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Design Vortex
Modern · Genre Guide
urban + contemporary

Modern Character Art: Urban Fantasy, Crime, Mundane Heroics

Hector G. · Design Vortex founder16 min read

When Kestrel emailed me about her Vampire: The Masquerade character, she opened with an apology. "I know this is going to sound boring — she's just a woman in a leather jacket and jeans." It was the seventh time that month someone had apologised to me for not bringing me a wizard.

This is the genre where players show up most uncertain about whether their character is paintable. They've seen the studio do tieflings and netrunners and bone-armoured paladins, and now they want a portrait of a Hunter in a thrift-store hoodie, or a Toreador in a charcoal suit, or Harry Dresden standing in a Chicago alley in a long coat that isn't even that long. The brief sits in their drafts folder for a week. They think regular clothes can't carry a painting.

They can. They just need a different brief than a fantasy character does, and most of what this guide is about is rebuilding that brief from the ground up. If you've got a modern character art commission sitting on your back burner — World of Darkness clan portrait, urban fantasy lead, modern crime PC, contemporary OC, the protagonist of the novel you've been writing for four years — this is the one that explains how I take it from "person in jeans" to a painting that holds the wall.

Contents

Why "regular clothes" is the hardest brief I get

Fantasy briefs hand you a lot for free. A staff. A patron sigil. Antlers, robes, a scabbard worn smooth by a particular grip. These are storytelling shortcuts the painter can lean on. You see the staff and you read spellcaster before you've read the face.

A pair of jeans tells you nothing. A grey hoodie tells you less. A modern brief strips every one of those silhouette-shortcuts away, and what's left is the part of portraiture that has to actually do the work: the face, the posture, the hands, the lighting, the what is this person doing in the half-second before this image. There is nowhere to hide.

That's why I think of modern as the hardest genre I paint, not the easiest. It's the one where bad lighting kills the piece. It's the one where a generic pose reads as "AI of a woman" instead of "Kestrel, six months sober, taking a phone call she didn't want." Two paintings with the same outfit can land in completely different places depending on whether the painter committed to the moment or hedged.

The voice in this kind of brief shifts too. For fantasy, clients tend to write the world. For modern, the brief has to write the interior. What is she like in a quiet room? What does she carry in her pockets? Has she been crying? Did she just get bad news, or is she about to deliver it? Those questions are the brief, in a way they aren't when you're painting a hill-giant cleric.

The first piece of advice in any commission brief, no matter the genre, is to write the one-line pitch. Modern doubles down on that. The pitch is the entire scaffold. "A Hunter who used to be a paramedic, and still triages by instinct in every room she enters" gives me more to paint with than three paragraphs of clan-trait lore.

The World of Darkness sub-genre cheat sheet

About a third of the modern briefs that land in the studio are World of Darkness, and they cluster around a handful of game-line cues that change how I light and frame the portrait. I'm going to be honest about this so you know what to ask for and what to skip — paraphrasing the lore, not quoting any sourcebook, because we don't reproduce game text here.

Vampire: The Masquerade. This is the biggest sub-genre by volume. Players usually arrive with a clan and a generation and a sire, and what I need from that is two things: how recently were they Embraced, and how much of their old self is left. A neonate still dresses like she did when she was alive. An elder dresses like the decade their personality calcified in, even if that decade was the 1880s. Clan cues are subtle on a painted portrait — I don't paint a Nosferatu with a checklist of deformities, I paint a person whose Beast is sitting closer to the surface than it should. Ventrue read as old money, even on the broke ones. Tremere read as people who've spent too long in libraries. Toreador read as people who used to be someone famous, or wanted to be. The signal is in the attention to clothing, not the clothing itself.

Werewolf: The Apocalypse. I get fewer of these, and the briefs are wildly different from Vampire. Garou clients usually want the human form, sometimes with a hint of the rage just under the skin — a thicker jaw, a slightly wrong stillness, a too-direct stare. Tribal signifiers (Glass Walker urban kit, Get of Fenris old-Scandinavian iron, Bone Gnawer thrift-and-survival) shift the palette and the textures more than they shift the silhouette. If you're commissioning a Werewolf portrait, tell me what they look like five minutes after Frenzy is over, not five minutes before. The aftermath reads as more dangerous than the build-up.

Mage: The Ascension and Hunter: The Reckoning both lean modern-occult. Mages are the easiest to lean into a sub-style — a Virtual Adept goes full cyberpunk-adjacent, an Akashic Brother reads more historical, an Etherite gets a touch of dieselpunk. Hunters are the closest to "real person who carries a regrettable amount of hardware." For Hunters I always ask what they did before their imbuing. Cops paint differently than priests, who paint differently than nurses.

