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Hello.
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Today, we'll learn about the silhouette.
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Last time, we learned about the character's gaze.
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I'll summarize the previous lecture.
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When seeing an illustration,
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people's gaze moves in a certain direction.
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So, we can use that to our advantage
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to emphasize things we want to emphasize
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and make the gaze flow
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based on the mood we want to create.
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When you're illustrating, that is very important.
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But, when you've just heard of the concept,
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you could ignore its importance.
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So, from now on,
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we have to know
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how to utilize
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this gaze intentionally.
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So, we'll learn about the silhouette today.
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As a basic concept, we learned about the gaze last time.
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Today, we'll go over
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how to utilize it to your full advantage.
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Subtitled by
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We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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So, we will apply what we've learned to today's lecture.
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The three things that make up
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an illustration are the point, the line, and the plane.
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The silhouette would be related to the plane.
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Among these three components,
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the point makes you focus.
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The line induces you.
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And the plane decides the first impression.
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That's the summary.
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Simply put, for example,
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if there's a muscular character,
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the silhouette would be massive.
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And if you look at a muscular character,
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you can perceive the character
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as being aggressive.
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On the other hand, if the character's silhouette
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is gentle and slender,
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you can perceive it as being
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a calm character.
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So, the silhouette has a huge impact
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on deciding the character's first impression.
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Oh, the silhouette applies to the illustration stage.
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It applies to the design stage,
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and it also applies to the drawing stage.
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It always applies.
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Even when it's a simple hoodie,
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whether you draw it oversized
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or whether you draw it tight
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that will differentiate the character's first impression.
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So, the silhouette
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has a close relation with illustration.
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So, you should put your intentions towards it.
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I have the same character that I used
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when I explained about the gaze.
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Today, I'll use this character
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to show you its design.
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We're going to look at
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what kind of impressions a silhouette gives
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and how to use it effectively.
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So, why am I just showing you the design?
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Of course, like I told you before,
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you can use this silhouette in the composition.
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If a character is sitting down
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and if its legs are
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in an M shape like this,
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the overall silhouette of the character will be a triangular shape.
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So, it will look more stabilized.
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Or, it could be lifting both arms up.
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So, when it's standing like this,
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the silhouette will be an inverted triangle.
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So it would look energetic.
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We can create different feelings like this.
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But, I'll tell you about
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the most common silhouettes
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later on.
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There are many different kinds of silhouettes
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but, if we're just looking at the basic forms,
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these would be the basic ones.
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First up, the triangle.
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I showed this in the previous example.
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With this silhouette, it has a lot of balance on the bottom
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so, it looks kind of heavy.
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So, if a character has this silhouette,
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it gives off a calm impression.
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There would be a lot of elements at the bottom
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and fewer elements at the top.
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And, when it's flipped over,
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it would be an inverted triangle.
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This inverted triangle would be more energetic
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as opposed to being calm
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and it would look more impressive.
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So, with cute characters, most of their elements
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would be at the top.
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This character has a calm impression.
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So its hair goes downwards.
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If you want to draw a cute character,
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you can draw twin pigtails and make the hair go upwards.
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And if it goes upwards,
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it will look cuter
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than the previous silhouette.
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There are people who lift the pigtails completely like this.
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This is used for more dynamic compositions.
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So, a triangular composition is for calm images,
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and an inverted triangle is for energetic images.
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Now, this triangle is modified
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into this diamond shape.
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The diamond shape
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is used often
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for mobile game characters
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when we're drawing a portrait illustration.
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So, what is a diamond composition?
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Overall, the diamond composition strongly gives
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the appearance of a fancy composition.
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But, the difference between an inverted triangle,
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which is also dynamic and fancy,
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is that it looks stabilized as well.
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So, it has both the advantages of the two types of triangles.
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With the diamond shape,
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the character would look fancy,
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and it's easier to make the viewers focus towards the center.
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If we look at where our eyes would be focused on,
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with the triangle, it would be here,
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and with the inverted triangle, it would be here.
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But actually, this spot changes
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quite fluidly.
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For example, when we have a triangular composition,
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the character's face would be here.
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The viewers would look at the face first,
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so their gaze would head here first.
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So, the overall center of gravity
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should be at the bottom.
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But, our eyes would look at the top.
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So, it's actually difficult to
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make the viewer's gaze focus on where we'd want them to.
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But, with this diamond shape,
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the center is definitely balanced.
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So, the viewers tend to
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focus a lot on the elements in the middle.
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So, what're the characteristics of mobile games?
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Gamers have to know the character's charm at first glance.
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Also, the character needs to be very fancy.
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This way, gamers would want to get this character
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from a game's 'gacha' system.
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So, to do that,
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this diamond shape is used often
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because it's more appropriate.
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There are other types, too.
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For example, there's the 8-shaped composition.
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Actually, this composition is simple.
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With an 8-shaped composition, if there's a halo behind,
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people's gaze would focus strongly at the top.
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People would focus on the center of the circle.
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So, this character would look holy.
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You might have seen this composition often
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when a goddess character
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has a halo behind her head.
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If she also has a cape,
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like this,
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the composition would overall look very holy.
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Other than the triangle, the diamond, and the 8-shape,
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there could be triangular compositions that are heavy on one side.
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There could be trapezoid shapes, and other shapes too.
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But, the compositions that decide
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the overall image would be just the ones we learned.
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So, I'll apply our knowledge to the gaze here.
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The gaze focuses on the bottom,
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so it overall gives a calm impression.
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When the gaze focuses on the top,
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it looks energetic overall.
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The gaze spreads out.
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The horizontal lines are long
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and our eyes focus on the center.
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So, it would be often used for
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fancy portrait illustrations.
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The gaze spins once around the head.
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Either from above it, or from behind it.
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The gaze would draw a big circle.
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Because we focus on the character's face,
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it looks holy.
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Now, if you use this knowledge,
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you can effectively use silhouettes
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according to your intentions.
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So, you should remember this.
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Remember these four types of silhouettes
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and apply them to your illustrations.
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We went over the overall first impression of the silhouette.
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So, from here, we can decide the second impression.
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The first impression
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is decided by the overall silhouette.
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The second impression is decided by a lesser factor,
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which would be the lines.
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The lines decide the character's second impression.
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What am I talking about?
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How would you feel if a silhouette was round?
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It would be a cute character.
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On the other hand, if the silhouette is pointed,
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it will look aggressive.
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If the overall silhouette has a lot of curves
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that move smoothly,
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it will look luxurious.
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If the silhouette is a square shape,
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it will look defensive and firm.
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If we maintain this triangular composition,
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and if we draw the lines inwards,
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it would look weaker.
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If it's a triangle with round lines that go outwards,
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we can alter it
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so that it looks cute.
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So, by utilizing these four basic compositions,
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and by using the lines below,
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we would actually draw while fixing the silhouettes.
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So, let's get to it.
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Let's decorate and design this character.
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First off, we'll use the triangular composition.
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Because it gives off a calm impression,
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from these two examples,
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I'll use this less energetic silhouette.
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Subtitled by
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I'll also add in curves overall
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so that it looks classy.
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So, this character would be calm, dull, and classy.
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These are the impressions we want to give.
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I'll draw the clothes.
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I'll make the clothes curve more inwards around the waist
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so that the waist would be thin.
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The bottom silhouette
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should also be forming a triangular shape as much as possible.
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Like I told you before,
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there should be a lot of elements on the bottom.
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So, let's say this character is a wizard.
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An ice wizard.
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Or,
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let's just say it's a plant wizard.
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I think that would be better to
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show the curves of the character.
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If it's a plant wizard,
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most of its magic effects
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would be placed downwards.
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First, I'll draw the clothes.
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Some of you may find it difficult to design a character.
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You might think it's challenging.
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You may even wonder if you can start designing with your current skills.
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Drawing fan art could feel more comfortable for now.
