Professional Documents
Culture Documents
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Gen Sato
IJOi/TODRAW
tsBN 4-7661
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tsBN 4-7661
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lsBN 4-7661
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337-3
tsBN 4-7661
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4-7661-1261-X
tsBN 4-7661
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tsBN 4-7661
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HOW
T0
Humans
by Gen Sato Copyright @ 2003 Gen Sato Copyright @ 2003 Graphic-sha Publishing Co., Ltd. This book was first designed and produced by Graphic-sha Publishing Co., Ltd. in Japan in 2003. This English edition was published by Graphic-sha Publishing Co., Ltd.
in Japan in 2004.
-1 4-1
02-0073 Japan
Cover lllustration:
Gen Sato
Book lllustrations: Gen Sato and Asami 0gasawara Assistance with Robotic lllustrations: Kanta Hino (Nippon Engineering College)
Masako okubo HideyukiAmemura Kuniyoshi Masujima (Graphic-sha Publishing Co., Ltd.) Shinichi lshioka Linguafr6nca, lnc. (an3y-skmt@asahi-net.0rjp)
Management
Foreign Language Edition Project Coordinator: Kumiko Sakamoto (Graphic-sha Publishing Co., Ltd,)
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise,
of the publisher
Disfihned
by
.,@xne
2+1
Co., Ltd.
02 ltaka-cho, Kawaguchi-shi,
+81 {0H8-259-3444
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of Contents
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1
Chapter 4
llultmt El"E
-' : : :
:i-: ::;r
-
"Super-deformed Gharacters"?
Super-deformed Character" ...,...,................ 6
Match
........122
..................127
stic
Drawings
.........................
1
I
0
Afterword
Characters
1
................. 16
ln-Depth Look: Meditations on the Name "Moe" ...... 18 Short Lesson:Are the eyebrows more expressive than the
-;l a fuce!
0ut
...............20
mouth?
...........26
..................27 ..,..,.,..,.........
31
ln-Depth Look: What Do Those Lines and Dashes on a Character's Face Represent?.,... 36 ln-Depth Look: The lmportance of the Silhouette ln-Depth Look:The lmpoftance of the Silhouette
--* las
-ii
37
L..
11....
43 44
::,-:
Face
,,.... 46
Short Lesson: Drawing Non-Japanese Characters..... 50 ln-Depth Look Changes ln Facial Layout According to Age............................... 51
:-":-:ers......
uta
-:ining
Balanced Pr0p0rti0ns............................ 54
l*,"es of
Representation
......,.............55
C,tmpter 3
ln-Depth Look: Super-deformed Robots ................... 86 ln-Depth Look: Super-deformed Characters and Hand Stylization ...............,................ 90
and
S,
soffi
Hello there! What genre do you visuallze when you hear the phrase "stylized
characters"? Do you picture characters from gag manga (humorous mangQ? 0r do you picture corporate promotional characters? Perhaps you picture characters from parody manga, such as in games. The phrase conjures up any number of categories in our minds.
However, a little statistic that may come as a surprise is that gg% of all manga
sold in Japan contains "stylized characters." Although not named as such, manga characters are exaggerated expressions of the human form. Consequenfly, if a non-Japanese were to declare that absolutely all of Japanese mangaleatures stylized characters, there would be no denying it. The real point is that we just do not see humans with eyes that big or with stars
in them,like we
while the characters discussed in this book are stylized, they do not cover all modes of mangafound in Japan. Still, I would like to discuss ultra-stylized characters that do require heightened stylized techniques, also known as "superdeformed" or "chibi characters."
Perhaps you do not have a complete grasp of what I mean when I bandy about
the phrase "super-deformed character." For simplicity's sake, in this book t use "super-deformed character" to refer to compacted human characters stylized to 1:2 to 1:4 headto-body ratios.
Contrary to what your first glance might imply, super-deformed characters are exceptionally versatile and lend themselves to various situations. consequenily,
their avenues of use are endless. We have all seen them in mangaand anime. They also appear in commercials, as corporate mascots. We can use them in everyday situations, such as decorating a letter with a super-deformed character or portraying your family in a hyper-stylized way. Make an effort to learn how to draw super-deformed characters, and discover new fun ways of using them.
Chapter
"?
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Female Characters
'94 @.
l'l --/ lt\
Male Characters
ipixeding :*$1yi{ril]siFdlsllqry$B$r|$tcedils
page,
wide variety. Naturally, degrees and methods of stylization &at allow for a successful visual balarce are preferable. Hsrever, in the case of some aftlets or when suggesting emotional displays, fte intent of Ure drawing is occasionally better conveyed by exaggerating disproportions.
now we are ready to discuss abbreviating the human form, something only done in manga design. ^ tacl, manga, itself was originally a world of "abbreviation." We find in manga renditions of the eyes, -ands, and feet not found or simply not feasible on real-life human figures. I have never witnessed a
,',1ell,
langa artist present a life-like rendition of the eyes (chuckle), Consequently, those of you who have copied langa or produced your own works, as well as those who have read manga will find abbreviating easy to -nderstand. lt is my goalto see you deepen your interest and enjoyment in character stylization and
rcorporate it into your work or everyday drawings.
ooo
iirere I will illustate (literally) the differences between a super-deformed and a realistically drawn
cfnracter. Please note that use of the word "realistically" does not necessarily mean a figure drawn in heightened realism or in the style of realism manga.l just use it to mean your everyday, typical Dick and Jane manga character. Naturally, the most blatant difference would seem to be that of height; however, merely by drawing the character shofter and a little simpler will not create a super-deformed character. I will now discuss handling the various body parts and figure proportions to demonstrate my point.
