Video summary

How I make my character designs BETTER

Main summary

Key takeaways

Art and Creativity

Summary of the video

The creator demonstrates an iterative character-design workflow to “level up” a flat, generic concept into a more detailed, stylistically consistent character. The example character is a redesigned VTuber model as a League of Legends–inspired champion, intended to feel timid/inexperienced while belonging to Noxus.

The process includes:

  • Choosing among thumbnail poses
  • Building structure with loose sketching
  • Inking with simplified construction lines (e.g., using rulers)
  • Applying flat colors
  • Adding controlled detail/patterns
  • Running a second pass to correct silhouette/pose and to update the Noxus shape language using newer references

Artistic techniques & creative concepts shown

  • Thumbnail exploration + design intent matching

    • Multiple concept thumbnails are generated.
    • The creator selects the design that best communicates the intended character traits (uncertain, defensive, novice) rather than purely what looks “cool.”
  • Pose design as storytelling

    • The pose is adjusted to better convey:
      • timidity (earlier chest-clutching idea)
      • weight/balance of a large weapon (later shoulder-balancing attempt)
      • nervousness vs. stiffness trade-offs
  • Two-phase drawing workflow (sketch → structure/ink → color → details)

    • Sketch phase: loose, fast, pose-focused; multiple iterations
    • Inking phase: major forms first; simplified “final line” construction
    • Color phase: flat colors early, then refine harmony and details
    • Detail phase: patterns/ornamentation added gradually with attention to readability
  • Style adaptation via reference

    • Face features are adjusted to better match a Riot/League of Legends look (more defined nose/lips).
    • Helm/armor proportions are exaggerated for “protagonist energy” while still fitting the LoL vibe.
  • Cultural/region shape language translation (Noxus)

    • First pass references older Noxian champions (curved/spiked motifs).
    • The creator realizes the shape language is outdated compared to newer Noxian champions.
    • Second pass updates the design to newer Noxian traits:
      • more straight lines
      • more triangles/facets
      • crystalline/angular spikiness
  • Reality-inspired armor construction

    • Clothing/armor elements draw inspiration from real-world garment and armor logic, such as:
      • gambeson padding/string concepts informing shoulder/cloth details
    • Armor utility details are added (gauntlet plating, coif/neck protection logic).
  • Controlled detail strategy (areas of rest)

    • The creator emphasizes avoiding “noise” by leaving resting areas without excessive micro-detail.
    • Over-texturing is later recognized as harmful to readability.
  • Layer-based experimentation (iteration-friendly)

    • Multiple layers are used for different decoration/detail sets.
    • Decoration layers can be toggled on/off to compare how much ornamentation helps.
  • Outline-layer style for rapid geometry/pattern iteration (Clip Studio Paint)

    • A new layer style is created so lines automatically generate outlines.
    • It’s used to quickly test:
      • helmet geometry
      • rivet-like details
      • gold trim and decorative accents
      • weapon ornament shapes
  • Color harmony via desaturation + “pop of color”

    • Initial flat color choices are adjusted for harmony.
    • Overly bright colors are desaturated until they work together.
    • A limited saturation accent is kept (e.g., ribbons).
  • Non-destructive editing with layer masks

    • Weapon-overlap corrections use layer masks instead of erasing, allowing the weapon to be revealed/hidden without losing work.
    • Hand/weapon contact realism is improved using masking and occlusion.
  • Weapon design problem-solving

    • Multiple halberd silhouettes and ornament types are tested:
      • an early concept becomes awkward/goofy
      • an accidental “Mega Star” similarity occurs
      • the design ultimately shifts to a clearer, more believable axe-like weapon silhouette
    • The weapon is later re-ornamented with more triangles/spikes consistent with modern Noxus.
  • Dimensionality via small occlusion shadows

    • Tiny crevice shadows add dimensionality without relying on heavy shading.
  • Second iteration for improved satisfaction

    • A redesign is made because:
      • the Noxus shape language was outdated
      • the pose didn’t communicate timidity and weapon weight as intended
      • weapon silhouette/ornament clarity needed improvement

Step-by-step process (as shown)

  1. Generate thumbnails

    • Create multiple character design thumbnails with varied pose/shape ideas.
  2. Select based on communication, not just aesthetics

    • Ensure the chosen concept matches intended personality/tone (uncertain/novice).
  3. Sketch loosely for pose & overall structure

    • Keep sketch phase fast and low-detail.
    • Test multiple poses (including “one more pose” even after liking one).
  4. Develop distinctive visual identity

    • Exaggerate unique elements (helmet proportions, special horn/spike motifs).
    • Use region-specific shape language (Noxus spikes/triangles).
  5. Rough-to-ink transition

    • Inking focuses on major forms and construction clarity.
    • Use tools (e.g., ruler) for clean weapon shaft/structure rather than freehand.
  6. Add flat colors

    • Place early flat colors to establish the palette.
  7. Fix color harmony

    • Desaturate overly bright areas until colors “work together.”
    • Leave one controlled saturation accent (e.g., ribbons).
  8. Add patterns/details gradually

    • Use an outline-layer style to quickly prototype geometric/trim details.
    • Aim for “areas of rest” to prevent noisy designs.
    • Iterate by toggling decoration layers on/off.
  9. Handle overlap using layer masks

    • Mask weapon sections behind the hand to imply holding rather than floating.
  10. Do a second pass when references/intent aren’t met

    • Update region design language (older → modern Noxus).
    • Redraw pose and weapon to better communicate story and silhouette.
  11. Final polish

    • Add small occlusion shadows in crevices for life/dimension.
    • Optionally create a separate color variation (e.g., a darker coat version).

Featured creators / contributors

  • No explicit other creators are credited in the subtitles.
  • The character inspiration/reference uses League of Legends / Riot characters (not credited as contributors), including:
    • Darius
    • Ambessa

Only the video creator is speaking; no additional credited artists are mentioned.

Original video