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Hello In today’s lecture, I will explain the process and
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design elements of creating a concept sketch of characters,
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which is crucial to the production stage of character development
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Based on the materials of the idea sketch note from the previous lecture,
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I have opened some references to a collection of photos
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One is this idea sketch,
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the sketch with ideas noted
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The next is the mood board,
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which is a reference that roughly
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shows the overall impression
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of certain images
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And there are two shape references
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One is a face reference
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and the other is a reference with design elements
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which includes costumes, weapons,
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and various shapes
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The character is a dinosaur hunter of the Joseon Dynasty
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As a historical costume suitable for the time is needed,
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I referenced a lot of old black and white photos
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Even if fantastical elements are not applied to overall design of a character,
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inventing a design point that allows one to infer what the character is
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with only a few design related hints for visual inference
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is important
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The material of the clothes
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of characters, with what material were the clothes made
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We can also presume that hunters of the old days,
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to adorn themselves for their symbolization,
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may have carried the skin or body parts of animals
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Furthermore, we can assume what material the dinosaur skin was
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and where, how, and in what function
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would the clothing fit naturally
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To catch reptiles like dinosaurs,
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what weapons or gears would this character have carried when hunting
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This can also be supposed
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After reviewing various data on Korean dinosaur fossils on the internet, I found that
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there were medium sized raptor type dinosaurs, well known through movies,
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named deinonychus, pterosaurs,
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and brontopodus, which were large sized dinosaurs with longs
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I think we should set this character as
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a brave, professional hunter that mainly
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hunts raptorial raptor type dinosaurs
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The average length of a Korean raptor is around 3 4 meters,
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which is close to the length of a small rubber boat
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It has amazing claws of 4 7 inches, which is
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close to the length of an iPhone that we use
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Then, when hunting fast animals, up to 3 meters long,
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and have outrageous claws and teeth, what should one wear
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to not only protect oneself
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but also move swiftly to chase the game
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We may think
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We can also imagine and deduce how one would have
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enhanced gears and weapons
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We may also think, when catching animals,
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these dinosaurs, would they have used
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nets to seize, matchlocks to shoot, or arrows to catch them
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Now that we have considered the monumental design of a hunter,
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among various design elements apart from these functional aspects,
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we need to consider which design can effectively
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reflect the impression and feeling of this character
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Having set the target of the hunt, rather than hunting alone,
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being included in a small, professional team that moves as a group
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seams more realistic
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Also,
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if included in a team, we need to consider the role distribution
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and the position within the affiliate system
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We may also think about whether this character is a leader within the team
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On the other hand, a lonely marksman who has an important technical role
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in the team, does not get along well with the team but
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has zest and grief of life might be more interesting story wise
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And now, applying the feeling and impression of the character
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in the design would be important
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This can be interpreted in many ways in terms of design, but
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the major design elements which show the character’s impression
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are silhouettes from tone of clothes and pose,
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and the design of items that the character uses with affection
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In this case, like the description of a marksman,
