Showing posts with label character types. Show all posts
Showing posts with label character types. Show all posts

Monday, November 28, 2011

Character Face Types


This post is primarily for the benefit of the students currently in my Character Design class in the Sheridan College BAA Animation programme. An ongoing assignment that they've been working on throughout this fall semester involves drawing a number of people from life or from video (but NOT from still photos!), as a way of building up a reference library of "Character Types", that ideally they should then refer back to when trying to create new characters for animation or other assignments. I'm a great believer in creating a character design that communicates something about the character to the viewer through the visual appearance alone, even before they start to move or speak in the animation. Just as the Casting Director in a live-action film tries to cast an actor who looks credible for the role, so too does a Character Designer strive to "cast" the right sort of type for an animated character, giving much consideration to how the physical aspects of the design will suggest a certain personality type that the viewer will recognize.

I've written about this before, and there are more thoughts and visual samples to be found in these previous posts:
Sketching Character Reference
More Character Types
Variety Is The Key!
Working Out The Likeness

Before you even start to sketch a subject, you should be taking some time to properly observe and analyze their head and face type. Ask yourself the following questions when trying to form a strong visual impression of the subject:

1) What is the basic head shape? Is it long or short? Round, blocky, or triangular? Wider at the top, middle or bottom?

2) Is the facial plane straight up and down, convex or concave, or angled forward or back?

3) What is the relative placement of the facial features within that head shape? Are they mostly in the lower area with a high forehead? Are they converging toward the middle or stretched vertically along the facial plane?

4) Where are the features relative to each other? Are the eyes wide apart or close-set? Is the bottom of the nose not far from the eyes or pushed down closer to the mouth?

5) What is the relative size of the features to each other? Large or small eyes? Long or short nose? Wide or narrow mouth?

6) And finally, what are the specific shapes of the features? Are the eyes angled up or down, narrow slits or wide with much white space around the pupil? Is the nose "Pug", "Ski-slope", or "Roman"? Thick or thin lips, etc. etc. etc.....?


Study the Character Type samples I have posted here and try to analyze them using these and other questions to determine what makes the head shape and features distinct and unique!

Friday, October 22, 2010

More Character Types


Here are a bunch more sketches drawn from video, like the ones I showcased on my Oct. 4th entry. The ones pictured above are all of guests who have appeared on the Charlie Rose interview show seen on PBS. The show's website features numerous archived clips that are just great to sketch from, since the interviews allow you to study the subject in medium close-up, moving just enough that you can get a good feel for the design of the face and body, as well as their personality. I deliberately have drawn guests who I am not familiar with, as the point of the exercise is to take an honest approach to seeing the "design" of a face, in the size, shape and relative placement of the facial features on various head shapes, without getting hung up on whether or not a good likeness has been achieved. These sketches can then later be used as a starting point in developing "Character Types" for your cartoons and animation designs.

Here are direct links to all of the clips I used, so you can see how I interpreted the video reference:
Alison Gopnik
Klaus Schwab
Yang Lan
Jack Ma
Annie Cohen-Solal
Tung Chee-Hwa



The montage above is just of various people I have sketched recently from TV, so unfortunately I can't link to any clips for you. But I post them in the hope that it will encourage some of my readers to try this method of sketching people from video reference while taking a more caricatured approach. Specifically, I offer these up as examples to my Sheridan students as being representative of what I will be looking for in your ongoing assignment that I'll be assessing at the end of the fall semester.

Monday, October 4, 2010

Sketching Character Reference

I put this post together to tie in with what I'll be starting to cover in my Character Design classes at Sheridan College this week. The topic is "Character Types", and these are a few samples I just sketched yesterday to illustrate what I'll be stressing in this subject. I'm a firm believer that an animated or illustrated character should aspire to be distinct as an individual - the visual design suggesting a certain personality through the physical face and body type. The character designer on an animated film should serve the same role as a casting director on a live-action production. Just as a casting director tries to cast an actor or actress who has a believable "look" for a particular role, so should the character designer be trying to create a character that visually suggests the personality to be portrayed in the film.

There is a tendency for the novice to simply design a character off the top of his head, without considering what physical aspects and personality traits seem to work well in combination together to communicate a clear visual statement to the audience. My view is that, before an artist can have any knowledgeable output, one must first have some informed input. Therefore, I strongly recommend sketching people in the world around you, either from life or, as is my preference, from studying various character types on video in order to build up a library from which to draw upon when designing a specific character. I prefer the latter way of working, as video provides a way of studying the subject in a completely controlled manner, allowing one to study the subject at one's leisure. It helps to see the subject in motion, which makes it easier to see the physical "design" of the face and body type in order to then exaggerate and abstract it. Additionally, seeing the subject in motion and displaying physical nuances through body language, expressions, vocal mannerisms, etc. makes the resulting sketches far more successful in capturing personality and inner life than one would likely achieve by working from a still photo image.

