Cindy Zhu.
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How to draw anime and cartoon characters

Hey, it's Cindy ๐ŸŒฑ You commented draw, so here is the whole thing: the light guideline method I start every drawing with.
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the one idea

You're not drawing a face, you're building a head

Almost every beginner draws the outline of a face first, then tries to fit eyes and a nose inside it. That is why the features end up crooked, the head goes flat when it turns, and every character comes out looking like the same person.

Real illustrators do the opposite. They build a three-dimensional object first, in light throwaway lines, and only then hang features on it. The whole craft is that order. Construction first, decoration last.

So this guide is built in that order too. Light lines, then structure, then the face, then the body, then the fun part where your drawing turns into a song.


start here, always

The light guideline method

This is the one I start with every single time, and it turns out to be a hundred year old professional convention with a real mechanical reason behind it.

Comic and animation artists roughed their drawings in a pale cyan pencil called non-photo blue, hex #A4DDED, then inked the real line on top in black. The reproduction camera physically could not see the blue, so the rough disappeared by itself. Nobody erased anything, ever.

๐Ÿ’ก Why it works, and it isn't about tidiness. Your eye ranks marks by how hard they contrast with the page. A pale line sits at the bottom of that ranking, so the moment a dark confident line lands next to it, the dark line wins and the pale one reads as scaffolding. Which means you are allowed to leave your mistakes in the drawing. You don't have to erase the three wrong attempts at the arm, because they are not competing with the right one.

That is the part that actually unlocks beginners. Erasing after every stroke kills your momentum, hides your wrong attempts so you never learn the difference, and turns every single line into a decision you can fail at. A pale underdrawing removes the stakes, so you get to be sloppy on purpose.

  1. ๐Ÿฉต Pass one, the rough A pale colour, drawn fast and loose, whole figure, zero detail. Big shapes only, thirty seconds to two minutes. If your app has layers, use a normal sketch colour on a layer at 25 to 35 percent opacity. If it doesn't, just draw literally in a pale colour.
  2. โœ๏ธ Pass two, the tie-down Go over the rough, still light but tighter, picking the correct line out of the mess. This is the pass beginners skip, and skipping it is exactly why their line art looks like a traced scribble. Rough down to 20 percent, tie-down at about 50.
  3. ๐Ÿ–Š๏ธ Pass three, the final line Full opacity, confident, long strokes, no hesitation. You are tracing a decision you already made twice, which is why this pass can be fast.

The rule to hold onto: each pass is darker and slower than the one before it, and each pass has fewer lines in it. If your final pass has more lines than your rough did, you have done it backwards.

๐Ÿ–๏ธ Draw from your shoulder, not your wrist. Scratchy hairy lines are a wrist problem. The wrist has a tiny range and a tight arc, so it makes short wobbly marks you have to repeat to cover any distance. Keep your elbow slightly off your body and let your forearm glide. On an iPad this means the tablet flat on a desk with your arm free, not propped on your lap with your wrist braced, which is how almost everyone draws and why almost everyone's lines wobble (Drawabox on wobbling).
๐Ÿ‘ป Ghost every long stroke. Place your start and end point. Move the stylus through the motion two or three times without touching the surface, then commit in one fast stroke with your eyes on the end point, not on the tip. Accuracy gets decided during the ghost where there are no consequences, confidence gets spent during the stroke where there is no more thinking. Trying to do both at once is what makes the wobble.

the structure

Build the head in five moves

This is the Loomis method, from Drawing the Head and Hands, which is free to read in full on archive.org. Every quote below is from the book itself.