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But, if you do practical work later,
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you'll have to design most of your works.
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If you are just going to draw as a hobby
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or just draw fan art, it'll be fine.
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But other than that, you need some design skills.
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If you work with subcontracts,
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there are concept artworks where you would just work on design.
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You could also draw the concept art and the illustration.
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This type of work is the most common these days.
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Other than that, you might draw loading illustrations.
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Or you may also have to design the cover for books.
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So, if you're not drawing
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a loading illustration
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or selling your fan artwork,
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most of the time, you would have to do design work.
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So, practicing design is important.
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You might think design is something difficult.
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But, when you draw the silhouette just like your intention,
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like I did now,
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even if the specific elements within it changes,
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as long as the overall silhouette stays the same,
268
00:12:56,133 --> 00:12:58,723
you can express what you wanted to
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00:12:58,724 --> 00:13:00,023
in the overall image.
270
00:13:00,586 --> 00:13:04,404
After that, you would just make it look prettier.
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00:13:04,406 --> 00:13:06,820
So, you would keep looking at references.
272
00:13:07,962 --> 00:13:09,703
If you just get the first impression right,
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00:13:11,320 --> 00:13:13,020
most of the time
274
00:13:13,021 --> 00:13:14,873
you can draw the image you want.
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00:13:14,898 --> 00:13:16,696
So, don't worry about it too much.
276
00:13:16,698 --> 00:13:18,201
I recommend you to practice drawing
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00:13:18,203 --> 00:13:20,330
while thinking of today's topic
278
00:13:20,332 --> 00:13:22,088
and thinking of how to
279
00:13:23,022 --> 00:13:26,102
move a gaze according to your intention.
280
00:13:26,644 --> 00:13:28,936
There will be some of you
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00:13:28,961 --> 00:13:31,729
who want to draw game illustrations
282
00:13:32,070 --> 00:13:33,069
but who have never designed.
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00:13:33,094 --> 00:13:37,055
If that's you, I strongly suggest
284
00:13:37,080 --> 00:13:38,937
practicing design in your free time.
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00:13:42,433 --> 00:13:44,959
When I previously mentioned the point, line, and plane,
286
00:13:44,984 --> 00:13:47,834
I mentioned that the line directs the gaze.
287
00:13:47,859 --> 00:13:49,389
In other words, it would induce you.
288
00:13:49,414 --> 00:13:50,780
Then, you can use the lines to
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00:13:50,799 --> 00:13:52,690
make the viewers focus on a certain point.
290
00:13:52,692 --> 00:13:54,650
Let's say you want a triangular shape.
291
00:13:54,651 --> 00:13:56,398
It would be the most effective to
292
00:13:56,423 --> 00:13:58,382
make the clothing go inwards, then outwards.
293
00:13:58,777 --> 00:14:01,632
If it goes outwards from here, the gaze would head in the opposite direction.
294
00:14:02,161 --> 00:14:04,624
So, to make the gaze move in the way you want,
295
00:14:05,213 --> 00:14:08,452
you can place metals next to the breasts, like this.
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00:14:08,477 --> 00:14:10,023
Make them go inwards first,
297
00:14:12,685 --> 00:14:14,148
then make them go outwards.
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00:14:16,085 --> 00:14:18,917
See how the elements related to the line
299
00:14:19,224 --> 00:14:23,054
make the gaze move in the direction I want?
300
00:14:24,465 --> 00:14:26,680
We also need focal points in the center.
301
00:14:26,705 --> 00:14:28,281
In other words, elements related to the dot.
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00:14:28,306 --> 00:14:30,097
Previously, when we learned about the gaze,
303
00:14:30,122 --> 00:14:32,449
we learned a good element in illustration
304
00:14:32,474 --> 00:14:34,678
would make the gaze flow naturally.
305
00:14:34,703 --> 00:14:37,725
We would also need focal points.
306
00:14:37,750 --> 00:14:40,029
So, if we place these focal points
307
00:14:40,054 --> 00:14:44,246
with detailed patterns in these areas,
308
00:14:45,393 --> 00:14:51,309
it would be a better design.
309
00:14:56,879 --> 00:14:58,823
One of the most widely used designs in practical work
310
00:14:58,824 --> 00:15:01,004
is this triangular design.
311
00:15:02,212 --> 00:15:02,884
Like this one.
312
00:15:02,886 --> 00:15:05,284
I sometimes call it the arrow.
313
00:15:05,309 --> 00:15:07,431
If the bottom lines are longer
314
00:15:07,433 --> 00:15:10,176
and if the upper lines are shorter, the gaze would
315
00:15:10,208 --> 00:15:12,028
naturally flow in this direction.
316
00:15:12,501 --> 00:15:14,791
So, this acts as an arrow.
317
00:15:14,816 --> 00:15:16,059
It becomes a guidepost.
318
00:15:16,192 --> 00:15:18,919
So, you can add in elements like this
319
00:15:18,944 --> 00:15:21,207
to make the gaze go towards your intentions.
320
00:15:22,104 --> 00:15:23,127
This element would
321
00:15:23,152 --> 00:15:25,660
make sure the gaze goes downwards.
322
00:15:29,667 --> 00:15:31,584
If you want to add in visual elements,
323
00:15:31,609 --> 00:15:33,707
it's effective to use colors.
324
00:15:36,918 --> 00:15:40,405
It would be really good to use colors
325
00:15:40,703 --> 00:15:42,730
around the important areas.
326
00:15:49,028 --> 00:15:52,081
So, we now used flows that go downwards.
327
00:15:52,106 --> 00:15:56,277
And we decided that the character uses plant magic.
328
00:15:56,279 --> 00:15:59,218
Let's set the overall color.
329
00:16:03,459 --> 00:16:06,105
I'll set the overall color to green.
330
00:16:06,787 --> 00:16:09,483
Now, I'll draw the plants.
331
00:16:09,528 --> 00:16:13,098
When you draw plants, remember that they are curved overall.
332
00:16:13,123 --> 00:16:15,483
So, these elements will be very appropriate
333
00:16:15,508 --> 00:16:17,598
to give the impression we want.
334
00:16:17,981 --> 00:16:20,284
We have to twist the plants as much as possible.
335
00:16:20,309 --> 00:16:22,058
We also need to create a triangular silhouette.
336
00:16:22,083 --> 00:16:23,723
So, I'll place them at the bottom.
337
00:16:32,504 --> 00:16:34,499
While maintaining a triangular silhouette,
338
00:16:34,524 --> 00:16:36,387
the tree trunks would be placed here.
339
00:16:37,168 --> 00:16:40,470
Remember, you need to make sure that the trunks
340
00:16:40,472 --> 00:16:41,520
aren't placed too regularly.
341
00:16:41,524 --> 00:16:45,128
Remember when we divided the hair into dimensions?
342
00:16:45,153 --> 00:16:48,973
Like that, we're going to use irregular patterns
343
00:16:48,998 --> 00:16:50,551
and create irregularity and draw.
344
00:17:03,325 --> 00:17:06,964
So, if we place a lot of elements at the bottom,
345
00:17:06,989 --> 00:17:11,167
the overall impression will be calm.
346
00:17:11,192 --> 00:17:12,669
But, you may wonder
347
00:17:12,671 --> 00:17:15,209
if you can add in other types
348
00:17:15,234 --> 00:17:16,426
of silhouettes.
349
00:17:17,002 --> 00:17:17,777
It's actually possible.
350
00:17:17,802 --> 00:17:19,863
But, in this case, it's nearly impossible to
351
00:17:20,716 --> 00:17:23,910
add an inverted triangular silhouette.
352
00:17:23,935 --> 00:17:25,935
Because it would collide with what we've done.
353
00:17:25,960 --> 00:17:27,800
But, it's possible to
354
00:17:27,825 --> 00:17:29,422
add in a small diamond silhouette
355
00:17:29,447 --> 00:17:31,616
or an 8-shaped composition.
