TutorialStefan VaskevichStefan Vaskevich

用 AI 创造优秀角色:我的 4 条设计法则工作流

拒绝 AI 垃圾内容(slop)。四条概念设计法则——剪影、比例、60/30/10 配色法则、故事冰山——把 AI 图像生成变成精心设计、可直接投入生产的 3D 角色。从概念到 3D 的完整流程,全程在 Lovart 中完成。

本文目前仅提供英文版本。

How do you create good 3D characters and assets? You need a strong idea and a good reference. So how do you get a strong idea in the first place — in the age of AI, can you just ask the model to come up with something cool?

No — and that is the single biggest mistake. That is exactly how slop is born: the moment you delegate the idea, the taste, and the judgment to the model and expect something interesting back. The AI doesn't know what's good — you do. AI is a tool. This piece is the companion to my video: how to ask the right questions, and the four rules that separate designed characters from generated ones — from concept all the way to a rigged 3D character.

I've shared a 4-step system for building good 2D references before — but that system assumes you already have an idea. This is about what happens when you don't have one yet: how to shape ideas worthy of characters no one will dare call slop.

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I run this whole process inside Lovart — one canvas for the agent chat, moodboard, and image generation, so research, iteration, and the final character lock all live in one place.

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Throughout, I design two characters so the rules have something to bite on: Mr. Mak, a gentleman piglet inventor — a kind tinkerer — and Mrs. Mak, his partner, an anthropomorphic supermodel piglet with full Jessica-Rabbit energy. One is cute-plush; one is glamour. The contrast is the point.

Step 0 — Before any prompt

Before a single generation, do the un-AI part of the job. Here's the actual moodboard I opened with:

Starting reference — real pig photo for Mr. Mak
Starting reference — young inventor mood for Mr. Mak
Starting reference — gangster mood exploration
Starting reference — Jessica Rabbit glamour for Mrs. Mak
The actual moodboard I started from — a few references, gathered before a single prompt.
  • Collect a mood board. Still a valid concept. Using AI to research and gather inspiration is a fair use of the tool.
  • Give the character a story, a purpose, a value. Shape it through generation, not by accident.
  • Never delegate judgment or taste to AI. Slop is what AI makes when no human is reviewing.
  • Create first concepts, select a few worthy ones, then apply the four rules.
Early moodboard and first concept iterations for Mr. Mak — finding good anchors
Step 0 — gathering references and finding the first anchors before any rule is applied.
Result of the first concept iteration — a promising character ready to refine
A promising first concept. Now it gets refined through the four rules — not regenerated at random.

Rule 1 — Silhouette + shape language

Before colour, before detail: a character has to read as a black shape against a white wall. Disney institutionalised this in the 1930s — the "10-mile silhouette" test. Shape language is emotional shorthand:

  • Circlewarm, friendly, safe, naïve. (Mickey, Po, BB-8, baby Yoda.)
  • Squaresolid, dependable, stubborn, slow. (Mr. Incredible, Carl Fredricksen.)
  • Triangledynamic, sharp, dangerous, ambitious. (Maleficent, Scar, Syndrome.)

Applied here: Mr. Mak = circle head + square body = "kind tinkerer." Mrs. Mak = circle head + oval body on triangle heels = "showbiz drama with foundation under it." Their bodies fight; their heads match — that contrast itself is a story.

Both characters passing the silhouette read test in solid black
Rule 1 passed — both silhouettes read clearly in solid black, the Disney way.

Rule 2 — Proportions

Proportion is the grammar of character design — it tells the audience what kind of person they're looking at before they read any other detail. Loomis's head-count chart (1943) is still the canonical reference:

Heads tallReads as
~3–4chibi / baby schema — "protect me."
~4–5cartoon everyman — "comedic, approachable."
~6stylized fashion / Disney heroine.
~7.5realistic adult.
~9heroic / superhuman / fashion plate.

Applied here: Mr. Mak at 4.5 heads with an oversized head — a stocky inventor, the cute-on-buff contrast is the joke. Mrs. Mak at 6 heads (head plus heels do the lifting), a head-and-a-half taller than him. The visual gag is the proportion delta, not the costume.

Iterating on proportions — pulling back from too-toonish toward the right read
Dialing the proportions in — too toonish on one side, too realistic on the other.
Final proportion pass for both characters
Rule 2 locked — the proportion delta between the two reads instantly.

