What to Study Next to Improve Character Drawing Skills

For many artists, the journey begins with figure drawing and studying proportions. It is an excellent foundation. However, once an artist becomes comfortable with the basics of the human form, the question inevitably shifts from "how do I draw this?" to "what do I study next?"

Moving from semi-realistic figure studies to stylized character design requires a shift in focus. You have built the engine; now you need to learn how to drive it. If an artist is struggling with specific areas like faces or feels stuck in a realism loop, they need a structured roadmap to bridge the gap between copying life and creating unique characters.

Priority One: Head Construction and Facial Features

Since the original query mentioned specific trouble with faces, this should be the immediate priority. Drawing a face from the front is relatively intuitive, but turning that head in space often leads to distorted features and blank canvases. To fix this, an artist must stop "drawing features" and start "building heads."

Adopt a Construction Method

Rather than drawing an oval and guessing where the eyes go, rely on established construction methods. The most popular is the Loomis Method, which breaks the head down into a sphere and a distinct plane for the jaw. This method provides a roadmap for placing the brow line, hairline, and ears regardless of the angle the head is turned.

Using a construction method helps in two ways:

  • It solves the "blank page" syndrome: Instead of wondering where to start, you simply draw the sphere and the cross (center line and brow line).
  • It ensures consistency: The features will sit correctly on the skull, preventing the "wandering eye" or misaligned jaw problems common in intermediate drawings.

Study the Planes of the Face

Realism teaches us to see the contours of the face, but character design requires understanding the planes. The face is not a smooth surface; it is a collection of flat surfaces changing direction. The forehead, bridge of the nose, cheekbones, and chin all catch light differently.

By studying the Asaro head (a stylized model of the human head broken into planar facets), an artist learns to shade and draw features with volume. This is crucial for stylization. When drawing an anime or cartoon nose, for example, the artist is essentially simplifying these complex planes into a single shadow shape or a few lines.

Priority Two: Anatomy for Movement, Not Memorization

Improving proportions is a great first step, but proportions are static. To create dynamic characters, one must understand anatomy for movement. An artist does not need to know the Latin name of every muscle, but they must understand how forms change when the body moves.

Landmarks and Origins

Focus on skeletal landmarks first. These are the bones that are visible on the surface of the skin, such as the collarbones, the elbows, the knees, and the hip bones (ASIS). These points do not change shape regardless of how much muscle or fat a person has. They act as the anchor points for your drawings.

Next, study where muscles connect to these bones. If the shoulder raises, the clavicle moves. If the arm lifts, the pectoral muscle gets pulled upward. Understanding these connections allows an artist to draw a character flexing, stretching, or fighting without the anatomy looking "broken."

The Concept of Bean and Sausage Forms

For stylization, anatomy is often simplified into "bean" forms for muscles and "sausage" forms for limbs. Practice drawing the underlying anatomical structure first, and then draw the character design over it. This ensures that even a highly stylized character feels like they have solid bones and muscles underneath the skin.

Priority Three: Form, Perspective, and Foreshortening

One of the biggest hurdles in character drawing is making figures look three-dimensional. If a character looks flat, or if their limbs look like paper cutouts, the issue is likely a lack of perspective application to organic forms.

Drawing Through the Form

A common mistake is drawing the visible lines of a limb and stopping there. To improve volume, an artist must practice "drawing through." If drawing an arm, visualize the cylinder it is enclosed in. Draw the entire cylinder, including the back lines that are obscured by the body.

This technique forces the brain to acknowledge that the object has mass and occupies space. It helps in placing the joints correctly at the ends of the cylinders rather than floating them awkwardly in space.

Foreshortening

Foreshortening is the visual distortion that happens when an object is angled toward the viewer. A pointed finger looks much shorter than an outstretched hand, even if the actual length hasn't changed. This is often where artists get frustrated and leave drawings unfinished.

To study this, practice drawing basic geometric shapes (cylinders, boxes, spheres) from extreme angles, then apply those angles to limbs. Photographing one's own hand or foot in extreme foreshortened positions provides excellent reference material to study from.

Priority Four: Bridging the Gap to Stylization

Since the goal is to move away from strict semi-realism, the final phase of study involves learning how to simplify reality. This is not about ignoring rules; it is about knowing which rules to exaggerate and which to hide.

Shape Language

Every character can be broken down into three primary shapes: circles, squares, and triangles.

  • Circles: Soft, friendly, harmless, cute.
  • Squares: Strong, stable, stubborn, dangerous.
  • Triangles: Dynamic, fast, sneaky, evil or agile.

Assign a dominant shape to a character before drawing them. If a character is a gentle giant, design them using mostly square shapes for stability but round off the corners to make them soft. If a character is a swift rogue, use sharp triangular shapes for their nose, chin, and posture. This consistency in shape language makes character designs readable and appealing.

Exaggeration and Silhouette

Stylization is largely about exaggeration. If a character is strong, make them broader than a real human could be. If they are fast, lengthen their limbs. The key is to push the design until it almost looks broken, then pull it back slightly.

Test the strength of a design by looking at its silhouette. Fill the character in with solid black. Can you still tell who it is and what they are doing? If the silhouette is unclear, the internal details won't save it. A distinct silhouette is the hallmark of a successful character design.

A Practical Study Routine

Knowing what to study is only half the battle; knowing how to practice is the other. Here is a recommended routine to implement these concepts effectively.

1. The 15-Minute Warm-Up

Before starting any serious work, spend 15 minutes drawing basic forms. Draw cubes, spheres, and cylinders rotating in space. This "greases the gears" in the brain for thinking three-dimensionally.

2. Focused Drills

Dedicate 30 to 60 minutes to a single topic. Do not try to study everything at once.

  • Monday: Head construction (Loomis method) from different angles.
  • Wednesday: Anatomy landmarks (drawing the skeleton over photos of models).
  • Friday: Hand and foot foreshortening studies.

3. Apply and Simplify

After studying from reference or a book, spend the last 20 minutes of the session drawing from imagination. Attempt to apply the lesson just learned. If the lesson was head construction, draw a character from your mind turning their head. If it fails, identify why, and that becomes the focus for the next session.

Conclusion

Improving character drawing is a marathon, not a sprint. The frustration felt with difficult drawings, like the blank faces mentioned earlier, is simply the brain encountering a gap in its current knowledge. By shifting focus from copying what is seen to constructing what is imagined—through head construction, anatomical landmarks, perspective, and shape language—that gap will close. Keep the practice consistent, be patient with the progress, and slowly but surely, the characters on the page will begin to match the vision in the mind.

This guide was inspired by a community question. View original discussion