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Hello everyone.
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Havtza here.
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And today we're going to continue with the production pipeline
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and move from the rough animation to the actual clean animation
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and coloring stages.
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After these stages,
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you can complete most simple or abstract animation
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which don't require compositing.
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So with this lesson, we're just before the ending.
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Now, the thing about clean-up and coloring, though,
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is that although the theory behind these stages is very simple,
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the actual work that they require
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is some of the most time consuming
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and repetitive parts of the animation pipeline,
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especially when we're using the softwares
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of FlipaClip or Procreate
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that are relevant to some other softwares.
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But before you get jealous of automatic features,
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you know that they require
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some very specific animation and clean-up styles,
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otherwise they can't work,
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which greatly limits the type of production
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and products that you're going to make.
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So if you want to be completely free with your style and artistic choices,
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using the methods that I'm going to teach you is applicable
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to any type of software.
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Again,
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these work stages are very repetitive and time consuming,
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and in fact,
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this part is usually given to the beginners and interns in animation studios
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because it's very technical,
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but it also gives a lot of very good fundamentals,
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while not requiring a lot of experience to start.
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Basically,
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if you want to improve your overall quality of animation in line art,
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this is the right stage to do it
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because you get to improve your line art
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and your understanding of shapes and volumes quite a lot.
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I might have scared you a little bit with this intro,
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but don't worry.
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There are many ways to do clean-up in coloring
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and in independent animation specifically,
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the high degree of creative freedom lets you take shortcuts
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and interesting approaches to the tasks,
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which makes it much quicker and much more fun.
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In this lesson, I'll be teaching you
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how to make a classic clean-up,
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which is the most common type of clean-up
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that you're going to see in regular TV shows and movie productions,
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as well as some other approaches and technique
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which give you several different types of clean-up styles,
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as well as talk about the overall purpose of clean-up
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and how to ready your production for coloring and compositing
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as an independent animator.
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Up until now, we've used somewhat standard techniques
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which are very common in every studio and commercial setting,
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as well as employed by most independent animators with standard software.
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From this point on,
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I will be discussing my specialized techniques that I use to create fast productions
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while using unconventional software like Procreate and FlipaClip
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and how to create the complete product on the iPad.
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First, let's talk about clean-up.
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The clean-up is the final line art stage
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that requires tidying up the sketchy line of rough animation into one thin line,
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which can convey clear volumes
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while keeping the character on model
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and enclosing each part of the line art to make the coloring stage easier.
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The clean-up process is extremely important in any production
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because it allows for the coloring and compositing teams
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to later work on the final version effectively
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and create the complete product quickly.
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Depending on the industry of the production,
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the clean-up will be done either on paper
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and later be scanned into the computer,
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which is very common in anime production.
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Or it will be done directly in the coloring software,
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which will automatically color any enclosed space using AI
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as long as it's done correctly
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and as long as the character movement itself is pretty stationary.
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Sometimes you will find production with specialized line art,
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which uses unique brushes or line weight and thicknesses.
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In these cases,
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the coloring stage might need to be done by hand as well
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to fit with the overall textures of the characters.
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Traditionally, the clean-up has to be very clean
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with no gaps between the lines for the ease of the coloring.
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You can't even have one pixel out of place
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because it'll be very noticeable and will make it
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so that the coloring software will not be able to color
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the specific area that you want
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and we'll just go over the lines and fill the entire screen.
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But I find
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that having different styles of line art
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will give different impressions to your animation,
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and can vastly affect the time that it takes to complete the entire production.
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For example,
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part of the reason why I can produce
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so many animation in such a short time
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is that I often use the animation without any clean-up.
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I will just add coloring directly to the rough animation stage.
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The sketchy lines give livelier impression to the animation
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and makes them look more unique.
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And similarly, you might see lineless animation
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or added details to the animation without any lines to them,
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in which case you have to block each part of your character design
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with the correct color line art.
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This version of line art actually takes extra time to complete
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because we need to switch each color
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and be very precise with the connections between them.
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Because again,
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if one pixel is out of place, it's going to be very noticeable.
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Once a color is blocked in,
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FlipaClip doesn't show the difference in color in the onion skin,
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it's going to show one blocked shape.
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If you don't feel confident in your ability to keep your details consistent,
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it's better to first sketch them and then color them.
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And you can later fill in the pixel gaps
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by duplicating the entire frame.
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Basically, when you create your clean-up,
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you need to consider the entire look of your scene and animation in advance.
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And you need to make sure
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that your final line art will convey the volume of the characters
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and every detail on it correctly.