Anyway, here are some samples sketched from YouTube that hopefully will illustrate what I'm saying more clearly. It should be noted, however, that the goal of the sketches is not to come up with a perfect likeness of the subject, but rather to make an honest attempt at seeing a unique design in the face and body type and using that as a springboard for abstraction and caricature:


Here are the links to the YouTube videos I sketched these from:
Character #1 Character #2
Character #3 Character #4


Here are the links to these videos:
Character #1 Character #2
Character #3 Character #4

Ironically, the "tough guy" character I've sketched from the YouTube clip is an imagined personality suggested by the physical type, as the fellow in the video really comes across as a very friendly and gentle sort. But in animation and cartooning, perception can carry more weight than being literal to the subject. Remember, you're trying to put forward a visual impression that your audience will understand at a quick glance. When required, more subtlety can be developed though story and animated characterization as your film progresses.

Sunday, September 28, 2008

Working Out The Likeness

A comment by Denise Letter on my previous post:
"Hello Peter, good drawings! Could you put some of the photos of these people up to compare and learn?"

A very good idea, Denise! First of all though, I must give the following disclaimer:

The fact is, working from still photos is not my preferred method for drawing caricatures. When I draw caricatures of celebrities I never use photos if I can avoid it, as I much prefer to sketch them from watching video. By seeing my subject in motion, I find that I get a better feel for their simple visual design without getting bogged down with extraneous details. Also, I am equally as interested in capturing their distinctive personality in addition to their physical likeness and this too is more easily achieved by seeing my subject in action. For me, video is my favourite medium to work from, even better than real life, as it is totally controllable in my ability to play over or pause on a single frame for studying something in depth. When I work from still photos, I must admit I can't guarantee a great likeness of the subject, as the best I can hope for is that the interpretation results in something fairly close to the reference photos provided. So, having said that, I now present for you the way I work when limited to still photo reference alone.

When I sketch my fellow NCN members, the resulting caricature is very much dependent on what sort of photo reference that member has provided. To be perfectly blunt, there are some members who I am unlikely to even attempt to draw because they have only posted a single photo to work from. I never draw from a single image, as it too limiting in its visual information. So the members I like to draw are the ones who have provided a variety of pics, showing different angles and some variation in natural expression. (I say "natural" because I don't like made up funny expressions, like tongues poking out, crossed eyes, etc.)

My first step is to download as many of the pics as I think may be helpful to draw from by placing them in a file folder. At this point I then open them all up on my computer desktop and just look at them for awhile, glancing from one pose to another in order to try and see the underlying "design" of the face. So now I'll use these three examples to attempt to explain my thought process in working out the caricatured likeness.

This "Wolverine" lookalike is Adam Pate. As I study the selection of photos Adam has provided, I first try to see the overall shape of his head and face. Adam has a very wide, blocky jaw structure and a sturdy neck. His head shape seems to taper in narrower at the top. I keep everything loose at this stage of my drawing, as I may need to go back and fine tune things as my drawing progresses. Next it's onto the facial features themselves.

The facial features should be analyzed in three different ways: 1) Their relative spacing and placement on the facial plane, 2) their relative size to each other, and 3) their distinctive shape.

My visual impression of Adam's face is that his features are close set along the vertical centre line of his face with plenty of open space for the wide jaw and chin. Size-wise, he seems to have a large nose, small eyes and narrow mouth in its relaxed state. When I study the shapes, his eyes are slanted up and narrow with small light coloured irises. His nose flares out at the bottom with prominent nostrils. The mouth is always the most flexible feature, so I based its shape specifically on his expression in the 4th photo. I like the way his eyebrows arch upward in some expressions, so I portrayed them that way. In fact, Adam's face is very much based on a series of angular, alternating 'V' shapes. Sometimes I like to mentally compare a subject's face to a famous celebrity I've drawn before, and in Adam's case I thought there were some similarities to Kevin Kline and also, strangely enough, the young Peter Ustinov!

My next subject is Ken Coogan, or "Coogy" as he goes by professionally. Coogy's got a long narrow head shape that is swept back in a convex facial plane as can be clearly determined from the profile in the 5th photo. Because of this, my impression is that his features are stretched along this vertical space with a small chin that is close set to a long thin neck. His longish nose keeps the eyes and mouth separated some distance from each other. His eyes are squinty and heavy-lidded when he smiles and he has prominent lips. The shapes of his eyes and mouth are based on more curving 'U' shapes that head in opposite directions from each other. There is a droopiness to his features. Again, like in Adam's face, I chose to portray Coogy's raised eyebrows that I see in some of his expressions. As I drew Coogy, I couldn't help but think that he has similar features to that of comedian Garry Shandling.

Finally we come to Angie Jordan. Some aspiring caricaturists are somewhat unsure of how to approach drawing the face of an attractive woman, yet one should not shy away from the challenge. Overall, Angie strikes me as having a very angular head and features, which are in great contrast to the softer, curvier features that are seen on Alison Gelbman at the top right corner of my previous montage. In determining Angie's head shape, I am more inclined to draw her in a 3/4 view so that I can play up her high cheekbones and angular jutting chin. Her nose also juts out from the facial plane, so I see the overall design of her face as being made up of "arrows" thrusting forward and slightly downward at a 45 degree angle, with bridge of nose, mouth and jawline all parallel to each other. I like the expressiveness of her eyes in the 3rd photo, so I play up that wide-eyed look, giving her a lot of white space around her irises. Her mouth stretches wide back to her cheeks when she smiles, with all of her flesh taut to the bone. With females, it's also fun to study how the hairstyle works with the design and framing of the face. Angie's hair is long and straight with an interesting tuft in front that hangs down towards her eyes.