Super-deformed Character
@.4'
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lt llr
Character
ratio
Sefring aside discussion on stylizing characters for now, beginning aftists like yourself often encounter ifficutties in achieving a satisfying pose when trying to draw a character in motion. So, what should you
ro iln such circumstances? A popular technique is to decrease the head-to-body ratio (i.e. increase the rurnber of heads to body). This makes it easier for the body pafts to move at their joints, allowing you to ::'mte all sorts of poses. I discuss this topic in depth in another chapter. Please visit that chapter for more
nf'nrmation.
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Audaciously stylizing the character in that super-deformed way results in a well-proportioned super-deformed character.
*o*
We humans have many distinguishing features. lf you, the aftist, identify these features and exploit them
when drawing super-deformed and stylized characters, you will successfully create distinctive characters. While having a model or reference figure in front of you ceftainly helps identify these distinguishing features, picturing an imaginary person in your mind and then searching for these identifying features will also make character design easier,
An artist's mental reproduction of a model comes out most strongly when finally put to paper or canvas, s0 you will create a more satisfying character if you stress your own impressions of the model's physical
appearance rather than looking for outside sources of information or seeking others' opinions. You are the one who ultimately gives birth to this character, who is supposed to be imbued with appeal, Therefore, you should be the one who knows this character best.
0f course, even with a model or reference picture on hand, different features will strike
each artist in a unique way. Therefore, you, as an individual artist should emphasize those features that have the greatest impact on you personally.
Ref.
"Cute"
"Cute" Nose
"Cute"
L.
Assorted Eyes
rv
;to*
Body Bu ilds
One would also expect to find many people who have distinctive builds, even though they may lack
fdimyncratic facial features. Stressing idiosyncrasies in their builds and adjusting the face to match
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ldiosyncrasies
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The History
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+haaa limi+n aan ma.,!l Ia tha timits, nai and ^6^^r.lih^ exceeding those limits ean resutt in the back to the chqi$:dgdlfrandscrolls (a Buddhlst,,tl:llit!i ,q!:l&tr.qi.:;&. q!itrty,.to.l,BgoslPg i-qstl$mlltllit *ririr} work yfi!;g&i9,n19ttgt1t1trqasf"tro,1llll1ltl1ffiff1: satirical wha ffi1""""""'".'i::iii:"i':,. as "Scrolls of Frolicking Birds and Animals").
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enj.o}ilkl$i$!i{Ili!i0$lwltqrs.6iti@:0 ilipl.:il{h,q,$Pi&
::::t::i::rri:ii:$srimi.tsi&sld0iin:|lgtlii{igq{F,q:lr:i::ii:ti]l wil.il IIUUr(riln, dilu UtE alluut utEdtHlg IItt, (rrtrrru Dliriill tu rriorutr ur rruw rrgurcD ,/ / may be distorted these set boundaries. diti:iiti:ai,iaiii:ii r Annnrdinnlv ctrlizatinn Lc / M a n s at : |ll i:extemi0rjt0i$m:g$ mgn iii1i;lil;ii.fscefd1i
courir:rhap&lrl$rlrci$,.$lrmi
w vrvqlu interesting srtusrrvrt, rilLsrsgurrv sifuation," qrv and using ugilrv people PwPrv to these situations can be : :::il credited
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manga
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Manga
ne -arese
word
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whrre''meaning
tm,,nl]=*:n'fifSt tMT6 r= USe around
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be hit
ffi*slpYamato).
rysaf. drew copious amounts ofr'parody manga mmrrc lhat time (wry laugh).,$oweler, s00n,:r, .:.: flFn?rds. tris surge in parody came to a halt, ilr.m -ad been in charge of mecha designs for &'niEE: anime characters, which I had jugt drqwn ,,
Tr!ffirrreafurer, and these,,becalne the first,stylized
r:r
;ffirers
T.-',mse
frmc
oroducts were dubied,the "Q RobQ" (Q,,, series, and I iontiibuted the designs of'
SD proiect, and cieateO a significant numbei ot stylized designs connected t0 the "Gundam" series. I was later employed as head of a different project involving stylized characters under the same toy manufacturel which enabled me to work on stylized designs for products, product logos,
stylized characters to be transformed into &!-Eai machine prizes sold by the same toy .lmr-:acturer. These.charactersturned-$Umbailrfl-prizes include Q,,flobo Gog, and ,0 Ro,bo irar. as well as other ultra-stylized anime robot
lm,,,,,,,,,,,,,r:o-s
and other matters unrelated lo mangaor anime, and I continue such work today. It is owing to this legacy of stylization that the previously disparaged parody and stylized artwolk gained their deserved respect and now enjoy recognition from many mangaaid afiiryle ,,,,,, ,,
aficionados. Now, 27 years after I began my own stylized
.,,
ffiryal
anaheiioy
n:'au'facturer launclled a new SD pr{ect. At the -.r-e most of my work was dedicated to the 0 *rfi3 series, s0lwas unable to participate in the arcfiing of this SD; how..over,,! did Jater,ioin the
'
In-Depth
coso#o
Super-deformed Building Blocks: The Face and Body
Chapter
of
this bookl
What a Facel
i,:O*
The face plays a very important part of character design. ln the case of a super-deformed character, the face should be something that the viewer will find disarming and evokes protective instincts. To put it
simply, a super-deformed character is one that contains many elements that will elicit feelings of fondness in the viewer. Accordingly, the way each individual facial feature is rendered becomes very impoftant.
