from a rampaging eggbeater.
As I often tell my students, if you can do this scene in live-action, why bother to animate it? You’re going to a lot of trouble, so make sure your trouble is worthwhile.
Such is the case of the wacky sidekick.
Even though you’re main characters may be more realistic, like Fred and Daphne, you may very well find the wacky sidekick can provide a helpful role in an otherwise serious drama… and contribute more than their potential marketing future. (Yeah, we all know the wacky sidekick will have great merchandising sales potential as a Beanie Buddy!)
Seriously though, even Shakespeare knew the benefit of having an amusing character in an otherwise deep drama. Think about the Fool (or Jester) from King Lear, or the Nurse in Romeo and Juliet. Especially after moments of heavy tragedy in a play, a wacky side- kick can relieve the tension.
Generally, the proportions of the wacky sidekick are an over- sized head (but try not to overdo it, or the character will end up looking like a frightening Mardi Gras escapee), hands, and feet. (Think about how puppies look, with oversized paws that they later grow into.)
Just be careful, though, because if you overdo it with the wacky sidekick, you’ll end up with an annoying, or worse yet, a downright obnoxious sidekick… like Jar Jar Binks from The Phantom Menace, Orko from He-Man, or the most despicable, the most contemptu-
ous, the absolute worst of them all… yecch! Yes, I mean, of course… Scrappy Doo.
The VillainOne of the first things Disney Studios realized in dramatized animation was that often your hero is only as strong as your villain.
A villain, like any other cartoon character, can be human, animal, cyborg, or any other conceivable being capable of rational, or for that matter irrational, thought.
While your hero and heroine (and even supporting characters) has more everyday proportions, your villain is often a character with which you can have a little more leeway.
They can be thinner, with drawn features and bags under their eyes, suggesting they’ve lost sleep pondering tomorrow’s big plans of subjugating the masses to their cruel authority. The hands can be skeletal, pointy, as if to indicate the similarity between their fingers and the talons of a bird of prey.
Just as easily, you can go in the opposite direction, like Jabba the Hutt. They’ve gorged themselves on the finer things in life, and are now bloated sacks of fat. Maybe they’re so oversized, just like the giant aforementioned space-slug himself, they often send underlings to carry out their nefarious missions of destruction.
Although certainly a true villain may not be apparent from the outset of the story (just as in real life), things that they say or do, or even from our artistic viewpoint certain design cues, may act as hints that these are less than trustworthy individuals.
Color cues go as far back as the heyday of the Hollywood Western, where the hero wore a white hat and the villain wore a black hat. We can even look at more subtle clues: Perhaps there may be a certain off-color hue to their skin, like the pale green of Snidely Whiplash or the Wicked Witch. Maybe though they’re not dressed in black, instead wearing colors or trimmings like dark purples (they imagine themselves royalty) or reds (the color of blood).
Even the lines of their design could be more harsh, angular… something that suggests the cruel point of a dagger.
Don’t underestimate the value of a worthy villain. A weak villain makes things too easy for the hero. And what makes a strong story is a believable conflict… it’s what keeps us interested.
I learned from watching cliff-hanger shows like Dark Shadows, and even back when I was reading Spiderman comics that if any of the characters ever got their problems permanently solved I’d lose interest and stop watching.
Avoid established stereotypes altogether; instead, build on these existing stereotypes by modifying them, or try creating a new stereotype altogether. Be a trendsetter. But make your characters interesting to watch, and maybe even suggest a moment of sympathy the audience by showing why they went wrong.
One villain that stands out in my mind is Hades in Disney’s Hercules. The villains in their most previous films (Scar from Lion King, Jafar from Aladdin, and that forgettable guy from Pocahontas… what was his name again?) had been snobby, stuffy, upperclass British types. While a few of the early character studies of Hades looked in danger of taking this beaten path yet again, someone made the suggestion to go 180 degrees away, in the opposite direction of a scheming villain… they made him a New York business executive.
I’d never seen that done before and I think it worked particularly well. But I’ll repeat what I said at the beginning of this section: Your hero is only as strong as your villain. So make ’em strong.
Whatever character types you’ve come up with — heroes, heroines, wacky sidekicks, and/or villains — make a model sheet. Whether you’re working by yourself or with a small studio, you need to keep all these drawings consistent, regardless of whether we’ve got one, several, or dozens of artists working on them.
So now, from your various drawings on various sheets of paper, photocopy and cut and paste or scan and assemble your final model sheet in your graphics program of choice, like Photoshop.
When you’ve got a model sheet of your character, or better yet, several original characters that look like no one else’s, you may want to seriously consider registering them with the U.S. Copyright Office.