  1. โšช Draw a ball, then flatten the sides The cranium is a ball with "a fairly thin slice" taken off each side. Those flats are the temples. This is the skull only, not the whole head.
  2. โž• Wrap a cross over it One line down for the centre of the face, one across for the brow. Draw them curving over the surface of the ball, never flat and straight, and keep them perpendicular where they cross. That crossing point sits between the brows and Loomis says it "remains always fixed. All measurements spring from this point."
  3. ๐Ÿ“ Mark three equal spaces From the brow line, go halfway up to the top of the ball: that's the hairline. Measure that same distance down from the brow: that's the base of the nose. Measure it again: that's the chin. Loomis, word for word: "it is one, two, three spaces, all equal, down the middle line of the face."
  4. ๐Ÿฆด Wrap the jaw around The jaw connects "about halfway around the ball". It does not hang off the front of the circle like a bucket, it wraps around the sides.
  5. ๐Ÿ‘‚ Drop the ears in last Continue the brow line around the head and the ears place themselves. Ear top sits on the brow line, ear bottom sits on the nose base line. One ear is exactly one of your three face units tall.
๐Ÿ“ The fastest proportion check there is. A head is roughly 3 units wide including the ears and 3.5 units tall. If yours is as wide as it is tall, it's wrong. Also: the eyes sit below the brow line, never on it, and on a realistic head the eye line lands at the halfway point between the top of the skull and the bottom of the chin. Beginners put eyes too high because they measure from the hairline instead of the top of the skull.

When the head turns or tilts, only the cross moves, and it moves like it is painted on a ball:

โ†”๏ธ Three-quarter view The centre line slides toward the way the head is turning. The far half of the face gets visibly narrower than the near half, the far eye squashes horizontally, and the nose starts to overlap the far cheek edge.
โฌ‡๏ธ Tilted down The brow line bows downward in the middle, a โˆช shape. You see more cranium, the forehead grows, nose to chin compresses, and the ears ride higher.
โฌ†๏ธ Tilted up The brow line arches upward, a โˆฉ shape. You see the underside of the jaw and the nostrils, and the ears sit lower.
๐Ÿ‘ค Profile The centre line runs down the front edge of the face. The ear moves back behind the jaw hinge, into the rear third of the head, still spanning brow to nose base.
โฑ๏ธ Ten minute drill, and it's the highest leverage one in this guide. Draw twelve balls. Put a cross on each one at a different angle, looking left, right, up, down, tilted. Add the jaw. Add no features at all. Do this for a week and heads stop going crooked.

the face

Anime proportions, with the real numbers

Anime takes a realistic head and does three things: it grows the cranium, shortens the lower face, and enlarges the eyes while simplifying everything else. Loomis's three equal spaces collapse, and the eye line drops from the realistic halfway mark to roughly 55 to 60 percent down the head on a young character.

These are style conventions, not anatomy, so treat them as dials rather than laws.

The eye, in build order

  1. ๐Ÿ‘๏ธ Upper lash line The thickest darkest stroke in the whole face. A shallow arc, usually heaviest toward the outer corner. Everything else hangs off this one line, so draw it first.
  2. โž– Lower lash line Thinner and lighter, often broken, and in many styles the outer corner is left open rather than closed into a loop.
  3. ๐Ÿ”ต Iris, and hide the top of it A tall oval, not a circle. The top quarter to third disappears under the upper lid. A fully visible iris with white all the way around reads as shocked or unhinged, and beginners draw it by accident constantly.
  4. ๐ŸŒ‘ Shadow band The upper lid casts a shadow across the top third of the iris. This one move is what makes an eye look drawn rather than stuck on.
  5. โœจ Two highlights, not five One big highlight in the upper iris on the side the light is coming from, one small one diagonally opposite toward the lower side. Stop there.
๐Ÿ‘€ The single most common mistake in this entire craft: eyes too far apart. The gap between the eyes is exactly one eye width. After you draw the second eye, mentally drop a copy of it into the gap. It should fit snugly. If two would fit, move them in.

Everything else gets simplified hard. The nose becomes a single mark, a dot or a small wedge on the shadow side of the centre line, sitting roughly midway between the eye line and the chin. The mouth is one line, an eye width or narrower, about halfway between the nose mark and the chin. Eyebrows are one tapering stroke, often floating clear of the eye with a visible gap, which is a distinctly anime choice.

