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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,048 Realization 2 00:00:07,168 --> 00:00:13,312 Hello and welcome to this course on sterilization 3 00:00:13,568 --> 00:00:19,712 I Kenny a felons talk to the diner and illustrator working mainly in children's television production and publishing as a character designer 4 00:00:19,968 --> 00:00:26,112 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 5 00:00:26,624 --> 00:00:28,672 Some might even be for today or others are for 3D 6 00:00:29,184 --> 00:00:31,488 These different variables often infants to style after designer 7 00:00:32,512 --> 00:00:38,656 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 8 00:00:40,704 --> 00:00:43,520 We will follow basic design process comparing the developing characters as we go 9 00:00:44,288 --> 00:00:50,432 Starting with rough sketches will explore key design principles such as proportion Silhouettes and use of shape while making design choices suitable 10 00:00:50,688 --> 00:00:51,200 Which character Style 11 00:00:52,480 --> 00:00:55,552 Well then progress the successful ideas from these into some refined Concepts 12 00:00:55,808 --> 00:00:57,856 It's our taxes down into single clear idea 13 00:00:59,136 --> 00:01:00,909 Finally we'll progress these ideas into finish concept piece for each Style 14 00:01:00,911 --> 00:01:03,771 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 15 00:01:03,772 --> 00:01:07,072 For this tutorial I've chosen the character of Frankenstein's monster I'll just call him Frankenstein from now on 16 00:01:07,584 --> 00:01:13,728 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 17 00:01:13,984 --> 00:01:18,592 In the 1931 film Frankenstein as this version of Frankenstein's monster has become a classic important culture 18 00:01:19,360 --> 00:01:23,968 I want you to count to concept that was well known and already established so I could focus purely on the stabilization side design 19 00:01:24,736 --> 00:01:30,880 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 20 00:01:31,136 --> 00:01:31,648 Play personalized 21 00:01:32,672 --> 00:01:38,816 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 22 00:01:50,848 --> 00:01:56,736 Okay so for this tutorial you will need something to draw on 23 00:01:58,528 --> 00:01:59,808 That's something to draw with 24 00:02:00,320 --> 00:02:06,464 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 25 00:02:06,720 --> 00:02:08,768 Or any other drawing program that you're comfortable with 26 00:02:09,280 --> 00:02:15,424 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 27 00:02:15,680 --> 00:02:16,448 Software or Hardware 28 00:02:19,008 --> 00:02:21,056 Brush his wise I don't use anything particularly fancy 29 00:02:21,312 --> 00:02:25,664 And all my brushes are available are easily created within Photoshop let's quickly go for what I use and what for 30 00:02:27,200 --> 00:02:32,576 Heartland brush this is a standard Photoshop brush which I use mainly for doing line art but also for blocking in color 31 00:02:34,112 --> 00:02:40,256 The soft rain brush is another default Photoshop brush which I use speed only for creating soft lighting effects or smoothing a transitions of 32 00:02:42,304 --> 00:02:46,400 Chunky charcoal so if you're so fresh for years as a really nice grainy texture to it which I love 33 00:02:46,656 --> 00:02:52,800 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 34 00:02:53,056 --> 00:02:54,592 Music for the bulk of my digital painting process 35 00:02:55,872 --> 00:03:02,016 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 36 00:03:02,272 --> 00:03:05,344 I like to use a flat version of the brush for my sketching process 37 00:03:06,624 --> 00:03:12,512 Paso medium tip is another default Photoshop brush which is mainly for color blocking but it's also 100 texture to backgrounds 38 00:03:14,048 --> 00:03:20,192 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 39 00:03:20,448 --> 00:03:21,984 Just form and shadows within my link 40 00:03:23,264 --> 00:03:29,408 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 41 00:03:39,904 --> 00:03:46,048 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 42 00:03:46,304 --> 00:03:52,448 Feel free to choose Frankenstein or maybe another established famous character such as Dracula maybe Charlotte 43 00:03:52,704 --> 00:03:58,848 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 44 00:04:07,808 --> 00:04:13,696 When it comes to illustration and character design what do we mean by Style 45 00:04:14,208 --> 00:04:19,327 I consider style to be a consistent set of design choices within a character or a piece of work 46 00:04:20,863 --> 00:04:24,959 These choices may be conscious and planned out carefully determined by an art director or someone similar 47 00:04:25,215 --> 00:04:28,543 And also by the needs and limitations of a project I'll talk a bit more about this later 48 00:04:29,055 --> 00:04:35,199 Are these choices could be unconscious in the sense that different artists draw in the wrong way not necessarily making design decisions as 49 00:04:35,455 --> 00:04:38,271 How to draw Percy but drawing within the one particular drawing