Again, I must confess that I have no idea how much these caricatures may or may not capture the subjects, as I have never met my NCN colleagues in person to have formed a visual impression of them. If I had good video reference of these folks to sketch from, I would likely end up with somewhat different results. By the way, my Sheridan students will recall that I distinctly have instructed them to draw people for their sketchbook assignment either from life or from video, and NOT from still photos. Until you have experienced drawing people in a caricatured fashion from life, you will not be able to draw them from still photos with the necessary skill set required to make informed artistic choices. Believe me, even I feel hindered when drawing from photos and would far rather draw my NCN friends from real life in order to get a more accurate feel for what they're all about.

Saturday, September 27, 2008

Variety Is The Key!



Back in the spring, I decided to join the National Caricaturist Network (NCN) in order to meet some of my talented colleagues online and hopefully raise my own profile out there in cyberspace. It's certainly been a fun and rewarding experience, and I'm glad to be getting to know such a great bunch of artists through the member forums. (Unfortunately, you have to be a member to read them, otherwise I'd direct you all there. Sorry!)

Anyway, one of my favourite areas in the forums is "The Firing Squad", where members can post a selection of photos of themselves as fodder for the rest of us to sketch from. It's quite fascinating to see the myriad of variations that result, with each artist interpreting the subject in their own individual way. At this point I have sketched over 50 of my colleagues and posted them in the forum, as it's a lot of fun and keeps me in practice with what I love to do. Here is just a random sampling of some of my fellow NCNers - I'll post some more over the next little while.

Fact is, I really enjoy drawing what people really look like. By that I mean, not just drawing the same generic, cookie-cutter face and body design over and over again, but instead really observing the individual "design" of each person's face and then trying to exaggerate and simplify it into something appealing, while hopefully capturing the essence of their personality as well. I thought it might be a good time to post a montage of these faces on my blog, as I am currently going to be teaching my Sheridan animation students all about "Character Types". In other words, designing a character that somehow communicates to your audience what he or she is all about through the face and body type, essentially doing the same thing in cartoon that a casting director is concerned with when selecting the most appropriate actor to fill a role in a live-action film.

During this first semester at Sheridan, my students are also required to keep an ongoing sketchbook of drawings of actual people they see, but caricaturing the features and bodies as if they were studies for potential animated film characters. I am of the strong belief that by studying what individuals look like, this will hopefully result in them producing character designs that are richer in personality as well as more visually interesting in their variety of shapes and sizes. By posting my own caricatured drawings of these NCN members, I'm hoping this will give my students a clearer understanding of what I am looking for and why. In upcoming posts I will discuss more of the thought process that goes into doing these.

Saturday, June 21, 2008

Diversity and "Fairyations"

There was an interesting comment from Bill Drastal in regards to my last post. He says:

I worked for a web company designing characters and other images and while I can't say what I designed them for, we were defiantly pushed in a direction where all the main characters came out looking like the same, and when we had to design characters of different racial backgrounds the direction was to make them, quote "Normal looking"

Believe me, Bill, I can sympathize with what you say. Unfortunately we live in politically correct times, and there's far too much sensitivity to portraying people of various ethnic backgrounds (other than caucasian, of course) with any degree of caricature. Sure it's a Black character, but it mustn't look too Black. Inexplicably, there seems to be a mindset that says that only caucasians can be caricatured and that the features of other races must be played down or, ironically, made to look more like those of caucasians. Frankly, I don't get it. In fact, I would think that the tendency to make Blacks, Asians and Hispanics all look like blandly designed White people would be more offensive to them.

Back in the early 1970's we had Bill Cosby's "Fat Albert and the Cosby Kids". Though the entertainment merits of the show may be open to debate, the character design was rather commendable. It wasn't brilliant cartooning, but there was at least a very distinct, individual look to each character. Furthermore, this nice variety of shapes and sizes of the characters also helped to visually communicate something of each one's personality. This is something I can't stress enough in my class at Sheridan. Remember, you don't have a lot of time to explain your character to the audience. Ideally, the viewer should have some indication of what your characters are all about from a quick glance. Then you can use your acting and dialogue to further flesh them out as your story unfolds.

Alas, here we are in the politically correct new millennium and Bill Cosby has come back with another animated series, albeit aimed at the preschool set. Still, I really don't think that fact justifies dumbing the art design down to the level found in "Little Bill". As you can see, Little Bill and his whole family are a group of lookalike clones, completely lacking individuality of design as well as being devoid of real expression. I love Bill Cosby as a brilliant anecdotal comedian, but I really do question his taste in regards to the art stylings of "Little Bill".

