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🎯 Character Design Breakdown — Part 2: From Sketches to Final Concept Hey folks — welcome back! In this video, we’re picking up right where Part 1 left off — taking our chosen thumbnail and backstory, and turning them into a fully fleshed-out, production-ready character concept. This is still part of the real test assignment I mentioned before, so I’ll walk you through not just the artistic side, but also the practical thinking behind making a design clear, and easy to hand off to 3D. We’ll cover: ✅ Why I slow down before jumping into the “final” sketch ✅ Using support sketches to solve design problems early ✅ Choosing poses for clarity and personality ✅ Quick tricks for building the back view ✅ Blocking local colors & applying the 80/20 palette rule ✅ My clean, no-mess shading workflow ✅ Refining materials so they read clearly in-game ✅ Adding presentation polish for portfolio or test briefs Whether you’re a concept artist, illustrator, or just curious about what happens between a loose sketch and a finished character sheet — I hope this gives you useful ideas to refine your own process. 🧠 New here? I make videos about art, design thinking, and creative process — with plenty of sketching, honest takes, and occasional caffeine-induced rambling. Subscribe if you’re into that. 📌 Part 1: [link to Part 1] 📌 Part 3 (coming soon): We’ll focus on gear design, wrap up the second sheet, and add color to the early research sketches. 👇 Drop a comment — let me know what resonated, what you’d like to see next, or just say hi. 🎨 Tools used: Photoshop Wacom Intuos Pro Brains, deadlines, and coffee #characterdesign #conceptart #digitalart #artprocess #illustration #sketching #artyoutube #artistlife