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Hello everyone,
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today I will talk about
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a few important design factors of character impressions
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In designing characters, the design parts of the character
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such as clothes, hairstyle, face shape, skin tone,
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accessories, equipment, etc. provide a lot of information
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on reflecting the key role of the character and their stories
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However, there is something that those design information cannot fully replace
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which is the personalities or
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impressions of the character
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We can think about how we can visually express such
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personalities or impressions
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And here, when we think about what factors could effectively
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display the character’s personalities visually,
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we can think of options such as facial expressions, body language,
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meaning expressions done by a particular pose, etc
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In particular, when the story has to be expressed in detail
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through characters like key art
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or key illustration, I believe this would be the most important design factor
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Now, I will explain how to use the character bust sketch as a base
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to add expressions to the facial structure using a few methods
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The reference you can see on the screen now is a reference board I made
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by collecting faces
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As you can see, there are various types of impressions,
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but if we were to
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categorize this,
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first there is angry, smiling, surprised, laughing, crying,
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sad, and expressionless, etc
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Here, what we have to put importance on is
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that which expressions the face muscles move the most
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To look at the types of impressions with the most facial movement,
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surprised face, screaming, angry, or
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crying, laughing, and
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a painful face where there is a lot of force put on,
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or in fact that could also be a type of angry expression
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We look at focus more on faces that have more muscle movement
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and collect more references on such faces
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more effective for research
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This means that using images in the drawing to express characters
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is effective
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Also, when drawing impressions, one of the best methods
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is to use your own face or a real model
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and use a mirror or take pictures
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to appropriately use those references
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However, in certain situations, such models or people may not be available
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to reference for imaging the character impression
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in a timely manner
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In such cases, I use another method,
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without using a real model,
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but using these references to draw impressions I will explain
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some methods
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First, let me call the portrait that I drew in the previous lecture
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Here it is
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As you can see, this character is expressionless
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How can we add more animation to this expressionless face
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Currently, I used image references and utilized them to draw
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So, as this is a collection of features from
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two or three faces,
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it would be difficult to find a model that would have the exact face we want
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So, from this pre developed figure painting,
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how would we add animation to the impression
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Let us talk about that
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One method is with the portrait here,
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when you press Ctrl+R, the ruler comes up
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Use the ruler and roughly measure
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the proportion of the character
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See where the chin meets,
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where the lip line ends,
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where the nose line ends,
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where the eyelash ends, and etc
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Look at the ratio
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approximately
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like this,
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line it up, and open the structure up
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like this
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This will tell you what the proportion is
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Establish the outline like this, then look at the reference
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Now, what impression would fit to this character
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We could try out
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a kind of heroic face
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for this character,
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or a tough, macho style that looks a little angry,
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so a violent bandit style face would also be good
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So when we look at various impressions,
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on the eyes we want to go a bit dynamic, so
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roaring face would be nice in my opinion
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This would also be good with a sense of
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frowning impression
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We have to think about whether the mouth should be opened or closed
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This also looks good,
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and so does this
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Let’s try and select a few
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So here are the candidates
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I will remove the outline
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because it could get in the way of my view
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Looking at this, I think the angry face would be more suitable
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for the feeling of this character
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So let me try that out
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After this kind of structure is made, the most important thing to see
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is where the big muscles are moving
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You have to first identify the muscle that makes a large change in the front facial expression
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I think those muscles are these sections
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that I have colored in green here
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So first with the forehead section, as you can see from the reference
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there may be wrinkles on this section, or it can be standing out depending on the impression
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Also, when making an angry or screaming face with large facial movements,
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when you see the impression here
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like this
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there is a tendency for the nose to go up
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Also this part, which we call the bridge of the nose,
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has a wrinkle effect on the muscles
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Moreover with the cheeks here,
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depending on how the chin is moving, and whether the mouth is opened or closed,
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it can move greatly around this area
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Also, the muscles around the mouth also change greatly
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depending on the expression
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The eyes also become smaller or bigger,
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but since the area around the eyes is a very small detail,
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you can easily reflect impressions on these,
