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Realization
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Hello and welcome to this course on sterilization
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I Kenny a felons talk to the diner and illustrator working mainly in children's television production and publishing as a character designer
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I'm off in acquired to work in different styles depending on the nature of a particular project some projects maybe end preschoolers for others are for older kids
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Some might even be for today or others are for 3D
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These different variables often infants to style after designer
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Together we're going to explore what style is what it means to play style to a design and then choose a single character to design into very different styles
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We will follow basic design process comparing the developing characters as we go
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Starting with rough sketches will explore key design principles such as proportion Silhouettes and use of shape while making design choices suitable
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Which character Style
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Well then progress the successful ideas from these into some refined Concepts
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It's our taxes down into single clear idea
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Finally we'll progress these ideas into finish concept piece for each Style
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Subtitled by
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We compress knowledge for you!
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For this tutorial I've chosen the character of Frankenstein's monster I'll just call him Frankenstein from now on
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Hopefully most of you will be familiar with food frankensteinas and I'm going to be drawing heavily on the classic Frankenstein aesthetic inspired by Boris karloff's portrayal
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In the 1931 film Frankenstein as this version of Frankenstein's monster has become a classic important culture
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I want you to count to concept that was well known and already established so I could focus purely on the stabilization side design
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I don't answer invent the wheel or completely original state with those kinds of here my goal is simply just to design Frankenstein into very different styles and see how
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Play personalized
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If you're drawing along with the tutorial at the end of every section there will be a task for you to do these tasks will relate to the videos engage you through the same process
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Okay so for this tutorial you will need something to draw on
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That's something to draw with
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I'll be working digitally in Photoshop and using a Senti 22 however you can use anything you want a pencil and paper and iPad and procreate
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Or any other drawing program that you're comfortable with
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Maybe some tools I brushes I use here which are specific to my own setup and Photoshop but the overall design process and application of style is not dependent on techno
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Software or Hardware
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Brush his wise I don't use anything particularly fancy
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And all my brushes are available are easily created within Photoshop let's quickly go for what I use and what for
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Heartland brush this is a standard Photoshop brush which I use mainly for doing line art but also for blocking in color
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The soft rain brush is another default Photoshop brush which I use speed only for creating soft lighting effects or smoothing a transitions of
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Chunky charcoal so if you're so fresh for years as a really nice grainy texture to it which I love
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It's a county Webster brush and it should still be available within four shop I tend to use it with a pasta and size pressure on and
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Music for the bulk of my digital painting process
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Chunky charcoal flat is just the same chunky charcoal brush from before but I basically flattened it within the brush settings to get more of a thick and thin
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I like to use a flat version of the brush for my sketching process
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Paso medium tip is another default Photoshop brush which is mainly for color blocking but it's also 100 texture to backgrounds
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I think it's just a default Hardline brush which again I flattened I use this in my schedule sometimes a darker or thicker thin lines it's great
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Just form and shadows within my link
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So that's it I'm not using anything fancy here I like to keep my brushes simple and uncomplicated so I can just purely focus on design
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Okay before we get started I want to give you your first assignment and that's to choose a character to draw on two very different
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Feel free to choose Frankenstein or maybe another established famous character such as Dracula maybe Charlotte
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Alternatively you could always use a character of your own but try and choose something with an established story so we can focus purely on sterilization moving forward
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When it comes to illustration and character design what do we mean by Style
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I consider style to be a consistent set of design choices within a character or a piece of work
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These choices may be conscious and planned out carefully determined by an art director or someone similar
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And also by the needs and limitations of a project I'll talk a bit more about this later
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Are these choices could be unconscious in the sense that different artists draw in the wrong way not necessarily making design decisions as
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How to draw Percy but drawing within the one particular drawing habits
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How to create these drawing habits to design choices whether they're developed over time and purpose or by accident
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Design choices me relate to angular characters are soft and rounded they are or maybe how simplified or complex they might be
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I could delete my push the proportions are or if the cactus design defies the normal laws of anatomy let's look at an example
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Do you have drawn the same character in two very different styles
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The one the last is quite simple almost graphic and flat and stale was that much feeling of volume
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It was a bit silly and quirky
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I don't really be out of place in our chemical to the animation
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It's real hard angles in Geometry it's Anatomy being suggested a simple clear shapes
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Uses outlines to describe the forms and the texture on this code is flat and very simplified
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Depression on the right is much more complex with more realistic Anatomy though still with an element of simplification
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Though again simplified
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I don't know so it feels like a character designed for 3D animated film or game
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Because often more serious fight though that said there's still something a bit quirky and unthreat in the room
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The design choices going on in each of these characters are consistent within them
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But these two Styles wouldn't fit together in the same film or project
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They each feel like I have particular story or medium where they would want most effectively
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Different design choices to one part of each character
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You can see my consistency is an important element of style
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This is Extreme example but it now isn't clear what intended style was for each character or we respective belongs it's confusing about design
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Ultimately I see you stabilization as a form of abstraction of reality
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Subtraction is just a process of reimagining the natural world in an expressive way
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In other words making design decisions about how to represent the natural world which says something unique or expresses something different to that reality
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Let's look at an example
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So here I represented an apple and various ways
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They'll say apple but they are very different styles and they'll convey something a bit different
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So we can go super abstract or super realistic and also create variables in between
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You can use lines or no lines we can make it super simplistic or render the Farms with light and color
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The list of things we can play with is endless and the variability of style comes from playing with all these ideas and more
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Have you choose to represent this apple is what forms at Style
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Of course we can play the same ideas to Cactus too
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Again the choices we make and hurts abstract and represent reality in this case I go with the phone
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Ultimately determines to stay with the character
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She wants to be annoyed that realize himself for example represent reality exactly as it be a style as well
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When it comes to designing characters for a particular purpose steel is
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Never an arbitrary choice
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The sound of a character must be fit for purpose
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Sorry about this purpose as the context of a design
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I got to say I must be context specific
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Answer the contacts include such things as the medium
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So it was a character being designed for is that too deep purple animation a Next Generation 3D console game or maybe even a children's book
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Beach medium has its own technical restraints regarding what's able to be achieved with budget wise and medium-wise
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Take for example a low budget TV show it probably won't have the budget to invest in high-end feature quality 3D characteristics
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All about mobile phone game
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It won't be able to compete with the latest gaming consoles in terms of computing power and so when it was achievable stylistically
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The target audience of a character will also affect the desired Style
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As a general rule of thumb I'd say the younger the audience the more simplified colorful and playful to count to design should be
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Build an audience the more realism and Dr design choices can be used
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Because I have turned so does this contact exist in a silly Whimsical world
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Was that serious one
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Are you going to comedy show or an action adventure movie
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It is our total affection style so I sell a goofy characters for example
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Finally story
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Can I talk about story here I want my friend to is the world of the character so is it fancy reality past present or future
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Also who the character is and what role to play Within this world so are the young old what's a cultural background the character type or even their occupation
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Somebody else includes the goals and desires and events that happen to them and of course the personality
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The target audience and ultimately the right style to designer
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When I look at a couple of simple examples to help convey these ideas
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With preschool audience in mind for an imaginary 2D animated TV show personality is friendly and not
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All the design choices which make up a stay over this character along with the characters context and a mid-consciously
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The shape shoes are soft round and unthreatening perfect for the characters intended on audience and the proportions also help you with the big eyes and the big
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I've been telling
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The colors are bright and happy and the design is simple and letting it to be easily animated
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Phone without his paws and expression reinforces the personality
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This cartoon was the same with an older audience for an imaginary 3D console game
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Wisconsin's antagonistic and likely an enemy in the game
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So we can just see the difference in style between this and the previous character
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The Triangular shapes and more angular design choices are more suited to character for an older audience and also have convenient status in the game
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They're designed for 3D medium so the final style is less flat with more rendered forms and Lighting
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I got this poison expression also help confirm antagonistic personality
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Hopefully the point I'm trying to make it as clear
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The design choice is used for each of these characters are grounded in their context and these informed design choices ultimately Define their Style