habits 50 00:04:38,527 --> 00:04:42,879 How to create these drawing habits to design choices whether they're developed over time and purpose or by accident 51 00:04:44,415 --> 00:04:49,791 Design choices me relate to angular characters are soft and rounded they are or maybe how simplified or complex they might be 52 00:04:50,047 --> 00:04:56,191 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 53 00:04:56,447 --> 00:04:59,775 Do you have drawn the same character in two very different styles 54 00:05:00,031 --> 00:05:04,383 The one the last is quite simple almost graphic and flat and stale was that much feeling of volume 55 00:05:04,639 --> 00:05:05,919 It was a bit silly and quirky 56 00:05:06,175 --> 00:05:08,735 I don't really be out of place in our chemical to the animation 57 00:05:09,503 --> 00:05:13,087 It's real hard angles in Geometry it's Anatomy being suggested a simple clear shapes 58 00:05:13,599 --> 00:05:17,439 Uses outlines to describe the forms and the texture on this code is flat and very simplified 59 00:05:18,975 --> 00:05:23,327 Depression on the right is much more complex with more realistic Anatomy though still with an element of simplification 60 00:05:24,095 --> 00:05:26,655 Though again simplified 61 00:05:26,911 --> 00:05:30,239 I don't know so it feels like a character designed for 3D animated film or game 62 00:05:31,263 --> 00:05:35,359 Because often more serious fight though that said there's still something a bit quirky and unthreat in the room 63 00:05:37,151 --> 00:05:40,223 The design choices going on in each of these characters are consistent within them 64 00:05:40,479 --> 00:05:43,039 But these two Styles wouldn't fit together in the same film or project 65 00:05:43,551 --> 00:05:46,879 They each feel like I have particular story or medium where they would want most effectively 66 00:05:48,159 --> 00:05:50,975 Different design choices to one part of each character 67 00:05:51,231 --> 00:05:53,535 You can see my consistency is an important element of style 68 00:05:54,559 --> 00:06:00,703 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 69 00:06:00,959 --> 00:06:06,079 Ultimately I see you stabilization as a form of abstraction of reality 70 00:06:06,335 --> 00:06:10,175 Subtraction is just a process of reimagining the natural world in an expressive way 71 00:06:10,431 --> 00:06:16,319 In other words making design decisions about how to represent the natural world which says something unique or expresses something different to that reality 72 00:06:17,087 --> 00:06:18,111 Let's look at an example 73 00:06:18,879 --> 00:06:20,671 So here I represented an apple and various ways 74 00:06:20,927 --> 00:06:24,511 They'll say apple but they are very different styles and they'll convey something a bit different 75 00:06:25,535 --> 00:06:29,375 So we can go super abstract or super realistic and also create variables in between 76 00:06:29,631 --> 00:06:33,983 You can use lines or no lines we can make it super simplistic or render the Farms with light and color 77 00:06:34,239 --> 00:06:38,335 The list of things we can play with is endless and the variability of style comes from playing with all these ideas and more 78 00:06:38,847 --> 00:06:41,151 Have you choose to represent this apple is what forms at Style 79 00:06:42,687 --> 00:06:44,479 Of course we can play the same ideas to Cactus too 80 00:06:45,247 --> 00:06:49,087 Again the choices we make and hurts abstract and represent reality in this case I go with the phone 81 00:06:49,343 --> 00:06:51,135 Ultimately determines to stay with the character 82 00:06:52,159 --> 00:06:58,303 She wants to be annoyed that realize himself for example represent reality exactly as it be a style as well 83 00:07:06,751 --> 00:07:12,895 When it comes to designing characters for a particular purpose steel is 84 00:07:13,151 --> 00:07:13,919 Never an arbitrary choice 85 00:07:14,431 --> 00:07:16,223 The sound of a character must be fit for purpose 86 00:07:16,479 --> 00:07:18,783 Sorry about this purpose as the context of a design 87 00:07:19,807 --> 00:07:21,855 I got to say I must be context specific 88 00:07:22,111 --> 00:07:24,927 Answer the contacts include such things as the medium 89 00:07:25,183 --> 00:07:31,327 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 90 00:07:31,839 --> 00:07:36,191 Beach medium has its own technical restraints regarding what's able to be achieved with budget wise and medium-wise 91 00:07:37,215 --> 00:07:41,823 Take for example a low budget TV show it probably won't have the budget to invest in high-end feature quality 3D characteristics 92 00:07:42,079 --> 00:07:43,103 All about mobile phone game 93 00:07:43,359 --> 00:07:48,223 It won't be able to compete with the latest gaming consoles in terms of computing power and so when it was achievable stylistically 94 00:07:49,759 --> 00:07:52,063 The target audience of a character will also affect the desired Style 95 00:07:52,319 --> 00:07:56,671 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 96 00:07:56,927 --> 00:07:59,487 Build an audience the more realism and Dr design choices can be used 97 00:08:00,767 --> 00:08:03,839 Because I have turned so does this contact exist in a