Ugly characters

What's the secret to making a character that's meant to be conventionally unattractive in canon, yet looks good design-wise? How does it differ from a downright ugly design?

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  1. 8 months ago
    Anonymous

    That's very difficult to explain around here because, on average, Cinemaphile can barely tell the difference between "a good character design" and "a character I want to frick."

    But anyway, "appeal" doesn't necessarily involve conventional traits of physical attractiveness (and it's perfectly possible to design a character that fits that exact bill and it's still unappealing). It's a famously mysterious and elusive matter as a design directive , but even if that's well known some still obsess about methods and try and codify formulas about it (even before you could literally do that with AI); since that inevitably gets repeated and imitated, it's kind of a self-defeating endeavor as freshness and personality are a huge part of it. Either the designer gets in on an intuitive level, or he doesn't.

    • 8 months ago
      Anonymous

      While I agree with some of your statements, particularly about Cinemaphile not knowing the difference between "well designed" and "frickable", i do think theres ultimately a formula to find, but the reason why its so difficult is that the human mind is a strange thing that doesn't work the way a machine does

      Speaking of machines, I can't help but get the slightest feeling you're an AI-NPC trying to sell me on your slop
      So I'll be having none of that, no siree

    • 8 months ago
      Anonymous

      While I agree with some of your statements, particularly about Cinemaphile not knowing the difference between "well designed" and "frickable", i do think theres ultimately a formula to find, but the reason why its so difficult is that the human mind is a strange thing that doesn't work the way a machine does

      Speaking of machines, I can't help but get the slightest feeling you're an AI-NPC trying to sell me on your slop
      So I'll be having none of that, no siree

      I don't think there's a formula. It all comes down to whatever a person thinks is attractive.

      • 8 months ago
        Anonymous

        >Cinemaphile can barely tell the difference between "a good character design" and "a character I want to frick."

    • 8 months ago
      Anonymous

      Hire fans to do what? This is a still image, AI can't make animation out of it.

      • 8 months ago
        Anonymous

        >attempting to rationalize with an AI loving streetshitter
        i shiggy diggy

  2. 8 months ago
    Anonymous

    With Quasi, they kept him in the Disney style (soft shapes, few edges, bright colors) but gave him jacked up proportions. So it might just be a matter of making the character look like it belongs in that world, but different enough from the crowd that it's believable that other people would find the same character ugly.

    A straight up ugly design would be something that just doesn't fit in the world you made. Imagine one of those super detailed, gross out frames from a cartoon like SpongeBob. But instead of just being used for a one off gag, that's just how the character normally looks.

  3. 8 months ago
    Anonymous

    Animation and good posing is often key for a character to look good even when they don't traditionally look good. If you can give your character some aspect of humanity then the audience will likely enjoy it.

  4. 8 months ago
    Anonymous

    Write them to be:

    1. self-aware
    2. relatable

    Simple as that.

    • 8 months ago
      Anonymous

      clayface is cute -_-

    • 8 months ago
      Anonymous

      Anon, what does writing have to do with a character's *design*?

      • 8 months ago
        Anonymous

        Sometimes they go hand in hand.

    • 8 months ago
      Anonymous

      I Am Not Dtarfire is self-aware about her ugly appearance and relatable to a lot of women, but Cinemaphile still hates it...

      • 8 months ago
        Anonymous

        tbf her character design is perfectly fine
        the reason why it sucks is the dogshit writing

      • 8 months ago
        Anonymous

        She isn't a likeable character personality-wise, and gets everything she wanted without really growing. That does more harm than good on whether or not she's relatable.

  5. 8 months ago
    Anonymous

    A strong design should still have an overall flow to it - color palette, shape language and silhouette are all factors to consider. You can also alter the placement of features and to some extent the proportions, but you'd want to make sure the character still matches the desired art style while making those kinds of changes.

    If you look at Quasimodo, he has a strong silhouette, a simple but strong color palette. His proportions and the placement of his facial features are different from other humans in the movie, but he still has large eyes characteristic of Disney.

  6. 8 months ago
    Anonymous

    Well always start with a strong silhouette.

  7. 8 months ago
    Anonymous

    There is no secret. The rules for designing an “ugly” (or monstrous) character aren’t any different from the rules for designing *any* character. As long as you remember the fundamentals, you can make your characters look however you want.

  8. 8 months ago
    Anonymous

    I'm sorry but I always thought he was kinda cute...

  9. 8 months ago
    Anonymous

    It's pretty simple. Find the features that are most exaggerated in the art style, then exaggerate them further. Also, while the deformities must break the symmetries of the normal cast, you can still adhere to pleasing symmetries WITHIN the deformities (Quasimodo in the OP pic offers multiple examples, such as the view of his nose or the overall shape of his eye lump, to name a few).

    To boil it down, simply treat each deformity as an individual character and make it, of itself, nice to look at.

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