character designs process

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    Character Design Process

    Character designs have long been the foundations of many media of

    expression and entertainment from games to comics to film and back.

    We have all grown up seeing these illustrations seemingly effortlessly

    presented on the screen and been inspired to create our own versions.

    Just what makes a good design? How do I even start to draw a good

    design?

    Lets briefly start with appropriateness and cohesive design: when

    approaching a character design, it is vital not only to thoroughly study

    the atmosphere of the world around the character, but also

    personality. Coming up with clothing for a pirate, for example, can

    vastly change results according to age, wealth, status, environmental

    and technological considerations. Having a clear vision of the time and

    place of your character, as well as the world (albeit fantasy or space-

    opera or sci-fi western, etc.) will impact what styles of clothing you

    may want to draw from. Take for example a pirate in a future alien

    planet populated by many sentient beings with relatively advanced

    technology yet still using some older traditional items for decoration or

    sentimentality this pirate may have sleek bodysuit-type under armor

    with Victorian plating and decoration. And perhaps for color, the

    patterning and silks are Indonesian-inspired with a little Moroccan

    thrown in for flavor.

    Taking cues from real-world references and cultures and then remixing

    them onto your character is where believable and solid character

    foundations come from. Its great to try to be creative and come up

    with something new, but without drawing from some understandable

    system, your viewer will have no point of reference from which to draw

    to place your character. Think instead of making an old dog do new

    tricks: if you can draw from one understandable, stereotypical

    prototype (lets say, cowboy) and then trick it up by adding two

    flavors of cultural design (Tibetan farmer, Mayan priest) and finally

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    add a dash of personality (has a fondness for leaf patterns), then its

    pretty nearly guaranteed that through your research and creative

    cooking, what designs youll come up with will be original and

    interesting.

    You dont have to try and avoid old cultures for fear of looking dated or

    clich; that just isnt the case in professional design. In fact, if you

    DONT research, that will severely limit your design capabilities for you

    can get the most interesting ideas from the smallest of places. I once

    created a whole design for a noblewomans ball gown based off the

    arch of the clearstory church windows of the gothic architecture in her

    world. Then, taking some nods to 1950s cocktail dress necklines and

    adding Colonial petticoats and wrapping it all up with a dash of

    masquerade, you have the Kurzik noblewoman named Countess

    Sandra Durheim in Durheim Archives, a character in the MMO game

    GuildWars: Factions.

    True story.

    But just as the world impacts the character from the outside, so too

    (and perhaps predominantly) does the personality of the character

    from the inside. If you have a very outlandish character, this tends to

    be reflected in the clothing choices: colorful scarves or rich tassels and

    embroidery with a lot of jewelry might shine through. If the pirate was

    moody and withdrawn, the colors might be more desaturated with a

    lot of buckles and straps to hold on the layers of clothing like armor,

    physically shielding them from the world. Or if the character was an

    innocent pirate that just liked to look good in a scabbard, you might

    have them wear more stereotypical pirate wear as overtones of a

    more conservative peasant or merchant garment ---as if the pirate

    parts were a costume and a rather un-researched assembly of pirate

    essence rather than the legitimate thing. Theres a lot to be explored

    in things like that: trying to show a character that wants to play pirate

    and fit in, yet not fully able to do so. Such challenge and nuances of

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    characters add the spice and interest that will keep your viewers

    engaged fully into your creation. Its a matter of communication, and

    every detail is key.

    However, those nuances and theories arent the main focus of this

    tutorial. That discussion is for another time. This particular tutorial is

    surrounding the most basic question of simply: how do I draw a good

    outfit design?

    Believe it or not, there is a pretty standard formula for this: a clich

    base mixed with one part indigenous culture, one part foreign culture

    and a dash of unique quirk for flavor. You have probably heard of

    similar details, this is simply a good method that when used faithfully

    will teach useful steps to take in and coming to a well-thought out

    result. If you teach yourself to always use a process like this in

    approaching your character design, it will become faster and more

    satisfying a journey from the point of pencil to page to paint.

    You are going to create a new character design from the silhouette

    first. What character, you ask? Why, just about anything you want so

    long as its original and its yours.