Little Bill's friends don't fare much better either. They're still pretty much all the same basic design and rather robotic looking in their expressionless poses. I suppose I have to give some credit for varying the body types a bit, but overall they're pretty bland and similar in design. Is this something that today's little tykes really would enjoy? I'm just glad that I grew up on "The Flintstones" and old "Popeye" cartoons in my kindergarten days, before the days of highminded "childrens' programming" came into being.

Not all is bad today, however. Here's a character lineup from "The Proud Family" that shows character designs far more to my liking. I personally think this is one of the finest looking animated shows on TV currently. Yes, the stories are all little morality tales, of course, but it manages to be quite funny and entertaining too, not the least because of the beautifully designed characters. Just looking at this lineup of kids, you get a distinct impression of what each one is like - their personalities are obvious in a glance. Also, the visual designs work well as "silhouettes", that is, if you filled them in as solid black shapes they still would read clearly to the eye as distinct, appealing characters, all different shapes and sizes.

Here's Penny and her family, including her Dad, who's a real opportunistic type. I think he's a great character! Even the backgrounds on this show are pleasing to the eye and unified in design. I really give a lot of credit to all who have created the look of this show. Just compare these funny, colourful characters to their bland and boring counterparts on "Little Bill". I know what I'd be watching if I were still a 5 year old kid...

And now I'm going to look again at the new "Tinker Bell" movie from Disney. Like I said before, I would consider any one of these Fairy designs appealing enough on its own, as there is certainly a visual appeal to the head to body ratio, the flowing, organic shapes, and the colour schemes, as we've come to expect from Disney (though the impact is lessened by the CG animation, in my opinion, compared to the linear characters in classic Disney films.) But the fact that there are five of these tiny girls, all identical in face and form is what I see as a big, big mistake.


In looking at this publicity still from the film, one gets absolutely no impression of who these five fairies are: what their personalities are like, or how they might relate to each other in the story. Cute though they may be, they really communicate absolutely nothing to the viewer in their design. All of their various personalities are going to have to be explained through the dialogue, which is a real waste of the animation medium, I believe.


Not long ago, however, I saw this on Jim Hill's site. These young ladies have been hired by Disney to portray the five Fairies as meet 'n' greet walkaround characters at promotional events and maybe at Disneyland.


Ironically, I find these live young ladies to suggest far more in possible personality than their animated counterparts. We know who Tink is, but how about her friends? If I were to hazard a guess, I'd say that the one on the lower left suggests an outgoing, "Voted most likely to succeed" type of girl. The Black girl looks pensive and serene, maybe a shy type. The girl with the braid might be a goofy and not particularly bright type, reminiscent of Goldie Hawn in her "Laugh-In" days. Finally, the Asian girl looks rather mischievous to me, perhaps given to pulling pranks on the others. Whether these impressions are accurate to what the film's characters are all about is not important - but the fact that these live actresses convey something to me in terms of a perceived personality is what counts. Why am I not able to read the animated characters as such? In cartooning, personalities should be even more obvious because you have the liberty of pushing them more through caricatured designs, expressions and body language. Which leads me to the following sketch:


Just for fun, I thought I'd try redesigning the Fairy characters as caricatures of these actresses, cartooned in a Disney style. I haven't drawn Tink herself though, for obvious copyright reasons aside from the fact we already know what she looks like. Is this what I think the final designs should be? Not necessarily, as I think they could be explored more in various ways and then simplified and refined more for the final models. But I genuinely believe this makes for a better starting point - to try and create distinct individuals that suggest their specific personality type through the visual designs. This is what Disney has historically always been so brilliant at in their classic animated features. Female attractiveness should not all derive from just one template - variety is the key to engaging the viewer's interest! I know there is the art talent at Disney to pull it off - but why are the artists not calling the shots?

Wednesday, June 18, 2008

Generically Speaking...

Katie Rice has just posted a very thoughtful analysis of "generic" versus "specific" female character designs over on her blog. What I like about the way she's written it is that she is not slamming generic design when it has a visual appeal (which does have its place), but rather, showing how designs with a more unique individuality can be more interesting to the viewer. I've long been an admirer of Katie's art, as I feel she's a naturally funny cartoonist who also manages to bring out not only great humour, but also some real humanity in her cartoon sketches. Her girls do not display a cloying cuteness, but instead she taps into the mindset of young adolescent girls, somehow bringing out an endearing goofy side in addition to their cute femininity. She's even got a term for her special brand of drawing girls: "Retarded Cute". One of my favourite posts is this one recalling her high school girlfriends. I find it very charming and funny. By the way, this drawing to the left is one of her many self-caricature sketches. Katie has a goodnatured way of lampooning life, even when drawing herself.

Unfortunately, there is an awful lot of art out there in the world of animation and especially consumer products that is extremely generic and not even aesthetically appealing. Look at these "Bratz" characters for example. In fact, I'm rather loathe to even call them "characters" at all, as that term would imply that there is some personality there. From having looked at much of the art on "Bratz", I can honestly state that there is absolutely no personality to be found in these designs whatsoever. None of the characters are capable of emoting - their faces are frozen in one generic, non-expression. And as you can see, there is no discernible distinction between the girls, save for different clothes and hair colour. Facially they look to me like five identical little clones of Angelina Jolie!