silly Whimsical world 98 00:08:04,095 --> 00:08:05,375 Was that serious one 99 00:08:05,631 --> 00:08:07,679 Are you going to comedy show or an action adventure movie 100 00:08:08,191 --> 00:08:12,799 It is our total affection style so I sell a goofy characters for example 101 00:08:13,823 --> 00:08:14,847 Finally story 102 00:08:15,103 --> 00:08:19,967 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 103 00:08:20,479 --> 00:08:26,623 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 104 00:08:28,671 --> 00:08:32,255 Somebody else includes the goals and desires and events that happen to them and of course the personality 105 00:08:32,767 --> 00:08:36,863 The target audience and ultimately the right style to designer 106 00:08:37,119 --> 00:08:43,263 When I look at a couple of simple examples to help convey these ideas 107 00:08:43,519 --> 00:08:48,127 With preschool audience in mind for an imaginary 2D animated TV show personality is friendly and not 108 00:08:49,407 --> 00:08:53,759 All the design choices which make up a stay over this character along with the characters context and a mid-consciously 109 00:08:54,015 --> 00:09:00,159 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 110 00:09:00,415 --> 00:09:01,183 I've been telling 111 00:09:02,207 --> 00:09:05,535 The colors are bright and happy and the design is simple and letting it to be easily animated 112 00:09:05,791 --> 00:09:08,351 Phone without his paws and expression reinforces the personality 113 00:09:09,887 --> 00:09:12,959 This cartoon was the same with an older audience for an imaginary 3D console game 114 00:09:13,471 --> 00:09:15,775 Wisconsin's antagonistic and likely an enemy in the game 115 00:09:16,287 --> 00:09:18,591 So we can just see the difference in style between this and the previous character 116 00:09:19,359 --> 00:09:24,991 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 117 00:09:26,015 --> 00:09:29,343 They're designed for 3D medium so the final style is less flat with more rendered forms and Lighting 118 00:09:30,111 --> 00:09:32,927 I got this poison expression also help confirm antagonistic personality 119 00:09:34,975 --> 00:09:36,511 Hopefully the point I'm trying to make it as clear 120 00:09:36,767 --> 00:09:41,375 The design choice is used for each of these characters are grounded in their context and these informed design choices ultimately Define their Style 121 00:09:42,399 --> 00:09:45,727 As a character designer it's important to know the design limitations of a particular project before designing 122 00:09:45,983 --> 00:09:47,519 This is what style guy comes in useful 123 00:09:48,287 --> 00:09:51,871 She wants to tailgate it's basically the design rules which established in the beginning of a project 124 00:09:52,127 --> 00:09:53,663 Technical context on the story 125 00:09:54,175 --> 00:09:59,039 I could come in the form of written artificial age document outlining the design tools and donuts with visual examples 126 00:09:59,295 --> 00:10:01,228 Any characters within that project will need to fit within those stylistic boundaries 127 00:10:01,229 --> 00:10:04,041 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 128 00:10:04,042 --> 00:10:07,487 Let's go back to my first Contact example from before I think about what key design rules might have influenced this design 129 00:10:08,767 --> 00:10:09,791 Rented simple shapes 130 00:10:10,303 --> 00:10:11,327 Childlike proportions 131 00:10:11,583 --> 00:10:12,863 Simple vibrant colors 132 00:10:13,119 --> 00:10:14,399 Flat graphic approach 133 00:10:14,655 --> 00:10:15,935 The old black Islands 134 00:10:17,727 --> 00:10:23,359 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 135 00:10:24,383 --> 00:10:29,503 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 136 00:10:30,271 --> 00:10:33,855 Do you make a good starting point for steering a design in the right direction for this particular context 137 00:10:35,135 --> 00:10:41,279 So that wasn't mind let's move on and create some simple style gates I can use for my two Frankenstein characters 138 00:10:49,215 --> 00:10:55,359 For my first time I want Chris said the same rules fitting for a 139 00:10:55,615 --> 00:10:56,639 To the animated TV show 140 00:10:56,895 --> 00:11:00,479 It should be in the kids but not preschoolers so I'm thinking of around ages 5 to 9:00 141 00:11:01,759 --> 00:11:06,367 I want the special Frankenstein to take some personalities from Horticulture so should be kind of lumbering and tell like 142 00:11:06,623 --> 00:11:10,975 But then also without some comical and silly Vapes into there imagine him as a slapstick character 143 00:11:12,511 --> 00:11:16,095 I'm also imagining this cartoon needs to be simple enough to animate with lower TV animation budgets 144 00:11:16,351 --> 00:11:19,935 The most modern TV animation is made of 2D character puppets so I'm going to design that roughly in mind 145 00:11:21,471 --> 00:11:26,079 I mean snow reference points would be shows like Gravity Falls SpongeBob SquarePants and even The Simpsons 146 00:11:26,335 --> 00:11:28,383 It's important clarify here I don't mean to design these sounds 147 00:11:28,639 --> 00:11:31,711 But I've got some advice I want to