    Okay, so what kind of character design do I want from you? The skys

    the limit, really. I chose a pirate, but thats because I was in the mood

    to draw a pirate. The ruffles called to me, but you can choose

    whatever you want. It can be an archer, a space-going leach, a

    schoolgirl cyborg, a maniacal international man-of-mystery zookeeper,

    a mechanic, a gym teacher, a safari penguin whatever you want. The

    only thing I want to stress to you is dont make it something so

    complex that youre having to learn how to run before you can walk.

    Keep it something relatively simple but something youd enjoy. Do the

    tutorial and learn the process method.

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    Now once you have an idea of what you want, then its up to you to

    start developing it. This tutorial will not teach you how to gather

    reference or do that formula I mentioned to combine ideas into a

    design. This tutorial is just for developing the design into something

    clear and readable once you have that direction. This is also why I

    stress you should do something simple at first.

    So your thought process should go something like this: Okay, well, I

    want to draw a guy. And make him a rebellious guy in a leather jacket

    and spiked out hair, but hes really weird and likes to wear a kilt over

    his jeans. Hes also into rope necklaces with shells on them like a

    surfer. Okay, so when you read through the first step of silhouette,

    you start doing designs of a guy in a kilt, jeans and leather jacket with

    spiky hair.

    Or maybe like this: I want to draw a mechanic. Hes going to be

    oversized with a big chest and big forearms like Popeye a tiny waist

    and turbo legs. Well then, there you go.

    Remember, keep it simple. Learning this process for the first time will

    be hard enough.

    Preliminary Step: 100 words or less (complete this step)

    Once you figure out your general idea, write a short description of

    what you are going for. It doesnt have to be complex, just a general

    summary like: Middle-aged male ranger in classic tunic and boots, but

    with a specialized system of straps concealing knives and arrows/bow

    gear. Design emphasis on overlapping flaps for cover. Or maybe even:

    Schoolgirl ninja cowgirl who enjoys backpacks, lassos and high-top

    leather half boots.

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    Step 1: Silhouette

    First line of character recognition on the most basic of levels is the

    Silhouette. Silhouette design is nothing more than the outline of a

    character as if it were a shadow on the ground. There are no details,

    just black and white.

    Think of the importance of silhouette uniqueness like the tiny far off

    moving forms of two of your friends. You cant see their faces, you

    dont know its them, but immediately you can recognize them 200

    feet away in a crowd because of what? their shape and their

    movement. You can tell them by their walk, by how they hold their

    arms, by how they hold their head and look around. And youd be able

    to clearly tell which of your friends were which, even if they were just

    standing there. Well the same thing needs to happen with any

    character you design.

    Take game development for example. Silhouette becomes all-

    important in this media, because of the need for class and side

    differentiation. Even if its just you vs. them, you need to recognize

    your teammate from the enemy when theyre only an inch high on the

    screen, same thing with multi-class characters. From a distance, you

    need to see whether the enemy coming up to you is a fighter, a mage,

    a cleric, a demonlord, whatever. It becomes all-important because at a

    distance, youre not going to see color or a different kind of belt or

    even facial information.

    This theory transfers largely into just about any media. In films, take a

    look at your favorite movie characters Theyll have definite ways of

    making all the characters have some unique defining feature, be it

    hairstyle, accessories, overall shape, etc. And I would most highly

    encourage you make these differences as clear as you can. How many

    of us are frustrated with the anime trends where all the girls look the

    same except for hairstyle?

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    And just to drive the point home:

    Ignoring the fact that my character choices date me, Im confident

    many of you will immediately recognize most if not all of thesecharacters. This is why the silhouette step is so important. It needs to

    grab the viewers attention at a distance so theyll walk up to the shelf

    and take a closer work. For that, it needs to be clear, clean and

    interesting. Because if youre going to rely on the color of hair or a

    stripe on the uniform to tell the difference, your going to be in trouble.

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    And here be the Step One graphic: (Part II of Project - 6 silhouettes)

    As you can see, I took my idea of a pirate and started playing around

    with shapes, tucks, lines and so forth. I didnt know how fancy or plainI wanted her to be at first, but I knew I wanted the mystique of the

    flouncy sleeves and the large tailored coat.

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    (The following type of information could be share with us during your presentation.

    Why did you choose the silhouette you did to explore further?)