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they may be things like the character’s soulmate weapon
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And if the design concept production
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is set up to begin producing game characters,
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although not yet important to the concept work we are about to do
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at this current stage,
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there are several things we need to consider to some extent
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They are 3D form of design and technical limits
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such as the animated part of layers of the character’s clothes
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or simulation problems consequential to clothes and business phenomena
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Considering these technical parts too much from
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the beginning of concept development could
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interfere with the process of creation
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But if we start designing without thinking about it,
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unexpected technical problems may occur during the production phase
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and result in creating a design that is far from
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the product of the concept that we have drawn
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whether we like it or not, so it cannot
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be ignored completely Therefore, on this matter,
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before developing a concept with other departments,
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the technical limits or the technical capability of the artists
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needs to be sufficiently understood by the concept designer
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And if such a problem occurs during concept production,
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to immediately suggest other optimal measures,
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it is important to have a concept planned in mind
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Since enough design elements about the
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character has been set, we will
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get down to sketching
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First, let’s set the pose, silhouette that is crucial to the character’s impression
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Before setting the pose of the character,
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we need to set the proportion first
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When creating a common, ideal character,
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we often use an 8 head figure But to add a sense of realism, we will
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adopt the average body proportion, between 6.5 to 7 head tall
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First, roughly draw a diagonal line like this
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I am going to divide this into 8 portions with eye measurement
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like this,
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dividing in half
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Now it is divided into 8 portions
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Then we will set this middle part as the pelvis, the point of the pelvis
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Assuming that the pelvic bone
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is here,
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like this here,
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dividing it in half at this point where the pelvic bone sticks out
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I am drawing the skeleton just to explaining it to you
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So, this end part
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If you look at the bone,
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the human bone looks like this if simply put
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This end, the tip of the heel is the starting point
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because this is where the edge touches the ground
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But depending on the camera angle, the front portion of the foot
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may go further down or be completely horizontal
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Because this angle may change, if we
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set this as the edge and place the tip of this foot here,
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we will not be able to tell if the edge of the foot
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starts here due to a lower camera angle,
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or if it begins at this line here
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Is it this part, or this part here
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So, because I do not think this is accurate enough,
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from this ground set by the proportion, I set the heel as the starting point
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Now we will put an indication of the foot
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It is bent one more time at the knee,
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and goes on like this
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The skeleton may seem over exaggerated,
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I drew it like this to show you how it is
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constructed
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a bit more clearly
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Many of you may draw like this when drawing the human skeleton,
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where you draw the bone and then draw on like this
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The problem is that there is no structure in this case
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The human skeleton is not structured
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vertically in 90 degrees like this
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They are slightly angled like this, in this way
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They are angled in this way,
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with the knees slightly tilted if you look closely,
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and then the bone falls straight from this point like this
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So, to support this structural weight
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more effectively, the skeleton is built in this structure