356
00:17:31,648 --> 00:17:33,639
There are a lot of different diamonds.
357
00:17:33,664 --> 00:17:35,208
There could be an exact diamond like this,
358
00:17:35,233 --> 00:17:37,414
and there could be a diamond that's longer at the bottom.
359
00:17:37,598 --> 00:17:39,769
There are also diamonds that're longer at the top.
360
00:17:39,794 --> 00:17:41,598
There are also diamonds with longer sides.
361
00:17:41,713 --> 00:17:43,542
We looked at the different types of diamonds,
362
00:17:43,567 --> 00:17:46,053
so, we can now mix them.
363
00:17:46,078 --> 00:17:48,767
For example, this character uses tree power.
364
00:17:48,769 --> 00:17:50,643
You may think that because it uses tree power,
365
00:17:50,645 --> 00:17:51,824
you want it to look holy,
366
00:17:52,759 --> 00:17:54,519
just like a goddess.
367
00:17:55,801 --> 00:17:57,412
How would we do that?
368
00:17:57,414 --> 00:18:00,324
Remember it's good to add a silhouette behind the head?
369
00:18:01,963 --> 00:18:04,137
So, I'll draw a trunk like this.
370
00:18:08,392 --> 00:18:11,434
You'll see that the impression changed suddenly.
371
00:18:11,459 --> 00:18:14,515
The character has different impressions
372
00:18:14,540 --> 00:18:16,535
depending on whether it has this trunk or not.
373
00:18:18,890 --> 00:18:22,613
I'll add horns to the character for better focus.
374
00:18:28,066 --> 00:18:30,449
So, silhouettes and gazes are all about
375
00:18:30,451 --> 00:18:33,378
designing an illustration based on
376
00:18:33,403 --> 00:18:35,290
the mood you want to create.
377
00:18:35,292 --> 00:18:37,925
So, these two elements
378
00:18:37,950 --> 00:18:41,689
would be the key elements to address
379
00:18:41,691 --> 00:18:44,426
if you want to be an illustrator.
380
00:18:44,908 --> 00:18:46,972
Drawing a character beautifully
381
00:18:46,997 --> 00:18:48,722
and having a gorgeous drawing style
382
00:18:48,747 --> 00:18:51,643
are actually just additional elements.
383
00:18:51,668 --> 00:18:53,512
That's what I think.
384
00:18:53,537 --> 00:18:56,367
Of course, in commercial art, your drawing style is very important.
385
00:18:56,392 --> 00:18:58,256
You need to have a charming drawing style.
386
00:18:58,258 --> 00:19:00,698
Also, you shouldn't be lazy in
387
00:19:00,700 --> 00:19:02,159
experimenting with it.
388
00:19:02,184 --> 00:19:05,673
But, before that, you need to understand how to
389
00:19:05,675 --> 00:19:06,893
compose your illustration.
390
00:19:06,918 --> 00:19:09,742
I think this is the biggest element
391
00:19:09,744 --> 00:19:12,050
that can affect your growth as an artist.
392
00:19:12,075 --> 00:19:14,103
You may think that you have to
393
00:19:14,105 --> 00:19:15,139
study this part separately.
394
00:19:15,140 --> 00:19:17,565
You may think that you always need to have your intentions.
395
00:19:17,590 --> 00:19:19,089
That isn't true.
396
00:19:19,114 --> 00:19:20,851
If you keep studying,
397
00:19:20,853 --> 00:19:22,413
if you keep drawing,
398
00:19:22,438 --> 00:19:25,760
if you continue drawing, even if you're ignorant,
399
00:19:25,785 --> 00:19:29,410
someday, you'll learn these parts just by doing it.
400
00:19:29,435 --> 00:19:30,389
You'll get a hunch.
401
00:19:30,390 --> 00:19:33,073
If you just draw, you can make a good silhouette.
402
00:19:33,382 --> 00:19:35,144
But you'd have to
403
00:19:35,169 --> 00:19:37,449
draw a lot. Really a lot.
404
00:19:37,787 --> 00:19:41,226
For about three to four years.
405
00:19:41,251 --> 00:19:43,200
You have to draw at least that long
406
00:19:43,202 --> 00:19:45,184
to grasp the basic concepts.
407
00:19:45,346 --> 00:19:48,179
But, you're not here to do that, right?
408
00:19:48,204 --> 00:19:49,793
When you're seeing this video,
409
00:19:49,818 --> 00:19:51,444
you should focus on
410
00:19:51,446 --> 00:19:54,524
intentionally using
411
00:19:54,525 --> 00:19:56,281
gazes and silhouettes.
412
00:19:56,989 --> 00:19:59,164
You should use them intentionally
413
00:19:59,166 --> 00:20:01,295
to grasp these concepts with your head
414
00:20:01,320 --> 00:20:02,902
instead of grasping them with muscle memory.
415
00:20:03,179 --> 00:20:04,181
This is something
416
00:20:04,183 --> 00:20:06,527
I emphasize to my students.
417
00:20:07,254 --> 00:20:08,815
Actually, muscle memory is the best.
418
00:20:08,817 --> 00:20:10,018
If you have good muscle memory,
419
00:20:10,043 --> 00:20:11,056
that would mean you were talented
420
00:20:11,081 --> 00:20:13,143
from the beginning.
421
00:20:13,168 --> 00:20:15,241
But that might not always work.
422
00:20:15,243 --> 00:20:17,676
For instance, each person has
423
00:20:17,678 --> 00:20:20,121
their own strengths.
424
00:20:20,600 --> 00:20:22,730
There are people who like drawing calm illustrations.
425
00:20:23,478 --> 00:20:26,533
There are others who are good at drawing dynamic illustrations.
426
00:20:26,674 --> 00:20:28,531
Others are good at drawing cute illustrations.
427
00:20:28,556 --> 00:20:34,691
So, everyone has their own strengths.
428
00:20:36,327 --> 00:20:37,872
But, that would mean,
429
00:20:37,874 --> 00:20:41,731
people usually can't draw something that's opposite to their strengths.
430
00:20:41,733 --> 00:20:43,580
For example, if you can draw calm characters well,
431
00:20:43,581 --> 00:20:45,066
your weakness would be cute characters.
432
00:20:45,395 --> 00:20:47,903
It would also apply
433
00:20:47,905 --> 00:20:49,699
to the opposite situation.
434
00:20:50,366 --> 00:20:53,043
But, it's actually clear why those are your weaknesses.
435
00:20:53,451 --> 00:20:57,215
It's because you don't have muscle memory.
436
00:20:58,520 --> 00:21:00,972
So, when someone is good at
437
00:21:00,974 --> 00:21:03,042
drawing cute characters thanks to muscle memory,
438
00:21:03,043 --> 00:21:05,460
if they rely on it too much with calm characters,
439
00:21:05,462 --> 00:21:07,418
the character would end up looking cute.
440
00:21:07,550 --> 00:21:09,248
So, in a lot of cases,
441
00:21:09,574 --> 00:21:12,085
you wouldn't be able to follow your intentions.
442
00:21:12,087 --> 00:21:14,051
In order to minimize these situations,
443
00:21:14,053 --> 00:21:16,926
I'll tell you all about how to use your intentions.
444
00:21:17,199 --> 00:21:19,207
If you focused on cute characters
445
00:21:19,232 --> 00:21:20,275
so far,
446
00:21:20,300 --> 00:21:22,129
practice drawing calm characters,
447
00:21:22,154 --> 00:21:24,191
and make the silhouette in a triangular shape.
448
00:21:24,216 --> 00:21:26,211
Make sure the viewer's gaze goes downwards,
449
00:21:26,236 --> 00:21:27,902
and work on your illustration.
450
00:21:27,927 --> 00:21:30,824
After you're done, compare it to your previous drawings of
451
00:21:30,849 --> 00:21:32,291
calm characters.
