You are on page 1of 14

Creating concepts with David Sequeira

In these mini tutorials we will be exploring some approaches to concepting charac-


ters and creatures in any 2D digital software. Senior concept artist David Sequeira
will guide you through his process for creating three fantasy and sci-fi designs,
using a different ideation technique for each.

Concepts © David Sequeira | artstation.com/artist/david_sequeira

2
3
Figure Drawing for Concept Artists

Warrior in his overall body, but is echoed in the negative


space created by his legs and even under his
Silhouettes arms in some poses. A triangle is quite a static
We’ll start off by creating a generic fantasy shape, but with one foot placed slightly further
mercenary using a front-view silhouette forward, and the addition of some clothing,
technique, incorporating elements of gesture we will bring more of a sense of motion to the Above left
and negative space as discussed in Figure silhouette. Creating a strong,
Drawing for Concept Artists. This method is easy distinctive silhouette is
to use when creating model sheets as part of a Sketching a good foundation for
professional concept art pipeline. One of the most fun parts of the process is just your sketch.
creating random designs, using the silhouettes
I’m working in Adobe Photoshop here, using as a base to work on top of with loose lines. Above right
a chunky brush that resembles charcoal. Even Here I start to flesh out the design with clothing Triangles will be a
at this early stage you can add a lot of mood and accessories. When creating the costume, I recurring part of this
and gesture to the character – in this case, keep in mind what kind of cultural background character’s shape,
the relaxed confidence and power of a typical and role the character might have; in this case, I strengthening his
veteran warrior. am blending classic fantasy barbarian clothing design.
with plate armor like a knight’s. Even if you’re
Geometry creating a fantasy character, you can maintain Right
The silhouette’s main “shape” is that of a a sense of functionality and purpose in their Explore different
triangle pointing upwards, which helps to clothing and let the costume tell a story of its costume variations by
lend the character his sense of strength and own. However, don’t spend too much time on sketching lightly on a
balance. The triangle shape is not only present this stage – keep your drawings loose and clean! new layer.

4
Downloadable resources

5
Figure Drawing for Concept Artists

Line art Grayscale I don’t make it too shiny and reflective, but
I choose the thumbnail that matches my Adding a skirt gives more dynamism to the enough to create a weathered metallic finish.
central idea and seems best suited for the clean costume, creating another “triangle” that Looking at photographic or real-life references
line drawing (in this case, the third thumbnail). reinforces the main gesture of the body. I start of metallic surfaces is valuable at this stage.
If you were working on a project with an art the grayscale shading process by applying a And now the concept is complete.
director, this might be the stage at which they gray base to the character – first one shade,
choose parts or pieces of several thumbnails then others separated into layers for skin,
that best match the brief. I start to draw with armor, cloth, leather, and so on. This enables
clean lines that are easy to read, reworking any me to adjust one layer’s properties without Above left
anatomical details, proportions, or perspective changing the others. A very dark costume can Note the recurring
details that need correcting as I go along. Keep make a character look evil, so I use a balance triangular details in
the design fairly simple at this stage – you of light and dark grays to give this warrior a his armor, echoing
can always add more armor, such as shoulder neutral appearance. his overall shape and
plates and a helmet, after this initial layer. stance.
Shading
The lines of the armor and cloth can add some The final step is adding light and shading to the Above right
motion and volume around the body, which character, based on a light source that’s almost Apply flat gray tones on
will make it easier to create grayscale tones and frontal and slightly above the character. I new layers to establish a
shadows later. Approach clothing and fabric in merge all the gray layers and create a new layer simple base for shading.
the same way you would approach the gestures above them set to Multiply mode. In this new
of the character’s body. Even when drawing layer, I use gray to paint in the shadows. Then I Right
weapons and armor, you can use them to add create a new normal layer between the shading Use quick shading to
motion and visual flow that lead the viewer’s and the line art, on which I start to refine the capture a light source
eye to the main focal point of the figure (in rendering to make it more smooth. For the and differentiate
this case, the head). I often create the face last, metal surfaces, I use a lighter gray and start between the materials of
allowing me to focus only on the costume. to paint the zones where the light hits directly; the character’s costume.

6
Downloadable resources

7
Figure Drawing for Concept Artists

Left
Some different methods
of visualizing a
character’s shape: rough
gestures on the top row;
flat overlapping shapes
on the bottom left; and
the three-dimensional
inner flow of forms on
the bottom right.

Top right
A balance of angular
and curved surfaces
creatures a balanced
appearance that’s
neither too gentle nor
too aggressive.

Bottom right
Establishing the
character’s design with
a cleaner line drawing.

Cyborg improving your approach to gesture, turn to a balanced look that is ideal for a neutral or
page 36 of Figure Drawing for Concept Artists. protagonist character.
Outlines
We’ll approach this second character with Lines and shapes Sketching
a different technique. I want to design a Even if the character is a cyborg or robot, Here I am building up the shapes and pose of
mysterious, somewhat feminine cyborg, with consider how lines and shapes can create a the character, keeping in mind my idea of a
a touch of an assassin. Here I use hierarchies psychological impact on the viewer. This rule feminine assassin cyborg so I don’t lose those
of large, simplified shapes to visualize the is not set in stone, but curvy lines give a more aspects as I draw. I also try to preserve the
most important forms. I also bear in mind gentle aspect, while straight lines are more sense of motion and direction present in the
principal flow, which is the overall shape and aggressive. On the left, you can see how the thumbnail. I stylize the legs to be a little bigger
movement of the body or object, and inner flow, curved lines help to create a gentle flow in than normal, so that I have a larger surface to
which is the lines and overlaps that suggest the character. In the center, you can see how work with when adding detail and tone later.
volume, folds, and mass within the figure. In angular lines create more aggression and The cyborg’s nutcracker-like joints become a
these sketches you can see how I visualize the hardness, which is often used when designing recurring visual theme; repetitive shapes or
character’s body: first as gesture sketches and enemies. Finally, there’s a hybrid version with details help to convey a mechanical feeling, and
flat overlapping shapes, then as forms with some curves and angular interruptions in it’s subtle ideas like this that give a character
inner flow and volume. For more tips about some places, creating a sense of rhythm and more flavor!