achieve with this character based on his imagine purpose 148 00:11:32,991 --> 00:11:36,831 Phone established I can start thinking about what design choices would be appropriate for this character Style 149 00:11:38,111 --> 00:11:41,439 I want to aim for how you stalisation and move away from 100% accurate and that's me 150 00:11:42,207 --> 00:11:47,327 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 151 00:11:49,119 --> 00:11:52,703 I want to bring a bit of graphic feel to the style with strong Silhouettes and clear use of s*** 152 00:11:53,215 --> 00:11:56,543 Angular combined with plenty of carbs does not be threatening 153 00:11:56,799 --> 00:11:59,359 Let's start with the monster is not really meant to scare children 154 00:11:59,871 --> 00:12:03,199 I want this proportions of the stuff they don't need to conform to normal human proportions 155 00:12:03,455 --> 00:12:05,759 So it can be fun and exaggerate to help that comical tone 156 00:12:06,271 --> 00:12:08,319 I was going to start the top outlines and flat colors 157 00:12:08,575 --> 00:12:11,647 That's what well for to the animation and I'll convey the tool and I'm going for 158 00:12:13,183 --> 00:12:19,327 So they start to design this version of Frankenstein I want to keep all these points in mind to help guide my design choices 159 00:12:25,983 --> 00:12:32,127 For my second style I'm in for a set design rules fitting for a 3D anim 160 00:12:32,383 --> 00:12:32,895 To feature phone 161 00:12:33,663 --> 00:12:39,807 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 162 00:12:41,087 --> 00:12:44,159 Wisconsin will still be suitable for kids but should accommodate an older onions too 163 00:12:45,695 --> 00:12:49,279 I don't have a better comedic tone for the style however the focus will be on the drama in the action 164 00:12:49,791 --> 00:12:52,095 Essentially more serious than the previous day but not too serious 165 00:12:53,631 --> 00:12:59,519 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 166 00:13:00,543 --> 00:13:04,639 Star Wars I'm thinking along complexity and stabilization of How to Train Your Dragon and zootopia 167 00:13:04,895 --> 00:13:08,479 Again I don't want to copy these sales but they're a good reference point in terms of complexity and tour 168 00:13:09,503 --> 00:13:13,087 It's always in mind can I stop thinking about what the same choices would be appropriate for this version of Frankenstein 169 00:13:14,367 --> 00:13:20,511 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 170 00:13:22,047 --> 00:13:28,191 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 171 00:13:28,447 --> 00:13:31,519 Thinking large and Powerful potentially threatening but without vulnerability as well 172 00:13:33,311 --> 00:13:38,175 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 173 00:13:39,967 --> 00:13:41,759 You're not making me more realistic in the previous Style 174 00:13:42,015 --> 00:13:43,551 But it should be exaggerating and simplifies an extent 175 00:13:45,599 --> 00:13:51,743 Again I'll keep the tailgating mines I start the design my second version of Frankenstein 176 00:13:59,167 --> 00:14:05,311 All right test too so taking account to an idea from Task 1 won't come up with two very different 177 00:14:05,567 --> 00:14:11,711 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 178 00:14:11,967 --> 00:14:17,855 Put your Styles and some basic design rules which fit each contact 179 00:14:23,999 --> 00:14:29,375 Okay let's start schedule ideas for my first frankenste 180 00:14:32,191 --> 00:14:34,239 Remember I'm not trying to reinvent the wheel with this Frankenstein character 181 00:14:34,751 --> 00:14:36,799 Nicole is just to design them in a highly stylized way 182 00:14:37,567 --> 00:14:39,615 I should note that don't drive as fast as in this video 183 00:14:39,871 --> 00:14:43,455 Just so we don't spend all day watching these videos 184 00:14:43,967 --> 00:14:46,271 Awesome for a simplified graphic style here 185 00:14:46,527 --> 00:14:48,575 I decided to stop playing with basic shapes and silhouettes 186 00:14:48,831 --> 00:14:50,623 First Washington 187 00:14:50,879 --> 00:14:54,207 So working like this forces me to think more abstractly and not really get lost in all that detail 188 00:14:54,975 --> 00:15:01,119 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 189 00:15:01,375 --> 00:15:01,887 Silhouette salon 190 00:15:02,399 --> 00:15:04,447 I used to work tool in the arms and legs to create bends 191 00:15:04,703 --> 00:15:06,495 I really want to register not to me especially in the winds 192 00:15:06,751 --> 00:15:09,055 Try some really simple with them almost like rubber wholesale arms 193 00:15:10,847 --> 00:15:16,735 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 194 00:15:17,503 --> 00:15:20,319 I will start drawing with the knowledge that my first few sketches will likely be rubbish 195 00:15:20,575 --> 00:15:21,855 I'm going to take me time to warm up 196 00:15:22,111 --> 00:15:25,695 My solution just to move on and come back to sketches that weren't going anywhere and try to fix some later on 197 00:15:26,975 --> 00:15:30,047 Am I going this initial stages to end up with a variety of different silhouettes 198 