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You have to make sure to clearly express
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overlapping objects and part of the characters design
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and give definition to each one of them.
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So going back to our second character design lesson,
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you need to have clear volumes
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and use the overlapping details
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of your character's clothing, hair and expression
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to correctly convey the types of materials, their depth
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and fit them to the volume of the characters.
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We're going to do this
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by using curves and straight lines as necessary.
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You need to keep in mind
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how the curves and straight lines
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are going to be affected by the volumes of the character
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and the volumes of the materials themselves.
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Another important thing to remember,
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especially when animating hairs or furs or any other small details,
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is to make sure that you have randomization
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between the different parts of these objects.
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Having gaps or patterns which are too consistent
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will make them look unnatural.
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Even though we have many options for line art
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when it comes to clean-up,
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we still want to make sure
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that the quality of our clean-up is as best as it can be
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because in the end of the day,
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the quality of the clean-up can make or break the animation.
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Basically, if the mistakes in the line art are obvious,
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it will lower the quality of the entire animation.
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What is considered a mistake and what is intentional
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will depend on the style of your clean-up.
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If you're going for a rough art style
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like we've seen in the previous lesson,
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you might be able to get away with minimal things
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because of the rough aesthetic.
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But if you're going for a classical or lineless look,
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there are more mistakes you need to avoid making.
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And even if you are going for the rough line art,
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there are some overlapping mistakes
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that you need to keep in mind and try to avoid.
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I'll be comparing our line art from before
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and barely drawn line art
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to see what kind of mistakes you might be making
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that lower your animation quality.
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First, the line quality itself.
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As you can see on the right example,
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we have smooth line in clear art.
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I only used one stroke to make it and it looks very stable
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on the other hand, we have a squiggly line
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which makes the entire art look slightly fuzzy.
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This is especially important when using FlipaClip
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because it doesn't have built in stabilizer,
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so we need to be extra sure that you're making stable lines.
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My personal tip is to actually make the clean-up with your finger
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because you have more friction,
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which helps you combat the smooth surface of your iPad
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if you don't have the light screen cover.
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This is a mistake that can happen in both rough and classical clean-up.
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So even if you are creating rough line art,
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you need to make sure
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that the lines themselves are in good quality.
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Next,
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we have connections between different parts of your character design.
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When you're creating your clean-up,
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you need to make sure that each detail has its own volume.
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So if you know that you're having overlapping layers
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in your character design,
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you need to make sure
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that there is a clear separation between those layers.
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Don't only draw a single flat line
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for both layers and divide it with another detail.
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This is an especially common mistake when it comes to hairs and clothing
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because a lot of people tend to draw them
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directly onto the character body,
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which is incorrect in most of the time.
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You need to make sure to have at least slight separation
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between the clothing and the character itself.
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But you also need to pay attention
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that the clothing details
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don't actually destroy the character body volume.
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By this, I mean, that you need to make sure
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that your clothing don't get into your character.
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Here you can see
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that the way that the shoulder, neck and clothing connect
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makes it seem like the neck is thinner below the clothing, which is incorrect.
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This is a mistake
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that can happen in both classical and rough line art,
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so pay attention to it.
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Next, we have incorrect connections between lines.
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This is mostly for classical and lineless art,
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but basically you need to make sure
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that your lines connect in a very clean way
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and don't have a seam between two different lines.
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You need to make sure
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that they don't go below the actual connection point
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otherwise you would not close the shape
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and you would not be able to color.
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And you need to make sure that they don't go overboard
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unless you have an overlapping layer.
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In any case, you need to make sure
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that the connection point itself looks clean
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so there's no extra thickness to the line where they connect.
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Next, we have an example of the line art
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destroying the volume of the character.
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You can see here with the hair
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that the way that I cleaned up in the wrong version
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makes the hair seem like it's in a straight flat line,
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as we've seen multiple times throughout this course,
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flat lines basically make it seems like there's no volume.
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So when you're creating your clean-up
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for different parts and small details such as hair,
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you need to make sure that the overall shape of those details
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is curved and has volume to it.
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Specifically when animating hair
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or any other overlapping layers,
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you need to make sure
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that you are showing the volumes and the overlap
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between the details themselves.
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You can show this by extending and making variations
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in the connection points of the details.
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You need to make sure that they are not too uniform
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so make variation in the sizes and directions
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and you need to make sure
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that the overlapping connection points themselves
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have enough depth and they follow the curve of the overall object.
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This is important for both rough and clean line art.
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Next thing to avoid is of course gaps in your line art.
