Heads and Faces

Create interesting characters and draw them from any angle.

The Heads and Faces Course

Early access has ended. The full course arrives in late September or early October.

Early Access Has Ended

Look Out for the Full Course in Late September

Early access to the Heads and Faces Course has ended. But look out for the full course in late September or early October!

Over the next month, in September, I'm going to be polishing off all of the modules, taking in feedback, and making this the absolute best course on drawing heads and faces from imagination.

Here's what the course is all about.

The Problem

The Anatomy Treadmill

Tim McBurnie

Hey there! Thanks so much for checking out this page. Let me tell you about the new Heads and Faces Course.

One of the most enjoyable things you can do as an artist is create your own characters. Not just once: drawing them again and again, from different angles, and having them feel like the same living character every time. It's what comic artists, illustrators, and concept artists get paid to do.

It's also where most of us get stuck, and there are two ways it happens.

The first is the anatomy treadmill. You're told the answer is anatomy, so you study. Loomis heads, planes of the face, proportions. And here's the seduction: you really do get better at the studies. But the studies don't translate. The more anatomy I learned, the stiffer my drawings got. I'd look back at my older work, lopsided and technically messy, and it had more life than my improved structural stuff.

The second is giving up on structure and just drawing in your style. I did that too. I'd design a character I liked, try to draw it a second time... and I couldn't. None of them looked the same. I couldn't get a comic past the design phase, and it was never possible for me to work as a professional artist until I got over that.

I used to draw pages of these rough sketches. Just practicing characters.

I could draw some characters well, but only from these 3/4 angles.

I had no idea how to draw a design like this from different angles, or actually put him in a comic.

I spent years teaching in university environments, a hundred students a year, and I watched almost every one of them land on one side or the other.

Drawing real characters takes anatomy and structure on one side, and style, expression, and acting on the other. Two skills you almost never see taught together. This course teaches both.

The Method

The Three Things You Need to Learn

In 25 years of drawing professionally and 15 of teaching, I've found most anatomy resources teach the first of these three and stop.

1. Structure. The planes of the face, the primary forms of the skull, the real anatomy underneath. You need more of it than you might expect as a stylized artist. You only need to learn these things once. Even the simplest cartoon eye is a graphic mark standing in for real anatomy, and knowing exactly what it stands in for changes everything.

Study page: anatomy, primary form, application

2. Exaggeration. Structure gives you an accurate head. Then you have to make it yours. Exaggerate the nose, the ears, the teeth, and push the proportions until they fit your style. The best character actors are not symmetrical; they have a lead feature that carries the face. It's where the accurate head becomes a character.

One base head pushed through a series of exaggerations

3. Acting. The characters we love from films, comics, and games are moving. They have particular expressions, particular ways of looking at things. You can be the best artist who can draw the best face, and if the character isn't doing anything with it, nobody cares. When I drew my Pinocchio book, I had to become every character in the cast: the innocent marionette boy, the conniving fox and cat, a giant gorilla judge. If you can act through your character's face, you can make your audience feel whatever you want.

Panels from Tim's Pinocchio: the fox and Pinocchio

How It Works

How Each Module Works

Every module runs the same three steps.

1. The accuracy exercise. The real proportions, in the tradition of the European ateliers and academies. What the feature is, how it's built, and how to draw it from different angles.

Skull accuracy demo: front, side, and three-quarter views drawn from the model

2. The style exercise. The same feature, drawn the way you actually draw. If you work in line, we figure out the lines. If you paint, paint it. This is where the proportions get exaggerated and made to fit your own work.

The skull style exercise: the same skull in pencil and ink

3. The applied demo. A finished illustration using everything in the module. For the skull module, it's an undead skeleton warrior.

The undead warrior demo in progress

Alongside the core lessons, each feature comes with extra videos: fantasy and sci-fi translations (how real ears become elf ears, how an orc mouth gets its teeth) and style deep dives on how different artists handle the same feature.

Everything is pre-recorded and self-paced. Take a module a week the way the intensive runs it, or set whatever pace suits you.

The undead skeleton warrior demo illustration
The robot primary forms demo illustration

Module by Module

The Course Curriculum

Module 0: Introduction

Module 0: Introduction

How the course works, the reference books and models worth having, and where everything is headed.

How the course works, the reference books and models worth having, and where everything is headed.

