Getting the proportions right on Perry is harder than it looks.
The problem with drawing Perry the Platypus is that Disney's model sheets are deceptive. On paper, he's basically a football with legs and a hat. In animation, if you get one curve wrong, he looks like a depressed potato in a hat. I spent three years rigging characters for a mid-tier animation studio before I realized most people drawing Perry at home are building the body wrong from the first line. It's not a circle. It's an asymmetrical oval that tilts forward about fifteen degrees. Get that tilt, and everything else falls into place. I keep this guide bookmarked on my workstation because it actually covers the transition from rough sketch to vector-clean final art, which is where most tutorials skip ahead and lie to you. The full workflow breaks down into four stages. Stage one is the block-in. I use a 4B pencil on bristol and start with the tilted oval, then drop two smaller circles for the head and pelvis. The head circle overlaps the body oval by about thirty percent. That overlap is non-negotiable. Remove it and Perry looks like two separate animals standing next to each other. Stage two adds the beak. This is where everyone messes up. The beak doesn't sit on the front of the face. It extends from the lower third of the head circle and sweeps forward at a downward angle. The top edge of the beak should be nearly horizontal with a slight upward curve at the tip. I measured this on frame grabs from the show and the angle is consistently between five and eight degrees below horizontal when Perry is facing forward.
Stage three is the fedora. The brim is an ellipse, not a line. It wraps around the head at a forty-five degree angle from your viewpoint. The crown is a truncated rectangle that sits slightly behind the beak plane. If the brim touches the beak in your drawing, your perspective is flat. Move the brim's back edge up and the front edge down to imply depth. Stage four is the clean-up pass. Switch to a 2H pencil and tighten the lines. Erase the construction circles entirely. At this point, I cross-reference against at least three different official model sheets because Disney changed Perry's proportions slightly between seasons one through three. The head gets rounder in later seasons. Pick one era and commit to it. Converting the sketch to screen-ready art requires a different skill set. I scan the drawing at six hundred DPI and bring it into Clip Studio Paint. Set the opacity of the sketch layer to about twenty percent and create a new layer on top. Use the curve pen tool, not the freehand pen. Every line on Perry is either a cubic Bézier segment or a simple arc. The body is a single continuous curve. The beak is two curves meeting at a sharp terminal point.
Color is deceptively simple. The body is a single flat teal with a slight gradient overlay for shading. I use #2E8B7A as the base color and overlay a soft black at eight percent opacity following the contour of the oval. The fedora is charcoal gray at #3C3C3C with a subtle band in a slightly lighter shade. Eyes are pure white circles with a small off-center black pupil. That off-center placement is important. Perry's pupils sit about twenty percent toward the bridge of the nose from the center of the eye. Center them and he looks cross-eyed even when he isn't. Here's something nobody warns you about when going screen-ready: anti-aliasing kills clean cartoon lines if you're not careful. When you downsample from your six hundred DPI scan to your final seventy-two or one hundred forty-four DPI export, those soft edges turn muddy. I solve this by converting the line art to a hard-edged path and using the "overshoot" setting in the export dialog. It adds one pixel of compensation that keeps the curves sharp at small sizes. Saves me about twenty minutes per character sheet that I used to waste on retouching. The main limitation of this approach is time. Going from blank paper to a proper screen-ready Perry takes me roughly forty-five minutes if I'm working clean, and about two hours if I'm iterating on anatomy. There's no shortcut through the construction phase. You can skip it if you're making something casual, but then you're not actually drawing Perry. You're drawing something that vaguely resembles Perry and will look wrong next to official art.
Get the Full Details

If you need something faster and don't care about original line work, the alternative is tracing an official model sheet through a lightbox and refining the vector output. It's not ideal from a craft perspective but it's how a lot of fan artists hit deadlines. I do it myself sometimes when a commission comes in with a tight turnaround and the client just wants something that looks right on screen. The real test is whether your drawing holds up at small sizes. Export your final piece at two hundred pixels wide and examine it on an actual phone screen, not your monitor. If the beak blends into the body or the hat brim disappears, go back and thicken those strokes by one or two pixels. That adjustment alone makes the difference between something that reads as Perry and something that reads as a brown blob with a hat.