>>38
Rule #3: Take a step back and ASK FOR CRITIQUE ON YOUR DESIGNS
I cannot stress this enough, it doesn't matter if you think your art is the greatest in the universe or if you think your ideas all suck and are garbage and shit. You NEED other people to evaluate your art, period. The artist is entitled to his vision, not to his quality. Keep in mind, there's plenty of assholes who try to act like armchair critics but with the only purpose of dragging you down their depressing hellhole. Constructive criticism is what you need to look for, ignore anyone whose main argument is "it sucks and it doesn't look like I want it to". OFC there's no pleasing guys like that.
But, as this is a board-tan, which de facto means it's a group project, you're going to be doing this regardless. When you made the initial design, and by that I mean, silhouette and main "theme" and the two-three primary colors you're going to use, show it to the board and see if it FEELS like the waifu you all can agree on. You'll likely be doing a revision or two on the initial sketch, or dump it immediately because it doesn't feel right. You'll just know it when you see it. Again, the building blocks for art are OBJECTIVE and UNIVERSAL, but what is right in art is different from person to person.
Rule #4: Details, details, details
When you're done making the basic model of what you want to make, you've given it purpose and you've fully decided on her personality, then it's time to "spruce it up". Details are all the knick knacks that you think may look cool on your character, but that don't necessarily destroy her character/composition and that can be easily hidden away from your mind if you just want to make a quick doodle of her.
Again, I'm using Araki as an example because the guy's just that good at character design, at least he used to, anyways look at pic related: Josuke8 has its main distinctive design that you can identify at a glance - sailor outfit, oversized bonnet, bare midriff, buck teeth, halved eyes and exposed chest - but then if you take the time to analyze it, you notice all these little hidden things, like his nautical motifs, his Joestar Mark, the rope he's got for a belt, his stupidly oversized button, all these things are sort of easter eggs you put on a character to reinforce their personality without taking anything away from their original design. Even something as simple as Saitama has those details: the oversized zipper, because of course his costume is imperfect and an extension of his bland personality, and a simple, no thrills belt. They seem silly and useless at first, until someone wants to draw your character in a better style and you realize oh shit, my character is actually lacking that little something extra.
And finally, the Rule #5: HAVE FUN
This is the most important rule and it trumps all the others combined. It doesn't mean shit if you can make the most technically interesting character ever since someone painted Jesus Christ like some bearded nobleman (at least that's the rumor I've heard), yet you find no joy in making it. It's soulless and it will show, maybe not immediately, but with time, it'll show.
Art is fun. Like I said on old /loomis/, Mr. Loomis said "Fun With a Pencil" not "Work With a Pencil". Because if you aren't having fun, you're not making art, you're just drawing. And that extends to all facets of life and all, but here's my two cents. I hope they've been useful to you. I'll be sure to check /robowaifu/ from time to time to help out if I can, and I ask all other artfags to do so as well.