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As a character designer it's important to know the design limitations of a particular project before designing
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This is what style guy comes in useful
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She wants to tailgate it's basically the design rules which established in the beginning of a project
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Technical context on the story
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I could come in the form of written artificial age document outlining the design tools and donuts with visual examples
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Any characters within that project will need to fit within those stylistic boundaries
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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Let's go back to my first Contact example from before I think about what key design rules might have influenced this design
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Rented simple shapes
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Childlike proportions
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Simple vibrant colors
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Flat graphic approach
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The old black Islands
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Never mind there's working on in the style and just these simple design rules and working within these limitations still leave room for lots of interpretation and subjectivity
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Vicky things take away these ideas pretty much some of the style of this particular character and could be used to retroactively build a stalegate for them
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Do you make a good starting point for steering a design in the right direction for this particular context
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So that wasn't mind let's move on and create some simple style gates I can use for my two Frankenstein characters
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For my first time I want Chris said the same rules fitting for a
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To the animated TV show
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It should be in the kids but not preschoolers so I'm thinking of around ages 5 to 9:00
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I want the special Frankenstein to take some personalities from Horticulture so should be kind of lumbering and tell like
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But then also without some comical and silly Vapes into there imagine him as a slapstick character
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I'm also imagining this cartoon needs to be simple enough to animate with lower TV animation budgets
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The most modern TV animation is made of 2D character puppets so I'm going to design that roughly in mind
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I mean snow reference points would be shows like Gravity Falls SpongeBob SquarePants and even The Simpsons
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It's important clarify here I don't mean to design these sounds
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But I've got some advice I want to achieve with this character based on his imagine purpose
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Phone established I can start thinking about what design choices would be appropriate for this character Style
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I want to aim for how you stalisation and move away from 100% accurate and that's me
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This isn't the same what's ignore not me all together but we can ignore anatomical details and keep the arms and legs like simple troops for example
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I want to bring a bit of graphic feel to the style with strong Silhouettes and clear use of s***
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Angular combined with plenty of carbs does not be threatening
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Let's start with the monster is not really meant to scare children
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I want this proportions of the stuff they don't need to conform to normal human proportions
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So it can be fun and exaggerate to help that comical tone
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I was going to start the top outlines and flat colors
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That's what well for to the animation and I'll convey the tool and I'm going for
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So they start to design this version of Frankenstein I want to keep all these points in mind to help guide my design choices
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For my second style I'm in for a set design rules fitting for a 3D anim
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To feature phone
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For the special Frankenstein I want this personality more on Mary Shelley's original depiction of them so more sensitive emotional and a bit misunderstood
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Wisconsin will still be suitable for kids but should accommodate an older onions too
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I don't have a better comedic tone for the style however the focus will be on the drama in the action
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Essentially more serious than the previous day but not too serious
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Established reflect the fact that the character will be for 3D animation with the capacity for complex and neurons can't animation especially in the face and hands
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Star Wars I'm thinking along complexity and stabilization of How to Train Your Dragon and zootopia
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Again I don't want to copy these sales but they're a good reference point in terms of complexity and tour
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It's always in mind can I stop thinking about what the same choices would be appropriate for this version of Frankenstein
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Medium sterilization I want some complexity in the designs but still some cool stylization so I need to find that balance between realism and simplification
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I still want to aim for Clean and Clear design it should be super abstract but playing with a push and shapes is okay I don't want the shapes convey an idea of this Russian Frank
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Thinking large and Powerful potentially threatening but without vulnerability as well
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I want this proportions but not to the extreme this now should feel like it's not the real world but it's in an element of being believable
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You're not making me more realistic in the previous Style
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But it should be exaggerating and simplifies an extent
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Again I'll keep the tailgating mines I start the design my second version of Frankenstein
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All right test too so taking account to an idea from Task 1 won't come up with two very different
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Styles to tournament so try to think about what context they make fit if they're being designed for say 2D or three maybe a TV show or something else entirely
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Put your Styles and some basic design rules which fit each contact
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Okay let's start schedule ideas for my first frankenste
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Remember I'm not trying to reinvent the wheel with this Frankenstein character
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Nicole is just to design them in a highly stylized way
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I should note that don't drive as fast as in this video
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Just so we don't spend all day watching these videos
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Awesome for a simplified graphic style here
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I decided to stop playing with basic shapes and silhouettes
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First Washington
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So working like this forces me to think more abstractly and not really get lost in all that detail
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I'm usually squares come to mind there's a good shape language for a Frankenstein character it is lumbering nature and I want this Frankenstein value to come through
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Silhouette salon
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I used to work tool in the arms and legs to create bends
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I really want to register not to me especially in the winds
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Try some really simple with them almost like rubber wholesale arms
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With some shapes blocked in and I start to use the hard rain brush to develop them further painting into them clarifying things or having a bit more nuance
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I will start drawing with the knowledge that my first few sketches will likely be rubbish
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I'm going to take me time to warm up
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My solution just to move on and come back to sketches that weren't going anywhere and try to fix some later on
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Am I going this initial stages to end up with a variety of different silhouettes
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All of which work is a TV animation style Frankenstein
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Did you quit looking for Frankenstein vibes
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I'm also keeping a style guide in my head so I don't go off track
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Remember to focus on streamline design exaggerated proportions on simplification
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For the more I need to keep these to the animation friendly
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Advice to design Justin silhouette first as I can maintain a clear design that reads well
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That's what you're not details and talk later on
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It can be quite restrictive with design but that's kind of the point that means I won't get lost in details to Ali and lose sight of the broad design decisions
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Else means I can just Frankenstein this key features such as a classic headsh
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Also want to explore here a variety of ideas quickly
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I'm not invest a lot of time in dead ends
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So I'm not really aiming for super finish drawings at all
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I'm additional sketch I want to go home you take and push things in New Direction
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Nothing squares the perfect shape for Frankenstein I want experiment and try others too
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So can I try a triangular torso
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Brought her shoulders
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Important things to try and see what feelings different shapes can know in your design and if it's a character
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Hasn't drawing these I'm really trying to push proportions
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So for example I might use really long legs and a very short body
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I mean a long body in short Lakes
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Maybe I'll have a small head and a huge body
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These contrasts are the key to creating an interesting visual design so having no contrast at all we'll just meet the design really boring
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Of course I need to calibrate how much I push these things and make sure I don't put too far within the desired Style
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You'll see that the first five sketches like done already different from each other but at the same time they all fit the rules of established for the style
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Appropriate for their design but sometimes you won't know what works and what doesn't until you try it
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I saw the jump back and forth between the sketches tweaking and adjusting things taking a break from one and moving on to delicious break so when I look back at work
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Want to see issues that need fixing
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In fact I was looking at father and try to make it work
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Awesome drawing these I'm trying to get some classic Frankenstein poses into the next
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I want this kind of social feel like a bit of a stitch together monster and I'm trying to keep some of those comical Vapes here
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So they don't have to be great poses that's not really why I'm aiming for right now it's more about suggesting who the character is giving a feel for the personality
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I think actor roster just standing there doing nothing aren't as effective at communicating a character's design
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Another reason that I supposed to Simply so I can check they'll be animatable unable to perform
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At this point I start to run up ideas of what you can explore further so I just keep going drawing something and then quickly moving on
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It doesn't really matter if some of them don't really have the mark
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I know my next sketch actually feel like I thought something a lot better
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Do you have the whole point of quick sketches is the problem solve and try and find the best solution to character it's okay to get things wrong and try again so
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So I would draw this version a couple times trying to get it right
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Everyone for scale and squarishness of the Torso in this character
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It takes me a few temps playing around with the arms and the hands and the legs
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Eventually my last attempt I keep saying super simple essentially just adding some tubes to a large rectangle and it works a lot better
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I think it capture the strong single statement that was lacking in the previous attempts
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And for the style keeping things really simple is key
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For this last rough after I completely different s*** just to see what happens
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I just around being like silhouette just cuz it's so different from other sketches
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I don't want to cheat for Frankenstein here since he's like a comical white-hearted take on the character and it might work for the style
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All these basic Silhouettes in place
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Can I go through them adding details and refining them so they read clearly or just generally work a bit better