00:15:30,303 --> 00:15:32,607 All of which work is a TV animation style Frankenstein 199 00:15:33,119 --> 00:15:34,655 Did you quit looking for Frankenstein vibes 200 00:15:34,911 --> 00:15:37,727 I'm also keeping a style guide in my head so I don't go off track 201 00:15:37,983 --> 00:15:42,079 Remember to focus on streamline design exaggerated proportions on simplification 202 00:15:42,847 --> 00:15:44,895 For the more I need to keep these to the animation friendly 203 00:15:46,431 --> 00:15:49,759 Advice to design Justin silhouette first as I can maintain a clear design that reads well 204 00:15:50,015 --> 00:15:51,551 That's what you're not details and talk later on 205 00:15:52,319 --> 00:15:57,951 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 206 00:15:58,463 --> 00:16:01,023 Else means I can just Frankenstein this key features such as a classic headsh 207 00:16:02,303 --> 00:16:04,351 Also want to explore here a variety of ideas quickly 208 00:16:04,607 --> 00:16:06,143 I'm not invest a lot of time in dead ends 209 00:16:06,655 --> 00:16:08,959 So I'm not really aiming for super finish drawings at all 210 00:16:09,215 --> 00:16:12,031 I'm additional sketch I want to go home you take and push things in New Direction 211 00:16:13,055 --> 00:16:16,127 Nothing squares the perfect shape for Frankenstein I want experiment and try others too 212 00:16:16,383 --> 00:16:17,919 So can I try a triangular torso 213 00:16:18,175 --> 00:16:19,199 Brought her shoulders 214 00:16:19,455 --> 00:16:23,039 Important things to try and see what feelings different shapes can know in your design and if it's a character 215 00:16:27,391 --> 00:16:29,439 Hasn't drawing these I'm really trying to push proportions 216 00:16:29,695 --> 00:16:32,511 So for example I might use really long legs and a very short body 217 00:16:32,767 --> 00:16:34,303 I mean a long body in short Lakes 218 00:16:34,815 --> 00:16:36,351 Maybe I'll have a small head and a huge body 219 00:16:36,863 --> 00:16:42,239 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 220 00:16:43,263 --> 00:16:46,847 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 221 00:16:49,663 --> 00:16:54,527 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 222 00:16:55,039 --> 00:16:58,367 Appropriate for their design but sometimes you won't know what works and what doesn't until you try it 223 00:16:58,879 --> 00:17:05,023 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 224 00:17:05,279 --> 00:17:06,303 Want to see issues that need fixing 225 00:17:07,071 --> 00:17:10,143 In fact I was looking at father and try to make it work 226 00:17:11,679 --> 00:17:14,751 Awesome drawing these I'm trying to get some classic Frankenstein poses into the next 227 00:17:15,007 --> 00:17:19,359 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 228 00:17:19,871 --> 00:17:25,759 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 229 00:17:26,015 --> 00:17:30,111 I think actor roster just standing there doing nothing aren't as effective at communicating a character's design 230 00:17:30,879 --> 00:17:35,231 Another reason that I supposed to Simply so I can check they'll be animatable unable to perform 231 00:17:37,535 --> 00:17:42,143 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 232 00:17:44,447 --> 00:17:46,495 It doesn't really matter if some of them don't really have the mark 233 00:17:47,007 --> 00:17:49,055 I know my next sketch actually feel like I thought something a lot better 234 00:17:53,919 --> 00:18:00,063 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 235 00:18:00,319 --> 00:18:02,111 So I would draw this version a couple times trying to get it right 236 00:18:02,623 --> 00:18:05,183 Everyone for scale and squarishness of the Torso in this character 237 00:18:05,951 --> 00:18:09,023 It takes me a few temps playing around with the arms and the hands and the legs 238 00:18:09,279 --> 00:18:14,399 Eventually my last attempt I keep saying super simple essentially just adding some tubes to a large rectangle and it works a lot better 239 00:18:14,911 --> 00:18:17,727 I think it capture the strong single statement that was lacking in the previous attempts 240 00:18:17,983 --> 00:18:19,775 And for the style keeping things really simple is key 241 00:18:21,823 --> 00:18:24,639 For this last rough after I completely different s*** just to see what happens 242 00:18:24,895 --> 00:18:27,711 I just around being like silhouette just cuz it's so different from other sketches 243 00:18:27,967 --> 00:18:33,087 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 244 00:18:37,695 --> 00:18:39,231 All these basic Silhouettes in place 245 00:18:39,487 --> 00:18:43,583 Can I go through them adding details and refining them so they read clearly or just generally work a bit better 246 00:18:43,839 --> 00:18:46,655 So much easier to find something than just to draw something perfect off the back 247 00:18:46,911 --> 00:18:47,935 At least a kiss for me 248 00:18:52,543 --> 00:18:54,847 Adding the hair here really is icing on the cake for these silhouettes 249 00:18:55,359 --> 00:18:58,943 They were so simple and broads that they like some visual texture or something to break up the outlines 250 00:18:59,199 --> 00:19:05,343 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 251 00:19:05,599 --> 00:19:11,743 Here's my finish Silhouettes each one is a clear statement 252 00:19:11,999 --> 00:19:13,535 Those are obviously stronger than others 253 00:19:13,791 --> 00:19:18,143 They generally follow the rules I sent myself for the style and provide a good foundation for drawing on top of more detail 254 00:19:19,423 --> 00:19:24,543 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 255 00:19:24,799 --> 00:19:28,639 And build it from there from trying to create something very simple and a more streamlined design 256 00:19:29,663 --> 00:19:32,223 Not want to use my Silhouettes as a foundation to draw on top of 257 00:19:32,479 --> 00:19:37,087 I love the hard work has already been done by this point in terms of exploring proportion shape and overall design 258 00:19:37,343 --> 00:19:40,927 So this stage is about sketching in the details such as the face and hand design and the costume 259 00:19:41,951 --> 00:19:45,279 I want to keep my landmarks really simple and smooth through flight the end Style on aiming for 260 00:19:47,327 --> 00:19:53,471 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 261 00:19:53,727 --> 00:19:55,519 The reference point for hooking the face designs on to 262 00:19:56,287 --> 00:20:00,639 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 263 00:20:02,943 --> 00:20:07,039 Next I'm just a pasty of the silhouette later and create a new layer on top to sketch my Lanes onto 264 00:20:07,807 --> 00:20:10,879 Is it just like tracing something on paper just watching digitally makes the process quick and easy 265 00:20:11,647 --> 00:20:17,791 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 4 266 00:20:18,047 --> 00:20:21,375 820 pixels which is 4 times the size of a standard high definition screen ratio 267 00:20:22,399 --> 00:20:24,447 I wasn't sure my images at least 300 DPI 268 00:20:24,703 --> 00:20:27,519 I always walk to the 300 DPI to print messages if I need to 269 00:20:27,775 --> 00:20:30,079 With all that place I start to draw the details on top 270 00:20:30,335 --> 00:20:33,919 I mainly use my flat version of the chunky charcoal brush here as I like the results of sketching with it 271 00:20:34,687 --> 00:20:39,039 Out with the previous stage I want to continue exploring of writing designs for keeping the key design choices in mind for the style 272 00:20:39,551 --> 00:20:42,879 I want to avoid too much detail and streamlined my shapes and forms as much as possible 273 00:20:43,391 --> 00:20:47,487 I'm thinking about bringing in those classic Frankenstein visual cues such as the stitches on his head or his neck bolts 274 00:20:49,023 --> 00:20:50,559 There's also the time something about caution 275 00:20:50,815 --> 00:20:55,935 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 276 00:20:56,191 --> 00:20:57,983 I think I'd like a shoes to be quite large and funky 277 00:20:58,239 --> 00:21:01,823 Which will help with the feeling of him being quite lumbering so that's why I dance on my sketches 278 00:21:06,431 --> 00:21:12,575 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 279 00:21:12,831 --> 00:21:14,111 I just went through and design Style 280 00:21:15,135 --> 00:21:20,256 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 281 00:21:20,768 --> 00:21:24,352 You notice I draw a line if it's wrong and do it and I draw again until I get it right 282 00:21:25,376 --> 00:21:31,520 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 283 00:21:31,776 --> 00:21:33,056 Avoided my brush Strokes 284 00:21:33,312 --> 00:21:35,872 And I think I'm going to get enough results just through drawing technique alone 285 00:21:37,152 --> 00:21:40,480 I'll talk more about drawing smooth lanes and later videos as I take a rough into final design 286 00:21:41,248 --> 00:21:44,064 I'm experiment with the faces as a goal while keeping some common ideas between them 287 00:21:44,576 --> 00:21:49,440 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 288 00:21:50,208 --> 00:21:56,352 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 289 00:21:58,144 --> 00:22:01,216 I really want to simplify the hands in the style much like in The Simpsons or Gravity Falls 290 00:22:01,472 --> 00:22:06,848 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 291 00:22:07,616 --> 00:22:11,200 I probably want to aim for our sausage light fingers but with some hints of real human anatomy underneath 292 00:22:11,712 --> 00:22:14,528 I'm trying to bring some Harmony but also contrast into the design 293 00:22:14,784 --> 00:22:17,600 You'll notice the hands and feet of similar-ended shapes which balance at the character 294 00:22:17,856 --> 00:22:19,904 The contrasting nicely with the square shoulders and torso 295 00:22:20,416 --> 00:22:25,024 I'm always aiming to unify my designs of these kind of choices or adding a bit of contrast ads and visual interest 296 00:22:26,816 --> 00:22:32,960 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 297 00:22:37,824 --> 00:22:39,360 I tried something different with the costume here 298 00:22:39,616 --> 00:22:43,200 Again I'm in for variety it's always worth trying something different