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We will continue building the skeleton
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Let’s place the head here,
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then draw this,
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around here
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Next, let’s draw the ribs
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There are various ways of drawing the human skeleton
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I tend to
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draw it with a little more structure
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The hands are drawn at the middle of the thigh,
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around this area
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The tip of the hand ends around this area,
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halfway down the thigh
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Let me raise the arm a bit
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There are people with longer or shorter arms, but they are usually about this long
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And this part here below the arm
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is at around the same level of the ribcage
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And between the ribcage and the pelvis here,
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there is a gap of a size of a fist
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when we clench our fist,
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so bear this in mind
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And although we have set the body as an 8 headed figure,
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depending on how we adjust the size of the head
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the figure can be adjusted freely in any proportion,
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6 headed or 7 headed
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If you want to decrease the proportion, make the head slightly bigger
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or want to make a 8 headed figure,
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make the head fit into this 8 headed structure here
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like this
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We will go with the bigger size
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Like this,
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after making the skeleton structure in advance,
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we need to lower the opacity, the feel percentage
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By lowering the opacity, we can use it as
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try drawing different kinds of poses,
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a guide to design a character over it,
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or just trace the silhouette like this
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We can also use this
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as a guideline later
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by lowering this
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Things like clothes can be drawn on this
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The pose that I draw is devoid of any pose
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and was made just to demonstrate dividing the proportion of the body
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To explain more about pose,
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there is a gallery pose and a directed pose
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Gallery pose aims to show the detail of characters’ costumes
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while the directed pose is used to reflect the attitude,
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the impression, feeling, or characteristic of characters
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Directed pose
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can express if the character is a passive person,
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a bolder and more confident person,
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a more provocative person,
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or a mysterious person with a secret
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through the posture of the body
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and the position of these, the limbs
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For example, posture of a confident character
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includes wider arms, legs, and shoulder position
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because of the consciousness of trying to look bulkier
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Let’s try drawing this character for instance
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Slightly
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standing in sideways,
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arms
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bulky,
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and legs too
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This is also called the power pose
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Feet are often spread out to about shoulder length
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or a bit wider like this, but if we exaggerate a little more,
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it can be spread out wider
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It would feel more spread out like this,
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with the character is emphasizing the body
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Or
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what else are there
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We could keep the arms slightly away from the body
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If the character is holding something like props,
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then the figure could
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turn out to express
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more confidence
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On the other hand, passive elements would be the opposite
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If we were to draw a passive character,
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the waist would be slightly bent like this,
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the face would face either a little more upwards or downwards,
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and the body would be pulled in
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A weak posture where the limb
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is
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pulled in can be expressed
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like this
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The hands could also go behind the body
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Putting hands behind the back