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So much easier to find something than just to draw something perfect off the back
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At least a kiss for me
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Adding the hair here really is icing on the cake for these silhouettes
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They were so simple and broads that they like some visual texture or something to break up the outlines
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Here it's just enough detail to make me so it's a bit more visually interesting I'm not a bit more contrast within the designs
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Here's my finish Silhouettes each one is a clear statement
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Those are obviously stronger than others
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They generally follow the rules I sent myself for the style and provide a good foundation for drawing on top of more detail
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The thing like this was perfect for this design style however isn't the only way to do it I just find easier to work and shape and silhouette first
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And build it from there from trying to create something very simple and a more streamlined design
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Not want to use my Silhouettes as a foundation to draw on top of
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I love the hard work has already been done by this point in terms of exploring proportion shape and overall design
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So this stage is about sketching in the details such as the face and hand design and the costume
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I want to keep my landmarks really simple and smooth through flight the end Style on aiming for
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First of all I decided to rough in some eye placements and white on these Silhouettes just to help me with the next drawing stage this will provide a quick
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The reference point for hooking the face designs on to
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I think I design can really affect the end style of a character so I'm thinking here to make them large close together and runs
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Next I'm just a pasty of the silhouette later and create a new layer on top to sketch my Lanes onto
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Is it just like tracing something on paper just watching digitally makes the process quick and easy
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I just have to draw a realize my images too small for the brushes to work effectively so increase the image size to 7680 pixels by 4
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820 pixels which is 4 times the size of a standard high definition screen ratio
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I wasn't sure my images at least 300 DPI
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I always walk to the 300 DPI to print messages if I need to
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With all that place I start to draw the details on top
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I mainly use my flat version of the chunky charcoal brush here as I like the results of sketching with it
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Out with the previous stage I want to continue exploring of writing designs for keeping the key design choices in mind for the style
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I want to avoid too much detail and streamlined my shapes and forms as much as possible
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I'm thinking about bringing in those classic Frankenstein visual cues such as the stitches on his head or his neck bolts
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There's also the time something about caution
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I can't I don't want to reinvent the wheel with him so Riff Off the famous movie version of his costume a large over caught talking trousers
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I think I'd like a shoes to be quite large and funky
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Which will help with the feeling of him being quite lumbering so that's why I dance on my sketches
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When it comes to my Lane work I'm aiming for simple clean lines making them either straight or nicely carved I don't want any wobbles or scratchiness in them
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I just went through and design Style
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I can be tricky to draw nice clean lines so basically I draw them fast and a single arm motion to get the right feel for them
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You notice I draw a line if it's wrong and do it and I draw again until I get it right
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If you struggle with drawing clean lines like this then for shop is a nice smooth feature and the brush things which can can help smooth out your lanes personally
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Avoided my brush Strokes
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And I think I'm going to get enough results just through drawing technique alone
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I'll talk more about drawing smooth lanes and later videos as I take a rough into final design
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I'm experiment with the faces as a goal while keeping some common ideas between them
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I like the big guys and small noise combination so I stick to that and I keep the head stitches on every versions I think it's iconic for his character
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I was thinking about here on the top of the cactus head s*** again iconic version frankenstead of monsters a squirish head and a straight line French which I think I might want to bring
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I really want to simplify the hands in the style much like in The Simpsons or Gravity Falls
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I have a drawing not realistic hands but has a bit more going on than I need here so I'm thinking about how to really simplify them down to the essence
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I probably want to aim for our sausage light fingers but with some hints of real human anatomy underneath
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I'm trying to bring some Harmony but also contrast into the design
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You'll notice the hands and feet of similar-ended shapes which balance at the character
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The contrasting nicely with the square shoulders and torso
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I'm always aiming to unify my designs of these kind of choices or adding a bit of contrast ads and visual interest
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Overall I like the way this particular sketch was looking as I was drawing it I feel it starts to come together it's a nice pleasing overall design no
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I tried something different with the costume here
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Again I'm in for variety it's always worth trying something different even if you end up scrapping it later
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You'll notice the classic bolts in the neck with this character which I like but make an instant read of the silhouette quite difficult
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Especially for the character's ears are of a similar size so that's what we sent to work out as I go
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That's a good example of streamlining the lanes avoiding too much detail
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I like not showing the thickness of the Chargers here just showing the different costume elements where they separate
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The horizontal Lanes near the ankles
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This is my usual drawing style so I keep finding myself in a bit sweet details of these sketches they have all bands have some creases which are complicated animation especially if
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Style character
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As a general rule is best to avoid details and texture points of articulation on a 2d public character so the band doesn't look weird when it comes to animation
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This catch is a good example of drawing lines on top of an established silhouette
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Obviously the silhouette doesn't seem much about the characters right hand just indicating is holding in front of his body so it takes a bit visualization to get hand right
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So just continue drawing Lanes on top of these Silhouettes pushing the designs a bit more adding clothing and details which suggest more about who the character is
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Hopefully you'll see how you draw on top of these simple rocks really helps with that and keeps me in check with the style character
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One of the key things to be in mind at this point there was to try and maintain the essence of the strong Silhouettes underneath when drawing on top of them I don't want to lose sight of
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Strong graphic statements or Monday the Silhouettes with extra unnecessary information
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I'm trying to only have those details are genuinely needed
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Fight in some cases I'm actually pushing the other line Silhouettes a bit further making them clearer or improving their contrast or proportions
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It's really it's a bit of a balancing of the whole time
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Can I do some last weeks to the song my previous sketches just tighten up the faces and little details here and there and they're just in the silhouette layer
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The new lines on top of it
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This whole process has been relatively quick and that's precisely because I did a lot of problem solving when I was just working with the Silhouettes
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Are they not in some thicker black lines using my ink brush just to clarify the forms more than anything else at this stage
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For long I have 10 cock sketches each different but hopefully with some Frankenstein vibes
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Well that's through Visual cues pausing on the ships used
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Already I can see someone working better than others and each have slightly different personalities coming through
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During this process of kept the desired style in mind and the general rules of set myself
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Well thinking about the goal for the style
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If I get things wrong at this early stage of the process I'm set myself up badly for the next stage
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Also if this was a life job and I was going to send us a client for feedback
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If ignored all the design constraints then I'll be happy
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So this is crucial and set myself up right for progressing into refining and finalizing a design
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The next step for this character would you take my favorite and more successful bits from these sketches and combine with the three more final refined Concepts
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All right so for my second version of Franken
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I take a very different approach to sketching
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Instead of walking in the Silhouettes first I start running scribbly Lanes
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I don't want that same graphic feel the first time so I can afford to be much looser and almost illustrative and exploratory
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I'm still thinking about the silhouette she doesn't draw but not in such a simplified and graphic way
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I'm using my flat infection of the chunky charcoal brush here which like the sketch with which I think will keep the drawings looser and more organic
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Again at the stage of the design process a lot of the key design decisions have been explored such as contrast proportion silhouette
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And once again this video's been sped up about four times this week
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So when this gets here things just didn't come together all that well at all so I quickly abandoned and moved on
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Every sketch of your statement of some kind and this one just wasn't saying much at all so I won't waste time on a sketch that isn't working right I may come back to it so I'll leave it on the
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One of my goals with the style of Frankenstein is giving a bit more depth of personality
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I want to convey is vulnerable Sage will still give an impression is large and physically powerful
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Directions to sister is posing Expressions so I try suppose is what feel a bit more along those lines
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With her shoulders and feet pointing inwards adjusting might be feeling vulnerable
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So I'm not going overboard at the posing but don't want to draw stiff lifeless characters even at this early stage
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Another difference in my Approach for this version is I'm thinking more in 3D so this guy just be designed for a hype that's cool 3D film so I want to think about
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Three dimensions from the start and visualize them is a 3D character from the outset so it doesn't mind I'm drawing the volumes and forms more of the character and think
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Construction in 3D space
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Yeah jump back to my first sketch I'm feeling more warmed up now I can see issues I can fix when I look back at previous sketch so I change the pause up and try
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A bit more of a solid frame
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You're not straight away than adding more than that to me being less streamlined in graphic with my approach to it I want to stay out of a nice balance of anatomical detail and simplification
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Portions are also more natural realistic so they're still being pushed but they're a lot more realistic than style a
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You also notice that I'm not going to look less streamlines adding more details such as creases in the fold of the costume or just thinking about his jacket has form and thickness
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No back to that second sketch it did I decided to push his proportions with the longer legs and sketch at the face of it better
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Don't go less extreme I still want to push proportions and contrast within the designs
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I want to convey ideas and meeting with my design choices
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So it becomes quickly apparent that one has overall silhouette to be quite squirish and large bushness proportions and main shapes in that direction