452
00:21:32,316 --> 00:21:34,543
Did your character actually appear calm?
453
00:21:34,568 --> 00:21:37,598
If it did, today's lecture
454
00:21:37,623 --> 00:21:39,637
will have been a success.
455
00:21:42,396 --> 00:21:44,207
That's all I want to tell you.
456
00:21:51,775 --> 00:21:54,363
The illustrations on the right look like an elemental table, right?
457
00:21:54,894 --> 00:21:57,488
Well, it's kind of like that.
458
00:21:57,513 --> 00:22:00,027
It's kind of like an elemental table.
459
00:22:00,795 --> 00:22:03,195
These would be our tools to help us
460
00:22:03,394 --> 00:22:04,996
express a character.
461
00:22:05,269 --> 00:22:07,987
So, first, we worked on a character
462
00:22:08,012 --> 00:22:10,207
that looks calm and holy.
463
00:22:19,192 --> 00:22:23,309
We'll work on the same character again, but,
464
00:22:23,480 --> 00:22:26,762
we're going to use an inverted triangle and a pointy silhouette
465
00:22:26,787 --> 00:22:29,629
to make it look aggressive.
466
00:22:29,654 --> 00:22:32,527
You'd usually do this when you're drawing armor.
467
00:22:45,633 --> 00:22:49,381
If you're an avid fan of RPG games,
468
00:22:49,406 --> 00:22:51,410
you would have seen this silhouette often.
469
00:22:52,876 --> 00:22:55,629
Because high-level weapons need be threatening,
470
00:22:56,181 --> 00:22:58,277
characters who use those weapons
471
00:22:58,302 --> 00:23:00,512
or characters who are the enemy
472
00:23:00,537 --> 00:23:01,723
tend to have pointy silhouettes.
473
00:23:03,775 --> 00:23:06,539
But, it doesn't necessarily have to be armor.
474
00:23:06,564 --> 00:23:09,246
Even if it's a hoodie, if you draw it pointy,
475
00:23:09,271 --> 00:23:10,941
you can make it look aggressive.
476
00:23:10,966 --> 00:23:13,047
Today, I want to show you dramatic differences,
477
00:23:13,072 --> 00:23:14,961
so I'm drawing some armor today.
478
00:23:15,105 --> 00:23:17,533
But, later, when you're actually drawing,
479
00:23:17,900 --> 00:23:20,388
make those changes to a simple hoodie.
480
00:23:20,413 --> 00:23:21,723
A sharp hoodie,
481
00:23:21,748 --> 00:23:22,863
and a soft hoodie.
482
00:23:22,888 --> 00:23:26,469
Just by drawing different types of creases
483
00:23:26,494 --> 00:23:28,848
you can change the character's impression.
484
00:23:34,089 --> 00:23:36,644
We need to make sure the gaze heads upwards.
485
00:23:36,867 --> 00:23:39,988
If you control the silhouette like this, the middle will be empty.
486
00:23:40,013 --> 00:23:42,312
So, if we follow this black area,
487
00:23:42,313 --> 00:23:44,301
it will turn around at the upper body area.
488
00:23:44,900 --> 00:23:46,854
Because our gaze would draw a circle at the upper body,
489
00:23:46,856 --> 00:23:48,973
our gaze would be focusing there.
490
00:24:08,121 --> 00:24:09,871
The silhouette at the bottom
491
00:24:11,498 --> 00:24:13,543
needs to be as simple as possible.
492
00:24:35,782 --> 00:24:39,148
We need to add more details to the top.
493
00:24:39,602 --> 00:24:40,738
Let's draw horns
494
00:24:46,174 --> 00:24:48,199
to make the silhouette pointy.
495
00:25:09,767 --> 00:25:12,566
Because our gaze should be headed upwards,
496
00:25:12,591 --> 00:25:15,426
in the middle area, our gaze shouldn't go sideways.
497
00:25:16,069 --> 00:25:18,160
It would be better if our gaze focuses at the middle.
498
00:25:18,680 --> 00:25:21,160
This way, we would get an inverted triangle shape.
499
00:25:33,833 --> 00:25:36,297
To make the silhouette a strong inverted triangle,
500
00:25:38,914 --> 00:25:40,941
we're going to make the gaze go up.
501
00:25:51,604 --> 00:25:53,574
Let's utilize the hair.
502
00:25:54,004 --> 00:25:56,441
Previously, the hair sank downwards
503
00:25:56,466 --> 00:25:58,309
so it gave off a calm impression.
504
00:25:58,674 --> 00:26:01,051
So, let's modify the hair a bit
505
00:26:09,879 --> 00:26:11,101
and make pointed hair
506
00:26:11,103 --> 00:26:13,434
that goes upwards.
507
00:26:26,810 --> 00:26:29,418
And if we modify
508
00:26:50,313 --> 00:26:51,725
the facial expression,
509
00:26:51,750 --> 00:26:54,901
we'll end up with a character
510
00:26:54,903 --> 00:26:56,809
with an aggressive look.
511
00:27:02,021 --> 00:27:05,171
As you can see, the silhouette is important
512
00:27:05,196 --> 00:27:06,863
when it comes to describing a character.
513
00:27:06,888 --> 00:27:09,285
The same applies to weapons.
514
00:27:10,087 --> 00:27:11,801
If you want the character
515
00:27:11,826 --> 00:27:13,882
to look even more aggressive and hostile,
516
00:27:13,907 --> 00:27:16,746
place the weapons on top.
517
00:27:16,771 --> 00:27:19,555
But, if you want the character to look heavy
518
00:27:19,580 --> 00:27:22,129
and if you want to use complex compositions
519
00:27:22,154 --> 00:27:23,620
by giving a heavy impression
520
00:27:23,645 --> 00:27:25,438
and a sharp impression at the same time,
521
00:27:25,440 --> 00:27:27,246
you can place more elements
522
00:27:27,271 --> 00:27:28,934
at the bottom.
523
00:27:28,959 --> 00:27:31,488
If you give an axe to this character,
524
00:27:31,513 --> 00:27:34,465
it will look aggressive like before.
525
00:27:34,490 --> 00:27:36,511
Also, because it has more elements at the bottom,
526
00:27:36,536 --> 00:27:39,949
it will look more stable.
527
00:27:41,519 --> 00:27:44,328
So, we now have a character that looks
528
00:27:44,353 --> 00:27:45,793
a lot different from the previous one.
529
00:27:45,818 --> 00:27:48,199
You can clearly see that the character
530
00:27:48,224 --> 00:27:50,366
will be
531
00:27:50,383 --> 00:27:51,887
very aggressive.
532
00:27:51,912 --> 00:27:54,715
If you want to emphasize its aggressiveness,
533
00:27:54,740 --> 00:27:57,715
make sure you put more elements at the top.
534
00:27:58,017 --> 00:28:00,002
Then, the gaze would go up,
535
00:28:00,027 --> 00:28:01,738
and you can emphasize the aggressiveness.
536
00:28:01,763 --> 00:28:04,746
I'll tell you another method.
537
00:28:04,771 --> 00:28:06,854
If you want to use methods
538
00:28:06,879 --> 00:28:09,074
other than designing the character,
539
00:28:09,258 --> 00:28:10,879
you can lift its arm like this.
540
00:28:12,353 --> 00:28:14,110
You know how aggressive characters
541
00:28:14,111 --> 00:28:16,038
sometimes make a cringey pose?
542
00:28:16,063 --> 00:28:18,466
For example, they would make a pose
543
00:28:18,491 --> 00:28:20,551
where it looks like they're grasping something at the top.
544
00:28:21,910 --> 00:28:23,423
Well, in the end, the purpose is the same.