Rule 3 — The 60 / 30 / 10 colour rule

An interior-design rule of thumb that migrated through fashion, graphic design, UI, and finally into character and costume design: 60% dominant (the colour you see first), 30% secondary (supports / contrasts), 10% accent (the spike of interest, usually near the face or hands).

Three colours at 33% each = flat, uniform = AI slop. The eye needs a hierarchy: it lands on the dominant, steps to the secondary, then locks on the accent.

Famous examples it explains:

  • Mickey Mouse — black fur 60 / red shorts 30 / white gloves + yellow shoes 10.
  • Spider-Man — red 60 / blue 30 / black web pattern 10.
  • Jinx (Arcane) — cyan-blue 60 (inherited from Powder, her innocent self) / desaturated plum 30 / hot-pink + gold 10 (pupils, tattoos — shows up only after the transformation). Tiny surface area, huge narrative weight.

Applied here: Mr. Mak → cream 60 / leather brown 30 / copper-brass + blueprint teal 10. Mrs. Mak → stage scarlet 60 / champagne gold 30 / deep emerald 10. Their 10% accents (his teal, her emerald) rhyme on the green axis → telegraphs "couple" with no text at all.

Exploring palette combinations under the 60/30/10 rule
Rule 3 — exploring dominant / secondary / accent splits to find the best combination.
Final colour pass — palette locked and reading cleanly
Palette locked. The accents now do the heavy lifting.

Rule 4 — The story-iceberg

Iain McCaig's iceberg theory: 90% of a design is unseen — but felt. When the artist knows the backstory of every accessory, that knowledge leaks through their choices. Every prop tells a story.

Run this character interview before any prompt:

  1. What does this character want?
  2. What are they afraid to lose?
  3. What is the oldest item they wear, and why do they still wear it?
  4. What is the newest item, and what changed when they got it?
  5. What is one thing they wear that no audience would ever see — but they always know is there?
The point isn't to feed the answers into the prompt — it's to have them in your head when you decide what's on screen. The model doesn't know the monocle is cracked because Grandfather. You do. Once you know, the prompt is half-written.

Applied here: Mr. Mak's cracked monocle is his grandfather's, deliberately unrepaired; his pocket-watch dial shows the compile-time of his current spell, not the time; the "M·B·III" on his apron was stitched by Mrs. Mak. Hers: a vintage carbon-stand mic (she insists analog "doesn't flatten the harmonics"), a hidden ruby brooch from her mother the audience never sees, and a tiny enamel pin shaped like his gauntlet tucked inside her dress strap — her secret wink from the stage.

Adding story-driven props and final details to both characters
Rule 4 — every last prop earns its place. Nothing is decoration; everything is a sentence.

The characters, locked

Four rules, two finished concepts. Designed — not generated.

Final design — Mr. Mak, gentleman piglet inventor
Mr. Mak — the kind tinkerer.
Final design — Mrs. Mak, glamorous supermodel piglet
Mrs. Mak — showbiz drama with foundation under it.

Final step — A-pose + character sheet → 3D

Once the concept is locked through the four rules, the bridge to 3D is almost mechanical:

  • Generate an A-pose on a neutral background — that's what the 3D pipeline needs.
  • For props or assets with detail on multiple sides, generate multiviews (front / side / back).
  • Group-export the sheet as a clean package, then run the 3D-gen pipeline (Hunyuan 3D or Tripo), clean topology in Blender, assemble, rig, and animate.
Extracting parts and the character sheet, ready for the 3D pipeline
A-pose, parts, and multiviews exported as a package — ready for image-to-3D.
The finished character realised as a 3D model
The payoff — the locked concept, now a 3D character.
The 3D part is almost mechanical once the concept is locked. If the concept is slop, no amount of polygon count will save it.

For the exact strict-front, parts, and multiview pipeline that feeds the 3D step, see my 4-step character reference workflow and the ready-made pipeline skill.

Go make something with intent

AI doesn't know what's good — you do. Use it as the tool it is: research the moodboard, run the concepts, then hold the line with silhouette, proportion, colour, and story. That's the difference between a character someone remembers and one they scroll past.

The whole process above lives in one place inside Lovart — try it free.


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用 AI 创造优秀角色:我的 4 条设计法则工作流 | Top 3D AI