Computer-generated characters have some great advantages over pencil-and paper creations. For one, there are no smudge or eraser marks to worry about. More importantly, figures made with software programs can be posed in multiple ways without having to start from scratch.
The only software required for this project is a program that can produce and rotate colored rectangles and ellipses. The author used Adobe In-Design CS3 for his own character, though Illustrator might be preferred.
Step one: the wire frame model
First, decide the character’s proportions and features. A torso, legs and head are obvious body parts, but decide if the creation will also have elbow sockets, knees and fingers. Jointed ligaments are helpful in showing motion.
Use circles and rectangles to create a rough impression of the figure. Try using circles for the head, shoes, knees and elbows. Rectangles will do for the body, upper and lower arm, fingers and legs. Use rotated squares for shirtsleeves.
Step two: the rounding process
Not all design programs will allow for edge rounding, but if possible, try adding a curve to the character’s torsos, sleeves and pants. This will help the character look less “blocky” and more natural.
Advanced software programs will allow for independent modification of each side and corner. Try curving only one region of the sleeves while leaving the arm side flat.
Step three: filling in the wire frame
It’s now time to move beyond the basic wire-frame model. Use the design program’s “fill” program to color in each rectangle and circle, then move each body part above or below the others until the character looks as it should. In other words, bring the head in front of the body, the sleeve in front of the arms and the pants behind the torso. Experiment with the kneecaps and elbows to decide whether they should go in front or behind the legs or arms.
Step four: adding some color
It is possible to end with the third step, but most cartoonists would prefer to add a little color. If possible, use the design program’s “fill” or “swatch” feature to give the character skin and clothing colors. This is also a great time to add hair and clothing accents.
Making use of the character
It’s now time to experiment with the figure. Try grouping the sleeves, arm, hand and fingers into one shape, then rotate that shape to move the character’s arm. Make the character “jump” by rotating the arms and legs outward, then adding in a dark circle to represent the ground below. For an extra challenge, flip the character upside down and have it do a handstand.
With such a versatile, easy-to-modify cartoon, it’s hard to imagine going back to pen and pencil.
http://illustration.suite101.com