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The reason we closed the gaps every time is
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that it makes the coloring much easier.
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If you have even a single pixel gap,
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the coloring software might not be able to color it correctly.
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And you will have to search for the gap and close it later on.
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This is easily identifiable in the clean line art
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because you're not going to see gaps,
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but in rough line art, you're going to have many gaps
260
00:16:25,217 --> 00:16:28,520
and you will have to manually search them and close them
261
00:16:28,520 --> 00:16:30,389
when it comes to the coloring stage.
262
00:16:34,526 --> 00:16:38,864
Next, we have mistakes in line thickness variations.
263
00:16:39,665 --> 00:16:41,166
Here we have a line
264
00:16:41,166 --> 00:16:43,902
which does not have inherent ways to it,
265
00:16:43,902 --> 00:16:46,105
we are not using a pressure brush.
266
00:16:46,405 --> 00:16:48,874
But if you are using a pressure brush,
267
00:16:48,874 --> 00:16:52,044
you need to be extra careful to keep the pressure consistent
268
00:16:52,044 --> 00:16:54,013
at the right points.
269
00:16:54,480 --> 00:16:55,848
If you're going to have
270
00:16:55,848 --> 00:16:59,785
different pressure points and line thickness in different frames
271
00:16:59,785 --> 00:17:01,553
it's going to be very obvious
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00:17:01,553 --> 00:17:04,456
and make your entire animation seem inconsistent.
273
00:17:05,524 --> 00:17:07,526
If you're not using a pressure brush
274
00:17:07,526 --> 00:17:11,930
and only making line thickness by using color blocking,
275
00:17:11,930 --> 00:17:12,831
you need to make sure
276
00:17:12,831 --> 00:17:16,502
that you create the right shape every time
277
00:17:16,502 --> 00:17:20,305
and that the shapes themselves are consistent in the line thickness.
278
00:17:25,744 --> 00:17:26,512
Lastly,
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00:17:26,512 --> 00:17:29,048
we have the common mistakes of
280
00:17:29,048 --> 00:17:32,284
forgetting or altering different details.
281
00:17:32,985 --> 00:17:35,287
Here you can see that in the wrong line art,
282
00:17:35,287 --> 00:17:38,791
I actually didn't draw part of the hair,
283
00:17:38,791 --> 00:17:41,326
which is important to the animation.
284
00:17:41,794 --> 00:17:44,997
And that I've changed the shape of the clothing.
285
00:17:45,831 --> 00:17:49,902
This is a mistake in the character model and in the animation,
286
00:17:49,902 --> 00:17:53,238
and it can happen in both the rough and clean line art.
287
00:17:53,605 --> 00:17:57,042
When you look at production materials of studios,
288
00:17:57,042 --> 00:17:58,644
you might see that a lot of them
289
00:17:58,644 --> 00:18:03,649
have shading and details in different colors at this clean-up stage.
290
00:18:04,483 --> 00:18:07,453
Each studio has their own set of colors
291
00:18:07,453 --> 00:18:10,856
which represent different type of details,
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00:18:10,856 --> 00:18:13,725
such as using green for fully black areas,
293
00:18:13,725 --> 00:18:18,497
blues for shadows, and red or yellow for highlights.
294
00:18:19,331 --> 00:18:21,333
This is done as a way to make sure
295
00:18:21,333 --> 00:18:22,835
that the lighting on the character
296
00:18:22,835 --> 00:18:26,605
is consistent and understandable to the compositing team.
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00:18:27,773 --> 00:18:30,776
Because when using standard animation software
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00:18:30,776 --> 00:18:33,612
there is a standard effort to the pipeline.
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00:18:34,813 --> 00:18:36,248
In these productions,
300
00:18:36,248 --> 00:18:39,017
the character will always be colored and shaded
301
00:18:39,017 --> 00:18:42,387
using the key color palette specified in the character sheet.
302
00:18:46,258 --> 00:18:47,326
And later on,
303
00:18:47,326 --> 00:18:51,330
they will have their color and lighting altered digitally
304
00:18:51,330 --> 00:18:54,833
to fit the scene and environment by the compositing team.
305
00:18:56,835 --> 00:19:00,038
This is done to keep the uniformity of the productions.
306
00:19:00,405 --> 00:19:02,107
As in most big productions,
307
00:19:02,107 --> 00:19:04,109
you will tend to have different teams
308
00:19:04,109 --> 00:19:06,712
in different locations working on your project.