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so I don’t think of those as the ‘big’ muscles
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However, I think what helps to give a clear picture when you zoom out
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are the shapes of the big muscles
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So the details
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around the eyes are very small details
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such as for instance if the structure was made
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with the eyebrows facing down,
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as you know,
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you can erase the eyebrows
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and make
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small changes to it
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I am indicating these in a very cartoon like way,
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so if I change the eyebrows as such, I could go from angry,
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sad,
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or
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happy and express them very easily
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But when you see from far away, the silhouette is often covered
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So when we see the muscles on the forehead, nose,
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cheek and around the lips and
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draw while considering their relationship and
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the overall big picture,
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the changes in eyebrows or the size of the eyes
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can be amplified by this overall picture
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, and when looking at the character, the character’s facial expression
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can give an immediate impression
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So here, if you want to draw
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an angry face of the character,
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then start with drawing the basic structure
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Since there is one already here
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just follow it to make the drawing
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First
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draw the base structure of the base,
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then now I will
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look at the reference on this side
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and continue to draw while looking at
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the reference at the same time
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Since the proportion is somewhat decided,
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now you have to look at what part of the character is the most noticeable
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The cheek area looks very distinct here
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I am drawing while looking at what is on top, but the easier method is to
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take it apart,
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match the proportion guideline,
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then approximately match it right here
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You would draw directly on the top of it
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Here is the nose, and the nose would be around this long,
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the lips would be around this size,
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and the chin as such
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First, draw the shadows, then the eyes
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to go slightly further down
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This method draws the structure like this and uses it as a guideline
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This method is something you can use when
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you have a lot of time
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and not pressured by it
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Some people do this relatively easily,
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if they are used to it
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It just takes some time to draw the structure and
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identify the features
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We can see that the cheek is sticking out this much from the reference,
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the nose bridge
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and eyes around here,
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then now I will quickly color the hair
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and make a quick indication
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first
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The shape is as such, and it is very approximated
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Approximately
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draw up the positions like this
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and slowly grasp the shapes
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Move away from the compulsion that it has to be perfectly matching,
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and first
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think what the biggest silhouette is for this character
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while drawing
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When looking at the lips, we are looking at this side of the face
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A good method here is to find a reference with a similar angle
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and compare with it while drawing
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Since I have already established the proportion,
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I will start with the drawing
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So draw the big muscles first,
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then if you see here this person’s nose is moving
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and it forms a muscle line that connects nose and mouth
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Indicate that right over here
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I think the teeth would show up around this much.
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Draw the teeth like this,
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and since the beard covers up the bottom lip of the character,
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deal with the structure
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like this
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This is one way of drawing it
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If you draw
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it like this
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there is one I have drawn already
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if you continue to the finish this is what it would look like
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I have added some lighting information,
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which is a common method used by many illustrators
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or cartoonists
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This involves looking at the structure and the reference
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and continuing to change and polish the structure
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There is another method I like to use
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To speak of this metaphorically,
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it would be like adding special effects onto the face
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Think of it as something like adding makeup
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So for this method,
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let us go to the reference first
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let’s try a more heroic figure this time
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This looks like a very heroic reference
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with a more confident face
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Let’s try using this face
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as a base,
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then as I have done before for the base of the face
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I use the hue a lot to make it somewhat like a lightroom
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Some people change the fill or the opacity like this
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and draw on the top of it
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I will increase the brightness like this
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so that the pencil line is more visible
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First take an outline of the structure
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This person has a somewhat arrow like nose,
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and the mouth line drops this much This person
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has the nose line dropping like this, and so do his eyes
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I will start with drawing the base
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Indicate these things
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and make the drawing
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Also draw the chin line,
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and also the hairline We won’t need to draw the glasses
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Let’s make this, which completes the face shape
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So now, we
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copy paste the hunter’s face again as a reference,
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then rotate it
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like this,
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Now, we are literally reshaping the face.