**,:
.{illli
to the Character
:':ernely individualistic, varying from person ,: :q,'ii-'- -st as the eyes of Asians versus non-Asians
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simply by viewing their eyes and facial s look at a number of different prototypes the eyes,
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Imarrur
ng Memorable Eyes
Let's see how the eyes introduced on the previous page look on a face. While the irises have been handled the same for all, note how each treatment of the eye makes each face look like a wholly new
character.
r1 .t I it ',1 'lt i
J
Wrinkles Emohasized
turn down will give them a hint of warmth. To exaggerate the look of the outer corner turning down, the inner corner must also turn down,
creating an arch. This look has become the standard in character stylization. Differences in the angle and size of this arch can produce subtleties in expression, so the best that I can suggest is for you to practice drawing yourself.
To suggest "anger," usually not only is the eye
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drawn as "angry" but the eyebrows are as well, owing to their relationship with the surrounding eye muscles. However, the eyes themselves actually change shape when they are pushed downward by the eyebrow muscles, which causes the upper arc of the eyelid to change. When stylizing a character, the subtle change in the upper eyelids is magnified. Simply put, remember that "scary eyes" mean "anger."
To suggest "sadness" or "crying," as with anger,
the eyes actually change very little:the eyebrows lose their tension, causing them to shift downward and either come into contact with or
acproach the eyelids. While no change actually iccurs in the eyes themselves, since this :notion is tied to a psychological jolt, the irises s^ould be imbued with a drained feel. Show the =,:s directed either up or down, as if to suggest :iaracter is unable to meet another's gaze. -- s r,'lll create the desircd mood. Please also '=-'.' '.i tle section on eyebrows, where they are
::
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rilffifir|iofii
fllmilffimE0
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ruUuesrtg an emotion.
Mher. these are the results of embellishing subtle movemenis parts in of the eyes or face
fiey extend beyond the facial oufline, tears pouiing out of eyes tike a
I
tflM mday we live in an impassive age. However, I would ask that you pledse pay careful attention lmrHrrlll6r d he eye move and how when you draw emotional reactions.
lfllililflnruflfi
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Short Lesson
Are the eyebrows more expressive than the mouth?
*o*
Beginning artists will need to understand that eyebrows are not merely "lines."
During the course of my work, I often see students' and young manga artists' work and have noticed that as of late that eyebrows are being less and less used to suggest emotion. Now, I do realize that plucked eyebrows are all the rage in Japan for both men and women, so using simple lines to render the eyebrows might be reasonable from a stylization standpoint. However, the truth is that this lack of individuality is detrimentallo mangaculture. Make a distinction in your mind between pop culture trends and individuality while you are still young and learn about the differences.
of
,_-
individuality, regardless of whether the character is male or female. You might notice that in the case of super-deformed characters, the eyebrows are even more expressive than the mouth.
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The eyebrows overallare lowered and drawn touching the eyes. Generate a look o'terlsion on he brow.
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ISES
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Stick 0ut
for Distinguishing Facial Features
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in a stylized manner often disregard noses. However, there are around with distinctive noses, and you, the artist have a il, 'r -I :. io exploit such traits or risk your carefully planned stylized r'riiiiilr-1r*::.a : s ng f lavor. The nose is a superb feature for suggesting the ti]iiiitr':1r,,-',:'- , :,ccupation (e.9. a police inspector in the style of 0samu Tezuka, ':"* :r'ivate investigator, etc.), projecting a friendly impression, or ul\il|ll'::'-; : :istrustful air. Noses are wonderful for portraying a character.
-;
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*i*ehte Noses
Detestable Nose
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-,-
nOSeS pfOjeCt
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t:l: -:'ession.
Large, angular noses seem eerie and strike the viewer with fear.
!lorts
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The Talented Boxer's Nose A small nose suggests this boxer is good ai
avoiding punches, indicating this guy s got skills.
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Small Noses
Use small noses for women and girls to give them a feminine look. Conversely, large noses project a stronger,
masculine air.
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Nose Symbols
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Co
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-,tsi tos
illllllliliilllrr'"lilll:i:'r:
:,-,lr fiuids. Exaggerating these qualities will allow you to express ::r' :rample, add a little red on the upper part of the nose to suggest rrlrrlltilriritil,i
lllllluliuu:rrriff[s;:;-.-t
rlririilulnL
cr awkwardness or red to the tip of the nose to underscore :r'-a?a1:' rs in a drunken state.
llt 1ti -trh,r,E itave been discussing the nose's outer contours; however, like lll, r dtur the nose has other possibilities of poftrayal.
:i:s
,,"''t[ 1
luurur
Iil
:'ire's
ilq =:: embarrassed, drunk, fall down and bump our noses, etc.
need to distinguish between the different reasons for the nose "-,: ,,,nen stylizing this phenomenon, 0r your nose will appear awkward. , *r*'*,-rr. +Jris will also change when the nose is drawn exaggeratedly rllrrrllrLh :" :.ra I Perhaps these points are better explained through pictures
'\irroiy'
lilii"r,"
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for whatever medical reason, noses are often spotted with pimples ,]ti|lil: it is because the nose pores, which are larger lisible than those on the other facial features, tend to secrete in liillrnll iilur:,LF ::-:lnts, inviting bacteria to enter. Whichever the case, blemishes can ,r,:1: r,ihen stylizing the nose to draw out the character's individuality.
,lLL:i:r'r
il
-:r:
t-rr:,r
: emishes. Perhaps
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{ :,erdoing a runny nose could just make your character look like a
"
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i,. 4 it were a tailpipe emitting gas, which is why professional artists rtrl,- i so will exaggerate the nostrils, showing the snort broadening out from
ll l$
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the
Fi
Drunkenness
Short Lesson
Giving the Face 3-Dimensionality, Even with Minus the Nose
..'o#
Artists often omit the nose when drawing stylized characters, but this is not necessarily always the case, since many noses have personality. While characters without noses are perfectly acceptable, please note that there is a large difference between characters without noses and characters who appear not to have noses.