Remarkably, even the folks at Disney are content to add to the generic glut with their "Disney Princesses" line of merchandise. I would like to state for the record that I have always admired and championed the Disney classic animated features, so it pains me to see how these characters are now being handled by Consumer Products. The concept is an awkward one to begin with, actually. If you study the merchandise art out there, you will notice that these princesses, though posed together, will never acknowledge or interact with each other because they are all from separate character "universes". If they're on the cover of a book, the content of the book itself has them portrayed separately in their own stories. But on the cover they are posed as if in some inane Vanity Fair photo shoot, looking out at the viewer, never at each other. So right away the "Disney Princesses" is a concept with inherent problems. Besides, these girls were always more interesting within the context of their own films, surrounded by colourful supporting characters that they could work off of, being part of an appealing ensemble. Taken out of that context they are not particularly interesting.

What I particularly object to is the way they are handled in the art, always highly airbrushed to the point where they lack definition of tonal value. But the worst thing about them in my opinion, is the way their designs have been homogenized, their expressions reduced to vacuous smiles and their features becoming too similar, so that they start looking like all the same character. Though I understand the reason for this, for example the more angular design of Aurora being rounded down to fit in with the other girls, I find the process rather insulting to the great Disney artists who brought those characters to life onscreen.

Likewise, these drawings of Tinker Bell and the new "Disney Fairies" marketing program leave much to be desired. To be fair, any one of these characters I'd consider to be visually appealing in their design as separate entities, but collectively they suffer from the same problem as "Bratz" - all are identical if not for their costumes, hair and, in this case, skin colour. The tragic thing is, it doesn't have to be this way. In fact, I suspect if this were placed completely in the hands of the talented artists that work at Disney, these characters would show more individual distinction in design. I'm convinced it's the executives in Disney's Consumer Products division that have mandated this appalling blandness of design, as these types rarely show good taste when it comes to the art aesthetic.

Coincidentally, this reminds me of a project I worked on back a few years ago for a merchandising concept entitled "Bella May". The title character was an all-American type girl of about 15, and had a group of friends that included the prerequisite girls of different ethnic background. Unfortunately, in the rough concepts that they'd had someone come up with (pictured at left), all five girls looked identical, just like my complaints about "Bratz" and the new "Disney Fairies", despite the fact that one was supposed to be Asian, one Black, and one Italian. Now, I don't have a problem with overtly politically correct concepts so long as each character is treated as a distinct personality. It's when they are homogenized into all practically the same design that it offends my artistic sensibilities. Anyway, the folks putting this program together had been referred to me by a publisher I'd been working for and they knew these characters were in need of a massive overhaul.

Since they'd agreed to my terms that I'd want to redesign them so they all looked more like the nationalities they were supposed to be in addition to trying to capture the personalities better as described in their character bible, I decided to take on the project. The finished pencil art on the left is what I finally arrived at after exploring different ways of portraying each girl based on her character description. However, the initial designs had to start with some sort of reference material so I'd have a better idea of what I was trying to do and that their designs would have some basis in reality, though caricatured into appealing cartoons.

My first step, therefore, was to start compiling reference photos of girls of that age. I recall looking through department store catalogues and sketching various young girls, as well as collecting a bunch of images through Google Images. (The cartoonist's best friend!) The fact is, though, there is an unfortunate trend today in some members of various ethnic groups not wanting to see what they consider to be "stereotyped" depictions of themselves, therefore one is always having to be careful in the way these things are handled. Disney is constantly under fire for this (always unfairly), which makes me think that their lookalike fairies is their way of playing it safe and avoiding controversy. It shouldn't be this way of course - nothing should be sacred where cartooning is concerned, and anybody should be fair game for the art of caricature. However, I do like to make sure that my cartoons have some basis in reality, for the simple reason that I can learn more by studying real human types rather than just trying to make things up from scratch. This makes for richer personalities in my opinion. These rough sketches were made after trying different approaches, maybe combining different physical aspects from several reference photos to come up with a satisfying character type that seemed to suggest the right personality I was looking for.

The people I was working for were very nice and they liked what I'd come up with. They paid me upon delivery but, sadly however, this project never did get off the ground. I think they had underestimated the costs involved in starting up a merchandising venture like this and got cold feet about it. It's too bad "Bella May" got cancelled, as I was hoping to develop these characters further and, hopefully, work on the actual artwork for the various merchandise. Ah well, it was not to be, but at least it was fun to revisit this project in today's blog post.

Sunday, June 8, 2008

Animals as "Human Types"

Mark Mayerson has been posting scene breakdowns from Disney's "101 Dalmatians" over on his blog, and adding his analysis of story and characterization in addition to detailing who animated what. He's just gotten up to my favourite sequence: The "Twilight Bark", which leads us to the characters of The Captain, Sgt. Tibbs, and The Colonel. My reasons for liking this particular sequence so much is that it's a prime example of what I appreciate so much about Disney in their ability to create rich personalities even when working within a relatively short amount of screen time. In this sequence, we are introduced to The Captain (a horse), Sergeant Tibbs (a cat), and The Colonel (a sheep dog).