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Here, for the eyelids of the character,
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if the eyelids are small, make them small
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Let’s draw while looking at the face of the character at the same time
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The reason I am looking at the reference again
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is to look at the lighting information more
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It is like this,
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and the nose is slightly more leaning
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as this is a drawing
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Also, the cheeks would go
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somewhat like this
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Then the forehead would end around
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here
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and the beard structure would be like this
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The beard line comes to here
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A more heroic eyebrows
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So for this Asian character
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I think the biggest muscle area that has effect is this part
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This area, and the cheek,
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then the nose bridge that is slightly leaning and going up
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So you just have to catch those characteristics,
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while constantly looking at the reference to check for the shadowing
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like this
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And
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this character has a completely different lighting
272
00:35:50,280 --> 00:35:58,980
Keep that in mind, and keep checking with the reference
273
00:35:59,460 --> 00:36:01,540
while continuing with the drawing
274
00:36:36,350 --> 00:36:39,590
The difficult parts are more or less over
275
00:36:40,480 --> 00:36:42,620
as the face feature is somewhat complete
276
00:36:44,380 --> 00:36:48,020
The most important overall shape,
277
00:36:48,020 --> 00:36:51,300
there is a crucial part of this,
278
00:36:51,300 --> 00:36:53,700
which is this hair area
279
00:36:53,700 --> 00:36:54,980
Let’s start working
280
00:36:57,250 --> 00:36:58,340
on the details
281
00:36:59,780 --> 00:37:00,930
around the hair
282
00:37:07,090 --> 00:37:10,590
So this method sometimes helps
283
00:37:10,590 --> 00:37:13,660
drawing the face of the character
284
00:37:14,390 --> 00:37:17,860
quicker and easier with a more realistic sense
285
00:37:18,240 --> 00:37:22,120
This is because the image reference is already outlined
286
00:37:22,120 --> 00:37:25,440
and you are drawing on the top of the base
287
00:37:25,440 --> 00:37:29,470
and modifying it, so it is more effective
288
00:37:32,730 --> 00:37:40,120
in emphasizing the details and from a time perspective
289
00:37:44,700 --> 00:37:47,990
Let’s draw the hair now
290
00:37:49,300 --> 00:37:53,380
Draw the hair and there’s a lot of hair
291
00:38:52,770 --> 00:38:56,020
Draw these small details
292
00:39:12,150 --> 00:39:13,430
and emphasize
293
00:39:44,470 --> 00:39:46,410
You can continue to add
294
00:39:47,640 --> 00:39:51,960
small details one by one, carefully
295
00:41:05,720 --> 00:41:06,840
Highlight like this,
296
00:41:08,360 --> 00:41:09,180
and
297
00:41:35,060 --> 00:41:36,960
continue the
298
00:41:42,580 --> 00:41:46,650
process of adding small details
299
00:41:48,090 --> 00:41:52,760
so that it fits the feeling of the character’s face
300
00:42:02,710 --> 00:42:05,340
There is a highlight here, so indicate that,
301
00:42:40,340 --> 00:42:42,070