545
00:28:23,448 --> 00:28:25,642
Because its poses would be cringey
546
00:28:25,667 --> 00:28:28,121
and aggressive at the same time,
547
00:28:28,146 --> 00:28:30,787
to emphasize that, we can lift its arms up
548
00:28:30,812 --> 00:28:33,012
and add more elements at the top.
549
00:28:33,037 --> 00:28:34,051
Like this.
550
00:28:36,802 --> 00:28:39,519
This fire can be a supplementary element.
551
00:28:39,915 --> 00:28:42,801
So, the more elements there are at the top,
552
00:28:42,826 --> 00:28:45,426
the more the character would look aggressive.
553
00:28:46,288 --> 00:28:48,738
That was the second example.
554
00:29:17,008 --> 00:29:19,605
Let's add another example.
555
00:29:19,964 --> 00:29:23,316
I'm going to draw a cute character now.
556
00:29:27,941 --> 00:29:30,735
I'll keep on working with the same character.
557
00:29:30,760 --> 00:29:34,546
If you want a cute atmosphere, what kind of silhouette
558
00:29:34,567 --> 00:29:36,394
should you use?
559
00:29:36,755 --> 00:29:39,557
Well, we can't say a calm character
560
00:29:39,582 --> 00:29:42,222
looks cute.
561
00:29:42,247 --> 00:29:44,145
We could say that it looks pretty.
562
00:29:44,147 --> 00:29:46,153
So, for the upper body part,
563
00:29:46,178 --> 00:29:49,316
we'll create an inverted triangle and a diamond silhouette.
564
00:29:50,143 --> 00:29:51,954
I'll use these compositions.
565
00:29:51,967 --> 00:29:54,113
And, if you want the silhouette
566
00:29:54,133 --> 00:29:55,613
to look cute,
567
00:29:55,615 --> 00:29:57,480
you can use a round silhouette.
568
00:29:57,505 --> 00:29:59,926
So, I'll utilize this round silhouette.
569
00:29:59,951 --> 00:30:01,643
What should you avoid?
570
00:30:01,668 --> 00:30:03,050
If you give it a calm atmosphere
571
00:30:03,075 --> 00:30:04,321
along with an 8-shaped composition,
572
00:30:04,346 --> 00:30:05,724
it will look holy.
573
00:30:05,749 --> 00:30:07,440
You should avoid these
574
00:30:07,465 --> 00:30:09,642
to make it look cute.
575
00:30:09,667 --> 00:30:12,330
So, now that we decided what we should avoid,
576
00:30:12,355 --> 00:30:15,196
let's utilize that and design this character.
577
00:30:19,267 --> 00:30:22,062
Remember how I said a round silhouette would be appropriate?
578
00:30:22,067 --> 00:30:23,861
So, you should keep thinking about
579
00:30:23,863 --> 00:30:25,730
what clothes would look good.
580
00:30:29,174 --> 00:30:31,230
Even when you dress up the arms,
581
00:30:35,767 --> 00:30:37,889
you can make the sleeves round.
582
00:30:38,683 --> 00:30:42,417
I'm going to use a diamond silhouette.
583
00:30:47,192 --> 00:30:48,550
Because this character
584
00:30:48,575 --> 00:30:50,678
has both its arms downwards,
585
00:30:50,679 --> 00:30:52,535
if I use an inverted triangle silhouette,
586
00:30:52,560 --> 00:30:54,331
I think the shoulders would be too broad.
587
00:30:54,707 --> 00:30:56,872
So, I'm going to make the silhouette
588
00:30:56,897 --> 00:30:59,019
have an overall diamond shape.
589
00:30:59,483 --> 00:31:02,074
Instead, I'll draw
590
00:31:02,823 --> 00:31:04,128
a lot of round elements.
591
00:31:04,357 --> 00:31:07,449
That way, it will certainly look cute.
592
00:31:08,505 --> 00:31:11,207
Round hat,
593
00:31:11,549 --> 00:31:12,847
round shoulders,
594
00:31:13,255 --> 00:31:14,363
and round arms.
595
00:31:20,206 --> 00:31:22,059
Even with the gloves,
596
00:31:22,084 --> 00:31:24,040
I'm going to make them round.
597
00:31:24,065 --> 00:31:25,608
I'm also going to make them thick.
598
00:31:30,172 --> 00:31:32,527
Mittens would work well.
599
00:31:37,348 --> 00:31:39,159
The cloth around the neck will be thick, too.
600
00:31:42,473 --> 00:31:44,865
So, overall, the silhouette is round.
601
00:31:44,890 --> 00:31:46,607
Now, the viewers should focus their gaze
602
00:31:46,632 --> 00:31:48,714
right in the middle here.
603
00:31:49,002 --> 00:31:52,761
In a diamond silhouette, the gaze goes towards the middle.
604
00:31:52,786 --> 00:31:55,675
So, to make the gaze go towards the middle,
605
00:31:55,700 --> 00:31:57,737
we can put more elements for the clothes.
606
00:32:22,925 --> 00:32:25,197
The buttons that I drew
607
00:32:25,222 --> 00:32:27,471
are also part of the silhouette.
608
00:32:27,496 --> 00:32:31,009
If you want to draw buttons on an aggressive character,
609
00:32:33,054 --> 00:32:34,798
it's better to use pointed buttons.
610
00:32:36,180 --> 00:32:37,464
Like this.
611
00:32:40,414 --> 00:32:41,750
Even with small design elements,
612
00:32:41,752 --> 00:32:44,150
it's really important to maintain the silhouette.
613
00:32:44,175 --> 00:32:46,686
When you draw a cute character,
614
00:32:46,687 --> 00:32:49,575
even when a small element like a pointed button is added,
615
00:32:49,600 --> 00:32:51,161
it will look awkward.
616
00:32:51,163 --> 00:32:53,990
So, if you're going for a cute character,
617
00:32:53,992 --> 00:32:56,581
all the lines composing it
618
00:32:56,733 --> 00:32:59,340
should be round.
619
00:32:59,341 --> 00:33:01,480
Then, you can emphasize the mood better.
620
00:33:13,613 --> 00:33:15,742
Let's now design the character
621
00:33:15,767 --> 00:33:17,409
while thinking of ways
622
00:33:19,767 --> 00:33:22,230
for how to make the gaze go upwards.
623
00:33:22,704 --> 00:33:26,478
Exposure is one of the most important elements to use in design.
624
00:33:26,503 --> 00:33:29,676
Basically, people's gaze will head towards the skin.
625
00:33:29,678 --> 00:33:31,814
So, depending on where the exposure is,
626
00:33:31,839 --> 00:33:34,399
it will be an effective tool
627
00:33:35,062 --> 00:33:36,684
to direct the gaze intentionally.
628
00:33:36,709 --> 00:33:40,065
For example, I'll create some exposure in this area.
629
00:33:41,231 --> 00:33:43,030
Then, naturally, the gaze would go towards
630
00:33:43,032 --> 00:33:45,026
the waist area around the chest.
631
00:33:47,929 --> 00:33:50,144
Make sure that these outlines
632
00:33:50,169 --> 00:33:51,472
go outwards.
633
00:34:03,992 --> 00:34:06,448
To make the character more round,
634
00:34:08,964 --> 00:34:11,042
I'll use things like skirts
635
00:34:13,224 --> 00:34:16,495
to keep using round shapes.
636
00:34:26,480 --> 00:34:28,289
Add in additional visual elements
637
00:34:28,314 --> 00:34:29,915
where you want the gaze to flow.
638
00:34:30,683 --> 00:34:33,109
If you want to add accessories here,
639
00:34:33,110 --> 00:34:35,042
make sure they are round too.
640
00:34:43,882 --> 00:34:45,269
The boots should be round as well.
641
00:34:46,504 --> 00:34:49,733
From long boots and short and thick boots,
642
00:34:49,735 --> 00:34:51,605
the latter will look more round.
643
00:34:51,735 --> 00:34:52,835
So, if you're really aiming for
644
00:34:52,837 --> 00:34:54,708
a cute character, the boots should be thick and short too.