    Pay particular attention to general geometric shapes and overall

    proportions. For example, #4 has a very triangular shape to the coats

    silhouette, and this would be the dominant design direction for the

    flow. Notice how I tried to intentionally repeat the shape in the cuffs as

    they drape over the hands, and the emphasized upside-down triangle

    shape of the padded shoulders down to the waist. By keeping a bit of a

    shape theme in mind and repeating the shapes essence, it has the

    potential to marry the overall design effect into something pleasing.

    Perhaps the most direct design for shape repetition is #7. You might

    think it was more obvious in #8, but I only had the repetition in the

    coat tails. I didnt carry it through to the rest of the design as much.

    But in #7, the repetition is very much throughout all of the clothing

    shapes. Notice the slant of the sleeves on the forearms this is

    repeated in the cut of the coat skirt, the cuffs of the boots, the upper

    sleeves of the coat, even the slant of the torso in the shoulders to the

    waist and in the neck collar. That is even mirrored there, for if you

    reverse the slant angle, youll see the opposite in the collar as it angles

    up to the top of the head. By combining subtle shapes like this (and

    even reversing them for key areas), youll have visually flowing lines

    that help the reader find energy in the piece and thus look at it more

    from the generated interest.

    But oddly I didnt like that one. I went with #5. And I chose it for a

    few reasons: one, #7 was far more fancy than I wanted and seemed

    more like a courtesan pirate than mercenary; two, I really liked the

    upturned pointy collar of #5 better; three, I loved the low cuffed boots

    and thought by dropping them to the calf, it gave her a much more

    lengthy line to the leg; four, I loved the drape of the thick sleeves;

    and five, she looked hotter to me. Sometimes design choices are

    based on cool-factor rather than math. But I would suggest you have a

    lot of math in there too for foundation.

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    So do yourself a favor and get this step down tight. It really is all that

    important and you really do need to get it simple and readable at an

    inch and a half big. And at that size, youll be forced to ration where

    your shapes are, because to keep everything in proportion and still

    show the design clearly and cleanly, youll have to omit the straggling

    debris and get it down to basics. Keep it simple. Keep it quick. Keep it

    clear. Work these out. Explore what shapes can convey your character,

    and that can change body shape as well. Keep them black solid forms,

    no details. Do at least 6; finished thumbnails no bigger than you see

    me doing there (about 5 inches high). This doesnt mean you only do

    6, this means you have 6 final choices cleanly turned into me as part

    of your working assignment. And before you have them as finals,

    make sure you shrink them down to an inch and a half tall to see if the

    overall shapes still read.

    Project: 6 finished thumbnails no more than 5 inches high, solid black

    clean line. Include brief character description. (You already wrote this

    above)

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    Step 2: Refined Silhouette (Another area of Project - Part II)

    So youve done your 6 thumbnails, pick out your favorite for discussed

    reasons (for your presentation, you explain why you chose that design

    and not others) and now you get to flesh out some of the details of the

    silhouette. Dont get carried away, were still talking just a black

    shadow shape its just a detailed black shadow shape.

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    (For your presentation, tell use what you have fine tuned)

    This is where you add nuance to your forms, putting tucks and folds

    and cuffs and belts and all the accessories that make the basic form

    interesting and show personality. However, the trick here is making

    sure all those new details dont completely crush your existing design.

    Just because you add some overlapping fold doesnt mean the whole

    arm line gets bad. This may take some tweaking, but thats okay.

    When in doubt, shrink your character down to 1.5 inches high and put

    him/her next to a 1.5 inch high version of your basic silhouette. If the

    details have changed the idea too much, you need to choose other

    details. I particularly chose to keep my character design clean. You

    can go more elaborate if you want, so long as it remains readable and

    true to the original direction. If the details change the overall idea,

    then scale it back and try something else.

    Keep the shapes clean and crisp. You can get fancy with fluff later.

    Right now, its has to be a straight geometric graphic approach. For

    those of you who were lax in giving proper variety last round, this is

    where you do more explorations of character variety and show me

    more effort than just doing one sketch with bumps on it. Think about

    what the objects can be. Think about how they go together. Show me

    something with realistic nuance and good silhouette details. Show

    personality. (Items you can tell us about in your presentation)

    Project: Turn this large version in with a 1.5 inch high version next to

    the original 1.5 inch high basic silhouette for reference.