8
Downloadable resources

9
Figure Drawing for Concept Artists

Line art Grayscale


I begin the final line art on a new layer, using I add the gray base on a new layer underneath Above left
clean lines for a more sci-fi feel. If you struggle the line art, as covered in the previous project. The finished line art
to draw mechanical parts, just use some I use darker tones for the base this time, to with added joint details.
reference material and adapt a few specific create more of a stealth or combat vibe. To keep
parts to your character; this allows you to bring the dark grays from becoming overwhelming, Above right
in real-world elements without losing the flow I balance them out with high-contrast focal Darker tones befit an
of your drawing. Try to use common sense areas such as the face, making the overall tone assassin-like character.
when drawing joints, mentally visualizing how seem more neutral.
the mechanical parts would move. If you’re Top right
part of a professional project with 3D modeling Shading The final design after
and rigging artists, it’s important that your The last step is adding shading and tiny details. shading and detailing.
design works in different poses. This type of I shade with a simple hard-edged “cel shading”
dynamic pose helps to show how the character style, typical of animation, using only one Bottom near right
might move, compared to a static standing pose level of shadow and one highlight to denote Extra bevels add more
like in the previous concept. reflective materials. Adding extra lines and volume to the forms and
bevels to some areas, such as the legs, creates shading.
I am also careful not to overload the design with more interest and volume, making it easier to
details, so the viewer’s eye doesn’t get tired. For read the character’s shape. And after that, the Bottom far right
example, the character’s legs show a balance of concept is finished! To distinguish between
detailed areas and smooth surfaces. Similarly, I reflective materials from
add lots of mechanical detail around the head matte ones, just add a
to make the human face pop out visually. brighter highlight!

10
Downloadable resources

11
Figure Drawing for Concept Artists

Creature plausible, even if it’s a cartoon. One of my Sketching


thumbnails is a toadstool creature, so I After the thumbnail process is complete, you
Thumbnails draw studies of real toadstools that might should have an idea of which concepts to
For this third concept I will be creating a be relevant. develop into a final drawing. Grab the parts
cartoonish forest creature. This requires a that you feel are interesting as a starting point,
different approach because it’s more stylized, 2. Some organic objects have a natural flow and start a new sketch to push the gesture of
but I still want the design to have a natural flow. that can help to push the overall gesture the character. Here I’ve chosen the overall idea
When you create a cartoon or stylized character of the subject, such as the leaves and bark of the elderly toadstool thumbnail, but added
or creature, their materials and surface texture texture on these plants. aspects from the others, like the mushrooms
can help you to convey a lot about them – half growing on his head. Roughly joining these
the work is done if you can decide what they 3. 
Adding moss, ivy, or other graphical ideas together, I make a cleaner sketch with a
are made of! Here are my rough thumbnails elements to these rocks helps to create more exaggerated pose.
to start off with, experimenting with different shape and volume.
shapes and organic materials.
4. After a while you will develop a mental Above left
Research and imagination library from which to create familiar Thumbnails for an organic forest
When you start out designing a character, objects with fantasy or alien aspects, creature.
creature, or even architecture, understanding without needing reference.
its materials will help you to show gesture and Above right
form. Here are some quick tips that will help 5. Surface texture can help to give form and Research the different aspects of your
you to use your time wisely in the early stages directional structure to your subject. design and experiment with how you
of concepting: will depict them.
6. Mixing all these aspects and approaches
1. References are fundamental. They give you together – real life, stylization, and Right
a better understanding of the subject imagination – can bring more strength to Piece together the final idea from
and make your design more real and your drawings. aspects of the previous thumbnails.

12
Downloadable resources

13
Figure Drawing for Concept Artists

Line work
I reduce the opacity of the sketch to 20% and start to
refine the idea on a new layer. The creature’s face is the
main focal point, so I leave some open space on the right-
hand side to lead the viewer towards it. The flow of the
beard also directs the viewer towards the creature’s face,
though I reduce the amount of detail nearer the face
so that the beard does not become distracting. When
drawing the arms and legs, I add some flowing textural
lines that create direction and volume. To help with
shading later on, the weight of my lines is influenced
by where I imagine the light source to be: the lines are
lighter on top of the character, and thicker underneath.

Grayscale
I add a gray base underneath the line art, the same as
in the previous projects. The tones are similar to a real
mushroom, with a dark cap and lighter body underneath.
Keeping this in mind, I play around with the contrast of
the mushroom’s body, using the dark beard to help the
face pop out.

Shading
I use the same approach as the cel shading in the previous
project, but this time I use an opaque textured brush,
which saves a lot of time in adding variation and flavor to
the shading process. I start applying the shading, keeping
the light source in mind, on a layer in Multiply mode.
Because the line art already has some internal flow and
motion (like the creature’s arm, for example), I make
sure the shading follows the same direction to add the
correct volume. For the highlights, I work on a new layer
in normal mode, focusing on the nose to keep the face as
the main focal point. After that, the concept is finished.

Top near right


I put more emphasis on line weight here, as it helps
to convey the surface and texture of the character.

Bottom near right


The final design with added shading.

Top far right


Applying flat gray tones on a new layer.

Bottom far right


Gentle blending in a circular motion, especially in
light or rounded areas, makes the shading feel less
smooth and digital.

14
Downloadable resources

15

You might also like