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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,220 If you want to turn off the subtitles click [setting]-[tooltips]-['on' for PC, 'close' for mobile] 2 00:00:05,630 --> 00:00:07,350 Hello everyone, 3 00:00:07,350 --> 00:00:09,630 today I will talk about 4 00:00:09,630 --> 00:00:14,620 a few important design factors of character impressions 5 00:00:14,620 --> 00:00:20,560 In designing characters, the design parts of the character 6 00:00:20,560 --> 00:00:28,010 such as clothes, hairstyle, face shape, skin tone, 7 00:00:28,010 --> 00:00:33,270 accessories, equipment, etc. provide a lot of information 8 00:00:33,270 --> 00:00:38,240 on reflecting the key role of the character and their stories 9 00:00:38,420 --> 00:00:46,850 However, there is something that those design information cannot fully replace 10 00:00:46,850 --> 00:00:50,940 which is the personalities or 11 00:00:50,940 --> 00:00:55,260 impressions of the character 12 00:00:55,930 --> 00:01:01,660 We can think about how we can visually express such 13 00:01:01,660 --> 00:01:07,710 personalities or impressions 14 00:01:07,710 --> 00:01:13,080 And here, when we think about what factors could effectively 15 00:01:13,080 --> 00:01:19,330 display the character’s personalities visually, 16 00:01:19,330 --> 00:01:26,720 we can think of options such as facial expressions, body language, 17 00:01:27,260 --> 00:01:31,920 meaning expressions done by a particular pose, etc 18 00:01:31,920 --> 00:01:36,590 In particular, when the story has to be expressed in detail 19 00:01:36,590 --> 00:01:41,100 through characters like key art 20 00:01:41,100 --> 00:01:45,980 or key illustration, I believe this would be the most important design factor 21 00:01:45,980 --> 00:01:49,800 Now, I will explain how to use the character bust sketch as a base 22 00:01:49,800 --> 00:01:57,410 to add expressions to the facial structure using a few methods 23 00:01:58,530 --> 00:02:06,210 The reference you can see on the screen now is a reference board I made 24 00:02:07,560 --> 00:02:10,750 by collecting faces 25 00:02:10,750 --> 00:02:16,320 As you can see, there are various types of impressions, 26 00:02:17,170 --> 00:02:20,530 but if we were to 27 00:02:20,530 --> 00:02:22,330 categorize this, 28 00:02:22,330 --> 00:02:30,460 first there is angry, smiling, surprised, laughing, crying, 29 00:02:30,950 --> 00:02:35,170 sad, and expressionless, etc 30 00:02:35,810 --> 00:02:39,740 Here, what we have to put importance on is 31 00:02:39,740 --> 00:02:45,440 that which expressions the face muscles move the most 32 00:02:46,460 --> 00:02:53,430 To look at the types of impressions with the most facial movement, 33 00:02:53,430 --> 00:02:59,700 surprised face, screaming, angry, or 34 00:02:59,700 --> 00:03:03,790 crying, laughing, and 35 00:03:03,790 --> 00:03:09,110 a painful face where there is a lot of force put on, 36 00:03:09,110 --> 00:03:14,020 or in fact that could also be a type of angry expression 37 00:03:14,530 --> 00:03:20,750 We look at focus more on faces that have more muscle movement 38 00:03:20,750 --> 00:03:25,460 and collect more references on such faces 39 00:03:25,460 --> 00:03:29,060 more effective for research 40 00:03:31,300 --> 00:03:34,910 This means that using images in the drawing to express characters 41 00:03:34,910 --> 00:03:36,420 is effective 42 00:03:39,740 --> 00:03:44,420 Also, when drawing impressions, one of the best methods 43 00:03:45,120 --> 00:03:52,890 is to use your own face or a real model 44 00:03:52,890 --> 00:03:56,820 and use a mirror or take pictures 45 00:03:56,820 --> 00:04:02,520 to appropriately use those references 46 00:04:02,520 --> 00:04:09,890 However, in certain situations, such models or people may not be available 47 00:04:09,890 --> 00:04:15,750 to reference for imaging the character impression 48 00:04:15,750 --> 00:04:19,070 in a timely manner 49 00:04:19,070 --> 00:04:23,810 