Character typeEyesBrowsJaw and chinEye line
ChildLargest, roundest, tallestThin, short, high above the eyeVery round, short, no angle~60% down
Teen femaleLarge, round, tall lashesThin, curved, highSoft and narrow, gently pointed chin~55 to 60%
Teen maleNarrower, flatter upper lidThicker, straighter, closer to the eyeLonger, squarer, more angular~52 to 57%
AdultNarrower, set slightly higherClose to the eyeDefined jaw angle, visible cheekbone~50%
Cool or villain typeNarrow, low lid, small irisLow, close, angled downSharper and longer~50%

The fastest lever for "older" is narrowing the eye and lowering the brow toward it. The fastest lever for "younger" is growing the cranium and dropping the eye line.


the part everyone gets wrong

Hair is clumps, not strands

If you draw hair strand by strand you get a helmet or a wig, every time. Hair is a set of solid wedge-shaped clumps growing from one point on the skull, and the fix is just changing the unit you draw in.

  1. ๐Ÿ’€ Draw the bald skull first Ball, cross, jaw. Always, no exceptions. You cannot place hair correctly on a head you haven't built.
  2. ๐Ÿ“ Mark the crown One point, usually off-centre and in the back third of the top of the head. Every clump flows outward from there. Dead centre partings are much harder to make look natural.
  3. ๐Ÿงฑ Block three masses Fringe, the two sides, the back. Get the overall shape right here, because this is the silhouette and the silhouette is the character.
  4. ๐Ÿชถ Split each mass into 3 to 5 clumps Draw each one as a long wedge or ribbon, wide at the scalp and tapering to a point, usually curving. Two strokes per clump. Group them in odd numbers, because even pairs read as symmetrical and fake.
  5. โœจ Detail last and sparingly A few internal lines only where clumps overlap each other. Then add the shine band: a broken zig-zag highlight wrapping the curve of the skull in the upper third of the head. Follow the skull, not the outline of your drawing, or the head goes flat.
๐ŸŽˆ Hair has thickness, so leave a gap. Hair sits off the skull, it isn't painted onto it. Let the hair silhouette sit above your skull line at the crown, and let it widen the head beyond the skull circle at the sides. If the silhouette with hair matches the bald skull exactly, it will read as a painted-on bald head.
โฑ๏ธ Ten minute drill. Draw the same bald head five times. Give each one a different hairstyle. Then fill all five in solid black and check you can still tell them apart. If you can't, the designs aren't different, only the details are.

the body

Measure everything in heads

You draw the head first, then stack that exact measurement down the page. Japanese art instruction calls this toushin. It is the only body measuring system you need.

TypeHeads tall
Chibi, maximum cute2
Chibi, standard3
Anime school age or teen6
Anime adult6 to 8
Average real adult7.5
Idealised adult (the Loomis default)8
Heroic, athlete, supermodel9

Loomis, verbatim: "A normal person will fall short of our ideal by half a head, he will measure only seven and a half heads instead of eight." The landmarks on that 8-head figure, measured down from the top of the head:

Head markLandmark
1Bottom of the chin
1.33Shoulders
2Nipples
3Navel, and the elbows sit level with it
4Crotch. This is the exact halfway point of the whole figure.
4.5 to 5Fingertips, at mid-thigh
6Bottom of the knees
8Heels
๐Ÿฆต The crotch sits at the halfway point, and this is the number that fixes most bodies. Beginners nearly always draw the legs too short, because they place the crotch too low. It holds for a stylised 6-head teen too: chin at 1, shoulders at 1.25, waist and elbows at 2.5, crotch at 3, knees at 4.5, feet at 6. A chibi at 3 heads is even simpler: head 1, torso 1, legs 1, no neck.

poses that move

The minimum anatomy you can get away with

Forget muscles entirely. For a stylised character the body is a ribcage box, a pelvis box, and a bendy spine between them. The ribcage is about 1.5 heads tall, the pelvis about 1, and the half-head gap between them is where all the bending and twisting happens. Every pose you will ever draw is those two boxes tilting against each other.