Characters without noses become distinctive
character's face 3-dimensionality. When drawing a head that is roundish all over, be conscious that what you are drawing is not the same as an actual human skull.
personalities owing to their lack of noses. Consequently, they should be drawn in profile without a nose, so take extra care to ensure that such a character clearly has no nose in profile. ln such cases, you will still have to give that
fi\
lf the nose is not visible from a front view, then omit it from the profile as well.
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lf you have given proper consideration toward making your character 3-dimensional from all views, then you should be able to rotate her.
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;6 1p* m;a ifeafures, the mouth changes shape the most owing to the surrounding muscles. As you are ]r;inaflS uSe wOrdS tO COnVey OUr wiSheS tO OtherS, and the mOUth engageS in mOVement .rltttflnlnflitlmtflfllt]t{s!'lls occurs. Accordingly, the mouth takes on many forms and is a prime feature for suggesting
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mmouthS)
w@
,l,noss-Sectional
Vi
ew ndlv Features
1 . Lips
Assorted Mouths
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Teeth
Not exclusive to monsters, these may also be used to illustrate a character's personality.
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Decaved/Missinq Teeth +
Used with children and comical characters
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Teeth
Used to add to a character's distinctiveness
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Teeth
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Tooth
Used to add to a comical character's personality
sror-.ltar rtay of rendering he mouth used to *'mfi'*fis:E -r:9 nhen smiling. etc.
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Unique Mouths
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Let's consider how to render the individual mouth components. When imagining these three: the lips, the
teeh, and the tongue, think about what would catch your attention about the mouth if the character you
are about to draw actually existed and you were to sit faceto{ace with her.
fie teeth catch your attention? 0r is it the tongue? The picture in your mind's eye will become critical $,t,en you draw the character. ln pafiicular, the lips are a flexible feature, and consequently can take on a 1r-rrber of shapes. Naturally, physically impossible shapes are also acceptable in the case of stylized ihiaracters. However, care should be taken to avoid overdoing reactions, which could result in destroying
Do
I'e
xtsce s or
:ae :etli airso ofier a multitude of possibilities. Artists have the tendency to go into autopilot when creating ilrtimc CItmracters to draw a single line underneath the upper lip and call it quits. However, teeth are not
rlrffi EEtF- frb have incisors, canines, molars, upper teeth, lower teeth, etc.
[ullinrfi
Standard Smile
P#
* e ride mouth
means plenty of expression!
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Now looks persuasive -
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assume fiat the ear is the part most difficult to distinguish the neimiduality and is something to be hidden behind the hair. However,
ltfiruflfll lliilrts
rd'H.s who see an ear and think, "Look! That's definitely an (Artist X) ear.',
litll$tilutll lilfirnmr,r"
s certainly true that the ear is not the idea body part for illustrating a
:ersonality or behavior, but it is that which reflects the idiosyncrasies
,:flrrrflllililmM's
illtltiffit161
ilmrmus Ears
D
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When you start out, use the ears of an artist you like as reference.
""sspect
iffi
'rmuill':
m fiat a character in glasses will not appear awkward. The ears are usually centered along the face,s rmr*'iontours.
to stylized characters' ears, there is no need to take as much care when drawing as you with a regular sketch. However, glasses pose a serious issue. You need to take care to position the
Assorted Ears
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to hide the ears under the hair. Make to allow the ears' presence to be evident, rrnrurum,,r r ffiey will not be visible.
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Good
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mchnique both
ramatically and in
$Dry building.
Ear Expressions
Radar Ear
tltt
It,,
artists usually reserve elements of movement with the ears to comical situations. However, the ears' sizes may be modified to suggest that an individual is using them.
llllil["::i'JfH#xl,:'with
book illustrations, etc. I i targe earlobes. For some
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p
,'.i'Ji$:HlH:x';l?::,.ffi rfc-{
resent elderly characters.
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iffinole
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Characters cannot be made distinguishable using cololi grey value, 0r screen tone
Modifying the color of a character's clothing or hair becomes meaningles in dail< settings or under special lighting. Consequently, avoid worrying about color or grey value if you want to emphasize individuality in your character design (fie same applies to screen tone).
, j;=i pack to our topic...flow w0':,, - ''r.,: : :id who is approaching..from.faf,1.,..;1,;1,, lrtllt-T'r* * .':s allow uS to identi,fy':him ofiher?,.',,..,, : ; {f{lrr1r' * -: -: -ave good eyesight,andro,thgisl,b,ad,.,:' rr11'rll''r -., :all out. Stilt, moStd,'UgUse"':':,1:":",::;, ,,' * :- : - I the silhouette to-identff-y,gur,,fri9nd,;,;',. llllliil, ittt'
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Use a Triangle
Face layouts play with our instincts depending on the particular layout pattern used. For example, the size or position of the eyes could evoke parental or protective feelings in the viewer.
fien, what other etfects do we artists have at our disposal? Let's take a look at a few.
below. While there are differences in the eyes' sizes, more significant differences can be found in the triangle determining the spacing between the eyes and fie angle and distance from the eyes to the nose and then to the mouth. ln a glance, you can see how whether an equilateral triangle or an isosceles was used affects the character's individuality or mood projected. Play around with ditferent triangles.