In such cases, I use another method, 50 00:04:23,810 --> 00:04:29,330 without using a real model, 51 00:04:29,330 --> 00:04:33,380 but using these references to draw impressions I will explain 52 00:04:33,380 --> 00:04:36,080 some methods 53 00:04:36,080 --> 00:04:42,820 First, let me call the portrait that I drew in the previous lecture 54 00:04:42,820 --> 00:04:44,260 Here it is 55 00:04:47,550 --> 00:04:52,030 As you can see, this character is expressionless 56 00:04:52,030 --> 00:04:58,630 How can we add more animation to this expressionless face 57 00:04:58,630 --> 00:05:05,690 Currently, I used image references and utilized them to draw 58 00:05:05,690 --> 00:05:14,310 So, as this is a collection of features from 59 00:05:14,310 --> 00:05:17,110 two or three faces, 60 00:05:17,110 --> 00:05:23,460 it would be difficult to find a model that would have the exact face we want 61 00:05:23,460 --> 00:05:28,580 So, from this pre developed figure painting, 62 00:05:28,580 --> 00:05:36,500 how would we add animation to the impression 63 00:05:36,500 --> 00:05:38,850 Let us talk about that 64 00:05:40,060 --> 00:05:46,370 One method is with the portrait here, 65 00:05:46,370 --> 00:05:55,050 when you press Ctrl+R, the ruler comes up 66 00:05:55,050 --> 00:06:01,060 Use the ruler and roughly measure 67 00:06:02,940 --> 00:06:08,220 the proportion of the character 68 00:06:08,220 --> 00:06:11,230 See where the chin meets, 69 00:06:11,230 --> 00:06:14,620 where the lip line ends, 70 00:06:14,620 --> 00:06:16,840 where the nose line ends, 71 00:06:16,840 --> 00:06:20,610 where the eyelash ends, and etc 72 00:06:21,580 --> 00:06:25,780 Look at the ratio 73 00:06:25,780 --> 00:06:26,690 approximately 74 00:06:28,220 --> 00:06:29,100 like this, 75 00:06:30,360 --> 00:06:36,770 line it up, and open the structure up 76 00:06:36,770 --> 00:06:37,600 like this 77 00:06:45,470 --> 00:06:52,100 This will tell you what the proportion is 78 00:06:53,440 --> 00:06:59,870 Establish the outline like this, then look at the reference 79 00:07:03,900 --> 00:07:09,750 Now, what impression would fit to this character 80 00:07:16,220 --> 00:07:18,270 We could try out 81 00:07:18,270 --> 00:07:21,700 a kind of heroic face 82 00:07:24,280 --> 00:07:27,780 for this character, 83 00:07:27,780 --> 00:07:37,590 or a tough, macho style that looks a little angry, 84 00:07:37,590 --> 00:07:44,470 so a violent bandit style face would also be good 85 00:07:45,560 --> 00:07:48,810 So when we look at various impressions, 86 00:07:50,540 --> 00:07:54,750 on the eyes we want to go a bit dynamic, so 87 00:07:55,970 --> 00:08:01,660 roaring face would be nice in my opinion 88 00:08:07,170 --> 00:08:14,430 This would also be good with a sense of 89 00:08:22,910 --> 00:08:25,150 frowning impression 90 00:08:34,320 --> 00:08:38,780 We have to think about whether the mouth should be opened or closed 91 00:08:43,200 --> 00:08:45,150 This also looks good, 92 00:08:55,940 --> 00:08:57,580 and so does this 93 00:08:59,090 --> 00:09:01,730 Let’s try and select a few 94 00:09:18,850 --> 00:09:20,510 So here are the candidates 95 00:09:24,700 --> 00:09:27,390 I will remove the outline 96 00:09:27,390 --> 00:09:32,480 because it could get in the way of my view 97 00:09:34,780 --> 00:09:42,960 Looking at this, I think the angry face would be more suitable 98 00:09:42,960 --> 00:09:45,120 for the feeling of this character 99 00:09:45,120 --> 00:09:47,710 So let me try that out 100 00:09:47,710 --> 00:09:53,470 After this kind of structure is made, the most important thing to see 101 00:09:53,470 --> 00:09:58,490 is where the big muscles are moving 102 00:09:59,150 --> 00:10:06,370 You have to first identify the muscle that makes a large change in the front facial expression 103 00:10:06,370 --> 00:10:10,520 I think those muscles are these sections 104 00:10:13,880 --> 00:10:17,800 that I have colored in green here 105 00:10:19,050 --> 00:10:26,040 So first with the forehead