โžฐ Line of action, first and fast One curved line from the top of the head through the spine to the weight-bearing foot, drawn in under five seconds before anything else. It is a C or an S, never a straight line. A vertical straight spine is the number one cause of a stiff drawing.
โ†•๏ธ Tilt the shoulders and hips opposite ways Weight on one leg means that hip rises and that shoulder drops. If your shoulder line and hip line are parallel, the pose is stiff, no exceptions.
โš–๏ธ The falling-over check The notch between the collarbones sits vertically above the arch of the weight-bearing foot. Draw that vertical line. If it lands outside the feet, your figure is falling over.
๐Ÿ–๏ธ Hands are face-sized A hand is about as long as the face from chin to hairline, and beginners draw them at roughly 60 percent of that. Palm is a box and it's half the total length, fingers are the other half, and the thumb attaches at the wrist end of the palm on its own mass. Draw the mitten first, then cut the fingers into it.

Feet are a wedge: tall at the ankle, tapering to the toes, about one head long. The inner edge arches up off the ground and the outer edge stays down, and that one asymmetry is the whole difference between a foot and a block. In anime a shoe usually replaces foot anatomy anyway, so a wedge plus a sole line gets you most of the way.

โฑ๏ธ Ten minute drill. Twenty gesture poses at thirty seconds each on Line of Action, free and no account needed. Line of action, then two boxes, then the tilt lines. No faces, no hands, no detail. At thirty seconds your only job is catching the main action.

save this bit

Six mistakes and the fix for each

๐Ÿ˜ Stiff symmetrical poses Both feet flat, shoulders level, arms straight down. You drew an outline instead of a movement. Fix: line of action first, then force the shoulder and hip lines to tilt opposite ways.
๐ŸŒ€ The face slides off centre Features drift to one side when the head turns and the eyes end up at different heights. You drew the centre line flat. Fix: wrap it as a curve over the ball before placing a single feature.
๐Ÿ‘€ Eyes too far apart The mid-face feels empty so you fill it. Fix: exactly one eye width between them, tested by dropping a copy of the eye into the gap.
๐Ÿ’€ Forgetting the skull under the hair Flat hair, wrong head shape, hair that looks painted on. Fix: ball, cross, jaw, then hair on top with a gap for volume, clumps crossing over the skull line.
๐Ÿ™ˆ Hands hidden in pockets Hands are hard, so they get avoided, so they stay hard forever. Fix: draw the mitten every time even when it's ugly. Accept bad hands for two weeks.
๐Ÿ˜‘ Same-face syndrome Every character is one person with new hair. You varied the features but kept the construction identical. Fix: change the construction instead, ball width, jaw wrap, eye line height, chin length. Then mirror your drawing horizontally, which instantly exposes your default face.

the fun part

Draw inside Play Music Theory and your drawing plays itself

Play Music Theory is a free browser instrument by the animator Tala Rae Schlossberg. You draw on a canvas, a playhead sweeps across it, and wherever it crosses your ink, notes sound. It's free on the web with no signup, the iOS app is $1.99, and a $4.99 unlock adds key and scale choice plus WAV and MIDI export. Everything below works on the free web version.

Here's what is actually happening under the canvas, because once you know it you can draw for the sound instead of hoping:

  1. โ†•๏ธ Up and down is pitch There are 32 pitch rows, top is highest. The free version locks you to C major pentatonic across three octaves, which has no half steps in it, so you literally cannot draw a wrong note. Everything you draw is in key by construction.
  2. โ†”๏ธ Left to right is time The canvas is 48 columns on a desktop window and 24 on a phone, so a phone gives you a tight 4 second loop and a desktop gives you a roomier 8 second one at the default 120 BPM.
  3. ๐ŸŽจ Each colour is a different instrument Nine colours, nine voices: green keys, orange-red pluck, purple bell, amber marimba, blue flute, pink strings, light blue chime, near-black bass, tan 8bit. Pick by how the sound behaves, not by how the colour looks.
  4. ๐Ÿ”ข The numbered dots are backing tracks Bass, drums and an arpeggio, stackable, and they follow the key automatically. Turn all three off while you're learning the mapping, then add one at the end as a finishing move.
๐Ÿฉต The one thing to know before you use light guidelines in this app. There is no silent ink. Every colour plays, at a volume fixed by which swatch it is rather than how pale it looks, and the app has no pressure sensitivity, no layers and no per-colour mute. Your lighter-colour instinct still works visually, and the palest swatch does happen to be the quietest voice in the app (tan, at roughly a third the volume of pink), but quiet is not silent. So: sketch your guides, build the character on top, erase the guides, then hit record. Or just leave the app paused while you sketch, because nothing makes a sound until you press play.

