Character Style Research
I need to define a character style that I enjoy the look of personally, and is relatively simple as detailed modelling is not the focus of this project. I'm envisioning a style of character that would fit into a modern city setting. The fashion as well will be inspired by current and recent fashion trends - further research and reference collation to be done at a later stage. Before having delved deeply into finding artist inspirations, I'm thinking that I will look into different 2D cartoon styles as well as low-poly 3D styles. There are a lot of differing simple cartoon styles that I could draw inspiration from. Apart from its simplicity, what also draws me to low-poly styles is the sharp edges as I quite like making my art a little angular.
2D Inspirations
Adventure Time
I think I'd like my characters to have more form than this and I don't want my model to be based off of tubes. I do quite like the movement and tone in Adventure time.
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| https://characterdesignreferences.com/art-of-animation-4/art-of-adventure-time |
Kipo
I like the sharpness of Kipo's art style and thing this could lend well to a low-poly look as well, but I do think the style is a little too spindly.
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| https://www.chuwenjie.com/filmtv/kipo |
Bee and Puppycat

Pokemon
The Pokemon character style is quite solid and has a good level of simplicity.
Looking at their 3D character models as well, I think they could be more stylised as they're a bit boring, but I quite like the body proportions generally.
Other artist works
Of course, I like the sharpness of this work, but the dynamic proportions are also interesting. I don't think I'd have the character heads so large on my model, but areas of interesting size variation such as between the thighs and calves could be fun to explore.
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| Artist: 87kt_ |
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| Artist: Deppa |
This is actually kind of an in-between of the two styles above, and similar to the Pokemon style. It's a nice balance and I also like the slightly large hands and feet.
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| Artist: evilstapler |
3D Inspirations
Ivan Constanta
Ivan follows a self-described low-poly style that focuses more on creating detail through his hand-painted textures. I would argue that his work is actually quite high-poly, though the shapes are very simple. He posts many screenshots and renders of his work on his Pinterest account which is very helpful, although he works in Blender.


Some of his face models are actually quite detailed as seen below.
| i cant remove | |||||||||||||||||
| these two rows |
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| https://nz.pinterest.com/pin/957437202040771477/ |
This video posted on Pinterest shows his modelling and texturing process.
And this video shows a head movement rig.
jumpbreak96 (tumblr)
It's a bit difficult to tell what this artist's topology looks like as I haven't found any posts showing this and their shaders have a very 2D look. Their texturing is something I'd definitely want to try to replicate. In terms of the character designs and models themselves, their body proportions are maybe a bit more realistic than what I'm after for this project.
| https://jumpbreak96.tumblr.com/post/779570209780629504/wavelength-3d-model-comm-for-ikaribunbun |
Their 2D face rigging is another thing I'd like to try to recreate or, at the very least, understand.
| https://jumpbreak96.tumblr.com/post/780288805173379072/zipper-3d-model-for-creepincrawl |
This in-program screenshot shows one of their 3D models a little clearer. I enjoy the sharpness of the edges.
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| https://jumpbreak96.tumblr.com/post/777550748632350720/grime-action |
Raildo GameArt
This style is probably closer to true low-poly than the other two as it uses very minimal polygons - just enough to communicate the shape of the character effectively. They also use pixel art textures, fully going for the low-poly aesthetic in this way as well.
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| https://www.reddit.com/r/low_poly/comments/1cccgwg/lowpoly_character_with_pixelart_textures_koh_ellya/ |
They link this YouTube tutorial for creating 2D face animation rigs.
Next Step: Ideation
I'll spend the next few days (where I'm not busy) doing some stylised figure sketching. Based on my research and references, I'll try to play with:
- shape language (although I expect I'll lean towards something sharper)
- distinction of form, whether exaggerated or simplified
- proportions - especially that of head size, hand and feet size, and face. Most other variables could be adjusted dependent on the specific character and aren't so core to the overall style.








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