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If you feel physically quite large and cumbersome I'd like to be quite physically hard to control
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You can see me playing with s*** constructing the SketchUp was effectively a large rectangle
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Electric shoulders in the tangle shape really helps make him feel solid and movable possibly even threatening which is a good Vape for a Frankenstein character
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It doesn't matter if the sketches are messy so the intention with these is not to show them to someone else yet but it's a problem solve and figure out things for myself
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Some of these catches me hard to read as long as you the artists can understand them that's all it matters at the stage for example I know at the sketchy lines meant as I was draw
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As long as I remember long enough that can draw something to clarify the idea later that's all the miles
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I got back sketch 2 again I'm still not happy with it I just hate to bring in a similar Square shoulders to him to see what happens and as soon as I do this I feel like it just
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Life the designer feels like it's going somewhere and this is why something I leave probably sketches on the page because I'm not able to take them somewhere with a few key
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Design decisions of experimentation
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This is also why I keep jumping back and forth between sketches
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I think if I move on and focus on something else for a bit that allows me to see a previous sketch with fresh eyes and hopefully I can just immediately see how to fix or improve it
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With this version of Frankenstein and this is a good idea to explore heads too even at this early stage of the process that's not just to perform and emotes
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More subtle ways than the previous style Justin Beam for a 3D feature rather than see the animation
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That is therefore important to get right early
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For the heads like always I'm aiming for variety will still fit in the requirements of a style and the character
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Even going for a classic Frankenstein fight it's a lot of room for exploration I don't just want to copy the iconic or a Skylar Frankenstein rather
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Do some unique with it well get a nut to
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So benefit about timing these heads playing with s*** not to me messing around with the classic Frankenstein features such as the stitch together head and the
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Straight hair
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Even if none of these heads turn out good
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Process of exploring them is useful as it's all part of problem solving a design
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You'll notice that these head designs are more complex already than the first style unless comical or cartoony
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I love this is done to the ice so by keeping a bit smaller and more naturally proportion the special is more suited to its purpose
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Now I have some very rough Ruffs so these are not
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Finally sketches by any means I wouldn't be comfortable sharing these with a client or an art director
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Whoever they do Sam is another drawing for me to draw on top of more detail and clarity
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For the more I love the key problem solving has been done here in terms of the shapes being used and the proportions of the character
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The outside stone I have a strong Foundation to move forward with
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Okay so I take these sketches and call them a very light orange and yellow using a clipping mask
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I also just opacity of this layer to make it easy to draw over on a new layer on top
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Again I'm using the flat and chunky charcoal brush to start refining these ideas further and I'm going to clarify the ideas and underlying roughs
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I really push the snow choices of expression
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This design process is actually quite similar to the first sale where I create some rough drawings and then Trace over them refining them as I go
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The main difference would be that I'm not working on the top of graphic Silhouettes and I'm aiming for more detail and Nuance in my lines in this town
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I'm not trying to do single clean perfect lenses before as long as these lines are clear I don't mind if they're more scratchy this time around
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It's been about time in the hands of these sketches
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I think they're really important feature of this character so let's explore the Luke and their feel
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I'm thinking they should be solid and chunky with some realistic but stylized not to be coming through
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They're also great place to get some frankenstaining Vibes going on especially like the clawing Vape here and I think maybe a good feature to having my final design
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It's also worth pointing out that I'm exploring the head designs within the full body sketches too
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So this can be quite effective as he did see the head working like holistically with the whole body
398
00:31:10,592 --> 00:31:12,896
And I'm also drawing more detail on the sleeves and caution here
399
00:31:13,152 --> 00:31:15,968
Going to sleep volume in weights and suggesting the wrap around trying
400
00:31:16,224 --> 00:31:19,040
So I really want to avoid streamlining this character version like I did in the first Style
401
00:31:23,136 --> 00:31:26,720
I really start to push the graphic nature of the sketch emphasizing these broad Square shoulders
402
00:31:27,232 --> 00:31:30,560
Even less stylize designs and stomachographic statement and they could use a shape
403
00:31:30,816 --> 00:31:36,704
The difference here is that the ships are bit more hidden within the design the skies by the detailing and the costume and you know more subtle silhouettes
404
00:31:42,080 --> 00:31:44,384
One potential negative of this character would be the Long Jacket
405
00:31:45,152 --> 00:31:51,296
I could create challenges for animation 3D as it needs collide with the legs and move naturally with that clipping the Couch's body so I'm always considering
406
00:31:51,552 --> 00:31:54,368
Have these design choices the final Angels off the character
407
00:32:00,256 --> 00:32:06,400
You may have noticed that these sketches take a bit more time to do than in the previous style so it's a lot more going on here in terms of farm and detailing especially
408
00:32:06,656 --> 00:32:07,424
John's face and caution
409
00:32:07,680 --> 00:32:08,448
I don't want to rush
410
00:32:08,960 --> 00:32:14,336
This is the point where making the broad key design decisions which was a good foundation to move forward from
411
00:32:19,200 --> 00:32:21,760
I feel like you really just comes together
412
00:32:22,016 --> 00:32:25,344
I like the face and the body shape plus the feeling of the pose is working for the special Frankenstein
413
00:32:28,416 --> 00:32:34,560
I also like hot pussies especially the question it feels vulnerable but also has the Frankenstein is trouble using his Anatomy properly
414
00:32:34,816 --> 00:32:37,376
Which probably be the case if it was like real life that she got a monster
415
00:32:37,632 --> 00:32:41,984
I was supposed to really try and nail that whole legged feel so he feels unsure or a bit shaky on his legs
416
00:32:45,312 --> 00:32:51,456
Another way this process is similar to the first sales process is one of the key goals here is variety I'm exploring different options just in different ways
417
00:32:52,224 --> 00:32:58,368
Just to see how it feels and something a bit different from the other sketches there's no point in five sketches of similar designs and support experiment
418
00:32:58,624 --> 00:32:59,648
See what works or what doesn't
419
00:33:04,512 --> 00:33:07,072
As soon as I start drawing the sketch and you I was getting somewhere with this design
420
00:33:07,328 --> 00:33:11,168
It portions of the lens the body shapes in the subtle pause all spoke to me and felt right for the skeleton
421
00:33:11,680 --> 00:33:14,752
I don't like the jacket just being a bit too tight and held in place with one button
422
00:33:15,008 --> 00:33:18,080
Suggesting it was fine lying around somewhere and not meant for such a large learning character
423
00:33:19,104 --> 00:33:23,456
Now Designs here also feel good I like the angles in them and feel like they have just enough and not to be going on for the style
424
00:33:27,296 --> 00:33:30,880
The full body sketches done and move on to the heads and spend about time exploring the farther
425
00:33:34,976 --> 00:33:41,120
I just said earlier spending some time here a problem solving what Frankenstein's head will look like is especially important in a character that most and performs and
426
00:33:42,144 --> 00:33:44,960
So after they can consideration the fact that will likely need to talk
427
00:33:45,216 --> 00:33:48,288
Make multiple complex expressions and really act with his eyes
428
00:33:48,800 --> 00:33:50,592
I just want the head designs appeal to the audience
429
00:33:50,848 --> 00:33:54,944
So but I mean I want to face some ideas personality it should be not too frightening
430
00:33:55,200 --> 00:33:56,736
But she doesn't be too friendly looking
431
00:33:56,992 --> 00:33:58,784
It's about a balancing act and takes about exploration
432
00:34:14,144 --> 00:34:19,008
I do struggle but here with these heads trying to find that balance between anatomy and a nice design which does what I wanted to do
433
00:34:19,776 --> 00:34:21,824
Nothing really got there to be honest
434
00:34:22,080 --> 00:34:28,224
They'll felt a generic or not unified enough again no going through the process of drawing things that aren't successful that's what they stepping stone towards getting
435
00:34:29,248 --> 00:34:31,808
I also helps me understand what is I don't want in my character
436
00:34:32,576 --> 00:34:38,720
I do like some things about diesel like some of the shapes going on and head number two and heavy Bros almost had a nice so I can probably bring these elements into my final design
437
00:34:59,456 --> 00:35:05,600
It's my almost find Ross there's a lot of variation here within a clear design direction as compared to the first thing we each get very different from
438
00:35:06,624 --> 00:35:11,744
I'm happy with some of the ideas that start to match you next little to clarify these ideas a bit further I want to block it so let's
439
00:35:13,536 --> 00:35:16,608
This helps out a lot of clarity to the sketches so they're more easily red
440
00:35:18,912 --> 00:35:24,032
And then also start the activations and tone again just a separate the form so it's more clear and sketchy stuff become more to life
441
00:35:31,456 --> 00:35:33,760
Wesley how to say that a basic Shadow pass to the sketches
442
00:35:34,016 --> 00:35:36,576
I just want a simple clip to multiply later set to lower capacity
443
00:35:36,832 --> 00:35:37,856
Paint on it with black
444
00:35:38,112 --> 00:35:41,696
I do this for one main reason as his characters ultimately be designed for 3D
445
00:35:41,952 --> 00:35:44,000
I think it's important to suggested farms and volumes of the character
446
00:35:44,256 --> 00:35:49,632
So throwing in a simple Shadow pass to help describe the forms really makes me sketches clearer and immediately starts to suggest the 3D characters
447
00:35:50,144 --> 00:35:56,288
The previous sound very simple shooting when this sounds much more complex with it and really start to articulate the forms of the character with hard and soft Shadows
448
00:35:57,824 --> 00:36:03,968
And that's it my final rough Frank is saying sketches and I'll be
449
00:36:11,648 --> 00:36:17,792
Okay let's compare the rough sketches for pool sales
450
00:36:18,048 --> 00:36:24,192
I took two very different approaches to my national rough exploration of the surf Frankenstein character so looking at two stale side-by-side we can immediately see
451
00:36:24,448 --> 00:36:24,960
The contrast
452
00:36:25,216 --> 00:36:26,240
Cuz they lose much simpler
453
00:36:26,496 --> 00:36:30,080
The ship designs a brother without some legs are almost rubber horse sale in places
454
00:36:31,104 --> 00:36:36,224
Another hunt still beef is a lot more grounded in reality so more naturally proportions but much more not to be going on
455
00:36:36,480 --> 00:36:40,064
I said you still get the distance away from a realistic character this one's a strong sense of stabilization
456
00:36:41,088 --> 00:36:43,904
Exploring ships and pure Silhouettes first
457
00:36:44,160 --> 00:36:49,024
Force me to really nail the more graphic and streamline design which is much more suitable for the context of a 2d animated TV show
458
00:36:49,792 --> 00:36:53,632
Playing with the basic shapes really help me ignore details for patient proportions and contrast to more extremes
459
00:36:55,168 --> 00:36:59,264
I was supposed to snow exaggerated going on
460
00:36:59,520 --> 00:37:05,408
The face especially the large close together eyes were chosen with slapstick and comet in mind so yeah this kind is all about the broad character performance
461
00:37:06,688 --> 00:37:12,320
I'll be starting off a lot looser drawing more scribbly Lanes building up forms of Shadow layers and generally drawing a bit more complexity
462
00:37:12,576 --> 00:37:18,464
The shapes and overall Farms are bit more realistic but the same thing though still about stylization and abstraction going on I'll go finding not balance took a bit longer
463
00:37:18,976 --> 00:37:24,608
A lot more subtle just want to convince approached his personality so he's like more suited to 3D animated feature
464
00:37:24,864 --> 00:37:26,656
I really want this vulnerability to shine through
465
00:37:26,912 --> 00:37:31,520
It's contrast with the silly take of the first though the eyes also really helped here being less graphic and more natural looking
466
00:37:32,288 --> 00:37:37,408
The overall underlying process was essentially the same as we're both exploration trial and error and iteration
467
00:37:37,920 --> 00:37:44,064
Any style I focused on selling idea of Frankenstein early on join upon classic designq such as his large Lumber in maths his Swedish Farm
468
00:37:44,320 --> 00:37:47,648
Especially in the head in the Torso and not into some of those iconic Frankenstein poses
469
00:37:48,416 --> 00:37:53,280
Who sounds also included iconic stitch together forehead and explore similar costumes and accessories such as the neck bolts in each
470
00:37:54,304 --> 00:38:00,448
By watching a slightly different ways to express and Frankenstein I was able to hold the same design process explore more effectively within the limits of each style which saved me
471
00:38:00,704 --> 00:38:01,728
I'm really optimize the workflow
472
00:38:02,240 --> 00:38:06,592
I could have used the same way working for each but working this way force my brain to think differently and break my normal drawn habits
473
00:38:06,848 --> 00:38:12,480
So I tried to design style here with my lizard sketchy method I think I have got lost in the details early on and lost some of that strong graphic shapes
474
00:38:12,736 --> 00:38:18,880
On vice versa how to try designing still be with lucky ships and Silhouettes first I think I lost some of the Nuance especially in the posing and the more subtle
475
00:38:30,144 --> 00:38:36,288
Thanks draw okay so take your character and start to explore your design for each style through rough sketches
476
00:38:36,544 --> 00:38:42,688
Remember to keep in mind your snail gate for each character version and approach exploration accordingly so is it about to start playing with basic shapes