The mechanism that drives everything else: at each column the app finds every row your stroke touches, groups them into connected clusters, and plays the middle of each cluster, up to three per stroke. Which produces one very useful and completely counter-intuitive result.

โž– A long horizontal line is expensive It fires the same single note on all 48 subdivisions. Relentless, and the busiest thing you can draw. If you need a horizon, break it into dashes or tilt it slightly.
โž• A vertical line is nearly free One note per loop, at the pitch of its midpoint, no matter how tall it is. Which makes vertical construction lines, centre lines and proportion marks basically free to leave in.
โ†—๏ธ A diagonal is the most musical stroke there is A clean pentatonic run climbing the scale. Draw an arm, a leg, a tail or a swoosh as one diagonal and it reads as a melodic phrase.
โญ• A closed outline breathes A circle gives you two voices whose interval opens as the playhead reaches the middle and closes again at the edge. A head outline alone is already a pleasant two-note figure.
๐Ÿšซ Outline, don't shade, and keep it to roughly 5 to 15 strokes. A five stroke face (head circle, two eye ticks, a smile arc, one diagonal body line) averages about 3.5 notes per sounding column and sounds like music. The same face shaded with 70 hatching strokes averages about 51 notes per column and sounds like a crash. Same silhouette, fifteen times the density. There is also a hard ceiling of 118 simultaneous voices, and past it new strokes still draw but are silently dropped from the audio, so an over-hatched drawing can have whole sections that never play.
๐ŸŽผ Three placement rules that make it sound composed. Keep your character in the middle band vertically, because that's the C4 to C5 range and it's the most pleasant register. Leave empty margins left and right, because blank columns are true rests and rests are what stop a loop sounding like a wall. And keep ink off the very edges of the canvas, because anything touching the border gets copied onto the loop seam and fires an extra click on the downbeat.

free, verified

Where to draw and where to practise

You do not need to spend anything. One pick per situation so you don't have to choose:

๐Ÿ“ฑ On an iPad Sketchbook, free, with one optional $2.99 bundle. Full layers. This is the strongest free iPad pick by a distance.
๐Ÿ’ป On a laptop Krita, completely free and open source, Windows, Mac and Linux. Genuinely competes with paid apps. No iPad version, and their download page says so explicitly.
๐ŸŒ Nothing to install Photopea in the browser, free and ad supported, with full layers and blend modes. Good for a work computer or a Chromebook.
๐Ÿ’ฐ When you're ready to pay once Procreate is $12.99 one time, no subscription. Worth knowing that's cheaper than a year of most "free" apps with ad removal.

Being honest about one of them: ibis Paint X gets recommended everywhere as free, and it is, but it's ad supported with a $4.49 a month premium tier and a lot of the good parts sit behind it.

To practise and to learn


the actual plan

Thirty minutes a day, and that's it

Skill here comes from short repeated sessions, not long occasional ones. Three ten minute blocks, daily:

  1. โžฐ Ten minutes of gestures Twenty poses at thirty seconds on Line of Action. Line of action only, no detail.
  2. โšช Ten minutes of balls and crosses Twelve heads at twelve angles. Ball, cross, jaw, no features.
  3. ๐ŸŽฏ Ten minutes on one thing Pick one: eyes, hands, or hair clumps. Only that, for the whole ten minutes.

And do all of it in light lines you never erase. The pile of wrong attempts sitting next to the right one is the entire point, because that contrast is what your eye learns from. Nobody gets better by erasing the evidence. ๐Ÿ’Œ

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