![]() I recommend many hours of considered browsing there. You can find even more of Toth’s mind blowing stuff here on this amazing fan maintained web gallery. Note the many grids of comics like panelled doodles. ![]() Looser, tentative in places, sketchy, thinking out loud, showing his general exploration of design and study of people. And on the other side, samples from his personal sketchbooks. #Simple comic character design professional#On one side here, we have many examples of his PROFESSIONAL character and prop work in the form of fairly finished model sheets. A lot of experimentation and exploration, either for fun or in the name of ideas he was hired to give form. I’m going to share with you here two big sets of Toth’s work to show you how it was never magic. That looks effortless but a lot of planning goes into it! A role model to many modern artists including myself.Īnd notable most of all for his clean distinctive sense of design, form and line. To start here, I’ve collected some examples of Alex Toth’s work for animation character design, because he was one of the best! Gave his designs a lot of vitality, personality, and had a knack for strong and distinctive looking characters. He was great, and prolific! And a devout life long student and researcher. In ALL styles, the characters silhouette and distinctive traits are what makes us recognize them fast, so it’s good to spend some real time thinking about style and visual language, nail that all down before we have to draw them hundreds of times in our comics! As we move towards more cartoony styles, body language gets more exaggerated, and features can become much more distorted and distinctive as well. Think Clark Kent’s glasses vs Superman’s spit-curl. Finding ways to give them distinctive traits that let us tell people apart. ![]() If we’re doing more realistic, or super hero characters, then we want to think about things like hair style, age, presentation and body language. Part of this is down to the style you draw in. Be creative about it, look for good ideas always.īut beyond the realm of realism, there’s a lot of comics! And for the best, there’s a lot of design that goes into character, world and prop building for them too. If your comics take place in the now, then you don’t have to think as hard about it, just pick locations around you. I’ve posted about the writing side of inventing characters, with comics of course the visuals are just as important, and by extension, often the world you set around them.
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