477
00:38:42,944 --> 00:38:49,088
What is the more listening sketchy approach work best play with silhouette s*** contrast and proportion calibrating these for the different styles but
478
00:38:49,344 --> 00:38:53,952
Remember to not get lost in too much detail at the stage
479
00:39:00,096 --> 00:39:05,984
Okay so he's my rough sketches from the expiration phase of the sky
480
00:39:08,544 --> 00:39:11,104
Immediately the same thing I like and things I don't like in these sketches
481
00:39:11,360 --> 00:39:17,504
I think most of them aren't really working for me for example this first sketch feels a little messy that it's not really harmonizing it's just a bit you know
482
00:39:17,760 --> 00:39:19,552
I think if he could be bigger to bounce out the design
483
00:39:19,808 --> 00:39:22,112
I'm just going to disregard the sketch so don't really like what's going on here
484
00:39:23,136 --> 00:39:25,184
My eyes immediately drawn to sketch number four
485
00:39:25,440 --> 00:39:27,232
It's really like a silhouette and the shape is going on
486
00:39:27,488 --> 00:39:29,536
It feels like I'm it's been pushed proportion wise
487
00:39:29,792 --> 00:39:31,840
I like the balance of the right hands with the red chunky feet
488
00:39:32,096 --> 00:39:35,680
Square shoulders at a nice contrast to the roundness and it feels comical and streamlined
489
00:39:38,240 --> 00:39:42,848
I think I can try out in the head or sketch 7 and it might work I think the ears might balance well with the feet shape
490
00:39:44,896 --> 00:39:46,432
Quite like the body and legs of sketch 5
491
00:39:46,688 --> 00:39:49,248
However I think I prefer the more squarish and top heavy designs of 8 and 9
492
00:39:49,760 --> 00:39:55,136
The rest of the sketches aren't too much for me so I set one of these two to run forward with and I was like number four maybe it was seven head
493
00:39:55,648 --> 00:39:58,720
So these three statues to me feel like the best combination of the Frankenstein aesthetic
494
00:39:58,976 --> 00:40:03,072
Will be straight to the 2D animation purpose in terms of Simplicity and first proportions and overall Style
495
00:40:04,096 --> 00:40:10,240
Expressing here this can be a subjective decision at times and you watching this may not agree with me and my choices ideally such design choices would be
496
00:40:10,496 --> 00:40:11,776
Discuss with peers or heart directions
497
00:40:12,032 --> 00:40:15,360
And the way that thinks through the desired style and any specific requirements on the character
498
00:40:16,128 --> 00:40:19,968
A place with my favorite part selected I copy them into new layers I just disregard the rest
499
00:40:20,224 --> 00:40:22,016
Michael knows to take these and push them a lot farther
500
00:40:23,552 --> 00:40:25,344
So I line up the sketches and I start to play around with them
501
00:40:26,624 --> 00:40:29,952
I put on your head on top of sketch 3 and suddenly I feel the design just clicks into place
502
00:40:30,464 --> 00:40:32,512
Ahead and body combination just seems to work really well
503
00:40:32,768 --> 00:40:35,840
Sometimes the design process just flaws and characters start to marriage from the page really quickly
504
00:40:36,096 --> 00:40:39,680
Other things does any can be a real struggle in this case this character fuel came together really quick
505
00:40:44,032 --> 00:40:46,592
On this for sketch and it's push proportions of it to see how things look
506
00:40:47,104 --> 00:40:50,432
Increase the size of the head and the hands and they start to feel a lot more in line with one after
507
00:40:51,456 --> 00:40:55,808
I'll see how much taller forehead to emphasize it might be Frankenstein as I felt that was getting a bit lost in his design
508
00:40:56,320 --> 00:40:58,368
With the taller heads that she's in both he starts to feel a lot better
509
00:41:00,928 --> 00:41:04,768
Office station process involves adding more details and clarifying the ones are already there
510
00:41:05,024 --> 00:41:08,608
So I feel like this cat doesn't use so I have more stitches and patches and clothing
511
00:41:08,864 --> 00:41:12,704
I was at eyebrows and second sketch it's amazing how something so simple can change the look and feel of a character
512
00:41:13,472 --> 00:41:16,032
The whole time I'm doing this again I'm keeping the desired style in mind
513
00:41:16,288 --> 00:41:20,128
I still want these characters to be simple and almost graphic so careful not to overdraw the details right now
514
00:41:22,176 --> 00:41:27,296
Nothing is time throwing some color options so I do this on a nuclear set to various blending modes just what I was going to work
515
00:41:28,320 --> 00:41:32,416
I usually use multiply or color layer modes for the step but I get the best outcome visually is what's important
516
00:41:36,768 --> 00:41:40,608
My computer I've got basic rule stops one key color and I work out from there
517
00:41:41,376 --> 00:41:43,168
In this case it start with bluish green skin tone
518
00:41:44,448 --> 00:41:47,008
Justin is right hand
519
00:41:47,264 --> 00:41:49,824
Cuz I want to create some asymmetry too by making his left hand a different color
520
00:41:50,848 --> 00:41:53,663
I also harmonize the top half of his head with index finger on his right hand
521
00:41:54,175 --> 00:41:58,527
It's important to try and bounce it colors in the design so the design Fields unified rather than disjointed
522
00:41:59,807 --> 00:42:04,927
Cuz he's a strong vibrant colors I think Grays and me too Browns are best clothing so the skin tones really pop
523
00:42:05,183 --> 00:42:08,255
Also these clothing colors are again a good note to the classic Frankenstein aesthetic
524
00:42:10,303 --> 00:42:12,351
From here I started my colors in the eyes and the nose
525
00:42:12,863 --> 00:42:16,959
I'm careful though it's flat and vibrant as possible to set that 2D cartoon if I'm going for
526
00:42:21,055 --> 00:42:25,407
Part myself outlines for the sale so stop thinking the lanes of the sketch to get fuel for this
527
00:42:25,663 --> 00:42:27,967
After doing this I think the final stylist don't go a lot more clear
528
00:42:35,135 --> 00:42:41,279
Next I continue to be coloring the other characters again variety is key here I may come up with a color combination I really like on the wrong character which I can always swap them
529
00:42:41,535 --> 00:42:42,303
Around the next stage if I do
530
00:42:43,327 --> 00:42:49,471
This time start with the jacket color cuz it's a large mass of his character it takes up most of his design so go for a Decatur Brown which is fairly neutral and I just a
531
00:42:51,263 --> 00:42:57,407
Obviously I want my skin colors to really sell idea Frankenstein be made up of stitch together body parts so I'm quite happy to try on natural colors like vibrant pink
532
00:42:57,663 --> 00:42:58,431
Screens even purple
533
00:42:59,967 --> 00:43:03,295
Patches on the jacket how to break up the mass of that color and add some visual interest in design
534
00:43:06,111 --> 00:43:10,975
For the third color scheme I returned to those greens I want to try something else for the jacket so for a dark kind of purple
535
00:43:11,231 --> 00:43:14,047
If it works so I do wonder if it's vibrant enough for the 2D animation context
536
00:43:17,631 --> 00:43:20,959
The good thing about this particular character is the patrons jacket is above the elbow joint
537
00:43:21,471 --> 00:43:26,335
Another two characters the patches crossed the elbow which could cause problems if either of these might want to become 2D animated puppets
538
00:43:27,103 --> 00:43:33,247
So it's a real thumb is best of our detail at the joints of a character as it will cause Distortion or it might make any hidden puppet joints visible
539
00:43:33,759 --> 00:43:37,087
This applies mainly to 2D puppet stuff but also 3D as well
540
00:43:37,343 --> 00:43:39,391
You want to avoid too much information at joints in case of distortion
541
00:43:42,207 --> 00:43:46,047
Can I just spend some time refining and clarifying details adding in the second outlines
542
00:43:46,303 --> 00:43:48,607
I feel so I know that they will start to really emerge and become clear
543
00:43:50,143 --> 00:43:50,911
Nothing I done
544
00:43:51,167 --> 00:43:54,239
This part of the design process was a lot quicker than sketching the national roughs
545
00:43:54,495 --> 00:43:59,359
A lot of work and key design decision making is done in the rough stage and I've done right just creates a very strong Foundation to move forward with
546
00:43:59,871 --> 00:44:06,015
I know three versions on my 2D animation Frankenstein to choose from which I'm going to do not all right
547
00:44:06,271 --> 00:44:09,087
And that's number three
548
00:44:09,343 --> 00:44:10,623
Again this is going to be subjective
549
00:44:10,879 --> 00:44:15,487
That's the one who stands out to me personally I like the shapes and silhouette and I think it says Frankenstein and I can call me
550
00:44:15,999 --> 00:44:20,351
It fits with the reference material and I think that's probably potential for a good animation performance in it
551
00:44:21,887 --> 00:44:25,983
Again I also like the contrast and shapes of the nice circular forms and then the greatest torso in shoulders
552
00:44:27,007 --> 00:44:30,847
Nicole knows to find you in these designs and take them from rust to more refined sketches
553
00:44:32,127 --> 00:44:38,271
Imagine that I want to present these to a client or an art director so I can get feedback so they really need to be readable and show clear understandable
554
00:44:38,527 --> 00:44:39,039
Statement
555
00:44:39,807 --> 00:44:45,695
I don't need to spend a lot of time here but I really want to clarify the details of the face and specially the mouth and also strengthen the lines of the character too
556
00:44:45,951 --> 00:44:50,303
This would really drive home intended style that I'm going for here which is important for visualizing how the final character might look
557
00:44:51,327 --> 00:44:52,863
I'm still not going to report
558
00:44:53,119 --> 00:44:55,167
I don't want to waste time doing final crisp clean lines
559
00:44:55,423 --> 00:45:00,543
Or getting the colors perfectly painted in I'm trying to get that balance between readable and sketchy so it's not to waste time or isn't needed
560
00:45:02,335 --> 00:45:08,479
Again I'm trying some different color options here I don't just want to stick with the first Columns of chosen previous step so one experiment with this final design Direction
561
00:45:08,735 --> 00:45:10,271
Let's see if I can come up with something a bit stronger
562
00:45:11,551 --> 00:45:17,183
I said I like the blue dreams from skin tone as they sell idea for I can say the best so I expect playing around with skin colors in that ballpark
563
00:45:17,695 --> 00:45:20,767
Play the Carson comes to experimenting and seeing what looks and feels
564
00:45:22,559 --> 00:45:27,935
Also I need to remind my final design style here and keep the colors very simple and flat and focus on making them work well together
565
00:45:30,751 --> 00:45:36,895
Between a few saturation adjustment layer and I put it to the top of my layer stack and I said it's 100 saturation just so I can see the pure value structure
566
00:45:37,151 --> 00:45:41,247
Designs with zero color and then I can find any areas of ambiguity within the value structure
567
00:45:41,759 --> 00:45:45,855
For example in the first sketch the values of the colors are all very similar which makes for an unclear visual design
568
00:45:46,111 --> 00:45:51,999
So there's also someone issues in other questions about fixing this by lightning or darkening areas that you could value in color balance
569
00:45:54,559 --> 00:45:59,679
See this is all the class of design but also I can use this high points of contrast within the values and colors delete the viewers High
570
00:45:59,935 --> 00:46:05,055
As for example sketch 3 is a high point contrast with the shark meets the jacket and this immediately draws the eye into that point
571
00:46:05,311 --> 00:46:09,919
It's about tweaking I should be able to control the value structure and result in contrast to the eye is drawn to the worse the characters face
572
00:46:13,503 --> 00:46:16,319
Never have it must be final concepts for Frankenstein and style a
573
00:46:17,343 --> 00:46:23,487
Immediately I feel more strong to number one the colors feel balanced and harmonized you needed colors of the clothing contrast nicely with the skin tone which
574
00:46:23,743 --> 00:46:25,791
Is comical and cartoony and I'm keeping with the desired Style
575
00:46:26,559 --> 00:46:29,887
Novel designs working well and it feels right for fun and silly to the animated TV show
576
00:46:30,399 --> 00:46:32,703
The middle version was quite well too to be honest either would work quite well
577
00:46:32,959 --> 00:46:35,519
But I go for the first meal is not to the classic Frankenstein colors
578
00:46:36,031 --> 00:46:36,799
Number one is
579
00:46:37,055 --> 00:46:42,431
I'm still a couple things I need to address the first is the patterns left arm as I mentioned before this is a bad location for a 2d animated puppet
580
00:46:42,687 --> 00:46:45,247
So I need to move it clear that elbow either
581
00:46:46,271 --> 00:46:48,575
Also installing decided on the classic Frankenstein neck bolts
582
00:46:48,831 --> 00:46:54,975
As a progress to the final concert after this character I might play around with that feature and see what works
583
00:47:02,655 --> 00:47:08,031
Okay so he's my rocks first I'll be
584
00:47:08,543 --> 00:47:11,359
So I was drawing these I start to get a feel for what was working and what wasn't
585
00:47:11,871 --> 00:47:16,223
Let the bodies of sketches too and five if you're large and lumbering or slightly unnatural proportions
586
00:47:16,479 --> 00:47:17,759
So they usually say Frankenstein to me
587
00:47:18,527 --> 00:47:20,831
Also like a large chunky Hines and a square off shoulders
588
00:47:21,087 --> 00:47:24,671
Rectangular shape suggests he's big and powerful with the Posies especially three and five contrast with that
589
00:47:24,927 --> 00:47:27,231
Busy suggestion is emotional or like vulnerable site
590
00:47:27,743 --> 00:47:29,023
This makes an interest in dynamic
591
00:47:29,279 --> 00:47:31,071
I went to the original Mary Shelley Frankenstein
592
00:47:33,119 --> 00:47:34,399
I like the Long Court number two
593
00:47:34,655 --> 00:47:36,703
But why not being a s*** on me in a 3D character
594
00:47:37,471 --> 00:47:41,567
I do love the caution number 5 is Treasures feel too short and his suit jacket only just about fits
595
00:47:42,079 --> 00:47:45,151
It's not unless the idea of and s*** play oversized and thrown together
596
00:47:46,175 --> 00:47:48,735
I really like the head design number two and three and possibly number six
597
00:47:48,991 --> 00:47:50,271
I think I move forward with them
598
00:47:50,527 --> 00:47:53,343
I was like the greatest top of Nine's head so I might bring that into my final Concepts
599
00:47:54,623 --> 00:47:57,951
Never said she's just aren't doing that much for me you're the two generic or too boring
600
00:47:58,207 --> 00:48:01,535
I feel like I had a number seven but I think you might be a bit too stylized in a bit too angular from the style
601
00:48:03,327 --> 00:48:05,631
So all my favorite bits and stuff together
602
00:48:06,143 --> 00:48:12,287
I don't have to sign a Frankenstein character here by Mexican body parts and stick them together it is really not lost to me all right so
603
00:48:12,543 --> 00:48:16,895
And experimenting until our character and marriages from the process
604
00:48:23,039 --> 00:48:24,831
As soon as I put this head on this body
605
00:48:25,087 --> 00:48:28,927
I feel it's not just placed into place much like what happened in my style a account process
606
00:48:29,183 --> 00:48:30,463
See I just fit for this body
607
00:48:30,719 --> 00:48:34,815
I refine a little bit adding some more details such as I peoples to stop bringing this guy more to life
608
00:48:35,583 --> 00:48:40,447
I like his heavy bro in the push proportion of his head it feels stalise but just the right amount for the special Frankenstein
609
00:48:45,311 --> 00:48:51,455
I messing with this all I had a light to see if I can push it farther really make it work I don't know the square top and then adding it to the middle body I think it works quite well
610
00:48:51,711 --> 00:48:53,503
It brings a different vibing from another sketches
611
00:48:57,855 --> 00:49:03,999
With three ideas established is not to call these options so it just doesn't stay attention to one color on a character and work from there making sure everything works
612
00:49:04,255 --> 00:49:07,071
So start with blue screens for the skin tone
613
00:49:07,327 --> 00:49:09,375
This time around a bit more color variation within the colors
614
00:49:09,887 --> 00:49:12,959
Not some reddish ones the knuckles and face to suggest Block near the surface of his skin
615
00:49:13,471 --> 00:49:17,311
Because it's characters for 3D I can be a lot more nuanced and I've got more detail in the colors
