Character design is a communication problem, not a rendering problem.
A character that reads at thumbnail size is a designed character. A character that only works at full resolution with perfect rendering is an illustration of a character — and the difference matters more than people admit.
The resources here split along that line, and that split is the point.
Process over polish. Aaron Blaise's live stream and Feng Zhu's Design Cinema episode are both process documents — watch how decisions get made in real time, where the silhouette is tested, when an idea gets killed. That's the transferable skill. The rendering-stage progression (sketch → shadow → AO → color → final) shows the result of those decisions, but the decisions themselves are the work.
Reference is part of design, not separate from it. The two CharacterDesigns.com galleries and the visual reference library exist because good character design is built on a real visual vocabulary, not invented in a vacuum. Spend as much time in reference as in rendering.
Iteration beats finishing. Sycra's eye-improvement breakdown is the smallest resource here and arguably the most useful: it shows a single feature refined across many passes. That loop — draw, assess, redraw — is the actual engine of character improvement, and it works on silhouettes, color, and readability, not just features.
The brush packs are here because this category attracts working concept artists. They're tools, not lessons. Don't collect them.