645
00:34:55,785 --> 00:34:58,129
That's also why a short character
646
00:34:58,130 --> 00:34:59,994
is generally cuter than a tall character.
647
00:35:00,019 --> 00:35:02,340
The same principle applies here.
648
00:35:02,342 --> 00:35:04,531
With shorter characters, it is easier to
649
00:35:04,533 --> 00:35:08,261
apply round silhouettes.
650
00:35:12,831 --> 00:35:14,748
So, if you're designing a character
651
00:35:14,750 --> 00:35:16,332
and if it doesn't look as cute as you intended,
652
00:35:16,334 --> 00:35:19,605
and if applying round silhouettes isn't enough,
653
00:35:19,713 --> 00:35:22,704
modify the body type of the character as well.
654
00:35:22,860 --> 00:35:24,275
Don't get me wrong.
655
00:35:24,300 --> 00:35:25,471
When you're designing
656
00:35:25,496 --> 00:35:27,269
while drawing an illustration,
657
00:35:27,294 --> 00:35:29,314
the thing we're designing
658
00:35:29,339 --> 00:35:32,431
is the character, just like when we compose a screen.
659
00:35:32,620 --> 00:35:34,252
We're not designing the clothes.
660
00:35:34,385 --> 00:35:35,783
Of course, when you do practical work,
661
00:35:35,808 --> 00:35:37,674
you'll design clothes someday.
662
00:35:37,699 --> 00:35:38,900
But, aside from that,
663
00:35:38,902 --> 00:35:40,540
we would normally design
664
00:35:40,565 --> 00:35:42,628
the character itself.
665
00:35:42,833 --> 00:35:44,881
There are a lot of elements to it,
666
00:35:44,906 --> 00:35:46,977
including the skin color, the face shape,
667
00:35:47,198 --> 00:35:49,105
the personality,
668
00:35:49,654 --> 00:35:52,675
and even the body type.
669
00:35:57,850 --> 00:36:00,543
So you should utilize these elements well.
670
00:36:00,988 --> 00:36:02,510
If this character looks too bland
671
00:36:02,512 --> 00:36:05,120
compared to the previous two characters,
672
00:36:11,097 --> 00:36:12,315
from now on,
673
00:36:12,628 --> 00:36:15,315
let's utilize the visual aspects more.
674
00:36:15,517 --> 00:36:18,170
Basically, if the main and sub elements
675
00:36:18,172 --> 00:36:20,714
are placed all over and if they are
676
00:36:22,886 --> 00:36:25,098
placed without any empty space,
677
00:36:25,100 --> 00:36:26,605
it's easier to create a cute atmosphere.
678
00:36:26,915 --> 00:36:29,799
When we say something is small and cute,
679
00:36:29,824 --> 00:36:33,558
there are usually a lot of round elements
680
00:36:33,583 --> 00:36:35,845
and they are intertwined with each other.
681
00:36:35,846 --> 00:36:40,105
That's what we usually mean by 'small and cute'.
682
00:36:40,707 --> 00:36:42,372
So, when you're drawing a cute character,
683
00:36:42,374 --> 00:36:44,434
it helps if there are a lot of objects around it.
684
00:36:44,459 --> 00:36:47,497
For example, let's say there are spirits
685
00:36:47,499 --> 00:36:49,144
following this character around.
686
00:36:52,083 --> 00:36:54,417
They would be floating around it.
687
00:36:57,339 --> 00:36:58,750
Do they look too scary to you?
688
00:36:58,752 --> 00:37:00,487
It could be because they're black.
689
00:37:03,552 --> 00:37:05,071
Then, let's make them look cute.
690
00:37:19,759 --> 00:37:22,026
We can draw in eyes like this.
691
00:37:22,415 --> 00:37:25,347
Maintain the overall silhouette of the character
692
00:37:25,372 --> 00:37:28,120
and add pockets and buttons as much as possible.
693
00:37:35,589 --> 00:37:39,105
That way, you will be able to use the silhouette
694
00:37:39,107 --> 00:37:41,815
when you're doing cute characters, too.
695
00:37:49,586 --> 00:37:52,105
Let's change the facial expression
696
00:37:59,854 --> 00:38:02,286
and the hairstyle to fit our intentions.
697
00:38:16,314 --> 00:38:19,025
I'm going to put in side-tails so that the gaze goes up
698
00:38:40,698 --> 00:38:43,120
compared to the triangular silhouette.
699
00:38:43,313 --> 00:38:45,605
So, there are a lot of elements at the top.
700
00:38:45,816 --> 00:38:49,308
But, it's not sharp and pointed like the second example.
701
00:38:49,571 --> 00:38:52,757
We know have a character that is
702
00:38:52,782 --> 00:38:54,339
round and cute.
703
00:38:59,589 --> 00:39:02,281
Design-wise, you can create an atmosphere
704
00:39:02,283 --> 00:39:03,714
just like this.
705
00:39:03,879 --> 00:39:05,912
Of course, like I mentioned before,
706
00:39:05,913 --> 00:39:07,955
the silhouette
707
00:39:07,980 --> 00:39:10,481
applies to the design stage
708
00:39:10,483 --> 00:39:13,855
and the illustration stage.
709
00:39:17,123 --> 00:39:19,636
So, let's find out more about that.
710
00:39:19,880 --> 00:39:23,339
We just went over three examples.
711
00:39:31,932 --> 00:39:34,466
They were a calm character,
712
00:39:35,192 --> 00:39:36,587
an aggressive character,
713
00:39:40,080 --> 00:39:41,699
and a cute character.
714
00:39:42,503 --> 00:39:45,639
I'm sure you've noticed what the differences are.
715
00:39:45,905 --> 00:39:47,046
So, now
716
00:39:48,714 --> 00:39:51,604
let's find out how to use these silhouettes
717
00:39:51,620 --> 00:39:52,800
in illustrations.
718
00:39:52,915 --> 00:39:54,730
For this part, we're going to
719
00:39:54,755 --> 00:39:56,287
analyze some of the works
720
00:39:56,312 --> 00:39:58,620
that I've done so far.
721
00:40:00,714 --> 00:40:02,444
You can clearly see that with this illustration,
722
00:40:02,446 --> 00:40:05,315
the overall silhouette is a triangular shape.
723
00:40:05,392 --> 00:40:06,974
It has a triangular shape,
724
00:40:06,976 --> 00:40:09,486
and if you look at the parts that are yellow,
725
00:40:09,511 --> 00:40:11,283
which is the key color of this piece,
726
00:40:11,308 --> 00:40:13,425
they go inwards from outside
727
00:40:13,427 --> 00:40:14,919
and then outwards again.
728
00:40:14,944 --> 00:40:17,230
That is the overall flow.
729
00:40:17,488 --> 00:40:20,189
So, with this illustration, I made sure to
730
00:40:20,191 --> 00:40:21,366
make the gaze focus
731
00:40:21,368 --> 00:40:23,136
in the center as much as possible.
732
00:40:23,657 --> 00:40:27,208
There are a lot of elements at the bottom,
733
00:40:27,210 --> 00:40:29,790
but, at the same time, I wanted to make
734
00:40:29,792 --> 00:40:30,838
a strong facial impression.
735
00:40:30,863 --> 00:40:34,567
So, I wanted the gaze to go towards the face.
736
00:40:34,569 --> 00:40:37,646
That's why the letters are at the top.
737
00:40:37,809 --> 00:40:40,245
The letters themselves aren't that important.
738
00:40:40,354 --> 00:40:43,340
I induced our gaze to go upwards
739
00:40:43,342 --> 00:40:47,019
by placing the letters at the top, so it's meaningful that way.
740
00:40:47,151 --> 00:40:49,869
So, by using a triangular composition, I made this illustration calm.