616
00:49:20,895 --> 00:49:24,991
Horse costume for the dark muted Brown so his head and hands really stand out on top and contrast nicely
617
00:49:25,503 --> 00:49:29,343
The black shark also creates a high point contrast near the head which is good for drawing the either immediately
618
00:49:31,903 --> 00:49:38,047
For this character I run with a pinky skin tone and agree I light up brown jacket I'm not going crazy with the caution colors cuz that doesn't feel like a good option for this character
619
00:49:39,071 --> 00:49:43,167
Play some salt purples in the face and contrast the top part of his head with a light sickly green
620
00:49:45,471 --> 00:49:50,079
I want to try something different for the last concept so I got a muted blue color for his jacket which complements his skin to a nicely
621
00:49:50,591 --> 00:49:56,223
Choosing compliments and colors can really help unify a cactus color scheme so if I'm stuck with my color choices I usually stick to a simple complementary palette
622
00:49:56,735 --> 00:50:01,343
But please Concepts I just played with calls until something felt right it's too much thought to hide their related to each other on a color wheel
623
00:50:01,599 --> 00:50:04,159
So Instinct and going with the floor and see what looks good sometimes works
624
00:50:05,183 --> 00:50:09,279
Now I decided song subtle lighting so I'm building on a simple Shadow pass from the rough stage
625
00:50:09,535 --> 00:50:11,839
Depends on a new law opacity overlay
626
00:50:12,095 --> 00:50:14,911
I'm using the software and brush here and a desaturated RNG yellow
627
00:50:15,423 --> 00:50:16,959
I'm not really aiming for dramatic lighting
628
00:50:17,215 --> 00:50:19,775
What is lighting was emphasizes the farms and the volumes of the characters
629
00:50:20,287 --> 00:50:26,431
I feel disappointed establish even at the stage as the fact has been designed for 3D medium so the second suggest what they might look like in the final form the bear
630
00:50:27,711 --> 00:50:31,039
And if your final tweaks can't find the heads and eyes and polishing up some Minor Details
631
00:50:31,295 --> 00:50:32,575
I don't want to clarify everything at the stage
632
00:50:32,831 --> 00:50:36,159
Most important thing is making the head readable and the hands are clear too just enough to be understood
633
00:50:36,671 --> 00:50:42,815
The rest of the details aren't as important if your what's out in the final concept painting
634
00:50:43,071 --> 00:50:49,215
All right so he's my three refined Concepts very similar to each other but the same time they're quite different from each other too so I think I can quick
635
00:50:49,471 --> 00:50:55,615
We just got in the middle one as I realize the main thing I liked was his pose rather than his actual design one and three however I feel really getting somewhere
636
00:50:55,871 --> 00:50:58,943
One feels more selfish or confident and more put together than three
637
00:50:59,199 --> 00:51:03,295
So I only have three Fields about awkward and unsteady and that vulnerability change through his pores
638
00:51:03,551 --> 00:51:08,927
I've also's clothing which is elfetting I also really like his face to say I decide to move forward with three
639
00:51:09,183 --> 00:51:11,999
I'm an experiment with given in the jacket and the broader shoulders of number one
640
00:51:13,791 --> 00:51:17,887
Super subjective here is to take this design shortening head about bringing the broader shoulders
641
00:51:18,143 --> 00:51:21,471
I used to walk to here selecting the shoulder it is I'm just playing around with them until they feel right
642
00:51:21,727 --> 00:51:27,871
What was really useful so if you're using Photoshop get back go I use a lot my process to push poses and take things aren't easily tweaked
643
00:51:28,127 --> 00:51:29,151
With the Distortion transform tool
644
00:51:31,967 --> 00:51:35,039
I find a blue color for this person's jacket as a quite likes how it looks another concept
645
00:51:35,551 --> 00:51:39,391
At this point I have a bit of a happy accident so I started just a color with the Hue and saturation adjustment tool
646
00:51:39,647 --> 00:51:44,255
The most scrubbing I land on a population which I'm usually fall in love with so it works well with the skin tone
647
00:51:44,511 --> 00:51:47,583
But also brings up his design a bit and makes it feel a bit more suited to its own purpose
648
00:51:47,839 --> 00:51:49,887
Verizon Grays run the risk of looking at too serious
649
00:51:50,143 --> 00:51:53,215
And I still want a comical agent is designed I thought purple Works quite well
650
00:51:53,983 --> 00:52:00,127
Purple also feels monster and I'm not sure why I didn't actually try earlier and then play with the treasure color to make the design really pop and harmonize with the
651
00:52:01,663 --> 00:52:04,735
Next experiment with some head transplants trying to get the perfect hair for frankenste
652
00:52:05,247 --> 00:52:07,807
We're knowing the realm of subtle design choices
653
00:52:08,063 --> 00:52:11,647
These prices don't really affect the overall feel of the character I can still make a big difference to the final design
654
00:52:14,463 --> 00:52:18,559
Also soft explore the classic Frankenstein head bolts instead of on the neck I try the forehead
655
00:52:18,815 --> 00:52:21,887
Talking on the neck cuz they'll get lost in the silhouette of the body
656
00:52:22,399 --> 00:52:25,727
Which might not really be an issue but I want to try them on a location where they really have an effect on the silhouette
657
00:52:28,287 --> 00:52:34,431
I'm almost there with these Concepts so spend about time fiddling taking colors and using the curves adjustment to just push the contrast and values and make
658
00:52:34,687 --> 00:52:36,735
Make sure everything reads really well especially in the valley structures
659
00:52:38,527 --> 00:52:41,087
And then last but not least I decided to throw in some pinstripes on the purple Jack
660
00:52:41,599 --> 00:52:47,231
This type of detail would be best avoided into the animation especially puppet style characters as the stripes they just went to form well at the joints
661
00:52:47,487 --> 00:52:53,631
However for 3D character I think this type of thing can be bit less of an issue textures and details are much more easily achieved in 3D and I'm
662
00:52:53,887 --> 00:52:56,959
About the hours I think these stripes in the jacket really finish off this design and make it sing
663
00:52:58,495 --> 00:53:01,055
All right so here's my final concepts for sale B
664
00:53:01,823 --> 00:53:03,871
I really love one and two I think the fourth work well
665
00:53:04,127 --> 00:53:08,223
Whoever the colors into really seal the deal for me the nicely balanced and colorful will still muted
666
00:53:08,479 --> 00:53:10,527
Just a little bit more comical which is why I want
667
00:53:11,039 --> 00:53:13,087
Also really like a long style jacket number 4
668
00:53:13,343 --> 00:53:16,159
But the l15 nature of number two's costume makes for a stronger design
669
00:53:17,183 --> 00:53:18,975
For my final concept I'm going to run with number two
670
00:53:19,231 --> 00:53:20,767
Again decide what to do those night bolts
671
00:53:21,023 --> 00:53:26,911
I quite like I'm located on the forehead as a version 4 does that means it'll get lost in silhouette of the body however why they could be distracting if I put them
672
00:53:27,423 --> 00:53:32,543
Let's see what happens is a good one
673
00:53:38,687 --> 00:53:44,063
Okay let's compare my final refined concepts for each Style
674
00:53:47,135 --> 00:53:49,951
Once again I followed essentially the same process for both Styles here
675
00:53:50,719 --> 00:53:54,303
Those ideas into three different concepts
676
00:53:54,559 --> 00:53:57,119
Each of which was they literally relevant to the character and the context
677
00:53:58,399 --> 00:54:02,751
From these three variations I chose once you're fine for the cell as a final character concept for each Style
678
00:54:04,543 --> 00:54:06,591
At this point I didn't do anything particularly unique freestyle
679
00:54:06,847 --> 00:54:12,223
However I was careful to be mindful of the desired outcomes I do each character and continue to keep in mind the snailgates for each and draw accordingly
680
00:54:13,247 --> 00:54:17,087
I continue to streamline my character and simplify any details which are crept in the rough stage
681
00:54:17,855 --> 00:54:21,951
How's the pitch proportions while adding in the thicker Lane works and to get roughly how the final style would look
682
00:54:22,975 --> 00:54:27,839
Experiment with simple flat colors and it should have didn't lose sight of the simple bold shape designs established in the roughs
683
00:54:29,887 --> 00:54:34,495
Still be my focus was on refining the details of the face I loan for more complexity and color variation
684
00:54:35,007 --> 00:54:38,079
I didn't change the poses or bodies much as the initial rafts are quite late
685
00:54:38,591 --> 00:54:40,895
But this week some proportions and experimented with moving head to rent
686
00:54:42,687 --> 00:54:46,015
The color I went a lot more nuanced adding some variations especially in the face and hands
687
00:54:46,783 --> 00:54:48,575
At the moment these Concepts also Hawaii work
688
00:54:48,831 --> 00:54:51,903
However that's just everything is any final art would be rendered as well as a 3D model
689
00:54:52,927 --> 00:54:55,231
The Landmark here's listener and then place is not very visible
690
00:54:55,487 --> 00:54:58,303
I hope things get forms but I think that areas on the lines were Shadows would be
691
00:54:59,327 --> 00:55:04,447
In the style I always wanted to develop the shadow pass further but adding some subtle top 10 light which hence is destined for 3D
692
00:55:05,727 --> 00:55:08,799
Hopefully you can see how with every past these Styles diverged further and farther from each other
693
00:55:09,311 --> 00:55:15,455
Some of the differences are quite subtle but become more part of the movies into final polished artwork which is suited to the desired sales
694
00:55:24,927 --> 00:55:31,071
Another have some ideas Brewing on the page it's time to evaluate your rough sketches for each character Style
695
00:55:31,327 --> 00:55:37,471
Successful bets from them or the starting any ideas aren't working thinking about the context of each character and just tailgates will really help you
696
00:55:37,727 --> 00:55:43,871
Try combining your favorite elements into three final rough concepts for each style and tweet the
697
00:55:54,623 --> 00:55:59,999
All right it's time to make the final art for style e
698
00:56:03,071 --> 00:56:05,631
First things first I need to establish a strong pause for this character
699
00:56:05,887 --> 00:56:09,983
I keep the final concept on the page the reference for ships and volumes and then I start to explore pose ideas
700
00:56:10,239 --> 00:56:15,615
I get these very scribbly loosen small feeling at the ideas and trying to post Wisconsin Style
701
00:56:15,871 --> 00:56:22,015
How do you want exaggerate his pose and bringing that slapstick Vape I'm good for at the same time I'm making sure to block in the correct basic shapes and volumes for the character well
702
00:56:22,271 --> 00:56:23,295
Everything streamlined and on Style
703
00:56:25,599 --> 00:56:31,743
I also want to bring in the Frankenstein Vape so I'm thinking of some classic Frankenstein style poses with arms out in front but I'm also pushing
704
00:56:32,767 --> 00:56:36,863
I really want to caricatures pose here I feel that suitable for the desired and styling context
705
00:56:37,375 --> 00:56:41,471
I was supposed to keep my p**** simple with a single clear statement and not try to do too many things at once with each one
706
00:56:47,359 --> 00:56:53,503
Well I'm figuring my pussies I'm always imagining a line of action running through them so Elaine of action is just a simple clear Lane which is a particular feeling
707
00:56:53,759 --> 00:56:59,903
Which makes a solid foundation to be supposed I don't physically draw any lines of action here but I'm feeling them out in the sketches
708
00:57:00,159 --> 00:57:02,463
And turn the body and overall poses and has some directional energy
709
00:57:05,791 --> 00:57:11,935
Additionally I'm paying attention to my practice silhouette I don't want any ambiguous poses going on here so I make sure the resulting Silhouettes are clear and readable
710
00:57:12,191 --> 00:57:16,799
As much as I can I keep hands arms and legs out with me most of the body just so they aren't heading
711
00:57:23,199 --> 00:57:29,343
Again just like in my design rocks I'm jumping back and forth between the sketches tweaking them all as I go rather than just focusing on one at a time
712
00:57:29,855 --> 00:57:35,999
This method of working really works for me I'd like to build up ideas almost simultaneously it means I can see things are fresh as I jump between sketches
713
00:57:46,239 --> 00:57:50,335
How else use the warp in the store tools for necessary to push and pull these rocks to make them stronger
714
00:57:50,847 --> 00:57:55,711
Have a habit of drawing posies which just aren't Dynamic enough so by using the warp tool I can easily tweak them and push them a bit further
715
00:58:03,647 --> 00:58:06,719
As soon as that's on this route from a final post
716
00:58:06,975 --> 00:58:13,119
As Frankenstein Vibes is clear Dynamic and I think it suits the character into the animation Vibe well I like him standing
717
00:58:13,375 --> 00:58:19,519
It really feels like it's left in his lumbering Mass into the air and walking in a very exaggerated fun way
718
00:58:21,055 --> 00:58:27,199
No I want to take this rough sketch and draw a title Lanes on top of it so I have a clear sketch for doing final Lane work
719
00:58:27,455 --> 00:58:33,599
On top of so I called the stage of Titan drawing which I think is a traditional animation term for when rough drawings are basically tied down
720
00:58:33,855 --> 00:58:35,903
To clear single lines before going on to clean up
721
00:58:36,159 --> 00:58:38,719
I clean up would be the final stage for the final clean lines are drawn
722
00:58:39,999 --> 00:58:46,143
The tricky part here is to do this for maintaining the energy and essence of the rough sketch often find the cleaning up a rough can kill the floor of the drying and
723
00:58:46,399 --> 00:58:46,911
Feeling of energy in it
724
00:58:47,167 --> 00:58:53,311
Unfortunately I think that's just the nature of rough sketches if you're more alive than I can difficult if not possible just to capture that that same feeling
725
00:58:53,567 --> 00:58:54,847
I truly on a cleaner drawing
726
00:58:57,663 --> 00:58:59,455
I'm using the chunky charcoal brush here
727
00:58:59,711 --> 00:59:02,271
I slowly just figuring out which of the rough lines to keep and which to throw away
728
00:59:03,039 --> 00:59:08,159
Sometimes I'm drawing a new Lionel together which best captures the feeling of the rough scribbles underneath a bit like finding the average of them all
729
00:59:13,279 --> 00:59:16,863
I'm using single clean lines where possible and join them in a single smooth motion with my alarm
730
00:59:17,119 --> 00:59:21,471
For the style character I need to show my final lines are smooth as possible so don't want any Lane wobble or jets
731
00:59:22,495 --> 00:59:28,639
The stage is also about putting account to more on model so I want to fix any issues with the volumes of the design of the characters at this point before moving on to clean
732
00:59:28,895 --> 00:59:31,967
Please wine should be as close to final as possible clean up job a lot easier
733
00:59:36,831 --> 00:59:42,975
I'm also thinking about the masses which make up the character and imagine them is tubes and Spears as a draw rather than just his lines so this helps me tend some unit
734
00:59:43,231 --> 00:59:49,375
Drawing I also asked me to draw through the forms so instead of stopping Lanes where they should be I basically draw through the end points connecting out parts of the draw
735
00:59:49,631 --> 00:59:51,167
The Lanesville unified in singular
736
00:59:51,679 --> 00:59:57,055
For example here if I have to draw the left shoulder and then the right shoulder separately the overall lines are looking at disjointed
737
00:59:57,567 --> 01:00:01,663
Turtle through the forms I can make a nice single smooth Lane and raise the best I don't need afterwards
738
01:00:10,623 --> 01:00:16,767
He answered the arm and leg and what looks like very subtle ways the reason I'm doing this is to avoid parallel lines happening in the pose so
739
01:00:18,815 --> 01:00:22,143
Which is making it supposed to look at that stuff and a natural so just breaking the power of the lanes
740
01:00:22,399 --> 01:00:24,191
Just a little bit really helps to loosen things up
741
01:00:28,031 --> 01:00:34,175
The Titan drawing is not come together nicely so now you get some attention to the left hand in the face
742
01:00:34,431 --> 01:00:40,575
I really nail them down these lines are a bit rougher unless smooth and the rest of the drawing as I'm still figuring out the positioning of all the elements
743