then highlight
302
00:42:45,240 --> 00:42:48,980
the eyeballs
303
00:42:59,160 --> 00:43:06,090
Keep adding these details
304
00:43:08,520 --> 00:43:13,500
while keeping the structure alive so that the character face
305
00:43:14,670 --> 00:43:16,380
that I want is
306
00:43:18,330 --> 00:43:21,620
properly created
307
00:43:51,060 --> 00:43:58,200
This person is smiling, and his lips are slightly going down
308
00:43:59,070 --> 00:44:04,950
Because of the beard, this may be difficult to express,
309
00:44:06,300 --> 00:44:08,120
but try and get that feeling
310
00:44:15,100 --> 00:44:18,140
as much as possible
311
00:44:27,990 --> 00:44:30,870
Also add
312
00:44:38,440 --> 00:44:42,070
lighting information on this side,
313
00:45:06,390 --> 00:45:13,370
and I will also indicate the form in the neck
314
00:45:34,210 --> 00:45:38,360
Let’s make the face more resolute
315
00:45:48,500 --> 00:45:49,880
Resolute face
316
00:46:17,110 --> 00:46:28,920
Also, since the lighting goes here and is dropping like this,
317
00:46:28,920 --> 00:46:31,420
indicate that as well
318
00:46:53,620 --> 00:47:01,660
I often use selections a lot to increase the lighting
319
00:47:01,660 --> 00:47:06,310
This is easier to control than drawing with a brush
320
00:47:06,310 --> 00:47:08,730
So like this
321
00:47:12,430 --> 00:47:17,940
Some people tend to select this, copy,
322
00:47:19,100 --> 00:47:24,410
and use this level key to move it
323
00:47:37,980 --> 00:47:45,270
This level also allows detailed adjustments in strength
324
00:47:54,140 --> 00:47:56,920
Since the reference itself
325
00:47:58,070 --> 00:48:02,640
already has various basic tools
326
00:48:02,640 --> 00:48:04,050
perfectly explained,
327
00:48:06,100 --> 00:48:09,030
and there is a lot of information,
328
00:48:09,030 --> 00:48:11,610
if you draw using that as a guide
329
00:48:14,840 --> 00:48:20,310
it tends to give good results
330
00:48:39,920 --> 00:48:41,180
This is very rough,
331
00:48:44,310 --> 00:48:47,510
but the idea is like this
332
00:48:49,080 --> 00:48:53,940
Look at the reference, then draw the structure on the top
333
00:48:56,920 --> 00:48:57,970
If you see here
334
00:49:09,360 --> 00:49:12,150
I started here
335
00:49:16,380 --> 00:49:21,300
and there was a process through which I drew the details
336
00:49:24,520 --> 00:49:26,070
There are these two methods
337
00:49:27,890 --> 00:49:32,730
The method I use a lot is this kind of reshaping,
338
00:49:34,330 --> 00:49:38,490
where you can use the reference to draw the base of the face, then change
339
00:49:39,030 --> 00:49:46,680
the structure on the top and keep drawing it
340
00:49:46,680 --> 00:49:52,010
This would work if there is no model, but if there is one
341
00:49:52,810 --> 00:49:55,700
then I would take a lot of pictures of that model
342
00:49:55,700 --> 00:49:58,580
such as facial expressions, etc
343
00:49:58,580 --> 00:49:59,290
Or,
344
00:50:02,750 --> 00:50:09,100
in the company there is a face library
345
00:50:12,500 --> 00:50:16,460
where the models’ faces are
346
00:50:16,460 --> 00:50:19,250
read and moved around
347
00:50:20,470 --> 00:50:24,990
So this would be images
348
00:50:24,990 --> 00:50:26,650
of various tests
349
00:50:26,650 --> 00:50:28,140
on the faces such as
350
00:50:28,140 --> 00:50:31,500
angry, sad, frowning, etc
351
00:50:31,500 --> 00:50:34,540
Such references are available in abundance
352
00:50:34,540 --> 00:50:40,130
with a lot of screenshots in multiple angles
353
00:50:40,130 --> 00:50:44,700
So I would often look at those and use them as references
354
00:51:10,940 --> 00:51:11,930
Let’s make the hair like this
355
00:52:17,460 --> 00:52:21,860
So I have given an example of what I would do when
356
00:52:21,860 --> 00:52:28,020
I am drawing a figure painting and I am adding impressions onto
357
00:52:28,020 --> 00:52:34,870
the character’s faces, and what methods I would use to
358
00:52:36,870 --> 00:52:39,530
complete this
359
00:52:40,060 --> 00:52:44,880
So when looking at the references for character faces
360
00:52:44,880 --> 00:52:50,430