section, as you can see from the reference 106 00:10:27,020 --> 00:10:34,520 there may be wrinkles on this section, or it can be standing out depending on the impression 107 00:10:35,090 --> 00:10:43,060 Also, when making an angry or screaming face with large facial movements, 108 00:10:57,290 --> 00:10:58,680 when you see the impression here 109 00:11:02,130 --> 00:11:02,710 like this 110 00:11:06,340 --> 00:11:12,000 there is a tendency for the nose to go up 111 00:11:12,000 --> 00:11:17,800 Also this part, which we call the bridge of the nose, 112 00:11:17,800 --> 00:11:24,600 has a wrinkle effect on the muscles 113 00:11:24,600 --> 00:11:26,350 Moreover with the cheeks here, 114 00:11:28,310 --> 00:11:33,580 depending on how the chin is moving, and whether the mouth is opened or closed, 115 00:11:33,900 --> 00:11:35,770 it can move greatly around this area 116 00:11:37,650 --> 00:11:43,990 Also, the muscles around the mouth also change greatly 117 00:11:44,640 --> 00:11:45,850 depending on the expression 118 00:11:45,850 --> 00:11:49,540 The eyes also become smaller or bigger, 119 00:11:51,310 --> 00:11:56,000 but since the area around the eyes is a very small detail, 120 00:11:57,430 --> 00:12:04,700 you can easily reflect impressions on these, 121 00:12:04,700 --> 00:12:07,890 so I don’t think of those as the ‘big’ muscles 122 00:12:08,800 --> 00:12:14,560 However, I think what helps to give a clear picture when you zoom out 123 00:12:14,560 --> 00:12:20,350 are the shapes of the big muscles 124 00:12:20,350 --> 00:12:24,050 So the details 125 00:12:26,000 --> 00:12:33,040 around the eyes are very small details 126 00:12:33,040 --> 00:12:38,130 such as for instance if the structure was made 127 00:12:42,740 --> 00:12:44,850 with the eyebrows facing down, 128 00:12:48,850 --> 00:12:50,520 as you know, 129 00:12:52,210 --> 00:12:54,040 you can erase the eyebrows 130 00:12:57,450 --> 00:12:58,010 and make 131 00:13:01,210 --> 00:13:02,750 small changes to it 132 00:13:02,750 --> 00:13:06,450 I am indicating these in a very cartoon like way, 133 00:13:13,210 --> 00:13:18,770 so if I change the eyebrows as such, I could go from angry, 134 00:13:22,200 --> 00:13:23,330 sad, 135 00:13:28,090 --> 00:13:28,820 or 136 00:13:35,190 --> 00:13:38,900 happy and express them very easily 137 00:13:39,850 --> 00:13:45,810 But when you see from far away, the silhouette is often covered 138 00:13:47,130 --> 00:13:55,060 So when we see the muscles on the forehead, nose, 139 00:13:55,060 --> 00:14:02,550 cheek and around the lips and 140 00:14:03,290 --> 00:14:08,950 draw while considering their relationship and 141 00:14:08,950 --> 00:14:11,080 the overall big picture, 142 00:14:12,140 --> 00:14:17,660 the changes in eyebrows or the size of the eyes 143 00:14:18,650 --> 00:14:23,290 can be amplified by this overall picture 144 00:14:23,290 --> 00:14:31,680 , and when looking at the character, the character’s facial expression 145 00:14:31,680 --> 00:14:35,480 can give an immediate impression 146 00:14:36,600 --> 00:14:38,840 So here, if you want to draw 147 00:14:40,450 --> 00:14:42,340 an angry face of the character, 148 00:14:43,770 --> 00:14:49,570 then start with drawing the basic structure 149 00:14:49,570 --> 00:14:54,130 Since there is one already here 150 00:14:55,920 --> 00:15:00,390 just follow it to make the drawing 151 00:15:05,080 --> 00:15:06,310 First 152 00:15:08,500 --> 00:15:13,850 draw the base structure of the base, 153 00:15:19,120 --> 00:15:21,350 then now I will 154 00:15:28,600 --> 00:15:31,000 look at the reference on this side 155 00:15:37,340 --> 00:15:40,630 and continue to draw while looking at 156 00:15:44,240 --> 00:15:45,330 the reference at the same time 157 00:15:59,850 --> 00:16:04,070 Since the proportion is somewhat decided, 158 00:16:06,200 --> 00:16:11,640 now you have to look at what part of the character is the most noticeable 159 00:16:13,110 --> 00:16:16,570 The cheek area looks