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    Since I see you guys struggling a little bit with value hues, I think it

    might help you all greatly if you make the background a gray between

    40% and 50%. Just like skin is a value tone, the background needs to

    be a neutral in order to see how you are layering your lights and

    darks. In this way, everything can start as a neutral and then you are

    getting a more accurate representation of your tones.

    If you start out with your background too dark, an average 40% tone

    will look glowing. If you start out with your background as white, even

    a 60% will look very very deep. So to equalize everything, make your

    backgrounds 40%-50% gray.

    Step 3: Value Pass and Value Alternates

    Based off your silhouette, you might think the interior details were

    pretty straight-forward. But if you take your refined silhouette and just

    try to block out large value shapes, I believe youll be surprised at how

    much variety that can achieve.

    So with this step we reach the second most important step, aside from

    the silhouette. Just as we took the silhouette and shrank it down to

    inch high versions to judge the recognition and delineation factors, so

    too will the value pass contain visual definitions to aide that cause. The

    value pass is simply creating large defining shapes that break up your

    character into its parts: tunic, pants, design shapes, etc. And its really

    best done with just good old-fashioned gray tones to the point where

    I would indeed make a quick chart up showing dots of 10% value

    steps for easy reference.

    Some discussion on values: for one, pure black and pure white are not

    naturally occurring colors. And to use them create unnatural hotspots

    of visual tension in your character, for there will be nothing to place it

    in the environment properly. For example, if you have a bright white

    snow environment, even that will be just a series of lighter gray tones.

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    The only time it will EVER be painfully bright is if direct sunlight

    bounces off it, in which case youre really just seeing near 100%

    sunlight and not the legitimate color material of the snow itself. As

    science dictates, the colors and values and materials we see are

    nothing but the product of the material itself and the quality of light

    bouncing off of it into our retinas. So even a white material absorbs

    some of the light cast onto it for textural reasons: it will break up and

    redirect the light as it sees fit. But pure light will only happen if 100%

    of it is bouncing off the material, that only really occurring on slick

    surfaces like mirrors etc, where you are essentially getting full blast of

    the suns rays, or rather replicating the effect of looking directly into

    the sun.

    So if that isnt the case with your character, youre not going to see

    that level of pure white on it or anything in your environment. Even ice

    will have a good say on refraction and color based off of chemical

    composition and texture. The end result in all this being, white doesnt

    occur, so dont use it.

    Same thing goes with black. Youll only get pure black in the recesses

    of space where literally NO light occurs. And even then, dont use pure

    black for the absence of saturation will severely flatten the tone and

    depth nuance. In other words, it just doesnt make for pretty art. Keep

    it between 10% and 90% grays.

    Back to value shapes: as I was describing before, the shapes can

    make your character design just as recognizable as the silhouette. This

    is not the time for small details. For when you shrink your design down

    to an inch high, that button or that fold line will not be visible. If you

    keep checking your choices this way, youll start to learn what

    details/shapes will read well and what will not. In this way, making

    good and clear design shapes will start being quicker and easier for

    you and not so much of a guessing game. But, of course, at first it will

    take time.

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    One last side note about values: the greater the contrast, the more of

    a focal point produced. So if you dont want everyones eyes to

    immediately go to a characters toes, dont put black and white spotted

    cowboy boots on them and have that be the only place and largest

    location for the pattern. High contrast will immediately draw attention,

    and this power must be used for good. Choose very consciously where

    you want people to look first and keep that with the most contrast.

    Usually the chest/head area is the main desired focal point, with

    potentially lesser focus on other parts as accents. Now this does not

    mean all your characters have to have extreme blacks and whites in

    their upper torsos. This means you put the most contrast near there if

    you choose it as a location. Perhaps even a four-shaded difference

    (30% vs. 70% gray) is used, maybe even a three or less, but if thats

    where you want them to look, that has to have the greatest change.

    (Tell us how you used contrast in this step of your design process in

    the presentation.)

    If you look at the example I gave below, youll see I very specifically

    put a lighter gray shirt next to the much darker coat. This zeroes in on

    the upper chest, with the cuffs and the skirt being smaller shapes of

    the same theme. In this case, the line down the center was very

    intentional because it was so graphic. It literally points up to the face.

    Or, if you look at it in another way, it starts at the face and draws the

    eye down to the rest of the design. But the point being, your eyes

    start significantly in the area or moving to the area that I want you to

    see.