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or bringing them
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in front of the body
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together with both hands
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below the chest,
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below the chest, holdingchest, holding each other,
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can give the character a passive impression
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Accordingly, we can make these two contrasting poses
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So, depending on how far the arms and legs are from the body,
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the given impression changes a lot
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Let’s say we want to make a character that is provocative to viewers
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What posture would give a more provocative feeling
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We could do the following for provocative impressions
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Here,
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set the character laterally
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with an angle and place
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this arm
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close to the beard,
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with fingers pointing or changed to
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other props
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Poses like this
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or pointing with fingers
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could serve as provocative behaviors
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And eyes looking to the front,
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giving the impression that the character is staring at me or other people,
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can express the provocative
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feeling,
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posture
269
00:29:48,430 --> 00:29:55,660
of the character context wise,
270
00:30:01,770 --> 00:30:02,920
Like this,
271
00:30:04,590 --> 00:30:07,850
pointing with the hands…
272
00:30:13,820 --> 00:30:17,510
Here we can add in a facial expression,
273
00:30:20,540 --> 00:30:23,370
like a screaming face and so on
274
00:30:38,760 --> 00:30:39,910
Like this,
275
00:30:41,870 --> 00:30:43,210
like this
276
00:30:48,520 --> 00:31:00,140
And a character that is hurt emotionally or expressively
277
00:31:00,880 --> 00:31:03,270
can be drawn with
278
00:31:06,470 --> 00:31:08,520
hands brought together
279
00:31:12,140 --> 00:31:13,070
like this
280
00:31:20,190 --> 00:31:21,000
in this posture,
281
00:31:25,100 --> 00:31:29,510
which is also called a prisoner posture
282
00:31:29,510 --> 00:31:29,910
So,
283
00:31:29,910 --> 00:31:32,010
a pose in stiffened condition
284
00:31:35,440 --> 00:31:39,180
with both hands slightly stacked like this
285
00:31:45,970 --> 00:31:47,360
Folding hands behind the back is also fine
286
00:31:47,360 --> 00:31:50,150
Arms that are
287
00:31:54,670 --> 00:31:57,100
overlapped on each other
288
00:31:57,100 --> 00:32:01,290
or folded in front of the body
289
00:32:02,570 --> 00:32:06,410
can also represent the posture of people
290
00:32:07,630 --> 00:32:08,580
with closed minds
291
00:32:08,970 --> 00:32:12,010
The head could be tilted slightly like this,
292
00:32:32,970 --> 00:32:37,510
expressed this way
293
00:32:40,620 --> 00:32:43,220
And when expressing characters who
294
00:32:44,630 --> 00:32:49,910
think a lot or are intelligent,
295
00:32:49,910 --> 00:32:54,410
we can make the head lean towards
296
00:32:55,050 --> 00:32:59,330
the front in a text neck posture
297
00:33:00,110 --> 00:33:02,920
And how the hands
298
00:33:05,710 --> 00:33:10,990
are positioned, whether close to the face or not,
299
00:33:11,750 --> 00:33:13,900
can also express various things
300
00:33:15,290 --> 00:33:22,220
A funny character can also be expressed through hand positions
301
00:33:25,430 --> 00:33:30,090
If you want to reference something
302
00:33:30,670 --> 00:33:37,000
with a deeper and more logical material on postures,
303
00:33:38,990 --> 00:33:43,910
I recommend you purchase
304
00:33:43,910 --> 00:33:49,030
a book called The Definitive Book of Body Language
305
00:33:51,280 --> 00:33:56,180
I searched on the Internet and Kyobo Bookstore website
306
00:33:56,810 --> 00:34:00,060
but could not find the Korean title
307
00:34:00,860 --> 00:34:04,720
The title is written only in English
308
00:34:05,450 --> 00:34:09,230
so I am not sure if it was translated into Korean,
309
00:34:11,400 --> 00:34:17,960
but the book is about detailed research on
310
00:34:18,670 --> 00:34:24,410
how the change in human psychology can affect
311
00:34:24,410 --> 00:34:35,300
what type of posture, behavior, or body language
312
00:34:35,300 --> 00:34:42,570
that a person expresses
313
00:34:44,170 --> 00:34:48,620
So, it is more about the human psychology
314
00:34:49,930 --> 00:34:52,250
of these kind of people… So basically,
315
00:34:53,040 --> 00:34:57,210
the posture of Korean people may differ from
316
00:34:57,210 --> 00:35:01,400
those of Americans or other foreigners
317
00:35:01,400 --> 00:35:04,150
in different situations
318
00:35:05,740 --> 00:35:12,570
However, how the universal public in general
319
00:35:12,570 --> 00:35:17,220
take certain postures according to
320
00:35:17,220 --> 00:35:21,660
which thoughts and feelings
321
00:35:21,660 --> 00:35:26,380
and the general ideas and minds
322
00:35:26,380 --> 00:35:29,130
can be obtained from this book
323
00:35:29,470 --> 00:35:32,730
Therefore, I recommend this book
324
00:35:32,730 --> 00:35:37,510
if you are interested in this area
325
00:35:40,380 --> 00:35:47,210
For the concept character that I will custom design,
326
00:35:48,030 --> 00:35:53,840
I will adopt the gallery pose or neutral pose for a production team
327
00:35:54,610 --> 00:35:58,600
like game production or animation production team
328
00:35:58,600 --> 00:36:03,560
and work on the concept and costumes
329
00:36:04,470 --> 00:36:08,870
Even in the format of neutral pose,
330
00:36:08,870 --> 00:36:11,650
it is possible to express the impression of
331
00:36:12,190 --> 00:36:15,150
the character minutely in various ways
332
00:36:15,480 --> 00:36:23,270
It can express impressions of larger movements in a more realistic way
333
00:36:23,820 --> 00:36:28,200
that the cartoonic production representing cannot show
334
00:36:28,520 --> 00:36:34,890
The impression can be created with the angle of light,
335
00:36:35,210 --> 00:36:38,580
the eyes of characters,
336
00:36:38,580 --> 00:36:42,060
or camera angles
337
00:36:42,060 --> 00:36:46,890
Depending on how the background is created,
338
00:36:47,320 --> 00:36:51,110
it is possible to express the impression many characters give
339
00:36:53,710 --> 00:37:00,590
Now if you think that the skeleton is constructed to some extent,
340
00:37:01,160 --> 00:37:06,440
select the parts of the character that stands out the most
341
00:37:07,160 --> 00:37:11,260
and start drawing a rough sketch
342
00:37:11,260 --> 00:37:17,990
We will review the various designs written in the idea note
343
00:37:18,400 --> 00:37:20,910
and apply gears and so on
344
00:37:22,190 --> 00:37:31,330