Even before we first see the horse poke his head through the stable window, we've already been given a clue as to who lives in this old country house from the address sign above the gate that reads: "H.M. Forces Ret. Maj. General S.F. Smedley, The 9th Queens Royal Lancers". Previously in this film, we've seen how the Disney artists have created a distinct similarity between the various dogs and their humans, especially in the opening sequence that shows the female potential mates that Pongo is sizing up, out for a walk with their look-alike human "pets". Therefore, it should come as no surprise that the animals that live in this country home would share some of the background of their master, a former military man now retired to a quiet life of farming.

Here are the mosaics that Mark has put together with scene credits courtesy of Hans Perk:




When I cover the topic of anthropomorphic cartoon animals in my Character Design class, I try to show through examples like these, how Disney has always created animals as specific human types, as opposed to simply creating cartoon renditions of animals. The horse, cat and sheepdog depicted in this sequence are prime examples of the Disney artists' craft. When we watch this sequence play out, we are viewing them not merely as animals, but as familiar human types that we have seen in many a British wartime drama. In my drawn interpretation posted below, I have sketched out the human characters that these animals seem to suggest to me personally.

The Captain is a big workhorse, though from the blanket he wears sporting a royal emblem, and other props like a sword, bugle and banner shown in the background of the stable, one can imagine that in his younger days he was a sleek, athletic soldier's steed on the field of battle. But now he has matured into a solid workhorse, built for towing a heavy farm plow. In human terms I envision him as a solid, dependable man, perhaps in his late 40s/early 50s, with broad features like what I have drawn below.

Sergeant Tibbs is a small, slim cat, definitely designed for speed and being able to slip through tight spaces, as he will have to do later when he's trying to find the missing puppies in the De Vil place. As such, he suggests a younger man, perhaps about 20-25, who is a recent recruit that is eager to do a good job and please his superiors. I love the way he zips around; all quick staccato movements, always alert and at attention. In the pleasant, wide-eyed young fellow I have envisioned as his human counterpart, I can't help but think of him as a combination of a young Dudley Moore and Radar O'Reilly from M*A*S*H.

Finally, we have The Colonel, a shaggy haired sheepdog, which seems like the perfect breed to depict this character type. The Colonel is most definitely the "Colonel Blimp" cliché of British newspaper cartoons and war films. His bushy muzzle suggests a big walrus mustache, while the shaggy hair above his eyes acts as bushy eyebrows more than as hair per se. In fact, I rather like to envision him as being bald, with just an unkempt fringe of hair around his ears. The Colonel would certainly be an older gent in his 70s perhaps, sadly now long past his prime as a competent military leader in his younger days. Even more tragically, he doesn't seem to realize this fact himself!



Again, I am amazed by how the Disney writers and artists have created such rich character types in such a relatively short amount of screen time. Through their dialogue and actions we learn much about the relationship between these three characters. Though The Colonel is now a somewhat less competent old codger, hard of hearing and with other faltering capacities, neither The Captain nor Sgt. Tibbs have the heart to let on. Their respect for the old man is so great that they are careful to gently correct his mistakes so as not to let him lose face, allowing him to continue acting under the delusion that he is still in the prime of life and completely in charge of the situation at hand. I've always thought this to be a very sweet sequence in the film because of that subtext, cleverly communicated through the acting.

In conclusion, I would hope that all students of animation try to analyze films like "101 Dalmatians" and other classics, both animated and live-action from that era, in the hopes of learning the craft of creating rich characters on screen. Remember, the dialogue is only a small part of the equation. Characterization through strong visual designs, distinct personalities, and accompanying body language and physical quirks is what will result in performances that will entertain and engage your audience.

Wednesday, January 30, 2008

"Ya' Ever Pick Your Feet in Poughkeepsie?"


I actually had sketched this out in pencil a couple months ago, but decided to ink it up and post it today in honour of Gene Hackman's birthday. Gene's 78 now - can you believe it? Looking at his filmography on IMDb, it seems he's slowed down a bit in the last few years but was still pretty active leading up to his great role in "The Royal Tenenbaums" in 2001. Many of you may think back with fondness to his fun, campy Lex Luthor in "Superman" back in 1978. I still think his greatest film, though, was "The French Connection" in 1971, which really put him on the map, as it really was one of the landmark films that ushered in the gritty style of moviemaking in the 70's along with such films as "The Godfather", "Serpico", "Taxi Driver" and Hackman's other masterpiece, "The Conversation", to name but a few.

Hackman plays Jimmy "Popeye" Doyle, an out of control narcotics cop, who on a hunch tails a suspected smalltime drug dealer who turns out to be mixed up with a major drug kingpin from France. Doyle and his partner, Buddy Russo, played by Roy Scheider, get deeply involved with what turns out to be more than they originally figured, culminating in that famous scene where Doyle appropriates some poor schmoe's car to chase down the kingpin's murderous accomplice who's on an elevated train. Whereas "Popeye" Doyle is a rather manic and tenacious cop, Roy Scheider as Russo is pretty calm and levelheaded, trying to keep his partner in check. Scheider would of course go onto greater fame himself in 1975 as the police chief of a small coastal town in "Jaws".

