Detailed Thumbnailing
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lesson video
Detailed Thumbnailing
courseThe Character Concept Art CourseFull course (34 lessons)
$150
comments 1
Ted Bradshaw
Cleaned up the thumbnail & added a few more details to reinforce the concept of this character as a resource drop. I wanted something players could see from a distance and wanted it to reinforce the nature of a character with a lot of secondary movement.
LESSON NOTES

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Setup

Start by dropping your rough into a new, roomy canvas. Give it space to breathe. Lower the layer’s opacity to around 50% and sketch on top. Treat it like a cleaned-up sketch, not a final drawing. You’re exploring, not committing.

Shape and silhouette

Design the silhouette first. Push shape design, interesting negative space, and asymmetry. Exaggerate the big, defining props so they read in the silhouette. If a rolled-rug canister is key to her identity, make it big and clear. Keep shapes simple and fun, then refine later.

Anatomy first

Block in the underlying anatomy to support everything else. Adjust proportions, head tilt, shoulder height, hip shift. Keep the pose simple if that helps. You can dress them later, but build on a believable structure now.

Stay loose

Draw messy on purpose. Think gesture, not rendering. Messiness invites ideas. Little scribbles and “happy accidents” suggest designs you would not have planned. Try hairstyles, swap arm positions, change hand shapes. You’re discovering the character.

Iterate and flip

Flip your canvas early and often. Fix balance issues the moment you see them. If the character is tipping, adjust now. It is much easier here than later.

Transform tools

Use Free Transform, Distort, and Warp to test proportions, stretch limbs, or shift weight. This stage is for big moves. No preciousness.

Value only

Work in black, white, and gray values. Focus on shape clarity and read. Color can wait. Zoom out often to check readability and avoid getting sucked into tiny details.

Function first

Design choices should work in the real world. Ask how that prop attaches, hangs, and moves. Could it animate? Would physics make sense? Cool ideas need functional logic to survive production.

Outfit ideas

Use broad, graphic shapes to suggest clothing, gear, and asymmetrical elements. Introduce a design motif and sprinkle it around. Keep it light, avoid fussy detail, and let the anatomy show through.

Line love

Lean on line work if it helps. Alternate erasing and drawing to clean up and clarify forms. You can even let some line live into the final if it adds life.

Process mindset

  • Flip, adjust, and experiment constantly.
  • Stay zoomed out, keep the read clear.
  • Move fast with your hand, slow with your brain. Make purposeful marks.
  • Do not render faces or tiny stuff yet.

Take your time here. Decisions you make in this stage carry the whole project. Build a strong base, and the rest of the painting becomes play.

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COMMENTS
Dave Greco
That messy stage between a rough thumbnail and a final design is crucial. Let's take a rough thumbnail and develop it into a more detailed sketch. We'll focus on infusing personality through shape design and silhouette. I'll walk you through my process of refining anatomy and proportions while staying loose and open to discovery.
Ted Bradshaw
Cleaned up the thumbnail & added a few more details to reinforce the concept of this character as a resource drop. I wanted something players could see from a distance and wanted it to reinforce the nature of a character with a lot of secondary movement.
Hans de Winter
Super cool designs! Not sure how it works exactly, but perhaps you’d like to post this under the assignment video as well to be considered for the feedback video by Dave. Not sure if they will check here for candidates for that…
Ash
4mo
These guys look cool! I like the 1st one with 4 arms because it's a stronger silhouette. But I don't think he needs the curvy tail.
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