The rough sketch of the proportion reference is somewhat prepared,
345
00:37:32,780 --> 00:37:38,700
so let me adjust the transparency of the sketch
346
00:37:40,510 --> 00:37:44,490
Since the guideline is ready,
347
00:37:45,510 --> 00:37:49,170
I will begin drawing the rough draft on it
348
00:37:50,860 --> 00:37:51,790
First,
349
00:37:55,310 --> 00:38:00,910
if we are to create a neutral pose,
350
00:38:05,490 --> 00:38:14,600
let’s draw in an angle that is
351
00:38:21,350 --> 00:38:25,960
slightly to the front side
352
00:38:38,190 --> 00:38:39,790
Here, let’s make
353
00:38:42,860 --> 00:38:44,140
the head
354
00:38:44,300 --> 00:38:49,880
slightly face downwards
355
00:38:53,260 --> 00:38:55,880
and give an impression that he is
356
00:39:02,950 --> 00:39:04,550
staring at the side like this
357
00:39:26,830 --> 00:39:30,600
I will add more opacity to it because
358
00:39:34,370 --> 00:39:37,290
this can interfere with drawing the rough sketch
359
00:39:38,690 --> 00:39:39,650
I will
360
00:39:39,650 --> 00:39:41,350
only have this on since
361
00:39:43,400 --> 00:39:45,160
we just need to see the razor
362
00:39:54,340 --> 00:39:56,010
Now if we are roughly
363
00:39:58,640 --> 00:40:00,650
drawing the gesture and pose,
364
00:40:04,850 --> 00:40:06,760
like this…
365
00:40:24,170 --> 00:40:25,450
I will briefly show it to you
366
00:40:29,640 --> 00:40:32,910
As if the legs are slightly spread out…
367
00:40:36,590 --> 00:40:41,770
Now here, for the center of gravity of the character,
368
00:40:45,290 --> 00:40:47,380
I will slightly turn the pelvis
369
00:40:55,820 --> 00:40:59,150
to the side
370
00:41:03,240 --> 00:41:05,410
so that the weight is
371
00:41:08,970 --> 00:41:12,070
given to the left foot
372
00:41:15,210 --> 00:41:18,820
and add an indication to it,
373
00:41:18,820 --> 00:41:21,930
and make this front foot stick out a little
374
00:41:24,970 --> 00:41:27,950
Making it stick out a bit,
375
00:41:48,730 --> 00:41:50,090
just like this
376
00:41:52,500 --> 00:41:55,850
Now I will add an indication to the ribcage
377
00:41:57,980 --> 00:41:59,080
The ribcage,
378
00:42:02,380 --> 00:42:03,670
the ribcage
379
00:42:07,030 --> 00:42:12,460
refers to the ribs
380
00:42:20,430 --> 00:42:21,600
We just need to know
381
00:42:21,600 --> 00:42:28,060
roughly where this bone here
382
00:42:28,060 --> 00:42:32,040
in the middle of the chest ends
383
00:42:32,790 --> 00:42:35,630
And if the ribcage is about this long,
384
00:42:37,590 --> 00:42:40,040
the arm would end around here
385
00:42:40,570 --> 00:42:44,170
So I will indicate this too
386
00:42:46,990 --> 00:42:52,490
Moving onto selecting a design as I said,
387
00:42:53,750 --> 00:43:02,260
we will work on choosing which elements should be
388
00:43:03,390 --> 00:43:07,260
drawn with emphasis and read first
389
00:43:09,150 --> 00:43:11,780
when a viewer sees the character,
390
00:43:12,340 --> 00:43:15,540
that is, where the design
391
00:43:15,930 --> 00:43:19,780
that needs to be read first
392
00:43:21,240 --> 00:43:25,080
is located
393
00:43:25,080 --> 00:43:31,870
So, if the emphasis is put to the face here,
394
00:43:33,660 --> 00:43:35,800
we can plan out strategies to
395
00:43:37,310 --> 00:43:42,370
focus on facial detail, or we could choose to prioritize
396
00:43:42,370 --> 00:43:45,340
the part of the face near this arm and the arm and
397
00:43:46,180 --> 00:43:50,530
add several more elements
398
00:43:50,530 --> 00:43:54,210
that give more detail to this part,
399
00:43:54,210 --> 00:43:56,770
whereas the design of the part below
400
00:43:57,760 --> 00:43:59,870
is kept very simply
401
00:44:00,960 --> 00:44:02,020
Or,
402
00:44:05,260 --> 00:44:12,180
on this rifle possessed by this character
403
00:44:12,180 --> 00:44:22,470
and the design of the rifle, we could add some minor designs that can
404
00:44:23,690 --> 00:44:28,270
support them around this area so that
405
00:44:28,270 --> 00:44:33,450
this part stands out more,
406
00:44:34,510 --> 00:44:36,070
leading to its first reading
407
00:44:37,960 --> 00:44:43,030
Then even if the face is not so fancy,
408
00:44:44,090 --> 00:44:46,660
the weapon and the supporting design
409
00:44:46,660 --> 00:44:51,110
will make it easier to understand the identity of this character
410
00:44:54,030 --> 00:44:57,030
So, if you draw
411
00:44:59,240 --> 00:45:03,370
If you look at the idea sketch, there are so many lists
412
00:45:03,780 --> 00:45:09,300
If we apply all these lists of designs to
413
00:45:09,450 --> 00:45:13,140
one place, on one design,
414
00:45:13,960 --> 00:45:18,490
the design will become too crowded
415
00:45:18,490 --> 00:45:25,040
A crowded design gradually decreases one’s ability to visually read it
416
00:45:25,040 --> 00:45:34,350
That is, the design related symbolic format recognized by the brain
417
00:45:34,570 --> 00:45:36,270
will not be recorded well
418
00:45:38,570 --> 00:45:39,700
For example,
419
00:45:42,360 --> 00:45:47,820
there is a funny story about my old teacher
420
00:45:48,320 --> 00:45:55,430
My teacher would wave one hand with one finger lifted and ask us,
421
00:45:56,590 --> 00:45:59,790
can you see this How many fingers am I waving
422
00:46:00,140 --> 00:46:01,710
And make us guess
423
00:46:01,710 --> 00:46:04,470
It was easy to guess when he waved one finger,
424
00:46:04,470 --> 00:46:08,970
and also with three fingers
425
00:46:09,160 --> 00:46:13,880
because he could not wave it fast enough,
426
00:46:14,880 --> 00:46:17,670
but when he waved four fingers,
427
00:46:17,670 --> 00:46:21,350
the students started to have a hard time guessing
428
00:46:22,230 --> 00:46:26,860
The same principle is also applied to design
429
00:46:26,860 --> 00:46:31,520
When too much design and
430
00:46:31,520 --> 00:46:34,210
various types of elements are added, one’s ability to
431
00:46:34,210 --> 00:46:38,070
read this design decreases significantly
432
00:46:38,070 --> 00:46:48,140
So, selectively choosing just two to three elements
433
00:46:48,620 --> 00:46:54,790
that can make the character most impressive
434
00:46:55,130 --> 00:46:59,690
will make character reading considerably more effective
435
00:47:01,440 --> 00:47:05,420
If you want to apply all these design elements,
436
00:47:05,420 --> 00:47:07,830
make a variation
437
00:47:07,830 --> 00:47:12,150
Do not try to apply the designs all into one character
438
00:47:12,150 --> 00:47:17,910
but make more variations Here, two, three,
439
00:47:17,910 --> 00:47:19,960
or even one would be enough
440
00:47:20,340 --> 00:47:22,390
One or two
441
00:47:22,390 --> 00:47:27,220
It is important to not exceed four or five
442
00:47:31,990 --> 00:47:34,010
For instance,
443
00:47:35,560 --> 00:47:39,020
let’s assume I design this gun
444
00:47:39,020 --> 00:47:42,390
and consistently add in gears
445
00:47:42,390 --> 00:47:43,130
Like this,
446
00:47:44,200 --> 00:47:47,960
continuously adding this and that
447
00:47:47,960 --> 00:47:50,630
Adding something here on the feet,
448
00:47:50,630 --> 00:47:56,400
accessories on arms, and
449
00:47:56,400 --> 00:47:58,650
some on the head
450
00:47:58,650 --> 00:48:00,890
And now,
451
00:48:02,260 --> 00:48:05,410
the eye would be in a state where
452
00:48:05,410 --> 00:48:08,690
it does not know where to read first
453
00:48:10,000 --> 00:48:11,650
In this case, the design would
454
00:48:11,650 --> 00:48:13,210
become what we often refer to as
455
00:48:14,560 --> 00:48:18,230
a busy design
456
00:48:18,230 --> 00:48:21,160
It would become a very busy design
457
00:48:21,160 --> 00:48:24,120
Instead, we could localize this
458