even if you end up scrapping it later 299 00:22:43,712 --> 00:22:48,832 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 300 00:22:49,088 --> 00:22:52,672 Especially for the character's ears are of a similar size so that's what we sent to work out as I go 301 00:22:58,304 --> 00:23:01,120 That's a good example of streamlining the lanes avoiding too much detail 302 00:23:01,888 --> 00:23:05,472 I like not showing the thickness of the Chargers here just showing the different costume elements where they separate 303 00:23:05,728 --> 00:23:07,008 The horizontal Lanes near the ankles 304 00:23:08,800 --> 00:23:14,944 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 305 00:23:15,200 --> 00:23:16,480 Style character 306 00:23:16,736 --> 00:23:22,880 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 307 00:23:29,024 --> 00:23:31,584 This catch is a good example of drawing lines on top of an established silhouette 308 00:23:32,096 --> 00:23:37,472 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 309 00:23:46,176 --> 00:23:52,320 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 310 00:23:53,088 --> 00:23:57,184 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 311 00:23:57,696 --> 00:24:03,840 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 312 00:24:04,096 --> 00:24:07,424 Strong graphic statements or Monday the Silhouettes with extra unnecessary information 313 00:24:07,680 --> 00:24:09,728 I'm trying to only have those details are genuinely needed 314 00:24:10,496 --> 00:24:15,616 Fight in some cases I'm actually pushing the other line Silhouettes a bit further making them clearer or improving their contrast or proportions 315 00:24:15,872 --> 00:24:17,664 It's really it's a bit of a balancing of the whole time 316 00:24:25,856 --> 00:24:32,000 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 317 00:24:32,256 --> 00:24:33,536 The new lines on top of it 318 00:24:34,560 --> 00:24:39,424 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 319 00:24:40,704 --> 00:24:45,568 Are they not in some thicker black lines using my ink brush just to clarify the forms more than anything else at this stage 320 00:24:46,592 --> 00:24:50,176 For long I have 10 cock sketches each different but hopefully with some Frankenstein vibes 321 00:24:50,432 --> 00:24:52,992 Well that's through Visual cues pausing on the ships used 322 00:24:53,504 --> 00:24:57,088 Already I can see someone working better than others and each have slightly different personalities coming through 323 00:24:58,112 --> 00:25:01,696 During this process of kept the desired style in mind and the general rules of set myself 324 00:25:01,952 --> 00:25:03,232 Well thinking about the goal for the style 325 00:25:03,488 --> 00:25:06,816 If I get things wrong at this early stage of the process I'm set myself up badly for the next stage 326 00:25:08,096 --> 00:25:10,400 Also if this was a life job and I was going to send us a client for feedback 327 00:25:10,656 --> 00:25:13,216 If ignored all the design constraints then I'll be happy 328 00:25:13,472 --> 00:25:16,800 So this is crucial and set myself up right for progressing into refining and finalizing a design 329 00:25:17,568 --> 00:25:23,712 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 330 00:25:33,184 --> 00:25:39,328 All right so for my second version of Franken 331 00:25:39,584 --> 00:25:41,632 I take a very different approach to sketching 332 00:25:42,144 --> 00:25:45,472 Instead of walking in the Silhouettes first I start running scribbly Lanes 333 00:25:45,728 --> 00:25:50,080 I don't want that same graphic feel the first time so I can afford to be much looser and almost illustrative and exploratory 334 00:25:50,848 --> 00:25:54,688 I'm still thinking about the silhouette she doesn't draw but not in such a simplified and graphic way 335 00:25:55,712 --> 00:26:00,320 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 336 00:26:01,600 --> 00:26:07,232 Again at the stage of the design process a lot of the key design decisions have been explored such as contrast proportion silhouette 337 00:26:07,488 --> 00:26:10,304 And once again this video's been sped up about four times this week 338 00:26:11,072 --> 00:26:15,168 So when this gets here things just didn't come together all that well at all so I quickly abandoned and moved on 339 00:26:15,680 --> 00:26:21,824 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 340 00:26:23,104 --> 00:26:26,176 One of my goals with the style of Frankenstein is giving a bit more depth of personality 341 00:26:26,432 --> 00:26:29,504 I want to convey is vulnerable Sage will still give an impression is large and physically powerful 342 00:26:30,016 --> 00:26:33,856 Directions to sister is posing Expressions so I try suppose is what feel a bit more along those lines 343 00:26:34,112 --> 00:26:36,672 With her shoulders and feet pointing inwards adjusting might be feeling vulnerable 344 00:26:37,184 --> 00:26:41,024 So I'm not going overboard at the posing but don't want to draw stiff lifeless characters even at this early stage 345 00:26:45,376 --> 00:26:51,520 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 346 00:26:51,776 --> 00:26:57,920 