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    From here, I also did variances. Choosing that pirate theme, I did have

    a main idea in mind, of course. But from there, the silhouette started

    suggesting other value shapes to break up the silhouette into a nicely

    designed costume. As you can see, great differences can be made

    from the same foundations. And I did keep a mind on contrast andused it to guide the eye around the design. However, keep in mind the

    purpose and feel of the character you want to achieve. The first one

    felt the best for me, because I wanted a very solidly typical pirate with

    subtle features and familiar shapes.

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    In the alternatives picture, youll see my other choices. The second

    one is also pretty solid: but the feel of that one is more of a royal

    swashbuckling goody-goody rather than a freelance pirate. The feel of

    her shape is far more regal and expensive. More like a courtesan coat

    than something that routinely got salt water on it. And then the thirdexample is nearly outright jesterly. Its very harlequin and overly

    ornate from the shapes and patterning. And that is not at all what I

    wanted for a pirate.

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    However, you can see that experimentation is a good thing: I more

    certainly know what design direction I want, and particularly what I

    dont want. And Ive even created other solid directions that might be

    useful in the future for different characters. But the study and

    experimentation was useful just as well. (stuff to explain to us in the

    presentation, why did you like or dislike your results?)

    Remember, the silhouette shape does not change at all from this

    point. That was the focus of last step. So keep a firm hold on the

    silhouette form. Were just coloring between the lines now.

    Project: Turn in three solid, clean and finished designs experimenting

    with value shapes to finalize your characters feel and look. Include 1.5

    inch high reduced versions.

    Step 4: Refined Value Pass and Color Pass

    Refined Value Pass:

    This, much like the Refined Silhouette pass, is to flesh out your chosen

    Value Pass for your character with some of the smaller details. But just

    like that step, any details you add cannot override the predominant

    tone of the Value Pass. Here are where the guidelines of value

    contrasts really come into play. If your chosen details are of a contrast

    greatly removed from the main tone, you will create a focal point that

    draws attention away from your main shape. Try to avoid this and

    keep the detail tones relatively similar, especially dealing with up to

    medium-sized shapes that might compete with the larger shapes for

    attention. This isnt to say you can never add contrasting details. Just

    make sure you know why youre putting them there and theyre small

    enough to avoid changing the overall value shape with reduced: for

    example, buttons.

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    (Show us and tell us what you added for details)

    Color Pass:

    Color is just as critical for focal points and eye-movement as value

    contrast is, particularly since color can lie. When choosing your colors

    for your character, brighter warm colors tend to pop forward, leavingcooler colors to recede. This is somehow oblivious of value most of the

    time, as the same value of blue and yellow will appear completely

    different: the yellow will always look lighter, brighter and closer.

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    Anyway, a good rule of thumb is to choose saturation (the intensity of

    a color) areas sparingly and have the rest of the tones remain more

    desaturated or downplayed with more gray in them. That way, where

    you put your stronger colors will aid in the focal point.

    As you can see in my pirate, the coat is a rather rich color, but thats

    only because the sheer amount of it and its dark. Ive particularly

    chosen the rich gold of the belt and shoes as an accent focal point of

    saturation. If you take the image into Photoshop and use the

    eyedropper tool, youll see most of the colors will reveal themselves to

    be in the 50-70% of saturation with the buckle etc being the only truly

    rich saturated color there. This is of course done on purpose. I like a

    little glitz. And the pieces are small enough it doesnt draw too much

    attention away from the value of the coat and shirt, seeing as the

    buckle is in the same color family as the pants and belt. If it were a

    bright red button, that might be a different story. (tell and show us)

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    Project: One solid, clean finished Refined Value Pass with character

    details, including 1.5 inch high version next to original Value Pass 1.5

    inch high version for comparison.

    ---AND---

    One solid, clean finished Color Pass with character details, including

    1.5 inch high version next to original Refined Value Pass and Value

    Pass 1.5 inch high versions for progress comparison.

    Step 5: Final Pass:

    This is basically a grocery list for you. Its the final stage in design

    where you pick your materials and textures defining the costuming

    choices. This is also important for helping you put together your pose,

    because folds and movement of the cloth will be dictated by the

    materials weight and this very much needs to be taken into account.