741
00:40:49,894 --> 00:40:53,526
But, at the same time, I made the gaze
742
00:40:53,662 --> 00:40:55,409
focus towards the face.
743
00:40:55,434 --> 00:40:57,856
That's what's important.
744
00:41:00,383 --> 00:41:01,999
This example is the complete opposite.
745
00:41:02,429 --> 00:41:04,454
This example has
746
00:41:04,986 --> 00:41:06,673
this kind of composition.
747
00:41:07,245 --> 00:41:10,628
An inverted triangular composition was used.
748
00:41:10,898 --> 00:41:12,666
I wanted to give it a strong impression.
749
00:41:12,691 --> 00:41:14,853
Also, the main element
750
00:41:14,878 --> 00:41:16,055
is the area around the face.
751
00:41:16,057 --> 00:41:17,353
And, in this area,
752
00:41:17,378 --> 00:41:20,377
there aren't any elements that make you focus.
753
00:41:20,402 --> 00:41:24,150
All the focal elements are at this part.
754
00:41:24,175 --> 00:41:26,294
And around it, there are elements that act as a point.
755
00:41:26,296 --> 00:41:28,600
You can see flower petals flying around.
756
00:41:28,602 --> 00:41:31,720
Actually, when you make these kind of elements fly around,
757
00:41:31,721 --> 00:41:35,060
you can make them all connected, systemically.
758
00:41:35,288 --> 00:41:38,308
In the end, dots make up a line.
759
00:41:38,463 --> 00:41:41,052
If we have a lot of dots, they will form a line.
760
00:41:41,054 --> 00:41:43,745
With that in mind, I made sure
761
00:41:47,987 --> 00:41:49,294
that these lines
762
00:41:49,902 --> 00:41:53,775
will draw a curve when they are connected.
763
00:41:53,800 --> 00:41:58,249
So, you can see that I focused on
764
00:41:58,250 --> 00:42:00,174
making the gaze linger a bit longer.
765
00:42:00,410 --> 00:42:03,059
The important thing is that by using an inverted triangle,
766
00:42:03,061 --> 00:42:05,400
I created a stronger impression compared to
767
00:42:05,402 --> 00:42:07,651
the previous example with a triangular composition.
768
00:42:12,369 --> 00:42:14,924
If we explicitly use the triangle, we can use it like this.
769
00:42:14,926 --> 00:42:18,026
We're now on the third example.
770
00:42:20,112 --> 00:42:21,338
With this example,
771
00:42:21,363 --> 00:42:24,283
the triangle doesn't cover all of the screen.
772
00:42:24,308 --> 00:42:26,226
It only covers the side area.
773
00:42:26,228 --> 00:42:27,605
Also, the middle is empty.
774
00:42:27,836 --> 00:42:31,096
So, the area with the characters,
775
00:42:31,121 --> 00:42:33,076
in other words, the area that we would focus on,
776
00:42:33,101 --> 00:42:34,714
is small compared to the whole illustration.
777
00:42:35,332 --> 00:42:37,320
Because the area is small compared to the whole thing,
778
00:42:37,345 --> 00:42:39,441
it will be an illustration
779
00:42:39,466 --> 00:42:41,468
where you can rest your eyes
780
00:42:41,470 --> 00:42:44,308
since it is empty overall.
781
00:42:45,174 --> 00:42:46,994
So, if you want to give a calm impression,
782
00:42:46,996 --> 00:42:48,323
you can use this to your advantage.
783
00:42:48,363 --> 00:42:50,865
Say there's only one element in a large area.
784
00:42:50,866 --> 00:42:52,456
Sounds calm, right?
785
00:42:52,518 --> 00:42:54,885
But, if there are a lot of elements that fill up the canvas,
786
00:42:54,910 --> 00:42:58,042
it will be more suitable for a cute illustration.
787
00:42:58,605 --> 00:43:02,433
So, with an illustration's first impression,
788
00:43:03,011 --> 00:43:05,856
the silhouette is as impactful as
789
00:43:05,881 --> 00:43:07,260
the things we looked over so far.
790
00:43:07,285 --> 00:43:09,363
So, you can modify these things
791
00:43:09,365 --> 00:43:11,620
depending on the mood
792
00:43:11,622 --> 00:43:13,097
you want to create.
793
00:43:13,468 --> 00:43:17,950
Actually, up until now, the things we learned today were similar
794
00:43:17,952 --> 00:43:19,095
to what we learned last time.
795
00:43:19,269 --> 00:43:21,933
What else can we do?
796
00:43:22,113 --> 00:43:24,307
Like I told you at the beginning of today's lecture,
797
00:43:24,332 --> 00:43:25,940
the theories related to the silhouette
798
00:43:25,942 --> 00:43:27,870
are actually endless
799
00:43:27,872 --> 00:43:29,674
when you dive deep into it.
800
00:43:29,699 --> 00:43:31,574
So, you should study these parts,
801
00:43:31,576 --> 00:43:34,119
and make the knowledge your own,
802
00:43:34,122 --> 00:43:35,510
little by little.
803
00:43:35,535 --> 00:43:37,240
What we'll do today is
804
00:43:37,241 --> 00:43:40,487
just go over the essential elements
805
00:43:40,489 --> 00:43:42,550
that are used often for practical work.
806
00:43:48,584 --> 00:43:50,453
We're back to composing the canvas.
807
00:43:53,594 --> 00:43:55,992
When we're drawing this character,
808
00:43:56,319 --> 00:43:58,713
and making it into an illustration,
809
00:43:58,738 --> 00:44:01,807
let's think about
810
00:44:01,832 --> 00:44:04,088
what we can do
811
00:44:04,113 --> 00:44:05,622
to make this character look cute
812
00:44:05,624 --> 00:44:07,292
or strong.
813
00:44:08,207 --> 00:44:10,150
If you're deciding on whether
814
00:44:10,152 --> 00:44:11,978
you should make the gaze focus or not,
815
00:44:12,003 --> 00:44:13,596
you should make it focus.
816
00:44:13,621 --> 00:44:16,735
Because you would want to make a strong impression
817
00:44:16,737 --> 00:44:18,478
and you would want to
818
00:44:18,503 --> 00:44:20,614
make the viewers actually think
819
00:44:20,639 --> 00:44:22,191
that this character looks adorable.
820
00:44:22,599 --> 00:44:25,694
If you want to create that atmosphere, the silhouette
821
00:44:25,696 --> 00:44:27,761
should be round overall.
822
00:44:27,786 --> 00:44:29,878
Because we want it to be cute.
823
00:44:30,281 --> 00:44:33,110
We also need to think about the focal points.
824
00:44:33,112 --> 00:44:34,708
The focal points.
825
00:44:34,710 --> 00:44:36,586
Where does the character look the most cute?
826
00:44:36,883 --> 00:44:39,808
I think it would be the upper body area.
827
00:44:41,410 --> 00:44:43,658
So I want to emphasize that area.
828
00:44:43,988 --> 00:44:45,430
I'll emphasize the upper body part
829
00:44:45,432 --> 00:44:48,412
and make sure the silhouette has a strong and round impression.
830
00:44:48,574 --> 00:44:52,043
So, let's look at how you would compose the canvas
831
00:44:52,045 --> 00:44:53,768
by applying what we learned.
832
00:44:53,793 --> 00:44:55,824
Let's keep that in mind as we continue.
833
00:44:55,826 --> 00:44:57,666
The first thing I'll tell you about
834
00:44:57,668 --> 00:44:59,433
is a cut-off silhouette.
835
00:44:59,920 --> 00:45:01,367
So, what is it?
836
00:45:01,392 --> 00:45:04,543
When the whole silhouette is on the screen,
837
00:45:06,128 --> 00:45:09,624
and when we can only see part of it,
838
00:45:09,625 --> 00:45:11,734
they create very different atmospheres.
839
00:45:12,113 --> 00:45:15,344
When you watch certain videos, you'll see letterboxes.