309
00:19:08,247 --> 00:19:12,584
But because we are not going to be using standard software on the iPad
310
00:19:12,584 --> 00:19:14,119
and since we don't need to worry
311
00:19:14,119 --> 00:19:18,857
about the inconsistency between the artists in independent production,
312
00:19:18,857 --> 00:19:21,193
we won't to do it with the same process.
313
00:19:22,094 --> 00:19:25,164
My process aims to be as effective as possible
314
00:19:25,164 --> 00:19:28,901
for the capacity of a single animator with this set up.
315
00:19:30,969 --> 00:19:34,273
Because we don't have a compositing software
316
00:19:34,273 --> 00:19:37,709
when we're creating special lighting conditions,
317
00:19:37,709 --> 00:19:40,746
we need to composite each frame individually.
318
00:19:42,614 --> 00:19:45,450
So the idea when working with the iPad
319
00:19:45,450 --> 00:19:48,987
is to have as little compositing layers as possible.
320
00:19:50,189 --> 00:19:52,257
To speed up the independent production,
321
00:19:52,257 --> 00:19:56,495
it's better to know which colors and what lighting situation and effects
322
00:19:56,495 --> 00:19:59,798
you're going to be using in your shots in advance.
323
00:20:00,766 --> 00:20:05,437
Especially since each scene will have different backgrounds and lighting
324
00:20:05,437 --> 00:20:09,174
and will have to be composited frame by frame by hand.
325
00:20:11,210 --> 00:20:14,846
Independent animation focuses on very short production
326
00:20:14,846 --> 00:20:19,384
and is targeted for private clients as opposed to big studios.
327
00:20:19,851 --> 00:20:22,354
But you still want to have clear understanding
328
00:20:22,354 --> 00:20:25,891
for yourself and your client on the final look of the product.
329
00:20:26,825 --> 00:20:28,126
For this purpose,
330
00:20:28,126 --> 00:20:33,198
I always create something that I call a reference frame or a test frame.
331
00:20:34,233 --> 00:20:35,901
You might have seen something similar
332
00:20:35,901 --> 00:20:38,804
been called color script in big productions
333
00:20:39,104 --> 00:20:40,405
where you have to make sure
334
00:20:40,405 --> 00:20:44,343
that every artist understand the look which is being aimed for.
335
00:20:45,110 --> 00:20:49,414
But the reference frames that I use is somewhat more technical
336
00:20:49,414 --> 00:20:50,916
because we will be using it
337
00:20:50,916 --> 00:20:54,853
both as a reference guide for ourselves and our clients
338
00:20:54,853 --> 00:20:57,956
and as actual assets bank to take from.
339
00:21:19,578 --> 00:21:20,746
As we've seen,
340
00:21:20,746 --> 00:21:22,281
to create a reference frame,
341
00:21:22,281 --> 00:21:24,316
you first need to have two things.
342
00:21:25,183 --> 00:21:27,552
One is the background for the scene
343
00:21:27,552 --> 00:21:31,323
and the base color of the character from your character sheet.
344
00:21:33,792 --> 00:21:37,829
As we've seen in the character design and background lessons,
345
00:21:37,829 --> 00:21:41,533
color is relative depending on the environment.
346
00:21:42,134 --> 00:21:46,605
But because we're working with compositing layers,
347
00:21:46,605 --> 00:21:49,641
we just need to have the base color of the character
348
00:21:49,641 --> 00:21:54,846
and then change it to fit according to the lighting
349
00:21:54,846 --> 00:21:56,782
using these compositing layers.
350
00:21:57,082 --> 00:22:01,219
So you don't need to concern yourself with color theory
351
00:22:01,219 --> 00:22:05,257
or manually matching the shades that we want to the values
352
00:22:05,257 --> 00:22:07,192
like we did in the background video.
353
00:22:08,427 --> 00:22:11,096
It's still important to have the actual backgrounds
354
00:22:11,096 --> 00:22:13,498
that you're going to use for the final shot.
355
00:23:55,434 --> 00:23:59,237
Now that we have the new base color for the lighting situations.
356
00:23:59,871 --> 00:24:03,175
The second thing you must have is your character
357
00:24:03,175 --> 00:24:06,244
with the right pose and composition for the scene.
358
00:24:06,978 --> 00:24:09,114
It can either be after clean-up
359
00:24:09,114 --> 00:24:12,284
if you know what clean-up style you're aiming for
360
00:24:12,284 --> 00:24:14,986
or it can be in the rough stage animation.
361
00:24:26,498 --> 00:24:29,768
Since each lighting situation is unique and might change
362
00:24:29,768 --> 00:24:32,304
depending on your character location,
363
00:24:32,304 --> 00:24:35,173
you need to make sure that you understand that in advance.