Whether a face has wide spacing between the eyes, a nose positioned high or low, large or small facial features all affect how that person is perceived. However, I feel I should warn that this does not necessarily mean that the individual's personality will match this perception. Assuming that the face perfectly matches ffie impression projected or personality of its wearer is prejudice. My mug is not so perfect either and could probably scare someone into thinking l'm a felon (chuckle). At the most, what we are discussing on fiese pages is the image projected as a manga character. I want all the readers to understand this as we continue our discussion.
Faces
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character whose head is not that large in the first place requires exceptional drawing skill and in truth, is not even necessary. Avoid concerning yourself solely with the character's appearance and adding haphazard perspective.
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For super-deformed characters, noses should be stylized by using highly abstracted, symbolic
shapes. lnept use of a realistic nose will destroy the overall stylization of your lovingly designed super-deformed character.
Maintain a consistently stylized look for your superdeformed character by omitting or using a highly abstracted shape for the nose.
Short Lesson
Drawing Non-Japanese Characters
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That one can usually distinguish the difference between a Japanese and a non-Japanese individual indicates it is possible to stylize characters' ethnicities. Use of special traits allows artists to suggest a nationality or ethnicity. While I only describe a few samples here, you will surely enjoy discovering new traits of various nationalities yourself, so I encourage you to play around.
One technique I use to distinguish between characters
of Russian versus northern European extraction is to give the Russian character a hint of Mongolian. Ultimately, this decision was not based on logic but just to create a convincing air.
Equilateral triangle
I give characters who are African or of African descent a cheefful disposition and make their eyes and lips prominent. 0ther characters may also be given
hairstyles or different looks that verge from that traditionally "Japanese." However, please take care to avoid drawing a character overly dark or in such a way as to project a negative impression. Such renditions cou ld potential ly become racially discriminatory.
The non-Japanese characters appearing on this page are first and foremost those I personally felt were representative of their ethnicities, but please do not
misunderstand my motives. I am not insisting that persons of these ethnicities necessarily look like what is pictured.
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Now hat you have learnt a little about the facial layout, let's take a look at figure proportions. Naturally, proportions bear a relationship with facial layout, so the proportions offered here are not absolute. Looking at fie 1:3, head-to-body figures and then again at the realistically drawn figures on this page, you will likely note the arms and legs are proportioned fairly similarly to those of the realistic figures.
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Thus, if you are able to draw a realistic figure, then, given that you comprehend those proportions, you should be able to apply these to achieve a basic proportional balance while stylizing the details. However, you will need first to consider what sort of head will match the facial layout you already designed. Failing to do so will result in a character with ugly proportions.
lf you are going to create your own proportions, first design the facial layout. Then, devise a figure that suits the character's face.
1:3 Head-
in height. Matching the shoulders' width to that of the face results in a satisfactorily balanced figure.
1:2
Here, the figure is 2 heads tall. The shoulder width should be narrower than that of the face. The head and the figure should have approximately the same area to achieve pleasing proportions overall.
Ref.
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Build A
When drawing a portly character, select clothing that will allow you to add highlights. Use the highlights to suggest creases between rolls of fat and flesh.
0verweiqht Build
This is a common build in gag (comedy) manga but has been losing popularity in recent years. Dressing him in clothes that are too small and pants that cannot be closed at the waist creates an illusion of corpulence and makes a lovable character.
ioht Build
Here, the plumpness is to the point where flesh sags. The image can be somewhat disparaging,
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Female Characters
ln the case of an adult female, emphasizing roundness in the breasts, turning them slightly upward generates
Styles of Representation
Thin Builds
Gaunt Build A
This is an extremely popular method of representation. The ribs are emphasized to generate a gaunt look.
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Gaunt Build B
Here, the ribs do not show, but the slack fit of the pants or other clothing suggests a skinny build. Likewise, this is a favorite means of representation in manga, depending on the genre.
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ln the case of an adult female, emphasizing the curving at the
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Short Lesson
Mismatching to Create lndividuality
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I touched on this earlier as a cautionary point, but in actuality disrupting the figure's proportional balance or assembling very different body parts may make for an i nteresting character.
Needless to say, this is not always the case, and if the degree, or reason for stylization is unclear, then the
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Skillfully contrived mismatching is occasionally used in character design. For example, an elderly character with aleft eyes or an effeminate male instructor may strike you as inconsistent, but this incongruence makes for a fasci nating, individualistic character.
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Example of mismatching where some sod of ingenuity is needed- like dressing the character in
Mismatch of a child
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review. Characters with headtobody ratios of 1:3 or 1:2 are perfectly acceptable, but when the character is poftrayed in engaging in an act, the joints will have to be bent. Naturally, there are actions that do not require bending. However for those occasions where straight joints appear awkward, artists use a crude technique whereby the number of heads-to-body-length is increased.
As a cautionary note, when altering the head-to-body ratio, keep the change to a minimum, and avoid
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C"Xhapter 3
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I would like to discuss here stylized characters I designed some time ago. A game manufacturer had contracted me to create a character. The figures that you find on these two pages are all this character (chuckle). First of all, in order to create a presentation to determine how the stylized character should look, the artist has to play around with various looks for the same lead character. There is the young lad type, the hero type, the dunderhead type, and many more. Then all of the prototype characters created are pared down, and only one is selected as the lead.
ln this case, the boy with the staff on the following page was the one selected. Next, I thought about how this stylized character would look in a sub-screen in a more realistic rendition and developed the more
realistic version based on the stylized original. lf the artist creates a realistic character from a stylized one, an entirely different set of techniques is used than those described herein. ln such cases, I recommend think about what features to abbreviate and how to create a super-deformed character while you imagine how the super-deformed character would look if he or she had a regular manga character headto-body ratio. This will facilitate the reverse process.