840
00:45:15,369 --> 00:45:16,885
What are they?
841
00:45:17,410 --> 00:45:20,135
These are the black boxes at the upper and lower part of the screen.
842
00:45:20,160 --> 00:45:22,181
We call these letterboxes
843
00:45:22,183 --> 00:45:23,939
and we put subtitles in them.
844
00:45:23,964 --> 00:45:27,517
This plays a major role in making the viewers focus
845
00:45:27,519 --> 00:45:29,050
on the video.
846
00:45:31,520 --> 00:45:33,636
The screen is cut off at the top and bottom
847
00:45:34,196 --> 00:45:37,582
and it would be easier to focus on the middle.
848
00:45:38,112 --> 00:45:39,955
Because we don't like the black boxes,
849
00:45:39,957 --> 00:45:42,276
we tend to focus on the middle.
850
00:45:42,589 --> 00:45:44,622
But this isn't just a theory.
851
00:45:44,624 --> 00:45:47,127
In some horror games,
852
00:45:47,152 --> 00:45:50,204
there are games in the letterbox format.
853
00:45:50,206 --> 00:45:51,500
Some developers actually mention this
854
00:45:51,502 --> 00:45:53,051
in their interviews.
855
00:45:53,076 --> 00:45:54,957
They would say that
856
00:45:54,959 --> 00:45:57,711
by adding letterboxes, they made the gamers more terrified
857
00:45:57,712 --> 00:45:58,481
by making the screen narrower.
858
00:45:58,483 --> 00:46:01,430
It is very effective to give a claustrophobic feeling
859
00:46:01,432 --> 00:46:03,043
when you want to instil fear.
860
00:46:03,045 --> 00:46:04,660
So that's why the developers used
861
00:46:04,662 --> 00:46:06,519
letterboxes for their games.
862
00:46:07,105 --> 00:46:08,783
So, why am I mentioning this?
863
00:46:08,808 --> 00:46:10,100
Would this be that important
864
00:46:10,102 --> 00:46:11,626
when you want to draw cute characters?
865
00:46:11,651 --> 00:46:12,666
Well,
866
00:46:12,691 --> 00:46:15,018
if you want to give it a strong impression,
867
00:46:15,043 --> 00:46:17,705
and make a strong first impression,
868
00:46:17,730 --> 00:46:19,878
cut-off silhouettes are used often.
869
00:46:19,903 --> 00:46:22,283
Of course, if you use letterboxes,
870
00:46:22,308 --> 00:46:24,027
it becomes too serious,
871
00:46:24,029 --> 00:46:25,329
so you shouldn't use them.
872
00:46:25,331 --> 00:46:28,690
Nevertheless, not every part of your character should go in the screen.
873
00:46:33,447 --> 00:46:35,197
Just make a part of it be visible.
874
00:47:04,129 --> 00:47:07,119
I'll add in elements that make the character cute.
875
00:47:07,144 --> 00:47:09,670
Should I place the elements around the face
876
00:47:09,672 --> 00:47:11,394
or far away from the face?
877
00:47:12,029 --> 00:47:14,534
If they're far away, the atmosphere would be calm.
878
00:47:14,704 --> 00:47:18,743
So, make sure these sub elements
879
00:47:18,768 --> 00:47:20,414
are placed around the face.
880
00:47:48,605 --> 00:47:50,020
Make sure the overall silhouette
881
00:47:50,022 --> 00:47:52,511
is round.
882
00:47:58,266 --> 00:48:01,409
Actually, just make sure all the elements are round.
883
00:48:09,258 --> 00:48:11,107
You can even draw round teeth.
884
00:48:21,626 --> 00:48:25,370
And, to make sure the illustration looks crowded,
885
00:48:25,760 --> 00:48:27,506
let's keep adding more elements.
886
00:48:28,847 --> 00:48:31,374
When we add different elements,
887
00:48:31,375 --> 00:48:34,034
they can be utilized to create a cute atmosphere.
888
00:48:39,745 --> 00:48:41,544
The character itself is cut off, like this,
889
00:48:41,569 --> 00:48:43,193
so it's easier to focus on it.
890
00:48:43,195 --> 00:48:45,267
It will make a strong first impression,
891
00:48:45,269 --> 00:48:48,120
and it has a round silhouette.
892
00:48:48,648 --> 00:48:52,558
It also has an inverted triangular composition, not a triangular one.
893
00:48:52,667 --> 00:48:54,594
So, our gaze focuses on the top.
894
00:48:54,596 --> 00:48:57,542
And the canvas looks very crowded.
895
00:49:04,082 --> 00:49:07,494
So, what we've learned about the silhouette
896
00:49:07,519 --> 00:49:09,594
is not only applied to the design stage
897
00:49:09,596 --> 00:49:10,831
but to the illustration stage as well.
898
00:49:11,195 --> 00:49:12,940
Let's summarize.
899
00:49:13,394 --> 00:49:15,360
The silhouette is related to the plane
900
00:49:15,362 --> 00:49:17,675
from among the point, line and plane.
901
00:49:18,895 --> 00:49:23,041
The plane decides our first impression.
902
00:49:23,436 --> 00:49:24,932
There are a lot of different types,
903
00:49:24,957 --> 00:49:26,921
and today, we went over
904
00:49:26,923 --> 00:49:30,334
the triangular composition, the inverted triangular composition,
905
00:49:30,591 --> 00:49:31,985
the diamond composition, and the 8-shaped composition.
906
00:49:32,010 --> 00:49:35,451
That would make the first impression.
907
00:49:35,453 --> 00:49:38,682
The second impression would be related to the feeling of the silhouette.
908
00:49:38,683 --> 00:49:42,380
Whether it's round, curved, or pointed.
909
00:49:42,527 --> 00:49:44,944
Utilizing these well will help you focus on
910
00:49:44,946 --> 00:49:47,189
expressing a character's atmosphere.
911
00:49:47,214 --> 00:49:49,990
So, mix and match these as you want,
912
00:49:49,991 --> 00:49:52,229
to describe the character you want.
913
00:49:52,231 --> 00:49:53,941
So, I showed you three examples
914
00:49:53,942 --> 00:49:56,136
that could be used in character design.
915
00:49:56,635 --> 00:49:59,379
And, with the theories related to the gaze,
916
00:49:59,951 --> 00:50:03,944
I drew a thumbnail of an example used for illustrations.
917
00:50:04,812 --> 00:50:06,398
Keep these in mind,
918
00:50:06,423 --> 00:50:08,831
and as you do so, we'll work on illustrations later on.
919
00:50:10,233 --> 00:50:12,231
I'll go over them once more in later classes.
920
00:50:12,233 --> 00:50:14,775
From now on, we'll focus on the design.
921
00:50:14,800 --> 00:50:16,319
We'll utilize the silhouette
922
00:50:16,321 --> 00:50:18,195
and the gaze
923
00:50:18,197 --> 00:50:20,230
to simply design a character.
924
00:50:20,640 --> 00:50:22,223
We'll design the character
925
00:50:22,225 --> 00:50:24,874
and we'll create a full illustration based on it.
926
00:50:24,875 --> 00:50:26,201
It would be an illustration
927
00:50:26,203 --> 00:50:27,012
with a background.
928
00:50:27,256 --> 00:50:30,430
We'll also work on portrait illustrations.
929
00:50:30,432 --> 00:50:32,511
Like this one.
930
00:50:33,609 --> 00:50:36,914
When you do that, apply what you've learned
931
00:50:36,916 --> 00:50:39,603
and create the atmosphere you're going for
932
00:50:39,628 --> 00:50:42,105
when you make a character.
933
00:50:42,607 --> 00:50:44,447
That's all for now,
934
00:50:44,472 --> 00:50:47,440
so that's the end of today's lecture.
935
00:50:47,465 --> 00:50:49,042
Keep up the great work.
66924
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