364
00:24:36,141 --> 00:24:40,011
Once you have your base palette color in separate layers,
365
00:24:40,011 --> 00:24:42,214
you add your lighting layers on top.
366
00:24:43,248 --> 00:24:47,018
I usually start with the base colors,
367
00:24:47,018 --> 00:24:53,024
then add a compositing layer of either the multiply or overlay
368
00:24:53,024 --> 00:24:57,863
depending if I want to lighting or darkening the base color of the character.
369
00:25:08,640 --> 00:25:12,210
The multiply and overlay layer modes are the most useful
370
00:25:12,210 --> 00:25:14,112
when changing the base color
371
00:25:14,112 --> 00:25:16,748
because they keep the general balance of value
372
00:25:16,748 --> 00:25:18,850
between your base color uniform.
373
00:25:19,451 --> 00:25:23,188
So you wouldn't suddenly create saturations
374
00:25:23,188 --> 00:25:26,758
where some colors are being highlighted and brightened
375
00:25:26,758 --> 00:25:28,727
while others will be darkened.
376
00:25:30,929 --> 00:25:33,899
These layer types are also very transparent.
377
00:25:34,099 --> 00:25:36,001
So you don't need to be concerned
378
00:25:36,001 --> 00:25:39,671
about the saturations and obstructions of detail.
379
00:25:52,083 --> 00:25:56,087
Now that we have the new base color for the lighting situations,
380
00:25:56,087 --> 00:25:57,255
we want to understand
381
00:25:57,255 --> 00:26:00,258
how the lighting source is going to affect the character.
382
00:26:00,992 --> 00:26:02,027
For this purpose,
383
00:26:02,027 --> 00:26:04,462
we can either have a bright environment
384
00:26:04,462 --> 00:26:07,065
which cast shadows on the character,
385
00:26:07,065 --> 00:26:09,901
or a dark environment with a focused light source
386
00:26:09,901 --> 00:26:13,104
which will give highlights or key lights to your character.
387
00:26:14,105 --> 00:26:17,542
In both cases I prefer using the overlay layer
388
00:26:17,542 --> 00:26:19,945
because unlike the multiply layer,
389
00:26:19,945 --> 00:26:25,283
you can make both brighter and darker colors
390
00:26:25,283 --> 00:26:28,053
which can save us compositing layers later on.
391
00:26:28,219 --> 00:26:32,824
But because you can have both bright and dark colors,
392
00:26:32,824 --> 00:26:37,228
your color range and shading range are going to be halved.
393
00:26:37,629 --> 00:26:40,999
Also, you need to remember that any colors
394
00:26:40,999 --> 00:26:45,470
that have value close to 50%
395
00:26:45,470 --> 00:26:48,073
are barely going to affect your base colors
396
00:26:48,073 --> 00:26:51,509
so they aren't very effective for the lighting.
397
00:26:52,377 --> 00:26:55,780
Also, the overlay layer has a tendency
398
00:26:55,780 --> 00:26:58,817
to really saturate the colors of the base.
399
00:26:59,217 --> 00:27:03,221
So if you have a saturated color in the overlay as well,
400
00:27:03,221 --> 00:27:04,556
it's really going to show
401
00:27:04,556 --> 00:27:07,359
and maybe even clash with the base color.
402
00:27:08,460 --> 00:27:09,928
So you need to be careful
403
00:27:09,928 --> 00:27:12,998
with which colors you choose for the lighting
404
00:27:12,998 --> 00:27:16,334
and which layer blending mode you're going to use it with.
405
00:27:16,835 --> 00:27:20,538
The brightness aspect is fairly obvious
406
00:27:20,538 --> 00:27:25,276
depending on if you choose a brightening or darkening layer
407
00:27:25,276 --> 00:27:28,079
and a bright or dark color,
408
00:27:28,079 --> 00:27:31,783
you're going to affect the brightness of the bottom color.
409
00:27:32,317 --> 00:27:35,086
It can be brightened and it can be darkened.
410
00:27:35,754 --> 00:27:40,992
But once it comes to hue and saturation, things become more interesting
411
00:27:40,992 --> 00:27:43,294
because you can choose a saturated color
412
00:27:43,294 --> 00:27:44,763
for your blending mode.
413
00:27:45,430 --> 00:27:48,533
The saturation, again, is fairly obvious.
414
00:27:48,867 --> 00:27:52,904
The more saturated your blending mode color is going to be
415
00:27:52,904 --> 00:27:56,641
the more saturated the effect is going to have
416
00:27:56,641 --> 00:28:00,712
in the shading or brightening of your bottom color.