00:48:27,990 --> 00:48:29,370
and design it
459
00:48:31,380 --> 00:48:32,600
to have a single point
460
00:48:34,040 --> 00:48:35,930
to focus on,
461
00:48:37,480 --> 00:48:38,920
a weapon here
462
00:48:38,920 --> 00:48:42,580
and a single strap here for example
463
00:48:43,660 --> 00:48:45,550
Even in this case,
464
00:48:45,550 --> 00:48:50,080
other complicating lines and surfaces
465
00:48:50,080 --> 00:48:53,170
may be applied and combined here,
466
00:48:53,670 --> 00:48:58,330
so this one design with
467
00:48:59,670 --> 00:49:02,330
simple design elements
468
00:49:02,330 --> 00:49:05,700
could produce various types of
469
00:49:05,700 --> 00:49:10,040
complex elements and design
470
00:49:10,040 --> 00:49:14,170
So, when choosing gears, props,
471
00:49:15,080 --> 00:49:17,700
or even shapes
472
00:49:19,190 --> 00:49:21,980
on clothes,
473
00:49:21,980 --> 00:49:25,780
we need to be very careful
474
00:49:27,190 --> 00:49:29,410
This here
475
00:49:29,470 --> 00:49:32,980
can be referred to as a bad design
476
00:49:33,870 --> 00:49:37,750
Try to make everything as simple as possible
477
00:49:39,550 --> 00:49:42,130
If you look at these pictures
478
00:49:42,130 --> 00:49:44,690
with the design elements in mind,
479
00:49:44,690 --> 00:49:47,220
there are not so many
480
00:49:48,730 --> 00:49:52,530
Obviously, parts that stand out here
481
00:49:55,220 --> 00:49:59,000
would be the hunter’s gun,
482
00:49:59,480 --> 00:50:01,130
this pipe,
483
00:50:01,130 --> 00:50:06,040
some kind of belt he is wearing,
484
00:50:07,130 --> 00:50:11,730
and this pocket That is pretty much it for gears
485
00:50:11,730 --> 00:50:14,530
Same applies to the other hunters
486
00:50:14,530 --> 00:50:16,280
A necklace,
487
00:50:17,560 --> 00:50:18,840
a pocket,
488
00:50:20,090 --> 00:50:21,460
a lucky bag,
489
00:50:22,180 --> 00:50:25,330
and there is another big pocket here
490
00:50:26,580 --> 00:50:28,090
There is a pipe
491
00:50:28,090 --> 00:50:29,530
and a gun too
492
00:50:30,150 --> 00:50:33,170
As you can see, the design elements are all
493
00:50:35,960 --> 00:50:37,940
crowded around this area
494
00:50:37,940 --> 00:50:39,510
Here too,
495
00:50:39,510 --> 00:50:42,000
crowded around here
496
00:50:42,000 --> 00:50:43,800
Same applies here
497
00:50:44,370 --> 00:50:51,010
So even if we do not add all those design elements,
498
00:50:51,010 --> 00:50:55,370
we can create a character’s image
499
00:50:55,370 --> 00:50:57,850
that would leave a strong impression
500
00:50:59,860 --> 00:51:02,260
That is what is important
501
00:51:04,080 --> 00:51:07,440
In English, they often say
502
00:51:07,440 --> 00:51:09,270
Less is more
503
00:51:11,770 --> 00:51:14,360
Let’s continue drawing
504
00:51:35,220 --> 00:51:37,050
I will try to draw
505
00:51:38,330 --> 00:51:39,730
a rifle here
506
00:51:40,630 --> 00:51:43,500
A matchlock, not a rifle
507
00:51:43,500 --> 00:51:48,630
Imagining that he has a modernized matchlock,
508
00:51:50,580 --> 00:51:53,210
let’s draw
509
00:51:55,320 --> 00:51:56,530
the rough sketch
510
00:52:03,410 --> 00:52:07,410
Drawing this here around the arm
511
00:52:08,530 --> 00:52:10,330
and leg,
512
00:52:18,350 --> 00:52:20,600
with long sleeves…
513
00:52:23,130 --> 00:52:26,580
Before making a character, I would always
514
00:52:26,580 --> 00:52:32,530
ask clients In what seasonal background
515
00:52:32,530 --> 00:52:37,690
will the character be placed in
516
00:52:37,690 --> 00:52:39,540
before anything else
517
00:52:39,540 --> 00:52:40,310
This is because
518
00:52:41,330 --> 00:52:43,540
when designing clothes,
519
00:52:43,540 --> 00:52:48,500
since the game character would roam around
520
00:52:49,830 --> 00:52:53,140
the game environment,
521
00:52:53,140 --> 00:52:56,760
the clothing would naturally change depending on the environment
522
00:52:57,580 --> 00:53:02,040
So, to check if there are
523
00:53:03,960 --> 00:53:04,890
any changes
524
00:53:06,100 --> 00:53:08,560
that may take place within the environment,
525
00:53:08,560 --> 00:53:11,220
I ask related questions a lot
526
00:53:11,220 --> 00:53:14,950
After this information is acquired,
527
00:53:14,950 --> 00:53:19,830
I start designing a diversity of
528
00:53:20,730 --> 00:53:23,030
base designs of clothes
529
00:53:25,080 --> 00:53:28,310
For this character,
530
00:53:30,130 --> 00:53:32,790
I am planning to
531
00:53:32,790 --> 00:53:34,170
set it as summer
532
00:53:35,090 --> 00:53:36,440
near
533
00:53:38,100 --> 00:53:39,990
the rainy season
534
00:53:49,430 --> 00:53:51,860
Now let’s draw the hands
535
00:54:36,040 --> 00:54:38,870
What should I say,
536
00:54:38,870 --> 00:54:42,390
since it is summer, he could be wearing
537
00:54:44,340 --> 00:54:46,230
something that is
538
00:54:47,290 --> 00:54:51,330
spread out more,
539
00:54:51,330 --> 00:54:52,660
and I would like
540
00:54:54,650 --> 00:55:00,440
the design to have material with
541
00:55:01,880 --> 00:55:05,750
leather patched on it
542
00:55:07,220 --> 00:55:07,930
So, like this,
543
00:55:11,000 --> 00:55:16,370
made with dinosaur skin, it would feel like crocodile leather
544
00:55:30,070 --> 00:55:32,630
I am guessing he would be wearing
545
00:55:36,180 --> 00:55:37,200
a vest like
546
00:55:37,200 --> 00:55:39,830
clothing
547
00:55:42,230 --> 00:55:45,620
this type of finishing
548
00:55:59,380 --> 00:56:01,330
Since we are still
549
00:56:04,060 --> 00:56:10,680
not at the stage where we add in details,
550
00:56:11,570 --> 00:56:16,150
let’s just indicate the general silhouette
551
00:56:18,040 --> 00:56:19,350
It’s a rough sketch after all
552
00:56:22,840 --> 00:56:25,370
A belt can be added here
553
00:56:26,490 --> 00:56:28,790
like this,
554
00:56:31,970 --> 00:56:32,920
and
555
00:56:34,270 --> 00:56:39,190
if he is a hunter with a matchlock,
556
00:56:42,830 --> 00:56:46,480
he would have a pocket or a pouch
557
00:56:46,480 --> 00:56:54,450
Inside the pouch, there may be things like
558
00:56:55,730 --> 00:56:58,840
gunpowder and such
559
00:57:03,130 --> 00:57:04,280
A pocket
560
00:57:05,080 --> 00:57:07,610
Let’s add a pocket
561
00:57:19,250 --> 00:57:21,170
And for this hand,
562
00:57:28,760 --> 00:57:31,730
I am thinking of
563
00:57:38,260 --> 00:57:42,580
giving an impression that it is holding something inside
564
00:57:46,520 --> 00:57:47,440
A cigar
565
00:57:47,440 --> 00:57:52,120
He may be holding a cigar between his lips,
566
00:57:52,120 --> 00:57:54,900
a cigar or a pipe
567
00:57:58,320 --> 00:58:01,300
I think in this reference, the long
568
00:58:01,300 --> 00:58:04,570
pipe that the men are holding is very impressive
569
00:58:06,860 --> 00:58:07,350
I would
570
00:58:09,490 --> 00:58:11,160
like to try adding that in
571
00:58:22,650 --> 00:58:23,350
Like this
572
00:59:04,860 --> 00:59:07,510
There is an easier way
573
00:59:08,530 --> 00:59:11,480
to draw the hand structure
574
00:59:14,530 --> 00:59:16,790
If the palm
575
00:59:18,130 --> 00:59:19,770
is in
576
00:59:24,730 --> 00:59:27,890
a square shape, it would look like this
577
00:59:27,890 --> 00:59:29,270
From here,
578
00:59:37,140 --> 00:59:38,770
when drawing knuckles,
579
00:59:42,070 --> 00:59:43,130
try drawing it
580
00:59:43,130 --> 00:59:46,200
like a robot’s hand
581
00:59:46,200 --> 00:59:46,900
So if it starts
582
00:59:47,990 --> 00:59:51,040
like this Or you could just
583
00:59:51,040 --> 00:59:54,010
draw it as a hand first
584
00:59:58,580 --> 01:00:01,370
and then add thickness to it
585
01:00:04,310 --> 01:00:07,760
to make the process easier
586
01:00:19,060 --> 01:00:21,460
Draw it as if you are drawing a robot,