very distinct here 160 00:16:54,030 --> 00:16:59,370 I am drawing while looking at what is on top, but the easier method is to 161 00:17:01,320 --> 00:17:02,100 take it apart, 162 00:17:04,730 --> 00:17:08,410 match the proportion guideline, 163 00:17:16,470 --> 00:17:19,730 then approximately match it right here 164 00:17:20,690 --> 00:17:25,630 You would draw directly on the top of it 165 00:17:27,370 --> 00:17:32,310 Here is the nose, and the nose would be around this long, 166 00:17:32,760 --> 00:17:34,360 the lips would be around this size, 167 00:17:35,840 --> 00:17:38,650 and the chin as such 168 00:18:12,470 --> 00:18:16,440 First, draw the shadows, then the eyes 169 00:18:22,870 --> 00:18:24,980 to go slightly further down 170 00:18:56,630 --> 00:19:03,610 This method draws the structure like this and uses it as a guideline 171 00:19:08,390 --> 00:19:12,440 This method is something you can use when 172 00:19:13,330 --> 00:19:14,600 you have a lot of time 173 00:19:17,390 --> 00:19:19,290 and not pressured by it 174 00:19:20,070 --> 00:19:25,720 Some people do this relatively easily, 175 00:19:25,720 --> 00:19:27,090 if they are used to it 176 00:19:35,670 --> 00:19:41,190 It just takes some time to draw the structure and 177 00:19:41,190 --> 00:19:43,380 identify the features 178 00:19:54,360 --> 00:19:59,770 We can see that the cheek is sticking out this much from the reference, 179 00:20:13,990 --> 00:20:14,810 the nose bridge 180 00:20:22,450 --> 00:20:24,180 and eyes around here, 181 00:20:51,450 --> 00:20:56,950 then now I will quickly color the hair 182 00:20:57,370 --> 00:21:03,640 and make a quick indication 183 00:21:06,650 --> 00:21:07,510 first 184 00:21:11,010 --> 00:21:15,730 The shape is as such, and it is very approximated 185 00:21:19,220 --> 00:21:20,310 Approximately 186 00:21:23,780 --> 00:21:27,240 draw up the positions like this 187 00:21:27,240 --> 00:21:31,190 and slowly grasp the shapes 188 00:21:33,710 --> 00:21:44,020 Move away from the compulsion that it has to be perfectly matching, 189 00:21:44,310 --> 00:21:45,140 and first 190 00:21:47,540 --> 00:21:51,730 think what the biggest silhouette is for this character 191 00:21:51,930 --> 00:21:55,060 while drawing 192 00:22:52,440 --> 00:22:56,190 When looking at the lips, we are looking at this side of the face 193 00:22:56,190 --> 00:23:05,210 A good method here is to find a reference with a similar angle 194 00:23:05,210 --> 00:23:08,050 and compare with it while drawing 195 00:23:09,970 --> 00:23:14,990 Since I have already established the proportion, 196 00:23:16,790 --> 00:23:19,480 I will start with the drawing 197 00:23:22,970 --> 00:23:29,110 So draw the big muscles first, 198 00:24:36,340 --> 00:24:41,520 then if you see here this person’s nose is moving 199 00:24:45,090 --> 00:24:48,980 and it forms a muscle line that connects nose and mouth 200 00:24:49,660 --> 00:24:55,100 Indicate that right over here 201 00:25:04,250 --> 00:25:08,240 I think the teeth would show up around this much. 202 00:25:10,420 --> 00:25:13,400 Draw the teeth like this, 203 00:25:14,580 --> 00:25:18,770 and since the beard covers up the bottom lip of the character, 204 00:25:21,270 --> 00:25:24,340 deal with the structure 205 00:25:27,030 --> 00:25:28,310 like this 206 00:25:44,470 --> 00:25:47,770 This is one way of drawing it 207 00:25:51,060 --> 00:25:52,670 If you draw 208 00:25:52,670 --> 00:25:54,580 it like this 209 00:25:58,260 --> 00:26:02,330 there is one I have drawn already 210 00:26:06,290 --> 00:26:11,420 if you continue to the finish this is what it would look like 211 00:26:13,630 --> 00:26:16,180 I have added some lighting information, 212 00:26:17,430 --> 00:26:23,630 which is a common method used by many illustrators 213 00:26:23,630 --> 00:26:26,710 or cartoonists 214 00:26:26,710 --> 00:26:30,460 This involves looking at the structure and the reference 215 00:26:30,460 --> 00:26:36,340 and continuing to change and polish the