417
00:28:01,946 --> 00:28:05,950
If I have a very saturated color in my blending mode,
418
00:28:05,950 --> 00:28:09,854
the actual lighting is going to be tinted with that color.
419
00:28:10,522 --> 00:28:14,426
And the more saturated it is, the more color is going to be added.
420
00:28:16,161 --> 00:28:20,165
The interesting thing starts once you actually consider
421
00:28:20,165 --> 00:28:23,635
how the blending of the color is going to affect the hue.
422
00:28:25,003 --> 00:28:26,871
As we've talked about before,
423
00:28:26,871 --> 00:28:30,742
each color has a warm and cold version.
424
00:28:32,744 --> 00:28:36,815
And mixing them or contrasting them against each other
425
00:28:36,815 --> 00:28:39,084
is going to give a different result.
426
00:28:41,352 --> 00:28:43,288
The most interesting thing
427
00:28:43,288 --> 00:28:48,026
is that colors that are opposite on the color wheel
428
00:28:48,026 --> 00:28:51,229
or come closer to the opposites
429
00:28:51,229 --> 00:28:53,732
are going to actually cancel each other
430
00:28:53,732 --> 00:28:55,633
when it comes to the blending modes.
431
00:28:56,034 --> 00:28:57,535
So for example,
432
00:28:57,535 --> 00:29:02,340
if you have a base color which is the red
433
00:29:02,340 --> 00:29:06,611
and you're going to use a torquoise lighting on it,
434
00:29:06,611 --> 00:29:10,515
the lighting itself is going to be very desaturated
435
00:29:10,515 --> 00:29:14,886
even if both colors are very saturated originally
436
00:29:14,886 --> 00:29:19,023
because of the way that each colors cancel each other.
437
00:29:20,492 --> 00:29:22,026
On the other hand,
438
00:29:22,026 --> 00:29:26,865
you can have both colors which are fairly desaturated,
439
00:29:26,865 --> 00:29:31,636
but because they share the same warm or cold root,
440
00:29:31,636 --> 00:29:36,007
when you combine them, you're going to have very saturated lighting.
441
00:29:37,375 --> 00:29:39,778
The reason that it's important to understand
442
00:29:39,778 --> 00:29:45,150
that every base color has a warm and cold version
443
00:29:45,150 --> 00:29:48,319
is because they're opposites on the color wheel
444
00:29:48,319 --> 00:29:51,990
are not part of the three base colors,
445
00:29:51,990 --> 00:29:58,963
and especially since we are not using the red, yellow, blue color wheel
446
00:29:58,963 --> 00:30:02,634
but the red, blue, green color wheel,
447
00:30:02,634 --> 00:30:06,337
the opposing colors are going to be slightly different
448
00:30:06,337 --> 00:30:07,639
than what you expect.
449
00:30:08,973 --> 00:30:11,976
The opposite of red is turquoise.
450
00:30:12,343 --> 00:30:14,979
The opposite of blue is yellow
451
00:30:14,979 --> 00:30:19,083
and the opposite of green is magenta or purple.
452
00:30:20,151 --> 00:30:26,257
And the closer your color variation comes to each one of these colors,
453
00:30:26,257 --> 00:30:30,461
the higher the probability of you desaturating your lighting
454
00:30:30,461 --> 00:30:33,531
by accidentally mixing opposing colors.
455
00:30:34,532 --> 00:30:38,403
So keep in mind the actual blending of the colors
456
00:30:38,403 --> 00:30:41,072
when choosing the colors that you want to use
457
00:30:41,072 --> 00:30:43,208
for your shading and lighting.
458
00:30:44,609 --> 00:30:49,047
In general, shading tends to work well with colder colors
459
00:30:49,047 --> 00:30:52,784
and lighting tends to work well with warmer colors
460
00:30:52,784 --> 00:30:54,519
since the layer blending modes
461
00:30:54,519 --> 00:30:58,690
are very good at keeping the saturation and brightness values
462
00:30:58,690 --> 00:31:01,626
when used with these combinations.
463
00:31:02,827 --> 00:31:05,730
If you're using colors from the same family,
464
00:31:05,730 --> 00:31:08,733
so for example two blues or two reds,
465
00:31:08,733 --> 00:31:12,871
you might not have as much contrast as you would want.
466
00:31:13,338 --> 00:31:18,977
So it's actually better to use different elements in different color branches
467
00:31:18,977 --> 00:31:20,778
to create more contrast.