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 347 00:26:58,176 --> 00:26:59,456 Construction in 3D space 348 00:27:00,480 --> 00:27:06,624 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 349 00:27:06,880 --> 00:27:07,904 A bit more of a solid frame 350 00:27:09,440 --> 00:27:15,584 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 351 00:27:15,840 --> 00:27:20,704 Portions are also more natural realistic so they're still being pushed but they're a lot more realistic than style a 352 00:27:21,216 --> 00:27:27,360 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 353 00:27:28,640 --> 00:27:33,760 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 354 00:27:34,016 --> 00:27:37,600 Don't go less extreme I still want to push proportions and contrast within the designs 355 00:27:44,256 --> 00:27:46,304 I want to convey ideas and meeting with my design choices 356 00:27:46,560 --> 00:27:52,192 So it becomes quickly apparent that one has overall silhouette to be quite squirish and large bushness proportions and main shapes in that direction 357 00:27:52,448 --> 00:27:56,288 If you feel physically quite large and cumbersome I'd like to be quite physically hard to control 358 00:27:57,312 --> 00:28:00,896 You can see me playing with s*** constructing the SketchUp was effectively a large rectangle 359 00:28:01,408 --> 00:28:07,552 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 360 00:28:08,320 --> 00:28:13,952 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 361 00:28:14,208 --> 00:28:20,352 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 362 00:28:20,608 --> 00:28:24,192 As long as I remember long enough that can draw something to clarify the idea later that's all the miles 363 00:28:27,008 --> 00:28:33,152 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 364 00:28:33,408 --> 00:28:39,552 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 365 00:28:39,808 --> 00:28:41,088 Design decisions of experimentation 366 00:28:42,880 --> 00:28:45,184 This is also why I keep jumping back and forth between sketches 367 00:28:45,696 --> 00:28:51,840 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 368 00:28:53,632 --> 00:28:59,776 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 369 00:29:00,032 --> 00:29:03,616 More subtle ways than the previous style Justin Beam for a 3D feature rather than see the animation 370 00:29:03,872 --> 00:29:05,408 That is therefore important to get right early 371 00:29:11,040 --> 00:29:14,880 For the heads like always I'm aiming for variety will still fit in the requirements of a style and the character 372 00:29:15,392 --> 00:29:21,536 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 373 00:29:21,792 --> 00:29:23,072 Do some unique with it well get a nut to 374 00:29:24,096 --> 00:29:30,240 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 375 00:29:30,496 --> 00:29:31,008 Straight hair 376 00:29:31,264 --> 00:29:32,800 Even if none of these heads turn out good 377 00:29:33,312 --> 00:29:35,872 Process of exploring them is useful as it's all part of problem solving a design 378 00:29:36,896 --> 00:29:40,736 You'll notice that these head designs are more complex already than the first style unless comical or cartoony 379 00:29:41,248 --> 00:29:47,392 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 380 00:29:47,648 --> 00:29:53,792 Now I have some very rough Ruffs so these are not 381 00:29:54,048 --> 00:29:56,864 Finally sketches by any means I wouldn't be comfortable sharing these with a client or an art director 382 00:29:57,120 --> 00:30:00,192 Whoever they do Sam is another drawing for me to draw on top of more detail and clarity 383 00:30:00,960 --> 00:30:05,568 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 384 00:30:05,824 --> 00:30:07,872 The outside stone I have a strong Foundation to move forward with 385 00:30:09,664 --> 00:30:13,248 Okay so I take these sketches and call them a very light orange and yellow using a clipping mask 386 00:30:13,504 --> 00:30:16,832 I also just opacity of this layer to make it easy to draw over on a new layer on top 387 00:30:17,856 --> 00:30:24,000 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 388 00:30:24,256 --> 00:30:25,536 I really push the snow choices of expression 389 00:30:28,352 --> 00:30:33,728 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 390 00:30:33,984 --> 00:30:39,104 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 391 00:30:39,360 --> 00:30:44,224 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 392 00:30:46,784 --> 00:30:48,832 It's been about time in the hands of these sketches 393 00:30:49,088 --> 00:30:52,416 I think they're really important feature of this character so let's explore the Luke and their feel 394 00:30:52,672 --> 00:30:55,744 I'm thinking they should be solid and chunky with some realistic but stylized not to be coming through 395 00:30:56,256 --> 00:31:01,888 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 396 00:31:03,168 --> 00:31:06,496 It's also worth pointing out that I'm exploring the head designs within the full body sketches too 397 00:31:07,008 --> 00:31:10,336 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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