01:00:40,831 --> 01:00:46,975
So just for the eyes are the nose the mouth and so on my gold always make these lines just as clear so again I can easily do a clean up drawing and talk without worrying about
744
01:00:47,231 --> 01:00:53,375
The cactus expression is also very important to the overall post I'm aiming for a confused monster
745
01:01:02,079 --> 01:01:08,223
I don't want to sleep in line here as I want to make sure the hand and the two feet are all nicely in line with each other this is the type of detail that I was
746
01:01:08,479 --> 01:01:09,759
Possible in the drawing the candy felt
747
01:01:10,015 --> 01:01:12,575
So by lighting up these elements the overall drawing feels more Unified
748
01:01:16,159 --> 01:01:21,279
Don't forget to flip your pose this is something I often forget to do but flipping and drawing can help you see issues with the structure and balance
749
01:01:21,535 --> 01:01:24,095
I didn't teach the drawing while it's Flats before flipping it back to normal
750
01:01:32,287 --> 01:01:35,871
Lastly I'm walking the silhouette of the pose on a new layer just make sure everything's reading well and it's clear
751
01:01:36,383 --> 01:01:38,943
Blocking this in reveals immediately if anything isn't quite working
752
01:01:47,391 --> 01:01:53,535
But this rough tight end drawing done I can only move forward to cleaning up
753
01:02:00,447 --> 01:02:06,335
Okay it's no time to clean up the pose by drawing the final line
754
01:02:08,895 --> 01:02:13,759
Before I do that though I want to go over some basic techniques I use when cleaning up the drawing with solid clean lines
755
01:02:14,015 --> 01:02:16,063
Doing final clean lineup doesn't really my strong point
756
01:02:16,319 --> 01:02:18,111
The following technique really make things easier for me
757
01:02:19,391 --> 01:02:25,535
Post office having that tie down drawing so preparation is key to good clean up having that take the title and drawings will make life so much easier rather than trying
758
01:02:25,791 --> 01:02:26,303
Clean up rough lines
759
01:02:26,815 --> 01:02:30,655
Most of the decision making has already been done in the title drawing leaving you now free just to focus on good Line work
760
01:02:31,679 --> 01:02:32,959
To rush settings
761
01:02:33,215 --> 01:02:35,519
So I'm using the default Hardline brush for my Lane work
762
01:02:35,775 --> 01:02:37,823
I want a really crisp line with no texture
763
01:02:38,079 --> 01:02:40,127
I make sure to switch pressure opacity off
764
01:02:40,383 --> 01:02:43,711
With this setting on my brush Strokes will change a pasta depending on how hard to press on my tablet
765
01:02:43,967 --> 01:02:46,015
Because I want clean and paint lines here I just leave off
766
01:02:46,783 --> 01:02:51,135
I was precise on however this means my Lane thickness will respond to how hard I press my pain on the screen
767
01:02:51,391 --> 01:02:55,231
With this particular brush I will make my difference but prefer the feeling of drawing with the setting on rather than off
768
01:02:57,023 --> 01:02:59,327
There's also a smoothing feature available in the recent versions of Fortune
769
01:02:59,583 --> 01:03:01,119
Which basically smells like your lanes as you draw
770
01:03:01,375 --> 01:03:07,519
Feel free to try out but personally I prefer not to use it as it slows down my drawing process it's harder to control those lines and I can achieve good results
771
01:03:08,799 --> 01:03:10,335
Number three drawing straight lines
772
01:03:11,103 --> 01:03:13,663
How to draw perfectly straight line and it's pretty simple to do
773
01:03:13,919 --> 01:03:18,015
So I holding the shift key while drawing a lane Photoshop will constrain it to horizontal or vertical axis
774
01:03:18,271 --> 01:03:22,111
I can then move this line rotate it or take it to Fat using the free transform in the store tools
775
01:03:26,463 --> 01:03:27,743
Number four drawing fast
776
01:03:27,999 --> 01:03:30,815
So he's getting a nice smooth line is to draw fast in a single stroke
777
01:03:31,327 --> 01:03:32,863
On the left I draw a line slowly
778
01:03:33,119 --> 01:03:34,399
On the right a drawing quickly
779
01:03:34,655 --> 01:03:36,191
Hopefully you can see the difference in quality
780
01:03:36,959 --> 01:03:42,591
Never fast I don't mean to go as fast as you can but basically the more slowly you draw a line the more line wobble you might notice at least that's the case for me
781
01:03:43,615 --> 01:03:49,759
Well join this way we'll make for some of the lines it can mean less accurate Lanes so we can digitally is really useful here and my Lane isn't quite right I can just undo it and try again
782
01:03:51,807 --> 01:03:54,111
Number five carved lines on arcs
783
01:03:54,623 --> 01:03:57,951
The best way to approach curved lines is the drawing with the natural arcing motion of the arm
784
01:03:58,719 --> 01:04:02,303
For example try drawing a rainbow shaped curve and then drawing a horseshoe shaped curve
785
01:04:02,559 --> 01:04:06,143
The rainbow should feel a bit easier and more natural to draw as it follows that natural arm Arc
786
01:04:07,423 --> 01:04:13,567
This is where the rotate canvas still comes in handy and Photoshop so by pressing r i can rotate the canvas and laying the page up with the natural arching motion of arm
787
01:04:13,823 --> 01:04:15,615
Make it easier for me to drive variety of Curves
788
01:04:18,431 --> 01:04:20,479
Number six going through and overshooting
789
01:04:21,503 --> 01:04:23,551
Want to join my clean lines I want to draw through my forms
790
01:04:23,807 --> 01:04:27,391
For example here I connect up the lines for their unified rather than drawing but separately
791
01:04:27,903 --> 01:04:29,695
Then I can erase but I don't need them between
792
01:04:33,023 --> 01:04:34,559
I also want to overshoot my endpoints
793
01:04:35,071 --> 01:04:38,143
I tried to stop at the exact endpoint it's going to kill the energy and smoothness of my Lane
794
01:04:38,399 --> 01:04:41,215
I was shooting the Line Stay smooth and confident and I can turn them to fit
795
01:04:41,727 --> 01:04:45,823
For this to work though I need to draw new lines on your layers so I can raise it without fighting any previous lines
796
01:04:46,335 --> 01:04:48,127
Awesome happy with them I can bears all the ways together
797
01:04:49,151 --> 01:04:51,199
Number 7 the store and transform
798
01:04:51,967 --> 01:04:58,111
How often use the distort and transform tools a fork shop just to treat my Lanes so I use a spirit is just a little bit off or maybe too long
799
01:04:58,367 --> 01:04:59,903
I need a little bit manipulation
800
01:05:00,415 --> 01:05:06,559
I don't overuse them or use the warp till here because these have a tendency to distort the quality the lines and make my pixelated which is not what we want with clean line
801
01:05:08,607 --> 01:05:09,887
Number 8 polishing
802
01:05:10,655 --> 01:05:16,799
If you follow the previous steps you'll likely end up with some nice looking lines however they might just need some Polish and finish them off so I use the hard drive brush here
803
01:05:17,055 --> 01:05:21,151
Just to paint on anything that needs to fix such as the Giants where Lanes connect or more complex parts of the lane work
804
01:05:21,407 --> 01:05:24,479
I'm very careful not to touch my clean sweeping lines ever cuz I'll just ruin
805
01:05:27,039 --> 01:05:27,807
That's pretty much
806
01:05:28,319 --> 01:05:30,623
You see me as many of these techniques now as I start cleaning up my character
807
01:05:31,135 --> 01:05:34,719
That's before I set my tight end layout to loroplasty and I just have to draw on top on a new layer
808
01:09:07,455 --> 01:09:10,271
And there we have it my Frankenstein character cleaned up and stay away
809
01:09:11,295 --> 01:09:17,439
The style of landmark is a definite design Choice which really affects the outcome of the character so it really suits the end goal of a 2d animate show
810
01:09:17,695 --> 01:09:20,511
Simplicity and the lines of life for my simpler color choices too
811
01:09:21,535 --> 01:09:27,423
In the next video We'll add color and take him to finish
812
01:09:33,567 --> 01:09:38,431
All right thanks that color
813
01:09:41,247 --> 01:09:45,855
In the style characters incredibly simple really I'm just calling in between the lines here with simple flat colors
814
01:09:46,367 --> 01:09:50,463
I thought my clothes already established in the rough concert so I can use the eye dropper tool to collect these as I go
815
01:09:51,743 --> 01:09:55,839
Because my Landmark is crisp and without gaps I can easily use paint bucket tool to block in a couple of days
816
01:09:56,351 --> 01:10:00,959
I do this on my separate layer underneath the lines but I have the paint bucket tool set to respond to all layers
817
01:10:01,215 --> 01:10:02,495
Yeah check box in the top toolbar
818
01:10:03,263 --> 01:10:08,127
This means the Paint Bucket to responds to the line work as though it was on the same layer as the new layer I created just for the colors
819
01:10:08,895 --> 01:10:14,527
This method isn't perfect though and sometimes I have to fix little gaps in the color with the hard run brush so I spend a bit of time fixing these issues up
820
01:10:14,783 --> 01:10:16,319
I'm making sure my color there looks good
821
01:10:18,367 --> 01:10:23,999
I just want a neutral Midtown background so I can see the colors working a bit better and not be so distracted by that high contrast White backdr
822
01:10:25,023 --> 01:10:27,071
For the face I stopped being in a simple color variation
823
01:10:27,327 --> 01:10:28,351
Separate the parts of the head
824
01:10:28,863 --> 01:10:30,655
I don't mind adding a little bit of complexity here
825
01:10:30,911 --> 01:10:34,495
Cuz I had the most important part of the design however every other part of the design should remain quite simple
826
01:10:37,311 --> 01:10:40,639
I don't see other parts of the legs feel a little bit long compared to the concept sketch
827
01:10:41,407 --> 01:10:46,271
Luckily it's not too late to fix this so using the free transform to a short on the left leg and fix the covers to match
828
01:10:49,343 --> 01:10:51,903
If I was in place I decided not a simple hard Shadow pass to my cancer
829
01:10:52,415 --> 01:10:54,463
I grew my lines and color layers into folder
830
01:10:54,719 --> 01:10:57,535
Then out of Clips later on top of this set to 40% opacity
831
01:10:57,791 --> 01:10:59,327
And multiply blending mode
832
01:11:00,095 --> 01:11:04,959
I paint on this layer with a desaturated bluish purple to create the Shadows which affect both the lanes and the color layers
833
01:11:06,751 --> 01:11:12,895
The shadow could be tricky to achieve in a final character wreck but it has been removed later in the game just a technical restraints it won't be a huge Los
834
01:11:16,991 --> 01:11:20,831
Divide the feeling of this contact is just floating in space at a very simple ground Shadow to it
835
01:11:21,087 --> 01:11:22,111
I don't need to be complicated
836
01:11:22,367 --> 01:11:24,671
But it helps growing the character and make them feel like they're standing on something
837
01:11:30,303 --> 01:11:35,167
And then you're the end of the coloring stage I realize that something bugging me about the head drawing and the characters left hand
838
01:11:35,935 --> 01:11:38,239
Something that's hard to really put your finger on what's wrong with an image
839
01:11:38,495 --> 01:11:42,847
But you just feel it so these areas just didn't feel streamlined enough for drawing all that well so I set up fixing them
840
01:11:43,615 --> 01:11:45,663
I didn't draw over on top of the lineup
841
01:11:45,919 --> 01:11:48,223
I flipped the line up first so I can see the drawing from a fresh perspective
842
01:11:48,991 --> 01:11:51,551
This time as I draw the head I'm really trying to draw the mass of it properly
843
01:11:51,807 --> 01:11:56,415
Thinking of in terms of volumes rather than just flat shapes but also trying to place all of the facial elements together nicely
844
01:11:57,183 --> 01:11:59,487
Also felt like the eyes weren't quite right for the style
845
01:11:59,743 --> 01:12:03,839
Didn't look as close together as they were in the concert and I felt like I was losing the comical babe because of this
846
01:12:04,351 --> 01:12:06,911
So I draw them closer together and I think the character starts to look much better
847
01:12:07,423 --> 01:12:12,543
But hunt I felt it was looking a bit too complicated and out of place and not really keeping with the style I was aiming for
848
01:12:12,799 --> 01:12:16,127
So I decided to really simplify and streamline it so it looks more like the characters right hand
849
01:12:17,663 --> 01:12:21,503
I've also tried to group the fingers together a bit more which really helps with that streamline style that I'm going for
850
01:12:24,319 --> 01:12:27,135
The new rough head and hand established I do a new tie down version of them
851
01:12:27,391 --> 01:12:28,159
On top again
852
01:12:28,415 --> 01:12:30,719
Really clarifying the lines and preparation for cleanup
853
01:12:31,487 --> 01:12:34,559
I've also flipped the drawn again so I can see if it comes to the nicely from A New Perspective
854
01:12:40,191 --> 01:12:43,007
No thanks for clean up again using that new Titan joins the gate
855
01:12:43,519 --> 01:12:47,359
I start the head really focusing on getting eyes right I'm in length of style I want to cheap you
856
01:12:47,615 --> 01:12:49,919
I feel like I just feel much better than it was the first time around
857
01:12:53,503 --> 01:12:54,527
Then I clean up the new hunt design
858
01:12:54,783 --> 01:12:56,319
I also feels much better than it was
859
01:12:56,575 --> 01:13:01,439
It's more simplified and fun and how much is the sale of his other hand that just feels more unified with the rest of the design
860
01:13:05,023 --> 01:13:09,375
I mentioned a few times avoiding drink too much detail in the joints of characters such as the elbows and the knees
861
01:13:10,143 --> 01:13:15,775
I realize that patch on the right arm sleeve was just a bit too close to the Elbow for my liking so I decided to tweak it moving it closer to the hunt
862
01:13:16,287 --> 01:13:19,359
A lot of these little fixes could be done as a cat gets closer to anonymity
863
01:13:19,615 --> 01:13:21,407
There's no harm in preempting at this stage
864
01:13:21,919 --> 01:13:24,735
In fact doing so now means less times wasted farther than the design pipeline
865
01:13:26,271 --> 01:13:28,063
I can't quite get my hair feeling right for some reason
866
01:13:30,111 --> 01:13:32,159
So I copy and paste in place I trace over
867
01:13:32,415 --> 01:13:35,231
Everything I just use any method accountants make my life easier on this process
868
01:13:39,839 --> 01:13:43,423
With a new lines all done all that's left to do is just fix the underline colors on the shadow layers
869
01:13:43,679 --> 01:13:48,031
I'm so much happier with a new line work I really improved the structure of the face or simplifying the hot details
870
01:13:48,287 --> 01:13:54,431
Bringing these areas more in line with the desired Style with this character
871
01:14:01,087 --> 01:14:04,927
Nothing done Frankenstein and style a
872
01:14:05,439 --> 01:14:11,583
I'll get them simple and streamlined focusing on a strong silhouette and shapes or pushing the proportions and contrast effectively and choose which is fine
873
01:14:13,375 --> 01:14:17,215
I decided for this version of Frankenstein to run with photos night boats so they don't clutter out the design
874
01:14:17,471 --> 01:14:21,567
I still have enough design cues to convey who he is such as the stitches and the classic Frankenstein head shape
875
01:14:23,103 --> 01:14:29,247
Hope they have achieved I'll talk to anybody here with this guy and the steel animated TV show
876
01:14:37,439 --> 01:14:43,583
Okay it's final concept time so I've already settled on
877
01:14:43,839 --> 01:14:47,423
Concept 2 is my idea so just like for style a I'm going to start my figure not pose for him
878
01:14:48,703 --> 01:14:54,847
Michael he has to find a pose which reflects who he is will also be fitting for the final sale and context so in this case I'm in it for something a lot more subtle and
879
01:14:55,103 --> 01:14:57,663
Compared to Stanley which is broader and more action-driven
880
01:14:58,943 --> 01:15:03,295
I generally like the concept already in terms of the pose so it kind of feels about awkward and a bit vulnerable
881
01:15:03,551 --> 01:15:05,855
And I've also having lumbering which is kind of what I want
882
01:15:06,111 --> 01:15:10,975
So did I just take it off concept as a starting point and drive over the top of it to explore different pausing ideas based on already have
883
01:15:12,767 --> 01:15:14,559
Starting your sketch by playing around the hands
884
01:15:14,815 --> 01:15:18,911
I think I can bring a lot of life and feeling into the pose by making the hands perform or do something in some way
885
01:15:19,167 --> 01:15:21,471
I want to suggest he's thinking about to do or say something
886
01:15:21,727 --> 01:15:25,055
I don't want to go crazy with the news I'm trying to find some subtle hand gestures which accomplish all over