587
01:00:29,140 --> 01:00:30,610
indicating it as simply
588
01:00:32,150 --> 01:00:34,650
as possible,
589
01:00:41,690 --> 01:00:45,850
Shorter It is said that in the past, the length of the pipe
590
01:00:46,870 --> 01:00:50,580
represented the person’s position
591
01:00:51,640 --> 01:00:56,530
or wealth and used to boast this
592
01:00:58,710 --> 01:01:02,370
How did they hunt with this
593
01:01:02,370 --> 01:01:07,730
I am not sure if the length of the pipe
594
01:01:08,790 --> 01:01:12,600
affects how the cigarette tastes
595
01:01:14,130 --> 01:01:15,410
or something,
596
01:01:16,620 --> 01:01:20,050
but it is very interesting
597
01:01:29,140 --> 01:01:29,910
Then
598
01:01:30,930 --> 01:01:34,490
I will draw the bottoms
599
01:01:35,570 --> 01:01:37,770
a little longer
600
01:01:37,770 --> 01:01:38,610
Longer
601
01:01:46,990 --> 01:01:53,810
So, although this is a vest, I am thinking of extending it
602
01:01:56,210 --> 01:01:57,850
to become longer
603
01:01:57,850 --> 01:02:03,880
and add a dinosaur skin pattern
604
01:02:03,880 --> 01:02:05,330
or material here
605
01:02:18,450 --> 01:02:22,970
It should be slightly opened since the front foot it set out
606
01:02:23,440 --> 01:02:25,370
Let’s indicate this
607
01:02:38,240 --> 01:02:41,850
I will utilize the head drawn
608
01:02:45,810 --> 01:02:48,570
in the last lecture a little more
609
01:02:52,470 --> 01:02:53,780
to draw this character
610
01:02:55,800 --> 01:02:58,970
Since there is an angle like this, we will
611
01:03:06,210 --> 01:03:07,450
reference it and start drawing
612
01:03:21,580 --> 01:03:27,960
Usually, I would create several head variations
613
01:03:27,960 --> 01:03:33,490
and apply one of them to
614
01:03:33,490 --> 01:03:36,050
the rough sketch of the character
615
01:03:36,370 --> 01:03:40,050
Suppose that we have one variation
616
01:03:41,590 --> 01:03:43,480
right now
617
01:03:43,480 --> 01:03:48,860
Using this variation,
618
01:03:48,860 --> 01:03:51,560
the sketch material of this character,
619
01:03:53,590 --> 01:03:55,580
and referring to other pictures,
620
01:03:57,830 --> 01:04:01,690
we will create a portrait
621
01:04:12,510 --> 01:04:13,110
First,
622
01:04:25,110 --> 01:04:26,520
let’s assume
623
01:04:29,140 --> 01:04:31,570
the eyes are
624
01:04:36,340 --> 01:04:37,410
cocked
625
01:04:39,000 --> 01:04:41,370
slightly up like this,
626
01:05:19,960 --> 01:05:23,640
and I was wondering if we should
627
01:05:23,640 --> 01:05:28,210
make him look a little older
628
01:05:57,300 --> 01:06:00,370
When I am sketching like this,
629
01:06:00,370 --> 01:06:03,990
there is no need to obsess about
630
01:06:03,990 --> 01:06:05,650
keeping the sketch
631
01:06:07,510 --> 01:06:09,370
exactly within this outline
632
01:06:09,370 --> 01:06:10,010
Right now,
633
01:06:11,800 --> 01:06:18,310
the canvas I am drawing on is not a normal canvas
634
01:06:18,310 --> 01:06:19,410
It is Photoshop
635
01:06:20,430 --> 01:06:22,420
Since users can digitally always
636
01:06:25,180 --> 01:06:25,960
change the size
637
01:06:25,960 --> 01:06:29,020
of face or other shapes
638
01:06:32,800 --> 01:06:34,760
freely
639
01:06:37,280 --> 01:06:39,260
without
640
01:06:41,760 --> 01:06:45,820
using set materials,
641
01:06:48,990 --> 01:06:51,390
I will try to use
642
01:06:53,860 --> 01:06:58,590
the digital benefits as much
643
01:07:00,430 --> 01:07:01,010
as possible
644
01:07:01,010 --> 01:07:03,530
I think they are
645
01:07:06,400 --> 01:07:09,180
great tools that allow us to
646
01:07:10,210 --> 01:07:13,580
focus solely on the design,
647
01:07:13,580 --> 01:07:16,740
Photoshop and other digital tools
648
01:07:17,570 --> 01:07:21,870
With other formulated tools,
649
01:07:21,870 --> 01:07:27,520
when we make big mistakes, we must draw it again
650
01:07:27,520 --> 01:07:31,010
or paint over the drawing
651
01:07:31,010 --> 01:07:36,280
after covering it
652
01:07:36,280 --> 01:07:41,500
This is inconvenient in many ways
653
01:07:41,500 --> 01:07:43,780
since there are a lot of situations
654
01:07:43,780 --> 01:07:47,140
where we must erase the whole thing
655
01:07:49,700 --> 01:07:52,160
For now,
656
01:07:52,160 --> 01:07:57,380
we will indicate where the shadow is at roughly,
657
01:08:00,830 --> 01:08:01,950
and the position of the gear
658
01:08:07,900 --> 01:08:12,010
Koreans of the past seem to have
659
01:08:12,010 --> 01:08:16,620
very noticeable cheekbones
660
01:08:16,620 --> 01:08:22,560
and are this I am not sure if this is due to
661
01:08:23,660 --> 01:08:24,250
malnutrition,
662
01:08:24,250 --> 01:08:26,430
the genetics,
663
01:08:28,000 --> 01:08:31,780
or other reasons,
664
01:08:32,450 --> 01:08:36,640
but the cheekbones are developed
665
01:08:37,930 --> 01:08:39,010
as far as I know
666
01:08:42,810 --> 01:08:45,120
On the head,
667
01:08:46,270 --> 01:08:46,980
let’s make him wear
668
01:08:48,770 --> 01:08:49,790
a bandana
669
01:08:59,050 --> 01:09:05,200
like these people in these other references
670
01:09:05,200 --> 01:09:10,450
This person has a topknot But his clothes are very fancy
671
01:09:10,450 --> 01:09:17,500
But if you see the common people,
672
01:09:19,230 --> 01:09:22,610
the topknot,
673
01:09:22,610 --> 01:09:24,240
I am not so sure what it is called,
674
01:09:24,240 --> 01:09:29,480
is not covered with the transparent object
675
01:09:29,480 --> 01:09:32,480
for a lot of people in the material
676
01:09:32,480 --> 01:09:34,060
Same applies to this person
677
01:09:34,060 --> 01:09:37,250
Common people could not afford
678
01:09:38,250 --> 01:09:43,040
to buy these head accessories
679
01:09:44,830 --> 01:09:46,410
this person is wearing
680
01:09:46,410 --> 01:09:49,460
So the almost all common people
681
01:09:49,460 --> 01:09:53,190
would tie their hair up in
682
01:09:53,190 --> 01:09:56,480
a topknot shape
683
01:09:57,730 --> 01:09:59,460
as far as I know
684
01:10:03,820 --> 01:10:10,080
For a more realistic feeling, making it slightly blunt and
685
01:10:10,080 --> 01:10:13,510
giving it a feeling that is not organized and blunt,
686
01:10:16,640 --> 01:10:17,410
I will draw the topknot
687
01:10:30,270 --> 01:10:32,350
Now,
688
01:10:32,350 --> 01:10:34,180
the position of the head
689
01:10:35,550 --> 01:10:37,000
is not targeted correctly
690
01:10:37,000 --> 01:10:41,310
In this case, copy this and then
691
01:10:41,820 --> 01:10:44,860
move it to a corresponding location
692
01:10:46,270 --> 01:10:49,220
The size can also be adjusted here
693
01:10:51,260 --> 01:10:53,860
I think this size is good
694
01:10:56,740 --> 01:10:58,050
Also, for the eyes,
695
01:11:00,130 --> 01:11:03,870
I will add an indication like this for now
696
01:11:40,790 --> 01:11:43,330
The eyes are too big
697
01:11:43,330 --> 01:11:46,270
As the eyes get bigger,
698
01:11:46,270 --> 01:11:49,340
the character becomes more cartooniccartoony,
699
01:11:49,340 --> 01:11:52,030
so for the eyes, pupils,
700
01:11:52,030 --> 01:11:53,890
giving less
701
01:11:55,170 --> 01:11:57,840
indication
702
01:11:59,650 --> 01:12:00,740
would be
703
01:12:01,920 --> 01:12:02,880
more ideal
704
01:12:06,660 --> 01:12:11,660
Just roughly express it in a silhouette
705
01:12:11,660 --> 01:12:14,930
and add more detail to it
706
01:12:18,900 --> 01:12:20,640
in the later stages
707
01:12:26,980 --> 01:12:28,450
Draw the rough sketch
708
01:12:30,460 --> 01:12:31,780
like this first
709
01:12:35,060 --> 01:12:37,810
Now, since the pouch is blocked by the hand,
710
01:12:37,810 --> 01:12:41,890
let’s lower the pouch design a little
711
01:12:41,890 --> 01:12:45,410
Because of the hand design,