468
00:31:21,012 --> 00:31:23,982
You just need to work side by side
469
00:31:23,982 --> 00:31:27,819
instead of one top of the other,
470
00:31:27,819 --> 00:31:30,154
the maximum saturation and contrast.
471
00:31:30,688 --> 00:31:32,657
After you have your base color
472
00:31:32,657 --> 00:31:36,327
and concentrated lighting with your character,
473
00:31:36,327 --> 00:31:39,731
you want to really make it seem like it's part of the environment.
474
00:31:40,932 --> 00:31:41,733
To do this,
475
00:31:41,733 --> 00:31:44,702
we're just going to add some general lighting effects.
476
00:31:46,471 --> 00:31:50,975
I often use another overlay layer with an air blush effect
477
00:31:50,975 --> 00:31:54,078
to add gradients to the character and background
478
00:31:54,078 --> 00:31:55,713
because with an overlay layer,
479
00:31:55,713 --> 00:31:58,983
I can have both darker and lighter areas.
480
00:32:02,186 --> 00:32:05,023
You can either use a clipping mask to make sure
481
00:32:05,023 --> 00:32:08,393
that the gradient is only affecting the character
482
00:32:08,393 --> 00:32:12,397
or you can add a layer which affects the entire background as well.
483
00:32:13,564 --> 00:32:15,500
For glow and ambient lighting,
484
00:32:15,500 --> 00:32:17,702
you can also use the add layer
485
00:32:17,702 --> 00:32:20,204
or any combination of other layer modes
486
00:32:20,204 --> 00:32:22,740
which look good in the final product.
487
00:32:23,875 --> 00:32:25,476
Make sure that your effects
488
00:32:25,476 --> 00:32:29,647
are either universal or can be easily replicated multiple times
489
00:32:29,647 --> 00:32:32,450
so that they apply for each frame.
490
00:32:33,217 --> 00:32:34,585
By this, I mean that
491
00:32:34,585 --> 00:32:38,923
if you know you're going to add them to your character
492
00:32:38,923 --> 00:32:44,529
instead of just adding it on top of the character using selection,
493
00:32:44,529 --> 00:32:48,466
try and replicate the layer as a base asset
494
00:32:48,466 --> 00:32:52,770
and then adjusted to the needs of each individual frame.
495
00:32:53,237 --> 00:32:56,207
Just so you know that you have a constant base
496
00:32:56,207 --> 00:32:58,042
to make adjustments for.
497
00:32:59,077 --> 00:33:02,046
We want to make sure that we have the right assets
498
00:33:02,046 --> 00:33:05,516
when actually compositing multiple numbers of frames.
499
00:33:08,419 --> 00:33:13,024
If you feel like the lighting situation changes within the same shot,
500
00:33:13,024 --> 00:33:14,292
for example,
501
00:33:14,292 --> 00:33:18,596
if a light source suddenly appears or turns off,
502
00:33:18,596 --> 00:33:22,700
create two versions of the reference frame
503
00:33:22,700 --> 00:33:25,737
to make sure that you don't have unexpected surprises
504
00:33:25,737 --> 00:33:28,573
when compositing your entire animation later on.
505
00:33:33,878 --> 00:33:36,247
But you can also fill in the gaps
506
00:33:36,247 --> 00:33:39,350
between the coloring and the line art
507
00:33:39,350 --> 00:33:44,589
simply by duplicating the actual coloring on frame.
508
00:33:45,089 --> 00:33:48,393
Because FlipaClip, copying and pasting feature,
509
00:33:48,393 --> 00:33:52,296
actually makes it so that pixels are duplicated,
510
00:33:52,296 --> 00:33:56,434
which give them more definition if they're half transparent.
511
00:33:57,835 --> 00:34:02,106
In general, it's better to choose a coloring intensity
512
00:34:02,106 --> 00:34:06,444
as high as you can make it without it coloring outside your lines.
513
00:34:09,547 --> 00:34:11,649
If you're looking for a lineless look,
514
00:34:11,649 --> 00:34:14,619
your clean-up itself has to be in the same color
515
00:34:14,619 --> 00:34:17,055
as the base color for each parts.
516
00:34:17,488 --> 00:34:22,894
You can also have a combination of base outline and lineless details.
517
00:34:23,628 --> 00:34:24,629
For this technique,
518
00:34:24,629 --> 00:34:27,298
I tend to take advantage of the pressure pen
519
00:34:27,298 --> 00:34:29,967
which is built in FlipaClip feature.