Module 1: The Skull

Module 1: The Skull

Everything rests on the skull. Its real proportions and fixed landmarks, how those forms get pushed for characters and creatures, and a demo that turns the study into an undead skeleton warrior.

Everything rests on the skull. Its real proportions and fixed landmarks, how those forms get pushed for characters and creatures, and a demo that turns the study into an undead skeleton warrior.

Module 2: Primary Forms of the Face

Module 2: Primary Forms of the Face

Simplifying the skull into the few big forms you actually draw with: the sphere of the cranium, the jaw, and the major plane changes. This is how you rotate a head without guessing.

Simplifying the skull into the few big forms you actually draw with: the sphere of the cranium, the jaw, and the major plane changes. This is how you rotate a head without guessing.

Module 3: The Eyes

Module 3: The Eyes

The eye as a form in its socket, how it reads from different angles, and the link between real anatomy and the simplest graphic eye. Even two dots have to sit in the right place.

The eye as a form in its socket, how it reads from different angles, and the link between real anatomy and the simplest graphic eye. Even two dots have to sit in the right place.

Module 4: The Nose

Module 4: The Nose

The feature that most often makes a character distinctive. The underlying form and anatomy first, then exaggerating it into a whole range of different characters.

The feature that most often makes a character distinctive. The underlying form and anatomy first, then exaggerating it into a whole range of different characters.

Module 5: The Mouth

Module 5: The Mouth

The mouth as a 3D form over the teeth and jaw. How it opens, where the teeth and tongue go, which lip moves in a smile, and then reshaping it all for stylized characters and monsters.

The mouth as a 3D form over the teeth and jaw. How it opens, where the teeth and tongue go, which lip moves in a smile, and then reshaping it all for stylized characters and monsters.

Module 6: The Ears

Module 6: The Ears

A complicated feature you have to know cold: real ears, elf ears, orc ears, and a system for remembering where everything goes.

A complicated feature you have to know cold: real ears, elf ears, orc ears, and a system for remembering where everything goes.

Module 7: Loomis Systems

Module 7: Loomis Systems

The classic system for blocking in and rotating the head, taught where it belongs: after the anatomy.

The classic system for blocking in and rotating the head, taught where it belongs: after the anatomy.

Module 8: Extreme Angles

Module 8: Extreme Angles

The head from above, below, and the difficult angles, and keeping a character consistent all the way around the rotation.

The head from above, below, and the difficult angles, and keeping a character consistent all the way around the rotation.

Module 9: Studying Faces

Module 9: Studying Faces

Working from real actors: reading an interesting face, extracting its distinctive features and proportions, and rebuilding them as a character of your own.

Working from real actors: reading an interesting face, extracting its distinctive features and proportions, and rebuilding them as a character of your own.

Module 10: Hair, Facial Hair & Finishing

Module 10: Hair, Facial Hair & Finishing

Hair, facial hair, glasses, and the finishing elements that complete the character.

Hair, facial hair, glasses, and the finishing elements that complete the character.

Eleven modules from the skull to finished characters • An accuracy exercise, a style exercise, and an applied demo in every module • Fantasy and sci-fi feature translations
The Heads and Faces lessons space showing the Module 0 lesson grid
A lesson page with video, notes, and screenshots

What's Included

The Heads and Faces Course

Eleven Modules, Skull to Finished Characters

The full curriculum from the intensive as pre-recorded lessons: the skull, the primary forms, every feature of the face, the Loomis systems, extreme angles, real faces, and finishing.

An Accuracy and a Style Exercise in Every Module

One exercise for the real proportions and structure, one for exaggerating them into your own style.

Fantasy and Sci-Fi Feature Translations

Extra videos for each feature: elf ears, orc teeth, monster mouths, plus style deep dives on how different artists draw the same forms.

The Course Community Space

Share your work, see what everyone else makes of the same exercises, and ask questions.

The Grand Atelier: The Art Ritual Space and the Oracle

Every major Drawing Codex course includes the main community space. The Art Ritual space runs a weekly art thread and a monthly livestream and Q&A, and the Oracle is my teaching library organised by topic: composition, sketching, anatomy, thumbnailing, and planning your development as an artist.

Coming Soon

Stay Tuned for the Full Course

The cast of characters from Tim's illustrated Pinocchio

Stay tuned for the full course, and thanks so much for checking out this page.