and during the process of adding impressions to the character
361
00:52:51,250 --> 00:52:58,360
there are methods to amplify these character impressions
362
00:52:58,360 --> 00:53:01,530
further,
363
00:53:01,530 --> 00:53:06,810
which would be settings related to the lighting direction
364
00:53:08,950 --> 00:53:16,660
Through the lighting direction setting, there can be a few more feelings
365
00:53:17,650 --> 00:53:24,500
added to the character, and there are a few types of this lighting
366
00:53:25,310 --> 00:53:34,420
There are around four commonly known types,
367
00:53:34,420 --> 00:53:40,440
out of which I like to often use three of them
368
00:53:40,440 --> 00:53:44,290
The first is frontal
369
00:53:45,120 --> 00:53:51,750
or direct lighting, which if I were to explain
370
00:53:53,210 --> 00:53:55,780
would be lighting like this
371
00:53:56,960 --> 00:54:00,830
or like this, so lighting on the front of the face
372
00:54:02,000 --> 00:54:07,650
Then for the lateral lighting, it would be like this
373
00:54:11,900 --> 00:54:14,480
The frontal lighting is
374
00:54:17,060 --> 00:54:22,630
often used when the character is heroic,
375
00:54:22,630 --> 00:54:30,800
righteous, bright, or lonely, happy,
376
00:54:30,800 --> 00:54:37,100
and it is also a lighting that gives a sense of confidence
377
00:54:38,390 --> 00:54:45,940
Then these lateral lightings are used
378
00:54:45,940 --> 00:54:48,830
if you want to give the character a sharper feel,
379
00:54:48,830 --> 00:54:51,650
or if the character is cunning,
380
00:54:51,650 --> 00:54:54,400
authoritative,
381
00:54:54,400 --> 00:55:02,110
or if you want to give an evil atmosphere
382
00:55:03,730 --> 00:55:07,110
Also if you were to
383
00:55:10,360 --> 00:55:16,190
emphasize the highlights on the side
384
00:55:16,190 --> 00:55:22,370
that would also help amplify such atmosphere
385
00:55:24,960 --> 00:55:27,810
Another example of lateral lighting is
386
00:55:29,300 --> 00:55:37,460
where you give a much stronger dark silhouette
387
00:55:38,520 --> 00:55:45,920
This lighting is also used to give similar kinds of atmosphere
388
00:55:46,910 --> 00:55:52,030
of evil or dark, or also for sharpness
389
00:55:52,420 --> 00:55:55,330
This would also be a reference for that
390
00:55:55,330 --> 00:56:01,070
Then there is also lighting from both sides
391
00:56:01,070 --> 00:56:04,390
which is also called as a halo lighting
392
00:56:04,390 --> 00:56:11,590
So the light is shining from behind and from both sides
393
00:56:11,590 --> 00:56:14,120
For this type of lighting,
394
00:56:15,700 --> 00:56:18,560
here is the reference,
395
00:56:19,270 --> 00:56:24,070
it would involve the highlights further emphasized from lateral lighting
396
00:56:24,070 --> 00:56:27,860
So with this light here
397
00:56:27,860 --> 00:56:32,810
this would most likely be a direction light
398
00:56:32,810 --> 00:56:37,600
Then the lighting coming from this side is more emphasized
399
00:56:37,600 --> 00:56:42,910
With the highlight emphasized, a shadow is formed in this area
400
00:56:43,600 --> 00:56:44,980
When this happens,
401
00:56:47,720 --> 00:56:55,110
it shows a concentrating face, distressed face
402
00:56:55,110 --> 00:56:58,470
or one with evil intentions
403
00:56:59,990 --> 00:57:05,890
Horror films tend to use this a lot for their characters
404
00:57:07,440 --> 00:57:12,910
There is a strong highlight here as well
405
00:57:12,910 --> 00:57:15,550
and the strong lighting from both sides would make the shadow
406
00:57:16,000 --> 00:57:19,520
go towards the center of the face
407
00:57:21,280 --> 00:57:23,580
to bring out those kinds of tone
408
00:57:26,830 --> 00:57:32,580
Then there is one more type of lighting,
409
00:57:32,580 --> 00:57:36,390
which is something like this
410
00:57:36,390 --> 00:57:39,730
lighting that shoots from bottom to top
411
00:57:39,730 --> 00:57:45,670
This type of lighting is not used very often in drawings,
412
00:57:45,670 --> 00:57:52,800
particularly when doing character variations, this lighting is barely used
413
00:57:52,800 --> 00:57:58,590