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the staff to be the super-deformed character for the realistic version, but the character actually used ended up being the girl in the shorts on the following page. Thus, there are various paths that can be taken before the final character is determined (wry laugh).
Realistic Version
74
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'deformed Character
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Here, I have included the nemesis of the hero and heroine previously This is a favorite character of mine, and I have used her as a heroine in one of my mangaworks, " Binpatsu lchiban," and in crowd scenes (panels jam-packed with characters) in which I have participated. When I look at her now, I realize she looked pretty fetching with long hair in her earlier drafts too (chuckle).
Draft
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fiis image.
It is tenific to give characters idiosyncratic skills like this.
However, the hero or heroine could
Draft
'deformed Charactef
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Up to now, we have been focusing on super-deformed character faces and figures. However,
probably occurred to you that there is an accessory that characters absolutely need-clothing. 0bviously, since super-deformed characters are wearing this clothing, it should not be realistically drawn. For that reason, the clothing must be stylized to match the super-deformed character. Use similar means as you do for the face and figure to draw out distinguishing features in the clothing. A slight ditference in pen stroke could affect the flavor of the article. The mood projected by the wearer affects the clothing article as well. Likewise, sensibilities of the artist could make the character look tacky or neat and tidy. (l guess this is all moot for naked characters).
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Jlothing is used less substantially than the face as a means of distinguishing a character's individuality. a result, clothing stylization can be pushed to the limits in long shots and still be recognizable. :lease refer to the belt example above.
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Somewhat of an exception to this rule would be clothing where we do not see the character's face, such as spacesuits or firefighter uniforms. ln these cases, the distinguishing features themselves project
fie character's personality. Gonsequently, pushing stylization to the limits, as mentioned earlier must be held
n check, while the clothing is executed so as to project
individuality.
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drawing kimono.
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:irir""ilr ':tresentation. There may be rare occasions when the outer collar should perfectly overlap and lll ),: *1": :l'e inner collar. Since this only results when two outer kimono are worn, normally hiding the inner
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-' i'i?r more stylized collar would be that worn on the girl. Both the fold line of the inner and outer collars * r' :e omitted, as seen on the girl. However, leaving a nominal fold line of just a few millimeters will
- ,*"r; me kimono infinitely more visually comprehensible.
Realistic Rendition
Moderate Stvlization
r a fabric with very complex ways of moving. Consequently, if iou try to position creases accurately, before you know it, you could wind up with a realistic looking drawing. Unless it is absolutely necessary, avoid adding creases, ln fact, I recommend that you render the fabric's texture as an object with volume without using creases.
Extreme
Stylizing Clothing
P ctured on these pages is a variety of clothing. Please note that while attire is impoftant, it needs to retain some relationship with the character, and overall visual balance must be maintained. lf not, then your carefully designed clothing will be for naught. Refer to cautionary points and discussion of mismatching lvhen designing your characters' exciting outfits.
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All righty then, we discussed clothing, and we discussed the face and the figure, so you may think that this book on human figures should be coming to a close. However, truth be told, we still have more ground to cover. Your lovingly designed characters still need a space in which to dwell.
So, let's take these next few pages to discuss backgrounds.
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Buildings inevitably appear somewhere in a background, and like people, buildings always have distinguishing features. Let's look at emphasizing these features.
Often, simply adding some form of signage will indicate that a typical building is for commercial use. lncluding hanging ad posters or ad
0ommercial Buildin
balloons on a multilevet building creates the illusion of a department store or supermarket. Prominently place a clock on a symmetrical building and scatter shrubbery here and there to create a school. Add balconies to exterior windows, outdoor mechanical units and a water tank to the roof to create an apartment building. lf you have successfully identified the distinguishing features of a woodstructure apaftment house, you should be able to use them even when modifying the degree of stylization.
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While you do not need to draw the fine details, the number of roughly drawn details should match the original. Perspective may also be disregarded to a certain extent.
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flat roof, the number of shrubs, spaciousness ofthe yard, and curtains in the windows help suggest an affluent house. Modifying the roof's shape, the house's wiffi, and the placement of trees
in the yard results in an average home.
with a Yard
Stylizing Cityscapes
While I did write "cityscape," distant views of buildings rendered as skylines perhaps appear better as super-deformed character backdrops. Please note, however, that building outline heights must be drawn randomly. 0therwise, your skyline will look like a bunch of oscilloscope pulses, which will cause your scene to lose iB sense of a living space and reality. Perhaps beginners might be better off looking at an actual photograph when drawing the undulations in the cityscape. Another special stylization effect is reverse perspective. This technique consists of making the bottom of the building smaller rather than the top, which would be normal practice. This gives the buildings an eccentric flavor. Use this technique strategically, however. Overuse could cause the look to lose its idiosyncratic nature.
Props
For coffee shops and similar venues, include the bare minimum of props necessary. I feel that sketching the props freehand adds a nice flavor to the afiwork.
Cotfee
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mafirm can aho be exaggerated according to the situation or intended use. However, take care. Wme fmw the sun touches a mountain, etc. helps express volume and time, adding too much hffitng and pen strokes could muddle the direction of light, causing your artwork to appear flat.
The prefened method for suggesting wind is to show a character's hair or clothing fluttering. tlowever, in those cases where this is not an option, simple lines may also be used.
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0n ffie next few pages are stylized characters of assorted occupations and in various dress to be
used as reference.