The deeper visual breakdown sits in the World of Darkness clans visual cheat sheet and the longer process notes are in the World of Darkness commission guide, which goes line-by-line through the major game lines and what each one is really asking for. If you're commissioning a specific clan, those two pieces will save you a back-and-forth round.

Urban fantasy palette: supernatural in our world

Urban fantasy is its own beast, and the studio paints a lot of it — Dresden Files clients, Rivers of London readers, October Daye fans, people writing their own urban-fantasy novels, players in modern-occult homebrew campaigns. The defining trait is that magic is present but the city is louder than the magic.

That's not a small distinction. In a fantasy portrait, magic gets the spotlight. In urban fantasy, magic happens in the corner of an image dominated by traffic light glow, wet asphalt, a flickering neon sign, an alley with the wrong shadow in it. The supernatural is the second-most interesting thing in the frame. The painting earns its weight by making the mundane feel charged.

For a Dresden client last year, Owen, who'd been running Harry Dresden in a long campaign and wanted a portrait that didn't look like book cover art, I painted the staff and the duster, but the actual subject of the painting was the streetlight behind him. Sodium-yellow, modern-bulb haze, exactly the light I associate with North Side Chicago alleys in October when the temperature drops just enough to mist the air. Without that light source the portrait would have read as "wizard in a coat." With it, it read as Dresden. The character belonged in the city.

The Dresden Files portrait guide goes deeper into the specific visual cues for Harry, Murphy, Chicago lighting, and the rest of that supporting cast. The urban fantasy character art guide is the broader piece, covering Aaronovitch-style London and adjacent settings.

Three light-source rules I lean on for urban fantasy briefs, in roughly this order:

  • Street lamps over moonlight. The setting is the city. Sodium-yellow, mercury-vapour blue, the cool green of newer LEDs — pick one. Moonlight reads as fantasy or horror, not urban fantasy.
  • One supernatural light, low intensity. Glowing eyes, a single rune on a hand, a spell about to cast. One. The instant you put two on the page the painting reads as fantasy with a modern outfit, not modern-with-magic.
  • Wet ground. Rain-slick streets give you reflected light, doubling your atmosphere for free. Half the urban fantasy briefs we paint end up with wet asphalt under the figure, even when the brief didn't specify rain.

Modern fashion in character art (how to brief it without sounding like stock photography)

This is where a lot of modern briefs fall apart, and it's worth slowing down on. Clients write "jeans and a t-shirt" and assume the painter will know what to do with that. The painter does not.

There is no such thing as a generic pair of jeans. There are 1990s baggy jeans, mid-2000s low-rise, current-decade barrel and straight cuts, work jeans with a hammer loop, Japanese selvedge in raw indigo, fast-fashion stretch denim that fits like leggings. Each one tells me something different about who this person is. Same with t-shirts. A faded Cure shirt from 1989 is a different character than a fresh Uniqlo crewneck. The painting can't paint "t-shirt"; the painting has to paint this t-shirt.

The fix is specific without being exhaustive. I don't need a head-to-toe outfit description. I need one specific item per layer, and a tonal note. Something like:

  • Outerwear: a long black wool coat, second-hand, slightly too big in the shoulders
  • Top: a grey ribbed Henley with two buttons undone
  • Bottom: dark indigo straight-leg jeans, lived-in but clean
  • Footwear: scuffed Red Wing Iron Rangers
  • Accent: a thin silver chain visible at the collar; the watch is a beat-up Seiko 5

That's thirty seconds of typing and a painter can build a character from it. The trick is the adjective per item. Not "jeans" but "lived-in dark indigo straight-leg jeans." Not "coat" but "second-hand wool coat that doesn't quite fit." Each adjective is a brushstroke I can lean on.

If you don't trust your fashion vocabulary, send images. Two or three reference photos of a similar fit will get me further than any amount of description. Pinterest boards, Tumblr screenshots, a still from a film whose costume design you envy — all of it works. The deeper unpack on this — what to send, what to skip, how to describe a specific fashion era without saying "y2k aesthetic" — is in the modern fashion in character art piece.

The instant a modern character starts looking like a catalogue model, the painting dies. The fix is always specificity. One scuff. One stain. One thing that's older than the rest of the outfit. That's where the character lives.

Modern character vs modern crime-scene character

About a fifth of the modern briefs I take are explicitly crime-genre — noir PCs, Chronicles of Darkness investigators, modern-thriller protagonists, mob-fiction OCs. These need a different treatment from a clean modern portrait, and clients usually don't know to ask for it.