I really enjoyed doing this caricature of these two guys, not only because of my admiration for this film, but also for the visual contrast between Hackman and Scheider. Gene Hackman has a rather doughy quality to his features with all round bulbous forms and a horizontal thrust to his nose and chin, whereas Roy Scheider has a strong vertical design to a face that looks like it's chiseled out of rock with all those straight lines and blocky shapes. I'm always onto my Sheridan students to try to get greater contrast between their characters for more visual interest and appeal. Here's a good example of such characters from real life.

Wednesday, September 19, 2007

Angry Girlfriend!

Here's a little drawing exercise I give out in my first week of teaching just to see what all of my 2nd Year students are currently capable of. They have to illustrate the following two character scenario:

A teen boy shows up late for a date with his girlfriend.

I tell them that I want to see an emphasis on good clear poses stressing line of action that would also read well in silhouette. I want them to devise entertaining expressions and body language that show what the characters are feeling, all of which should result in a clear visual statement in a single drawing that communicates to the viewer what's going on in the scene. And they have about 20 - 25 minutes to do it before I collect them up and then show them all on the overhead projector in a quick, lighthearted critique.

Since I can't let my students have all the fun, I also draw out the scenario myself during the same timeframe. Here are a couple of different possible approaches I came up with:

In this first sketch, the girl is looking quite defiant with arms folded and back turned on her hapless boyfriend who's trying desperately to plead his case. I like her withering glare!

In this second variation, the girl has taken a more aggressive stance, moving toward the poor guy who's backing away as she's really ripping into him.

In both drawings, I also took a number of quick glances toward my students who were busily producing their own variations, taking note of clothing, hairstyles and facial types that I could incorporate into my sketches. This is something I explained to them afterward, suggesting that they too should develop the good habit of taking visual notes in their sketchbooks on all that they see around them. Building up a reference library of character types, face shapes, fashion, etc, etc., will always result in much richer character designs in future assignments!

Wednesday, September 5, 2007

Continuing On From Last Lesson...

I'm still referring back to this post that John K. had on his blog last week that I expanded upon in my last post. I think there's a lot of good stuff in there that I'm sort of taking on as a personal challenge to see what I can come up with based on John's ideas on character design.

The little guy that I had drawn as a demonstration of simple cartoon construction in my last post is appealing enough I suppose, but his structure is limited to very basic spherical shapes: slightly distorted egg shapes for both his head and body. As I had mentioned, it was for a beginners' cartoon class, so that's why I kept it as simple to follow as I could, but it is admittedly a bit boring. My own personal taste dictates that there be more of a feeling of animation, especially the principle of "Squash and Stretch" that gives a character a more pliable and "organic" quality. On a chubby little guy like this particularly, it's good to imbue him with a feeling of loose flesh that reacts in actions and expressions. Additionally, I am trying to explore other design possibilities, which John covers as "Aesthetic", where you try to make the design more visually appealing by varying the types of lines and shapes, as well as relative lengths and widths of the many elements within the figure. So, in the case of this little guy, I tried distorting those original egg shapes, adding some straight planes and what we call 'S' curves to break up the monotony of what it had looked like before.

Along with this visual experimenting, I am also at this stage thinking of what sort of "Personality" type he might be, again going back to John's thoughts on what should be considered when creating a character design. In the original design, he was looking like a bit of a curmudgeon, sort of a similar type to Mr. Wilson in Hank Ketcham's "Dennis the Menace". In these new sketches I am trying different personalities on him, deciding whether I might want him to be worn out and tired, pompous and aloof, or a bit more silly and carefree. Well, here's where the sketches start to suggest something more specific...

The sketch on the righthand side of the exploratory concepts page recalled a guy I used to work with years ago named George. Just like the rough sketch, George always had a big easygoing smile, with an upper lip and mustache that jutted out above a lower lip that was swept back with a receding chin. He was a really funny and delightful guy, so I thought I would base my character on his personality and physical traits, though this is not meant to be a perfect likeness of him, but rather, just using George as a starting point for developing this guy in a specific direction.

The veteran Disney animator, Eric Larson, often noted how he based the persona of Figaro, the kitten in "Pinocchio", on that of his own little nephew. This little kid could be stubborn and prone to temper tantrums, so Eric imbued his character with similar mannerisms, resulting in a character "type" that the audience would likely be familiar with and thus could easily relate to. This approach of basing characters on either one or a combination of several people you've actually met in your life experiences can result in richer animated performances and designs that really communicate a specific idea, rather than just trying to invent something randomly from scratch.