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characters were s0 clearly expressed that one could glean what type or role he or she played in a single glance. The schoolyard gang leader, probably soon to be designated an endangered species, is one such character. And then there is the pampered rich kid somewhere in his entourage. Fujiko Fujio's method of drawing out a character's individuality to the max, which is considered proper practice, is still continued in manga circlestoday. Fujiko's characters are so terrific that even those picking up his work for the first time are able to understand the characters' roles. I mentioned this earlier, but this is what defines a character's distinctiveness. Characters that the reader visually cannot discern who they are and what they are doing will not last years down the road. So, what prevents you from trying to create your own characterjust saturated in individuality right now?
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Doctors come in various forms. There are kindly doctors and quacks. For the latter, draw the doctor hunched over, to suggest a sense of danger like that one might find in a darkened alley. However, take care when drawing the character hunched over that the figure rounds only at the shoulders and not the small of the back. (0thenrvise, you will unfortunately end up with an elderly character. A definitively different style of bad posture is needed from that when created elderly characters,)
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As when drawing a boy, exploiting minor distinguishing features can suggest personality differences within a given profession. For example, even amongst
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police officers and detectives, there is a wide assoftment of possibilities: a respectful and polite rookie cop; a sunglass-sporting hot-blooded detective; or a shrewd detective, like Columbo. Alternatively, for police officers, it might be interesting to show a disparity between the otficer at work and in private, as is shown in the illustration.
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A schoolteacher is regarded as a
tinkering can create a character such as Kinpachi from the TV series "Sannen B-gumi Knpachi-sensef' (Mr. Kinpachi's Third-Grade Class); a straitlaced, uptight teacher; a teacher so mean, he eats children for breakfast; or a mobster-looking teacher.
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What you see pictured here are simulation game characters lcreated approximately 10 years ago.Atthe time, stylization techniques where still being developed, which is probably apparent in these images, but I still hope that you find them useful as reference.
ln the case of SLGs (Simulation Games), the characters usually appear in panels, so unlike the characters in " Dokapon Gaiden," these characters were not intended to move, and it was important to emphasize design as a still picture. As a result, you may find that some of the char4cters probably couldn't move if
fiey tried.
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look a bit different from what we have today. When I designed them, I had given due consideration to their roles to make them distinctive. Again, I hope you find them useful as reference.
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m!ffi @oglze for putting these characters in the reverse order. 0n this page appear characters I created ment stylization techniques. You will probably notice the different degree of stylization and handling
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to those on the previous 3 pages. Monsters are a type of ;cilil$lde), so it is acceptable to handle their stylization the same as you would a human heavy. mte, lpwever, that how you execute them will affect whether you make them scary or lovable.
llhr ffienstein Monster, Creature of the Black Lagoon, werewolf, etc. are drawn with the same eye level G r rilunan. fur heightened drama, the heads may be enlarged to boost the sense of tension or fear.
lurmmmty, using a perspective whereby the head is made smaller does create a psychological state of
um' m tfst fie monster appears to be looking down at the viewer, However, take care: a super-deformed rlltffffi@/s personality is concentrated in the face, s0 making the head smaller could backfire on you.
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unusual execution, whereby the figure was to appear flat and yet rendered as if seen in 3-D. To explain this in simpler terms, the characters were to appear as flat, two-dimensional objects. Color was also handled in such a manner as not to create a solid feel but rather to make the various parts distinguishable. There are shoujo manga artists who create flattish characters but use brushstrokes and gradation tone (a method of adding "color") miraculously to create a sense of volume. However, to a yet unsophisticated, young child such characters look fake. To young children, who take these images at face value, a flat character should be flat, and forcing 3-dimensionality on such a character is nothing less than offensive. There may even be adults who look at shoujo mangaand react with similar distaste. Thus, the character must first be regarded as a flat plane. Then, the character must be regarded as a 3-dimensional object that is able to move, in order to make a child's fantasy world come alive, where the child can play with the character. Consequently, an innocent child would sense a clash if one were to use heavy-handedly the methods of head-to-body ratio adjustment discussed previously. Hence, this was another point that needed attention. Stylization intended for children's consumption is extremely complicated requiring subtle balance and involving issues unthinkable for normal stylized characters. Even more, execution of these characters requires awareness of using clean, carefully placed lines thickly drawn to a certain extent, rather than thin detailed strokes, and it is not an exaggeration to say that stylized children's characters are absolutely the final goal of this book.
Please note that our discussion of character execution as it appears in this book is still incomplete, and hope to cover more in later volumes.
I
tre characters designed for the SLG $snssed earlier, these characters are stylized
-u"xti{e
fie assumption that they would have to be mpable of motion, since Dokapon required a certain ffiqree of movement. Thus, I needed to achieve raance in the degree of stylization and to execute fe joints believably.
mrder
The
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pages appear some of the characters I created for the game discussed on p. 98. They have been zed to illustrate their professions and other qualities, but they have not been executed to allow motion,
protagonist was a strongly eccentric character and the player became accustomed to this, then that would cause the other highly idiosyncratic characters to lose their distinctiveness.
Metaphorically, the protagonist is like the white rice of a meal, while the opponent chara@rs are like the side dishes. An opponent character, like a side dish, is more interesting if it changes from day to day. However, if the protagonist, were not like white rice, but like fried rice or chicken and rice, wouldn't you
grow tired of it? That is why the uniqueness of the protagonists pictured at the bottom of p. 111 were minimized somewhat.
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ooo
Ftere
Let's Compare
s a titfle bonus. I wondered what it might be like to redo using stylized characters a collection of ffiayg6shorb trat were published some time ago, so I played around a little, and the results are what
you see on
fie
just can't lronically, I do draw considerable amounts of regular manga (chuckle), but for some reason I shake my reputation as a gag mangaartist. So, I figured since that is what people think of me anyway, I might as well parody my own manga.The published collection consisted of 4 regular shotts. At the volume's end I added a brief, collective parody of the preceding shorts (grin). I hope you enjoy comparing
the originals with their parodies.