A clean modern portrait paints a person outside the moment. A crime portrait paints a person inside it. The composition tightens. The light hardens. There's often a second source, a flashlight, a streetlight through a window, the cold colour of a forensic LED, and the contrast goes up. Shadows fall hard. Highlights pool in specific places. The character is doing something, even if the something is just standing very still in a room they shouldn't be in.

For a private investigator portrait last spring, Linnea, a PI who specialised in missing persons cases, the brief was just "her, office, late, working." What turned that into a painting was committing to a single source of light: the desk lamp, low and warm, throwing everything else into deep shadow. Her hands were in the warm light. Her face was half in it. The wall behind her was almost black. The brief had mentioned a corkboard full of case photos. I painted it in, but kept it just out of focus behind her shoulder, so the eye reads the texture without resolving the faces. That single decision did more for the portrait than any wardrobe note could have.

Three things to add to a brief if the character is in a crime context:

  • The room temperature. Not literal heat — the colour. Warm desk lamp? Cold fluorescent? Mixed (warm interior with cold street outside the window)? Pick one.
  • What they just did, or are about to do. Not the case file. The specific motion. "She just hung up the phone." "He's about to open the file." "She hasn't moved in twenty minutes." That gives the painter a posture.
  • What's in their hands, or what's not. Empty hands read as restraint. A coffee, a phone, a folder, a piece of evidence — each one shifts the read of the portrait by ten degrees.

If you want a deeper look at how light and atmosphere build a crime-genre portrait, the horror commission guide crosses over more than you'd expect — vampires and serial killers share a lot of lighting vocabulary, and a Hunter brief can borrow tricks from both. The cyberpunk guide is also closer to modern crime than most clients realise, especially for noir-leaning Cyberpunk Red characters.

Painting a "regular person" without fantasy crutches

This is the heart of the modern brief problem, and it deserves its own section. The genre asks you to paint someone without armour, without a staff, without a faction emblem, without claws or horns or chrome. You have face, posture, hands, hair, clothes, light, and context. That's it.

The fantasy painter's instinct is to compensate for the lack of crutches by going dramatic on the face. Big emotion, big gesture, big lighting. That's the wrong move. A regular-person portrait wants restraint. The drama lives in the small choices, not the big ones.

Five things I lean on when painting modern with no fantasy elements:

  • Asymmetry in the face. Real faces are not balanced. One eye slightly lower. A scar above the brow. A smile that pulls more to one side. Hero Forge and AI generators average everyone into symmetric blandness; a painted modern portrait should fight that on purpose.
  • The neck and collar zone. This is the part of the portrait the eye keeps returning to in a modern piece, because there's no helm or pauldron stealing focus. Get the collarbone, the throat, the way the shirt sits on the shoulders right and the whole portrait clicks.
  • Hand position. Modern characters tend to have their hands in their pockets, around a mug, holding a phone, fidgeting with a ring. One specific hand gesture per portrait. Resting flat is the death of a modern composition.
  • Hair behaviour. Not just colour and length — behaviour. Slicked back. Tucked behind one ear. Damp from the rain. Static-frizzed under a hat. Hair tells you what kind of day this character is having.
  • A single object out of place. A wedding ring on the wrong finger. A tag still on the jacket. A second phone in the breast pocket. The painting becomes a character study the moment one small detail asks a question.

For a contemporary OC client last autumn, Theo, an architect in his late thirties, the entire portrait was carried by one decision: paint-stained fingers on a man wearing an extremely clean suit. I asked, the client confirmed he was the kind of architect who still built his own physical models in balsa wood at his kitchen table after his kids went to bed, and the painting wrote itself from there. The suit stayed sharp, the cuffs stayed white, but those two fingertips, slightly grey-blue from yesterday's primer, did all the storytelling work that a sword and shield would have done in a fantasy portrait. No fantasy crutches needed.

The longer technical walkthrough for this — how to paint a regular person without the painting flattening into a "headshot" — sits in painting a regular person without fantasy crutches, which goes through the actual rendering choices stroke by stroke.

If you want to see how the same restraint plays out across other genres, the character art process walkthrough lays out my full sketch-to-final pipeline, and choosing a commission style covers when painterly vs semi-realistic suits a modern subject better.

