Wednesday, January 25, 2023

How I got out of same face syndrome.

Faceless masses or snowflakes, what matters is the art.

Firstly, it's not necessary to get out of the same face syndrome, it's designed for quicker, more economic production within animation for example. Same body type, same face. If it's all in service of making a difference with your art. Go ahead.

If one makes poetry out of it, yay. I care if one is an artist first, regardless.

However, if one was to get out of it, into the special snowflake syndrome instead. I have some advice.

It's a design skill, which one can have or not. You can reverse engineer your designs. Yet I can't tell you how to design a hit character design roster, there's no instruction manual on that.

Simple but difficult answer:

Use reference, skilfully. On what to add and what not to add. Study differences.

Complex, elaborate answer:

To study different bodies and composition, one may have to reference. Mother nature without stylization has its lessons. My portraiture and boring life drawing lessons taught me how to see.



(Howard Schatz pin interest pic on various athletic body types, an example.)

An example of earths world, of character design of many faces of ordinary people.
Just an example, back in my twenties I did portraiture in life-drawing classes.

Having a sketchbook of sketching ordinary people and situations is what I did early, to help put in the foundations.

http://cedarseed.com/tutorials/ for example of variations, One does not have to follow the outdated body types of bodies regarding muscle and fat distribution.

All the infinite morphological topography of each individual subject. Examined.

Then go study the genres of style, cartooning, anime and more graphic design. Asking clearly and cogently, what is this stylization, reductionism, and symbolism for?

Two model sheets, for anime and cartooning, to get you started there.

http://livlily.blogspot.com/ Western

https://setteidreams.net/settei/ Anime

In the pre-production phase, find differences, standardizing and categorizing for ones own design and project. With eclectic,
and syncretism. For a that quirky, category of oneness can be attempted.

Character designs, then a height chart. That's not even touching on the environmental and prop design.