Thio is juot, a tyVical ohoppinq area. bul,to her, it, musN be like a children'o amusemenN park. SLill,l enjoy oeeinq ouhere ha??y.
Hey, eince we
little
ohoVVing?
Wowl Even
the peoVle in
./\. frrs) .V
l,ello, DetecLive.
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@ @ @@ @@
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Low is she
doinq, DocLor?
7he'e receivinq
her f,realmenl
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I
r lfuqI
SeVaraLin7
WelL we had
What, hapVened
lo
lhe director?
W ell,
um...l'eheh eh...
ltello, Oeleclive.
(E
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MM
ffi ffi
Well, Lheir
cernenl mixlure
rc
low arethey?
Do you wanL
to hear whal
know? Gen drew Lhe parody from memory, eo he 4oofed, up lhe poeilioninq of the deleclive and r,he doclor.
Tee heel
Realistic manga is an experimental work, where the artist can play with expressions in lines and planes. Thus, parody manga may have more of a sense of volume (wry laugh).
Nanmaida
(Duddhiot
prayer).
Amen.
\Nanmaida.
Vmen.
boom,boom,boom
Special Bonus
You have probably gained an understanding of how irnportant the facial layout is to a super-deformed
#oo
character. So now, let's work 0n your layout skills using this special bonus supplement mix-and-match.
You'll have even more fun using eyes, mouths, and other features that you draw yourself. play around with different features and try designing your own facial layout.
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ffirr?:;a:o,r of super-deformed characters. Still, I realize that you have r***- iirrc,rced to only a portion of stylistic techniques given the rmrmr]'s of U'rat presented in this volume. To understand supercnaracters, an artist must staft by gaining thorough familiarity ,rurrff :e aqtJal human form and realistic drawings. Realistic drawings n'ru}'rr rle tansformation of the original picture or photograph and, Hrse:Je'nty. are rather easy to draw. However, drawing super ns.i:red cnaracters requires that the artist overcome various :::rx[-ars. so they do take exponentially more time to draw than ,?fr si,r Crarvings, Simply drawing and abbreviating is not how to create r s;88..-,0formed character. I personally believe that a character will qx r:,nC and last for years to come if it is executed in a manner that ahr*s i to live within the world you created. I encourage the reader to ;::;i:E sriper-deformed characters with even more interest and appeal.
lnst
iar
r
.
:eoLted as a manga artist with his " Gundam" parody work, " Bakusho Senshi SD Gundam" (Riotously Funny lulir*r:r SD Gundam), published by Kodansha. Sato is currently active as an anime and manga creator as well as
r-s:r-uctor of new generations of aftists at various trade schools.
'lrif,l'rne
Projects Participated
Doremi Dokkaan!'("Pestering Witch, Kaboom!"),'Ashita no Naaja" (fomorrow's Nadja), "/ppafsu Kanta-
lle-a,o
r;-n
,rv;redy Monogatarl'
0ne-hit Kanta), "Sfln Lupin-sansel'(New Lupin llll,"Sutajingaa" (Spaceketeers"),"Gatcharnan ll," (Pink Ladies' Story), "Asflta no Joe llffomorrow's Joe ll), "Ucltu Senkan Yamato ll'
Ha:e
Battleship Yamato ll), " Zendaman," " Ginga Tetsudo 999' (Galaxy Express 999), " Ucltu Senshi Baldios" Scam Warrior Baldios), " Sengoku Majin Goshogun" (Goshogun, Demon of the Warring States), " Daioja," s-ryiam ll," " Gundam lll," "Votoms," " Cmsher Joe," " Kyojin Gogu" (Giant Gogu), " Dirty Pair,' " Futari Taka" ffwo -am'ksr. " SD Gundam
*,
.
'r
/' through " SD Gundam Vl," " Maitchingu Machiko-sensei' (Miss Machiko), " Manga nete Monogatari(First-Time-in-Manga Stories), and many more.
Domics
-psumi!Watashi no SarDoi' (Goodnight, My Cyborg Boy;Tokuma Shoten Publishing Co.), "Aidoru Tantei Hirashi
Snakase" (Leave it to Hiroshi, The Dashing Detective; Tokuma Shoten Publishing Co.), " Famikon Hissho Doio" Earnrly Computer, GoAhead and Laugh;athree-volume series published by Kodansha Ltd. Publishers),"Bakusha
;-clishers), " Mina-san! Banbaman desu yo!!' (Everyone! lt's Bomberman!!; a four-volume series published by
-??6hl SD Gundam" (Riotously Funny Warrior SD Gundam; an eight-volume series published by Kodansha Ltd.
rodansha Ltd. Publishers), " Binpatsu lchiban" (Best in Hair; a two-volume series published by Kadokawa Shoten >rbiishing Co., Ltd.), " Famikon Tanteidan" (Family Computer Detective Squad; a two-volume series published by
l*ta
. 0trers
$ippen no Miko-chan" (third generation of the commercial manga characler), i'flovie: " Tokiwa-so no Seishun fl-okiwa: The Manga Apartment; served as manga production supervisor), irlrppon Television FAN (as program illustrator, etc.)
LIS
$19.99
,,
JAeAnUme
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..........9294
HEALESVILLE ........ 5962 4423 9294 3120 LILYDALE MONTROSE ............ 9728 4224 r\,tooRooLBARK .... 9726 4200 rvtT EVELYN ............ 9736 3851 RANGES IV]OBILE -- 9754 7266 VALLEY l\itOBtLE .... 9294 3120 YABRAJUNCTION 5967 1588