    For example, that pirate coat is thick, textured wool of sorts and the

    ruffled shirt underneath is a linen fabric. If the arm is stretched

    outward, of course the cuffs of the linen shirt will drape downward

    rather apparently, whereas the cuffs of the outer coat will more

    faithfully retain its shape.

    So have fun picking out what these materials are and draw up a nice

    finished version of it with all the final details and such in place. Its a

    nice formal step in your design, it helps figure out all remaining

    questions concerning the character and it looks pretty swell in a

    development lineup in the portfolio, too.

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    Now I know this step seemed a bit overwhelming to you guys, but

    what Im asking you to do is nothing more than gather reference

    photographs (already done) and have fun playing with your new

    character. From the beginning, you guys always wanted to jump to

    this very step putting all the details in the refined silhouette pass,

    putting too many details in the value pass. You even wanted to put in

    hair highlights and shading on the refined value pass. This step is the

    step where you can finally put in the little painting strokes and

    highlights and shadows just like you wanted. This is where you get to

    play.

    The point of the lesson is I want you to THINK about what materials

    you are using to create your character so that when you are drawing

    the character in pose for your final, you have all these material details

    and material weight questions answered for you. Youll know if theres

    a thick draping sash or a light fluffy tunic. Youll know if its burlap or

    cotton. Youll know if its a battered old worn metal or one thats been

    finely oiled and cared for. These are the details I want you to KNOW

    about your character to prepare you for the final painting. (tell us in

    the presentation)

    And to these means to an end, I provided you a direct example of how

    the textures (in addition to the swatches) might look on your actual

    character. This was just an example, as I was stressing the finding of

    materials. This does not mean you have to scare yourselves silly in all

    of a sudden trying to replicate my painting style. I said put in lighting

    (like for example the hair highlights you were dying to do last step)

    and then for your information, try applying the texture to the pieces to

    try it out and see how it goes. To experiment.

    And because I had a quick method for overlaying texture onto painted

    surface, I explained this method to you in this paragraph, giving a

    heads up that it would be most efficient to do the lighting pass (even

    cell shading if you have to) before applying texture:

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    Because texture painting can be a bit daunting and cumbersome, for

    this step, I would suggest coloring your character design with a

    lighting pass only FIRST, get that down pat before you worry about

    texture as well. After you have lighting on it, THEN worry about

    applying texture and final details. Texture will be a very final step.

    Once you get your lighting down (remember, no using black for

    shadows or white for highlights! Use a color tone it doesnt have to

    be bright, it just has to not be black/white and flat.) then take your

    textures that you find and turn them completely grayscale, and put

    them on a layer over the part you want it and turn the layer blend

    mode to overlay. This is a quick and dirty pro technique to get

    texture down as a base before adding more details or doing another

    hand painted layer on top of it. Just be sure that you level or curve

    (using levels or curves in photoshop) the values of the texture layer so

    when it lays on top of your clothing area, it does NOT change the

    overall value of that shape. If you do not balance it so you only see

    texture and not tone added, then you are changing your design. It

    should just be added noise texture.

    If you were having trouble with step four, this is also where you can

    rework your issues before deciding on final materials. This step was

    meant to be on the light side so as to give you guys some time if you

    need it.

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    Project: Final Pass on the character design, showing material

    swatches and textures used for the costuming and other character

    details as exampled. Include a 1.5" high version of the final pass and

    refined value pass for comparison.

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    ***a note on Google fu*** to find your images,

    www.images.google.com should be your best friend. But it doesn't

    always list what you think it will list because it's not associating your

    meaning of your search word with the results. So you'll sometimes

    have to think outside the box. If, for example, you are looking for a

    fabric trim, googling 'fabric trim' may or may not be kind to you.

    However, if you type in 'embroidery' or 'ornate satin' or 'silk piping' or

    'brocade' or 'lace' or 'tatting' (the method of making lace), you might

    find a lot more results. If your straight-forward words are not yeilding

    the images you want, try thinking of objects or clothing that might

    have the element you want, and then cut that part out of the picture.

    So if the kind of fabric trim you need is found predominently on

    wedding dresses, search wedding dresses. Likewise, if it's on beauty

    pageant or vegas showgirl tassles, then search with those terms.

    Sometimes it'll be the trim on throwpillows or drapery ties. So

    sometimes it's more about association than direct naming. Good

    searching!

    Resource:http://forums.megatokyo.com/index.php?showforum=4