Common mistakes I see in modern briefs

Five patterns I see often enough to flag them at the brief stage, before they end up in a sketch:

  • The catalogue-model fit. Every garment new, nothing scuffed, no asymmetry. Reads as advertising, not character. Add one piece of wear-and-tear and the portrait gets a soul.
  • The expression-less stare. "Confident, neutral, looking at the camera." That's a passport photo. Modern needs a micro-expression — a small smile, a tilt of the head, a slight squint, something that says this person was thinking about something the half-second before the painting.
  • The "in a city" background. Without specifics, this defaults to bokeh-blur generic urban. Pick a kind of city block. Chinatown at noon. A motel parking lot at 3am. A Whole Foods at closing time. The specificity makes the portrait.
  • The fantasy weapon in a modern outfit. This one is for World of Darkness players especially. A katana strapped across the back of a leather jacket reads as cosplay, not character. If the character carries a weapon, ground it: a concealed-carry holster bulge, a knife clipped inside the jacket, an iron stake in a sleeve. Modern weapons want to be almost invisible in the portrait. The threat is in the posture, not the prop.
  • The "tactical everything" Hunter. Hunter players sometimes over-specify tac gear and end up with a portrait that looks like an Airsoft loadout. A Hunter is more compelling when they're carrying too little hardware than too much. One holster, one phone, one notebook. Trust the lighting and the eyes to carry the threat.

These five fixes apply to most of the modern briefs that come into the studio. The most common save is the first one — adding deliberate wear to the outfit. The second-most common is the fourth — pulling back on the weapons. Both are habits left over from fantasy and TTRPG briefing, where more gear equals more character. In modern, less gear, more presence.

Where to take this next

If you've got a modern character sitting in a half-written brief — a Vampire neonate, a Hunter who used to be a paramedic, a Dresden-style wizard you're running in a homebrew, the protagonist of a novel that needs cover art, or just a contemporary OC you've been carrying around in your head — the easiest thing is to send what you've got and let me ask the rest of the questions. The order form takes about ten minutes to fill out and gives me enough to come back with a one-line read of the character.

If you want to see modern work in the studio's voice before you brief, the portfolio has the closest visual references — World of Darkness pieces, urban fantasy commissions, a few modern crime portraits, and several novel cover characters. The character work service page covers the single-portrait pipeline, and custom projects is the right page if you're commissioning for a novel, an indie comic, or an original modern setting that needs a small cast.

For genre crossover, the modern toolkit shares more with horror commissions than most clients expect (vampires, Hunters, modern-occult), and more with cyberpunk commissions than you'd think (noir lighting, modern crime, contemporary palettes pushed a decade ahead). The fantasy commission guide is the opposite pole and worth reading if your character straddles both — half the urban fantasy briefs I take end up borrowing one cue from each.

And on the practical side: character art commission pricing covers what a modern portrait actually costs, and the sketch-to-final process walkthrough shows the stage-by-stage pipeline that every modern piece goes through, from the thumbnail to the last brushstroke.

One last note. Most modern clients arrive apologetic about how "small" their character is — no armour, no setting, just a person in clothes. They've never been right yet. The best portraits to come out of the studio in two years have been people in jeans. The harder the brief looks at the start, the better it tends to land at the end. Write the one-line pitch, send what you've got, and let's see who shows up on the easel.

More on Modern

Guides & case studies across this genre

Guides

Modern fashion in character art: realistic clothing that ages well

10 min

How to brief a modern character's wardrobe so the portrait still looks right in 2034 — timeless modern vs trend-anchored, fabric weight, and the fit that lasts.

Guides

World of Darkness commission guide: Vampire the Masquerade, Werewolf the Apocalypse, and beyond

8 min

Commissioning art for V5, W5, Hunter, and Mage characters — clan and tribe shorthand, era markers, and the one detail that makes a modern portrait feel wrong.

Guides

Urban fantasy character art: Dresden Files, Rivers of London, and the modern-magic vibe

8 min

How urban fantasy commissions differ from straight modern — the wizard-in-a-t-shirt principle, city-specific settings, and the one supernatural channel that lands.

Guides

Painting a "regular person" character without fantasy crutches

12 min

The hardest brief I take — a character in jeans and a hoodie, no armour, no staff, no fantasy props. How face, posture, hands, and one telling detail carry the painting.

Guides

World of Darkness Clans: a visual cheat sheet for Vampire the Masquerade portraits

13 min

Two or three sentences per V5 clan: palette, posture, and the status accessory that makes a Vampire the Masquerade portrait read without a caption.

Guides

John Constantine: the hellblazer portrait, and why he's the hardest face to paint

13 min

Three canonical Constantines, the chain-smoker face problem, and the tired-bastard register that makes any worn-down magic-user commission land.

Guides

The Dresden Files Portrait Guide: Harry, Murphy, and the Chicago crew

13 min

How Harry Dresden's canonical look, Murphy's compressed-power register, and a Chicago 3 a.m. light translate into urban-fantasy character commissions.