But when you are doing illustrations or book covers, etc. and
414
00:57:58,590 --> 00:58:04,490
describing very dramatic scenes for instance
415
00:58:05,930 --> 00:58:08,260
this type of lighting could be used
416
00:58:08,260 --> 00:58:14,130
However, this type of lighting structure involves sacrificing a huge amount
417
00:58:15,120 --> 00:58:23,870
of the character structure,
418
00:58:23,870 --> 00:58:28,150
so from the perspective of emphasizing the character,
419
00:58:28,740 --> 00:58:34,630
this type of lighting involves a lot of risks
420
00:58:34,630 --> 00:58:36,290
and a lot of sacrifices
421
00:58:36,290 --> 00:58:41,810
So, this lighting is used for a more horror feeling or
422
00:58:41,810 --> 00:58:48,620
when the character is surprised, or if there is a bomb explosion,
423
00:58:48,620 --> 00:58:52,860
a magical occurrence, or similar
424
00:58:52,860 --> 00:58:54,500
wonder involving
425
00:58:54,500 --> 00:59:01,010
scenes, but it is not very generally used
426
00:59:01,010 --> 00:59:01,720
extensively
427
00:59:02,980 --> 00:59:09,700
Then using the hunter’s face that I drew with these images
428
00:59:10,250 --> 00:59:11,910
as samples,
429
00:59:15,330 --> 00:59:23,490
I will show what kind of feeling we are getting
430
00:59:28,000 --> 00:59:35,750
If you see, this face has a more heroic design to it,
431
00:59:35,750 --> 00:59:39,070
but I could go brighter than this
432
00:59:39,070 --> 00:59:45,170
If I were to do that, I could do it in this way,
433
00:59:49,300 --> 00:59:51,770
and I will do it with levels this time
434
00:59:51,770 --> 00:59:55,870
The shortcut for levels is Ctrl+L
435
00:59:58,400 --> 01:00:00,230
So this
436
01:00:09,510 --> 01:00:11,340
kind of feeling is what you would get
437
01:00:11,340 --> 01:00:16,070
So now, compared to before,
438
01:00:20,580 --> 01:00:25,380
the character looks a lot nicer
439
01:00:27,400 --> 01:00:35,360
Here, let me just make some fun changes to the eyebrows
440
01:01:10,080 --> 01:01:11,730
This is a very
441
01:01:21,030 --> 01:01:25,850
simple touch, and I will
442
01:01:26,380 --> 01:01:36,470
try to create a different type of impression
443
01:01:36,470 --> 01:01:46,500
Let’s look at the reference and see how the middle of the forehead is wrinkled
444
01:02:12,950 --> 01:02:22,500
Even if I try to make this impression and make twists to the shape
445
01:02:24,250 --> 01:02:31,170
,since the overall atmosphere of the character is
446
01:02:32,830 --> 01:02:39,330
bright because of the lighting, the effect is relatively smaller
447
01:02:42,360 --> 01:02:46,510
If it is a more serious face
448
01:02:46,510 --> 01:02:52,390
and you want to establish a serious scene,
449
01:02:57,670 --> 01:03:04,050
this could give a more righteous, heroic feeling, but
450
01:03:04,050 --> 01:03:11,200
, if you want to show more distress with the character
451
01:03:11,200 --> 01:03:12,660
or a crisis,
452
01:03:12,660 --> 01:03:13,510
or
453
01:03:15,010 --> 01:03:17,200
if you want to further describe
454
01:03:20,610 --> 01:03:23,710
the dark sides of the character,
455
01:03:28,290 --> 01:03:29,290
then you
456
01:03:34,730 --> 01:03:37,130
would add a shadow here
457
01:03:40,740 --> 01:03:43,110
If it drops from the forehead
458
01:03:49,090 --> 01:03:50,080
like this
459
01:04:17,700 --> 01:04:21,500
I could add a stronger shadow
460
01:04:28,290 --> 01:04:29,540
here
461
01:04:47,040 --> 01:04:50,020
I will lower the opacity a little bit,
462
01:04:55,460 --> 01:04:56,670
and make this stronger
463
01:05:07,300 --> 01:05:16,740
This has a different feeling to it
464
01:05:46,010 --> 01:05:47,750
Compare this with this
465
01:05:51,940 --> 01:05:59,230
The difference might not be too big but
466
01:06:03,000 --> 01:06:06,820
if you make this stronger
467
01:06:10,270 --> 01:06:16,800
depending on other environmental factors
468
01:06:16,800 --> 01:06:24,980
and how the arrangement is between the character
469
01:06:25,390 --> 01:06:27,610
and the background,
470
01:06:27,610 --> 01:06:33,220
this kind of lighting can give a more sense of realism