520
00:34:30,668 --> 00:34:33,271
By controlling the pressure pen correctly,
521
00:34:33,271 --> 00:34:35,473
you can replicate the same detail quickly
522
00:34:35,473 --> 00:34:39,477
and achieve the details faster than you would by having to fill them in
523
00:34:39,477 --> 00:34:41,813
with buckets and uniform lines.
524
00:34:50,054 --> 00:34:52,390
You just duplicate your line art layer
525
00:34:52,390 --> 00:34:55,893
and use this as another straightforward exercise
526
00:34:55,893 --> 00:34:57,728
which is easy to follow along.
527
00:34:58,763 --> 00:35:01,432
Basically, just follow along the video
528
00:35:01,432 --> 00:35:05,970
and create your own test frames and clean-up of the animation.
529
00:35:06,771 --> 00:35:08,406
You can choose either style
530
00:35:08,406 --> 00:35:13,911
but I recommend using the classical clean-up quality line as a start.
531
00:35:14,445 --> 00:35:17,448
This will give you the best line quality
532
00:35:17,448 --> 00:35:20,651
and the best understanding of volumes
533
00:35:20,651 --> 00:35:23,221
and it will also allow you to understand
534
00:35:23,221 --> 00:35:27,792
if you're making a mistake in character design or volume very easily,
535
00:35:27,792 --> 00:35:31,963
because you would be able to see the jittering effects very clearly
536
00:35:31,963 --> 00:35:33,731
if you made something wrong.
537
00:35:43,407 --> 00:35:44,842
In conclusion,
538
00:35:44,842 --> 00:35:46,711
the clean-up and coloring phases
539
00:35:46,711 --> 00:35:50,615
have to be adjusted in independent iPad production
540
00:35:50,615 --> 00:35:53,951
as opposed to the usual method seen in commercial production
541
00:35:53,951 --> 00:35:58,456
where the basic coloring is uniform and later changed on in compositing.
542
00:35:59,924 --> 00:36:03,461
You can overcome a lot of software limitations
543
00:36:03,461 --> 00:36:06,797
by planning the final look of your frames in advance
544
00:36:06,797 --> 00:36:10,468
and working around them in effective way to your production.
545
00:36:11,569 --> 00:36:14,772
So even if you can't use the actual features
546
00:36:14,772 --> 00:36:17,074
like you've seen in FlipaClip,
547
00:36:17,074 --> 00:36:21,646
you can use the same type of methods and thinking skills
548
00:36:21,646 --> 00:36:24,549
to adjust the process to your own setup.
549
00:36:27,818 --> 00:36:30,688
Basically, as independent animators,
550
00:36:30,688 --> 00:36:34,225
you need to just test your software quite a lot
551
00:36:34,225 --> 00:36:36,794
in order to see which method works
552
00:36:36,794 --> 00:36:41,465
and how you can solve different problems to achieve different type of styles
553
00:36:41,465 --> 00:36:44,368
while still keeping your productions effective.
554
00:36:45,603 --> 00:36:48,172
Planning the look of your product in advance
555
00:36:48,172 --> 00:36:52,210
is going to be very useful in giving you the limitations
556
00:36:52,210 --> 00:36:56,414
and possibilities for your product
557
00:36:56,414 --> 00:36:58,816
and will force you to develop different methods
558
00:36:58,816 --> 00:37:01,852
depending on your tools and available software.
559
00:37:05,856 --> 00:37:07,024
So to recap,
560
00:37:07,024 --> 00:37:09,827
today we've learned about the different types of line art
561
00:37:09,827 --> 00:37:12,029
that you can create in FlipaClip
562
00:37:12,029 --> 00:37:15,099
and how they affect the coloring tool in it
563
00:37:15,099 --> 00:37:18,970
as well as take advantage of some of FlipaClip’s features.
564
00:37:19,203 --> 00:37:22,673
We've also talked about how to create good clean-up
565
00:37:22,673 --> 00:37:25,142
as well as creating reference frames
566
00:37:25,142 --> 00:37:30,948
for both you, your client and as asset bank for your future compositing.
567
00:37:35,152 --> 00:37:35,953
Next time
568
00:37:35,953 --> 00:37:39,957
we're going to see how I actually composite my animations
569
00:37:39,957 --> 00:37:41,892
using these assets
570
00:37:41,892 --> 00:37:44,996
as well as go into a little bit more detail
571
00:37:44,996 --> 00:37:50,601
about how I actually find and choose the lighting for each animation.
572
00:37:51,102 --> 00:37:53,504
Thank you for watching and see you next time.
573
00:37:53,504 --> 00:37:54,338
Bye.
48430
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