887
01:15:28,127 --> 01:15:30,175
I really like the clenched hands I had one of my roofs
888
01:15:30,431 --> 01:15:31,711
So try bringing that back in here
889
01:15:32,223 --> 01:15:35,807
I'm not sure exactly what is a like about it but I think it gives the feeling of some tension in the pause
890
01:15:36,063 --> 01:15:37,855
Or they can't quite use his new body properly yet
891
01:15:39,391 --> 01:15:40,671
I play with his expression too
892
01:15:40,927 --> 01:15:44,511
Even though I quite like the expression in the rough I still want to keep exploring to see if I can push this pose about further
893
01:15:45,279 --> 01:15:49,631
I don't get the expression something will not push them too far though as a name for more relatable performance in the style
894
01:15:51,935 --> 01:15:56,287
Can I try drawing and you put some scratch focusing on different height angle just give a feeling it's looking down on someone
895
01:15:56,543 --> 01:15:58,847
I want to push the idea that is large in terms of everyone
896
01:15:59,103 --> 01:16:01,919
I do like this approach but I'm not convinced it's what I want to sell his character
897
01:16:02,175 --> 01:16:04,223
That's going to be a lot too confident and maybe not vulnerable enough
898
01:16:07,807 --> 01:16:11,391
Here you can see me cutting and paste in one of the hands from the Ruffs onto the sketch just to get it right
899
01:16:11,647 --> 01:16:16,511
I love the Hans in the concept sketch so there's no part time to redraw it and I can just cut and paste it and see myself a ton of drawing and redrawing
900
01:16:20,351 --> 01:16:23,679
All the police so far but see me so I decided to try something completely different
901
01:16:24,191 --> 01:16:26,239
More interesting position
902
01:16:27,007 --> 01:16:29,311
I can't wait behind me held up and then I was crying ship
903
01:16:29,567 --> 01:16:32,127
I kind of a list of that classic Frankenstein hands out in front pipe
904
01:16:32,639 --> 01:16:34,431
But in a more subtle and less carton anyway
905
01:16:35,199 --> 01:16:37,503
I can also suggest some underlying tension in the characters pose
906
01:16:39,039 --> 01:16:44,159
How to say my second sketch isn't really going anywhere so I get rid of it here I replace the four sketch with a variation on the first
907
01:16:44,415 --> 01:16:45,951
Adding a number to his head upwards
908
01:16:46,207 --> 01:16:52,351
I'm so just feeling things out here experimenting and seeing what feels right once again these are very rough and loose sketches so I'm not investing a lot of time and playing around
909
01:16:52,607 --> 01:16:53,375
Different ideas
910
01:16:53,631 --> 01:16:56,703
I took the first sketch and really sucked away is just trying to hunt the statement
911
01:16:56,959 --> 01:17:01,055
Lightning's legs and rotating is torso makes me feel a bit more hunched on a stable now which I really like
912
01:17:04,639 --> 01:17:05,919
Unable to silhouettes
913
01:17:06,175 --> 01:17:12,319
Try this process you see me do this a few times again I want to make sure the police are working silhouette form this is especially important for this character as
914
01:17:12,575 --> 01:17:14,111
A lot more subtle than Staley
915
01:17:14,367 --> 01:17:15,903
So if I could be more easily lost
916
01:17:17,951 --> 01:17:19,999
At this point I decide to four sketch just doesn't work for me
917
01:17:20,255 --> 01:17:26,399
I'm sorry I love the initial concept sketch from the last video about what to try it with just a variation in the arms so I copy and paste it and draw on top playing
918
01:17:26,655 --> 01:17:28,703
Getting ready for Hans and Trenton Hans to underlying pose
919
01:17:29,983 --> 01:17:32,287
Somebody just opens into place I really like this version
920
01:17:33,055 --> 01:17:39,199
So I decided to move forward with it it covers everything I wanted from this pose it feels about insecure and wobbly on his feet well at the same time
921
01:17:39,455 --> 01:17:40,735
Suggest he's about to do or say something
922
01:17:40,991 --> 01:17:44,575
Was talking about I'm sure about to move his body physically almost like he just woke up and he's coming too
923
01:17:48,671 --> 01:17:54,303
No I just need to dress as rough sketch into somewhere to find and clear line art this is essentially doing a title drawing like I did for sale
924
01:17:54,559 --> 01:17:57,119
The difference I won't be using it as a reference for drawing clean Lanes on top
925
01:17:57,375 --> 01:18:00,959
Instead these lines will be used as a reference to help me paint in the forms and colors of the character
926
01:18:01,471 --> 01:18:04,031
They're just foundations from a painting and won't be any final concept piece
927
01:18:05,311 --> 01:18:11,455
Because they don't need to be perfect clarity is what I mean for so I spent about time in the landmark here figuring out the design and cause of the hand
928
01:18:11,711 --> 01:18:15,807
Tweaking things using the distort tool and making sure everything is in place that will eventually need to paint out with
929
01:18:16,319 --> 01:18:18,367
I don't want to go into the painting stage with anything unclear
930
01:18:26,303 --> 01:18:29,375
Lastly I threw in another silhouette later so I can double check the poses working nicely
931
01:18:29,631 --> 01:18:32,191
And I do worry about having been hidden within the mass of a startle
932
01:18:32,447 --> 01:18:38,591
I really think so it works and reads well it's got those Frankenstein Vibes and I can face ideas I want to get crossed but who he is and
933
01:18:43,455 --> 01:18:46,527
As much more salt than snail is but if it's the needs of this version of the character
934
01:18:47,039 --> 01:18:49,343
I think it sounds personality and it's fitting for a 3D feature
935
01:18:49,855 --> 01:18:55,999
The Next Step will be that color I'm being painting the final concept piece
936
01:19:02,655 --> 01:19:08,799
Same to paint on my calendar so I'm going to use a basic painting process
937
01:19:09,055 --> 01:19:11,615
Tires for when I need to call her character quickly and efficiently
938
01:19:11,871 --> 01:19:14,431
My first goal is to block in the local colors of my character
939
01:19:15,199 --> 01:19:19,807
If you're not familiar with this town local color just means the innate color of an object before any light interacts with it
940
01:19:20,319 --> 01:19:22,367
For example the apple on the left local color is red
941
01:19:22,623 --> 01:19:23,903
Well the one on the right is
942
01:19:24,415 --> 01:19:28,255
If we apply lighting to these their colors will appear to change but the local colors would remain the same
943
01:19:29,023 --> 01:19:32,095
So for my character the local colors are pretty much the ones in the rock concerts
944
01:19:32,351 --> 01:19:34,143
I got to pick them and I start walking into my Silhouette
945
01:19:35,935 --> 01:19:38,239
The motorcycle Orange
946
01:19:38,495 --> 01:19:44,639
So don't want my line out to be very visible here just enough so I can see but I have to paint my colors and forms it's more like a guide layer and it's progress through this piece I start
947
01:19:47,711 --> 01:19:50,015
I've been hard to just paint without solid reference drawings give me right
948
01:19:51,295 --> 01:19:53,087
I'm also not just coloring in between the lines
949
01:19:53,343 --> 01:19:56,415
I'm using the local color there to tweak and refine the different color areas and shapes as I go
950
01:19:58,463 --> 01:20:01,791
With the main body done I start to break down the different parts of the face into the local colors
951
01:20:02,047 --> 01:20:04,863
I want some color variation here particular in the eyes nose and ears
952
01:20:07,167 --> 01:20:10,495
No just that lane Apostle just a bit the 75% and I continue painting
953
01:20:11,007 --> 01:20:14,592
This way I can start to see if the color there's working well we'll still be able to see the lines for reference
954
01:20:15,360 --> 01:20:19,968
Here I lock the transparency on that layer and I start to paint out the lines a bit in the same color as those shapes beneath them
955
01:20:21,248 --> 01:20:27,392
Line layer and the color there this is a big step that's not going back here so my next goal is to start painting at the length slowly as I blocking these
956
01:20:27,648 --> 01:20:28,160
Codes for the
957
01:20:28,928 --> 01:20:31,744
My local color is pretty much established I get a backdrop in there
958
01:20:32,000 --> 01:20:36,096
I don't like painting off a character on a white background especially one like this which is going to be destined for 3D
959
01:20:36,352 --> 01:20:40,448
I want to get some more realism going on in the lighting and Farms so working on the midsoon back and really helps with us
960
01:20:40,960 --> 01:20:44,288
I go for quite neutral gray at the moment but plan to add some light into it as a progress through the piece
961
01:20:46,336 --> 01:20:48,896
My next goal is to block in a simple Shadow pass on the character
962
01:20:49,408 --> 01:20:51,968
I just want a new layer set to multiply Clips to the color there
963
01:20:52,224 --> 01:20:55,808
I said it roughly to 50% positive then using a desaturate purple I paint in the shadow
964
01:20:56,576 --> 01:21:02,720
I chose a very clear Rim lighting set up here with the main light coming from behind as I think I'll look cool and sit in the middle of the character and making a little bit intimidating
965
01:21:03,232 --> 01:21:07,328
So this isn't a character design Choice per se but it's more about choosing how to present the character in order to convey who they are
966
01:21:08,608 --> 01:21:11,168
You'll notice immediately a difference between the Shadow and one for sale a
967
01:21:11,424 --> 01:21:15,008
I'm being careful consideration to the forms of the cancer which are much more nuanced and complex here
968
01:21:15,520 --> 01:21:19,104
I'm also cheating the light thing about you so I can show the arm coming in front of the body
969
01:21:19,360 --> 01:21:25,504
This is called license has Han probably wouldn't touch that much light from this position but it looks good and I was also believable and that's how it really
970
01:21:28,064 --> 01:21:30,624
What's my basic Shadow lived on I'm in a good place to start refining it
971
01:21:30,880 --> 01:21:32,928
Text me another multiply 50%
972
01:21:33,184 --> 01:21:36,000
Dr Shadow it is in the same desaturate purple
973
01:21:36,768 --> 01:21:42,912
How to stop adding some Shadow edges all on the shoulders so Shadow Edge is where the light from a particular light source terminates you expect to see a
974
01:21:43,168 --> 01:21:49,312
Edge of shuttle on that shoulder because that's where the main light source no longer reaches and it's just before any bounce light from the environment starts to light the forms from the
975
01:21:51,104 --> 01:21:54,432
I'm focusing on building up two types of Shadow here cast shadows and form Shadows
976
01:21:54,944 --> 01:21:57,248
How far Shadow is a shadow created by a light has particular form
977
01:21:57,504 --> 01:22:01,856
Where's the cash Shadows of the Shadow Creek and light is blocked by an object preventing that light from reaching a surface underneath
978
01:22:02,368 --> 01:22:04,672
For example here the Armory a cast shadow on the character's body
979
01:22:08,512 --> 01:22:11,840
Here is the last color blending mode Samsung color variations to the face
980
01:22:12,864 --> 01:22:19,008
It really starts to bring his face is like to life the face alongside the hands is one of the most important parts of a character especially when it's performing
981
01:22:19,264 --> 01:22:21,824
Don't bring it to life really like saying part of this painting process for me
982
01:22:23,616 --> 01:22:29,760
Father push my dog it is now it's really start showing the forms of the character especially the areas that we get at least like for example for a different forms connect with each
983
01:22:30,528 --> 01:22:32,832
Britney shuttle starts to sell the farms and s*** for the concert even more
984
01:22:34,624 --> 01:22:36,160
No thanks push the lights in a bit further
985
01:22:36,416 --> 01:22:42,560
I couldn't hear such an overlay blending mode and I cut it to the main color there using the software and brush and a pale yellow color I brush in some lighting along
986
01:22:42,816 --> 01:22:48,448
Shoulders head arm hands and even the leg I want the strongest light to get the shoulders and head so careful keep the other areas more subtle
987
01:22:48,704 --> 01:22:51,008
Instantly the lightning starts to take next to the next level
988
01:22:52,032 --> 01:22:54,080
So this stage I'm really just problem solving my lighting setup
989
01:22:54,336 --> 01:22:55,616
I've been in strong foundations
990
01:22:55,872 --> 01:23:02,016
I'm not detailing image yet I'm just clarifying father always design choices I know it should be clear how different this process has been compared to silently so it's
991
01:23:02,272 --> 01:23:04,064
Complex with more things to consider than before
992
01:23:04,832 --> 01:23:06,624
Here I'm at all my clit layers into one
993
01:23:06,880 --> 01:23:10,208
This is a big step because I'm not ability to easily modify the shadows and the lighting
994
01:23:10,464 --> 01:23:15,584
I want to work simply make life easier without too many layers to keep track of so I can be a bit bouncing but it's also quite free working on just one layer
995
01:23:20,192 --> 01:23:26,336
Start out more classification to the face sometimes get more nuanced with some of the Farms know painting up more of the lanes and blocking in some more of the subtle forms and the mouse
996
01:23:30,688 --> 01:23:36,832
How to stop that more Nuance to other areas such as detailed thickness of the jacket sleeve I try not to feel the detail one part of an image and then the next to the next
997
01:23:37,088 --> 01:23:39,392
But that's about the whole image slowly jumping from bed to bed
998
01:23:39,648 --> 01:23:44,256
That's it one area of the character to final polish is how to judge the Pieces come together nicely as a whole
999
01:23:47,072 --> 01:23:50,656
The Honda propose so he spend some time getting them right
1000
01:23:50,912 --> 01:23:54,752
Luckily the line drawing was pretty clear and really helps me out with clarifying the structure of the fingers and the knuckles
1001
01:23:55,520 --> 01:24:00,896
I'm really aiming for that stylizing that's me from the style guide here keeping the form semi-realistic a bit chunky and it's just enough not to be going on
1002
01:24:04,480 --> 01:24:08,320
Everything slowly come together so keep moving around my image pushing the lights and coloring forms even farther
1003
01:24:08,576 --> 01:24:11,904
Again I'm not polishing things yet I'm just blocking things in and create a very strong Foundation
1004
01:24:14,464 --> 01:24:18,304
Also start walking some of the details I messed up until now like the buttons on the trees on the jacket
1005
01:24:18,560 --> 01:24:22,912
These pieces are really important to the concept design as they sell the idea of the jacket just being a bit too small for this character
1006
01:24:24,960 --> 01:24:31,104
I'm always looking for areas where can push contrast and put the value structure of an image so enhancement of the shadows and add some cash Shadows from the treasures onto the boots
1007
01:24:34,176 --> 01:24:35,712
No Adam's jacket stripes
1008
01:24:35,968 --> 01:24:40,064
I want to keep them editable so I keep doing a separate clip layer set to Overlay and a 30% pasta
1009
01:24:40,576 --> 01:24:45,952
I like to keep these after all the way to the end of the painting process has to be a pain to change if I marry some now with the main color there
1010
01:24:49,024 --> 01:24:55,168
Electric so I spend some time ranging at The Farms I'm also trying to suggest some faults as I do so here is this going to be for 3D I don't have to worry
1011
01:24:55,424 --> 01:24:56,448
Sorry as much about these details
1012
01:24:56,704 --> 01:25:02,592
Obviously I can't go too complicated with fully realistic Fabric and folds but some suggestion of them makes us design look and feel a bit more 3D
1013
01:25:05,920 --> 01:25:10,784
Let me just come together quite nicely I just use the cards adjustment here to pick the colors and contrast so that may start to pop a bit better
1014
01:25:11,040 --> 01:25:14,112
I have a chance to paint images with not no contrast so let's talk really help you
1015
01:25:15,648 --> 01:25:18,976
There's been a little bit more time to find the hands and I'm basically done with the color blocking
1016
01:25:19,744 --> 01:25:24,864
Hopefully you can see how about the same job using a simple process start with local colors adding basic shadows and building up from there
1017
01:25:25,376 --> 01:25:31,520
I'm not a good position to move forward from the lighting forms are all problem solved leave me just a Polish and detail everything up
1018
01:25:40,992 --> 01:25:47,136
It's still okay
1019
01:34:51,904 --> 01:34:58,048
Crystal surveillance Wisconsin
1020
01:36:45,568 --> 01:36:50,432
Because invisible
131793
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