471
01:06:37,280 --> 01:06:45,020
when making these atmospheres
472
01:06:47,640 --> 01:06:52,960
Also, if I was to add lighting
473
01:07:00,450 --> 01:07:02,720
to both sides,
474
01:07:05,190 --> 01:07:09,670
I would use stronger highlights
475
01:07:11,840 --> 01:07:17,520
and use lateral highlights a bit excessively
476
01:07:18,150 --> 01:07:19,620
Let’s see how this is
477
01:07:36,880 --> 01:07:42,210
After I make the character,
478
01:07:42,210 --> 01:07:49,950
I sometimes intentionally do these lighting tests,
479
01:07:52,510 --> 01:07:54,500
because
480
01:07:55,710 --> 01:08:03,070
when the character moves inside games for instance
481
01:08:03,630 --> 01:08:07,200
the lighting can change the impression greatly
482
01:08:08,800 --> 01:08:13,350
In order to test those things further
483
01:08:14,500 --> 01:08:18,530
I try these tests on purpose
484
01:08:18,530 --> 01:08:20,130
to see the feeling
485
01:08:26,210 --> 01:08:30,630
If this face shape is hit by this type of lighting,
486
01:08:30,630 --> 01:08:32,870
what kind of feeling would it create
487
01:08:33,790 --> 01:08:36,930
is what I am trying to briefly test out
488
01:08:58,470 --> 01:08:59,910
From this feeling,
489
01:09:03,090 --> 01:09:06,100
when I remove the impression
490
01:09:07,390 --> 01:09:08,550
and go like this
491
01:09:16,260 --> 01:09:21,770
this impression can be very different from the beginning
492
01:09:21,770 --> 01:09:23,200
You can see the difference
493
01:09:41,820 --> 01:09:45,310
Also, let’s make the sides
494
01:09:46,850 --> 01:09:49,790
a bit stronger
495
01:10:21,700 --> 01:10:24,020
After making this stronger,
496
01:10:29,150 --> 01:10:33,280
I can try and erase this
497
01:10:35,270 --> 01:10:40,870
so that the feeling is not too strong
498
01:11:13,280 --> 01:11:18,150
Let me arrange this and compare the feelings
499
01:11:25,060 --> 01:11:27,870
This one has lighting on both
500
01:11:29,310 --> 01:11:30,430
sides
501
01:11:35,110 --> 01:11:36,610
this one is just
502
01:11:46,750 --> 01:11:48,450
lateral lighting
503
01:11:54,240 --> 01:11:56,990
and then
504
01:12:06,870 --> 01:12:11,270
we have one without
505
01:12:12,290 --> 01:12:14,050
lateral lighting
506
01:12:17,140 --> 01:12:22,970
So when you are creating character designs like this
507
01:12:22,970 --> 01:12:29,470
you can try and test variations in the lighting
508
01:12:30,080 --> 01:12:35,200
and see what type of lightings and character expressions
509
01:12:36,210 --> 01:12:42,000
can effectively reflect character tones and impressions
510
01:12:42,000 --> 01:12:46,560
This testing and development process is very important
511
01:12:47,110 --> 01:12:54,270
So if this character has a stronger appeal with this
512
01:12:54,270 --> 01:12:56,230
lighting situation,
513
01:12:56,230 --> 01:13:04,070
then from here if you were to proceed with coloring,
514
01:13:04,070 --> 01:13:07,940
creating the full character and the pose,
515
01:13:09,050 --> 01:13:14,310
then moving onto the polishing work,
516
01:13:15,890 --> 01:13:20,190
these things could work as a guide
517
01:13:23,270 --> 01:13:28,810
So, this lecture talked about interpreting the character expressions
518
01:13:28,810 --> 01:13:35,500
and the structures to transfer the impressions,
519
01:13:36,750 --> 01:13:40,250
reshaping method using references, and
520
01:13:40,930 --> 01:13:44,170
effects of lighting on impressions
521
01:13:45,330 --> 01:13:50,690
After this lecture, you can try this with someone you want to draw
522
01:13:50,690 --> 01:13:53,100
or yourself would also be fine
523
01:13:53,100 --> 01:13:55,940
Look at an image or the mirror
524
01:13:55,940 --> 01:14:01,750
and use these two steps to describe and apply the impressions
525
01:14:01,750 --> 01:14:07,600
, then use the character impression
526
01:14:07,600 --> 01:14:11,980
to try the four types of lighting sketches
527
01:14:11,980 --> 01:14:14,140
That is it
528
01:14:14,140 --> 01:14:15,320
for today’s lecture
529
01:14:15,320 --> 01:14:16,120
Thank you
38676
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