So, in developing this character based on my old friend George, I tried to recall specific instances from when we worked together. One thing I remembered was how George used to enjoy going out for the occasional game of golf which was compliments of one of our longtime vendors in appreciation for the work thrown his way during the year. By George's own admission, he was a lousy golfer himself, but he was mostly looking forward to the free meal he'd get back at the clubhouse dining room! George was a wheeler-dealer who loved to barter for things rather than pay good money, therefore a free lunch was never turned down. Another fond recollection I have of George is his impromptu, hip-shakin' Elvis impersonations. Again, that's something colourful and fun that can be utilized in the traits of this character design. By the way, George may have had a middle aged paunch, but he was not as hefty as this character, so that is still a direct holdover from the original concept. This character could be taken further, exploring more visual possibilities before refining it into a final design, but since this is just for the sake of this demo, I'm going to leave it there.

Lastly, here is a page of rough poses I did of this dumb mutt many years ago. You'll note that this pooch ended up as my life model in the cartoon heading up my last post. Fortunately, the black eye he'd likely acquired in a doggy rumble seems to have healed up nicely since the rough sketch.

Tuesday, July 31, 2007

"Bland" Be Banned!

John Kricfalusi has another provocative topic regarding "bland" character designs that can be found in this recent post. For the record, though I admire John's knowledge of Hollywood cartoons greatly, I often respectfully disagree with his stance on the characters and stories in the Disney features, as I find he's too dismissive of a lot of wonderful art. However, I do see his point this time around in regards to the way kids are often designed in the Disney films. I'll admit there is a generic template that Disney has adhered to in many of their kid characters, with only minor variations in the facial types.

John has posted a bunch of photos of famous Hollywood kids from live-action films of that bygone era, which he rightly acknowledges as having more personality traits and physical variation than their animated film counterparts. Just for fun, I've decided to draw some quick caricatures of 6 of his photo examples in an attempt to show how these particular kids could be adapted as animatible cartoon characters, with an eye to exploring different head shapes and facial features to show distinction of character "types", as well as unique and interesting silhouettes. The likenesses are only so-so, by the way. What I'm really trying to do here is show how a character designer could start with photo reference of a specific "type" as a jumping off point to creating a design that communicates that particular personality to the audience. So here they are:



1) Beaver Cleaver - The All-American Boy: I've also added a baseball cap to this likeness to exaggerate his distinction as the cleancut kid that would make his Mom proud, despite his propensity to get into typical boyhood dilemmas. Physically, the Beav has downward sloping eyes, buck teeth, and a square face. His facial features suggest a trusting look that communicates his naivete and basic goodness.

2) Bobby Driscoll - The Mischievous Imp: Bobby has pixie-like features in his slanted up twinkling eyes, small pug nose, and devilish grin. His face shape and placement of features are a series of 'V' shapes. You just know this kid is up to some youthful prank, but you can't help but like him. In his teenage years, Bobby of course was the voice and model for Disney's "Peter Pan". Here then is where I would disagree with John's assessment in a previous post of Pan as being "generic" in design. Pan was a deliberate caricature of Bobby Driscoll and is therefore quite a "specific" type in my opinion.

3) Will Robinson - The Inquisitive Whiz Kid: His long face, vertically stretched facial design, and slight build suggest a kid that would rather read books and build model kits than go out and play sports. He is the typical "Brainiac", quite fluent in math and handy on the computer.

4) Alfalfa - The Gangly Casanova: He of course was the oddball, awkward looking stringbean among "The Little Rascals", with his stretched out, skinny physical build, big expressive eyes, and that cowlick that shot straight up like an antenna. Yet despite his physical ungainliness, he fancied himself a "Lady's Man", always ready to serenade some young cutie with his off-key singing. I'd suggest that Disney's "Ichabod Crane" is the adult equivalent of this character type.

5) Opie Taylor - The Bumpkin: With his goofy gap-toothed smile, tussled "Sheep Dog" red hair, and a generous helping of freckles, Opie is the kid that's just made for running barefoot through a pasture, climbing trees, and gnawing on a big slice of watermelon. No big city living for this small town boy.

6) Danny Partridge - The Conniving Schemer - (I had to find a different photo to work from to draw this guy) His face is wider horizontally than the others and his narrow, shifty eyes also follow across that side to side facial pattern. His mod, uncombed 70's era long hair communicates that "Rock Star" self-assured sleaziness. You know by looking at him that he's up to no good, trying to make a fast buck by hustling some poor unsuspecting schlemiel.

These drawings are by no means the only ways to portray these distinctively different kid "types". There are so many varied approaches one could take to accomplish the same goal. The key, though, is making a concerted effort to study real faces of kids in order to come up with more "specific" characters as John K is always trying to encourage. Otherwise, by just designing something out of your head with no research, you're likely to end up with the same "bland" or "generic" character designs that we've seen in countless animated features and TV shows. As my Sheridan Character Design students soon become aware of each year, I insist on them keeping a sketchpad and using it to record all of the wonderful array of character types they see all around them. Also, I prefer that they take a more "caricatured" approach to drawing people, as this is the best way to develop unique and interesting personality types through humourous exaggeration and visual shorthand. Again, I'd like to thank John Kricfalusi for this interesting topic as a springboard for me to expand on the theme here on my blog.