structure 216 00:26:42,220 --> 00:26:47,550 There is another method I like to use 217 00:26:48,930 --> 00:26:53,790 To speak of this metaphorically, 218 00:26:54,620 --> 00:27:01,740 it would be like adding special effects onto the face 219 00:27:01,740 --> 00:27:08,030 Think of it as something like adding makeup 220 00:27:08,030 --> 00:27:10,090 So for this method, 221 00:27:12,000 --> 00:27:16,030 let us go to the reference first 222 00:27:17,500 --> 00:27:24,810 let’s try a more heroic figure this time 223 00:27:24,810 --> 00:27:29,410 This looks like a very heroic reference 224 00:27:29,410 --> 00:27:33,240 with a more confident face 225 00:27:33,240 --> 00:27:39,420 Let’s try using this face 226 00:27:46,770 --> 00:27:47,840 as a base, 227 00:27:50,750 --> 00:27:57,090 then as I have done before for the base of the face 228 00:28:00,370 --> 00:28:07,800 I use the hue a lot to make it somewhat like a lightroom 229 00:28:08,730 --> 00:28:13,570 Some people change the fill or the opacity like this 230 00:28:14,180 --> 00:28:15,890 and draw on the top of it 231 00:28:15,890 --> 00:28:22,340 I will increase the brightness like this 232 00:28:24,170 --> 00:28:27,320 so that the pencil line is more visible 233 00:28:30,530 --> 00:28:32,770 First take an outline of the structure 234 00:28:35,360 --> 00:28:43,360 This person has a somewhat arrow like nose, 235 00:28:46,080 --> 00:28:54,530 and the mouth line drops this much This person 236 00:28:54,530 --> 00:28:59,810 has the nose line dropping like this, and so do his eyes 237 00:29:01,120 --> 00:29:03,280 I will start with drawing the base 238 00:29:04,000 --> 00:29:06,400 Indicate these things 239 00:29:07,900 --> 00:29:09,220 and make the drawing 240 00:29:14,660 --> 00:29:16,420 Also draw the chin line, 241 00:29:34,530 --> 00:29:40,510 and also the hairline We won’t need to draw the glasses 242 00:29:40,510 --> 00:29:47,750 Let’s make this, which completes the face shape 243 00:29:49,380 --> 00:29:51,420 So now, we 244 00:29:54,270 --> 00:29:59,460 copy paste the hunter’s face again as a reference, 245 00:30:02,110 --> 00:30:03,200 then rotate it 246 00:30:05,190 --> 00:30:06,110 like this, 247 00:30:09,950 --> 00:30:14,750 Now, we are literally reshaping the face. 248 00:30:14,750 --> 00:30:19,110 Here, for the eyelids of the character, 249 00:30:19,110 --> 00:30:24,990 if the eyelids are small, make them small 250 00:31:05,570 --> 00:31:09,950 Let’s draw while looking at the face of the character at the same time 251 00:31:14,780 --> 00:31:17,930 The reason I am looking at the reference again 252 00:31:17,930 --> 00:31:21,700 is to look at the lighting information more 253 00:31:27,890 --> 00:31:29,150 It is like this, 254 00:31:31,190 --> 00:31:34,450 and the nose is slightly more leaning 255 00:31:34,450 --> 00:31:35,680 as this is a drawing 256 00:31:37,700 --> 00:31:42,460 Also, the cheeks would go 257 00:31:50,370 --> 00:31:51,900 somewhat like this 258 00:32:58,180 --> 00:33:04,450 Then the forehead would end around 259 00:33:08,960 --> 00:33:10,050 here 260 00:33:30,650 --> 00:33:34,910 and the beard structure would be like this 261 00:33:38,560 --> 00:33:42,500 The beard line comes to here 262 00:34:05,330 --> 00:34:07,200 A more heroic eyebrows 263 00:34:14,600 --> 00:34:17,600 So for this Asian character 264 00:34:18,050 --> 00:34:24,510 I think the biggest muscle area that has effect is this part 265 00:34:35,230 --> 00:34:38,690 This area, and the cheek, 266 00:34:42,530 --> 00:34:45,760 then the nose bridge that is slightly leaning and going up 267 00:34:48,060 --> 00:34:52,190 So you just have to catch those characteristics, 268 00:35:08,860 --> 00:35:17,850 while constantly looking at the reference to check for the shadowing 269 00:35:31,140 --> 00:35:31,810 like this 270 00:35:41,990 --> 00:35:42,780 And 271 00:35:45,920 --> 00:35:50,280 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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