Hey leapfog1! Iβve been a long time fan of your artwork for a while. The way you build characters is always so satisfying. No pressure if youβve answered this question before, but how do you build your character designs? I sometimes struggle with the poses!
Hello! When I build my character designs, I try and abide by silhouette readability, which, for the most part, involves the incorporation of negative space and shape exaggeration within the figure.
My base sketches always start from the head, though, this is more of a preference rather than applicable advice! For me, using the head as an anchor point makes it a bit easier to pose the rest of the figure, as the position of the head usually coincides with the facing of the body. As always, looking at references for this part (or any of the later steps) can be really helpful in figuring out how you want to convey the mood or idea of your character to the audience. Following a line of action when drawing can really help push for stronger, more energetic poses. One way of doing this can be making a rough base sketch and then going over it to try and find the line of action. If you arent satisfied with that line as it is, exaggerating it can help push the characters pose further, allowing for more energetic/dynamic poses.
Notably, both soft and hard edges are used in this design, with a clear and cut contrast between the upper and lower portion of the character. The connecting pieces, being the arms and legs respectively, are slimmer in order to further emphasize the surrounding shapes.
I try to usually keep my own designs relatively balanced, one example being my use of formulaic top-heavy, bottom-heavy, or a balanced mix of both (heavy top, lighter middle, and heavy bottom) character designs. This means that the shape language of the character is exaggerated more excessively in one area while the surrounding design is toned down in order to avoid oversaturation. Doing this allows the rest of the design to better compliment and support the focal area of the characters visual look.
(two examples of designs I've made that I consider to be more top-heavy)
When it comes to the actual making of my character designs, however, theres multiple key ideas I try to keep in mind during my process.
First off, because I want to convey this characters connection to their pokemon, I tried to purposefully involve shape and symbol repetition throughout the entire design. Scizor's rounded, recognizable claw shape is echoed in the helmet, and similarly repeated is the eye-like symbol in shoulder pauldrons, and chest plate. (the helmet symbolism is more recognizable than that of the pauldrons and chest plate, but the repeated symbols on the latter of the two surfaces helps balance the theme of the character). (This is also why the character has three distinct braids, as they are meant to represent Scizors carapace horns)
Moreover, when deciding on clothing and accessories, it's really important to consider the reasoning or practicality of either inclusions to the main design. For example, the metallic pauldrons in this design reference Scizors metal typing, and the large boxy gloves combined with the semi apron are a blacksmith-esque add meant to further maintain that character theme.
Similarly, a good color palette can not only be used for visual appeal, but also as a tool to convey specific concepts, emotions, and/or ideas to the audience about your character. For this drawing, I mostly stuck to a Tetadric color scheme which used reds, greens, blues, and oranges/browns. Making red a more dominant color in the design helped strengthen the visual connection between Scizor and my character without having to make changes to the outfit/build itself. I'll list some examples of color palettes below if you're interested in them! They can be super helpful when putting together a scheme for your character.
If I missed anything, or if you want me to go more in depth for a specific part, don't hesitate to ask! However, please take everything I say with a grain of salt as I am not a professionally trained artist! While these techniques work for me, they might not work for everybody!