712
01:12:54,050 --> 01:12:56,850
which is blocking the pouch,
713
01:12:56,850 --> 01:13:00,420
we can barely see its design
714
01:13:00,580 --> 01:13:03,430
If so, when a modeler sees it,
715
01:13:03,430 --> 01:13:08,160
he or she may not be able to tell what this design is
716
01:13:10,330 --> 01:13:10,940
We
717
01:13:16,620 --> 01:13:17,920
should try changing
718
01:13:20,830 --> 01:13:21,860
the design
719
01:13:25,250 --> 01:13:26,270
For
720
01:13:26,270 --> 01:13:29,830
those concepts,
721
01:13:32,920 --> 01:13:35,420
the promotional concepts,
722
01:13:35,420 --> 01:13:39,300
a lot of poses that need to be created
723
01:13:39,300 --> 01:13:40,150
can be drawn
724
01:13:40,150 --> 01:13:46,470
But for concepts that are to be used in the field
725
01:13:46,470 --> 01:13:49,630
and shown as references,
726
01:13:50,140 --> 01:13:53,950
the poses may be
727
01:13:53,950 --> 01:13:56,960
more formal
728
01:13:57,850 --> 01:14:01,600
This is the reason why
729
01:14:04,540 --> 01:14:06,400
Because,
730
01:14:07,610 --> 01:14:11,100
although the hand can make the pose nicer,
731
01:14:11,100 --> 01:14:16,580
it would block an important design
732
01:14:18,820 --> 01:14:21,280
Therefore, let’s
733
01:14:27,230 --> 01:14:28,220
remove this hand again
734
01:14:40,380 --> 01:14:42,910
and create a pose where
735
01:14:48,190 --> 01:14:51,040
he is touching his waist,
736
01:15:06,850 --> 01:15:13,060
or holding onto a belt on his waist
737
01:15:45,380 --> 01:15:47,040
So,
738
01:15:47,780 --> 01:15:54,720
when drawing a form on the body,
739
01:15:56,830 --> 01:15:58,270
remind yourself that
740
01:16:00,540 --> 01:16:01,700
there are lines like this
741
01:16:03,070 --> 01:16:05,890
and draw the lines
742
01:16:05,890 --> 01:16:09,700
according to the overall flow
743
01:16:11,070 --> 01:16:16,100
The problem with not having these lines here
744
01:16:16,100 --> 01:16:18,820
is that the character’s
745
01:16:18,820 --> 01:16:21,310
form may seem somewhat
746
01:16:21,860 --> 01:16:26,240
flatter than it should be
747
01:16:40,160 --> 01:16:44,610
And so, moving the belt a little lower,
748
01:16:45,450 --> 01:16:48,290
let’s make this character
749
01:16:48,290 --> 01:16:49,470
grab
750
01:16:51,620 --> 01:16:52,420
the belt
751
01:16:58,820 --> 01:17:03,010
Right now the gun
752
01:17:03,010 --> 01:17:06,140
and the design of the gun
753
01:17:06,140 --> 01:17:07,840
is forming a large diagonal line
754
01:17:07,840 --> 01:17:10,080
To break this down a little,
755
01:17:11,260 --> 01:17:14,880
here we could add a pouch,
756
01:17:15,650 --> 01:17:18,180
design of a pouch that
757
01:17:19,420 --> 01:17:22,920
hunters would have carried
758
01:17:22,920 --> 01:17:26,790
I think this size should be optimal for keeping balance,
759
01:17:26,790 --> 01:17:28,130
with this size and this size
760
01:17:29,280 --> 01:17:30,620
like this
761
01:17:30,620 --> 01:17:36,220
From this here, this here, to this here,
762
01:17:39,530 --> 01:17:41,700
the eye would flow accordingly
763
01:17:41,700 --> 01:17:44,830
Let’s try to make the flow drop down
764
01:17:45,430 --> 01:17:47,520
to this area here
765
01:17:50,360 --> 01:17:54,340
For the detail of shoes,
766
01:17:59,420 --> 01:18:01,380
as this foot it sticking out in
767
01:18:01,380 --> 01:18:02,340
the front
768
01:18:08,820 --> 01:18:12,850
wearing a straw shoe,
769
01:18:14,390 --> 01:18:17,590
we will try to make the detail of the straw shoe
770
01:18:18,840 --> 01:18:20,690
more prominent
771
01:18:21,110 --> 01:18:23,020
The foot turned out to be large
772
01:18:23,020 --> 01:18:26,610
It can be shrinked shrunk in this way
773
01:18:31,000 --> 01:18:35,680
I often draw the foot size
774
01:18:35,680 --> 01:18:37,920
too big from habit
775
01:18:37,920 --> 01:18:42,830
The problem is, even if I unconsciously remind myself
776
01:18:42,830 --> 01:18:44,460
to draw the foot smaller,
777
01:18:44,460 --> 01:18:46,130
I often end up
778
01:18:46,130 --> 01:18:48,790
drawing it bigger
779
01:18:50,550 --> 01:18:56,190
But we can fix that with Photoshop
780
01:18:56,190 --> 01:18:58,710
We can adjust it easily
781
01:19:01,240 --> 01:19:04,630
Then to prevent this leg in the back
782
01:19:09,370 --> 01:19:12,730
from standing out,
783
01:19:14,710 --> 01:19:16,020
we can block it
784
01:19:16,890 --> 01:19:24,030
with a silhouette when painting colors
785
01:19:24,030 --> 01:19:26,520
I will add an indication
786
01:19:27,800 --> 01:19:28,820
And now,
787
01:19:29,910 --> 01:19:33,530
when visually reading this design,
788
01:19:35,610 --> 01:19:40,700
viewers would start at the head,
789
01:19:40,700 --> 01:19:44,700
then down to the butt plate of the rifle,
790
01:19:44,700 --> 01:19:49,210
then to the pouch design,
791
01:19:50,280 --> 01:19:53,780
and to the shoes
792
01:19:55,800 --> 01:20:00,730
But the most important reading would be done at the face,
793
01:20:00,730 --> 01:20:02,240
and then at the weapon,
794
01:20:02,240 --> 01:20:05,650
pouch, and shoes in
795
01:20:07,460 --> 01:20:08,470
a top to bottom order
796
01:20:08,470 --> 01:20:13,140
We can control the direction of the eyes in this process
797
01:20:19,380 --> 01:20:25,520
I think we could also add an armor like this
798
01:20:25,520 --> 01:20:28,760
For the armourarmor,
799
01:20:28,760 --> 01:20:31,450
to oppress it from standing out too much,
800
01:20:31,450 --> 01:20:35,220
I will try adding colors or
801
01:20:35,220 --> 01:20:36,250
Or
802
01:20:38,550 --> 01:20:41,590
make the details smaller
803
01:20:41,590 --> 01:20:44,890
so that it does not stand out
804
01:20:50,550 --> 01:20:51,410
more than the face
805
01:21:13,550 --> 01:21:15,320
Making it neater
806
01:21:34,550 --> 01:21:39,690
And since the leg is too thin,
807
01:21:39,690 --> 01:21:41,530
we will add more volume
808
01:21:43,220 --> 01:21:46,660
to it by adding a structure that gives volume,
809
01:21:46,660 --> 01:21:48,250
a design structure
810
01:21:55,010 --> 01:21:57,090
I will also
811
01:21:58,390 --> 01:21:59,670
make the form of this area
812
01:22:00,790 --> 01:22:03,250
stand out a little more
813
01:22:33,490 --> 01:22:38,230
The head seems too big, so I will shrink it a little
814
01:22:50,200 --> 01:22:55,210
When drawing the image in detail,
815
01:22:55,210 --> 01:22:58,040
be sure to check the navigator
816
01:22:59,060 --> 01:23:02,040
shown here
817
01:23:02,040 --> 01:23:05,060
This acts as a thumbnail
818
01:23:08,390 --> 01:23:10,640
When adding details,
819
01:23:10,640 --> 01:23:12,850
our eyes may get used to these details
820
01:23:12,850 --> 01:23:15,350
If so,
821
01:23:15,350 --> 01:23:21,340
inferring how the overall shape is being structured
822
01:23:21,340 --> 01:23:24,050
sometimes becomes very difficult
823
01:23:24,050 --> 01:23:26,260
In these situations,
824
01:23:28,020 --> 01:23:31,700
utilize these thumbnails to check your process
825
01:23:31,700 --> 01:23:34,930
I will stick this foot to the front a little more
826
01:23:34,930 --> 01:23:38,770
The elements is slightly out of balance now
827
01:23:51,880 --> 01:23:56,890
Now let’s add the design of an A frame carrier
828
01:23:57,270 --> 01:23:59,510
If the character has an A frame carrier,
829
01:24:07,190 --> 01:24:09,590
I have a reference to it here…
830
01:24:11,700 --> 01:24:13,560
It is remarkable
831
01:24:13,560 --> 01:24:14,970
For this elderly,
832
01:24:17,420 --> 01:24:24,460
the structure of the A-frame carrier seems to be sticking out almost this much
833
01:24:24,460 --> 01:24:27,290
I think we need to refine this too
834
01:24:27,290 --> 01:24:29,780
Making it shorter,
835
01:24:31,420 --> 01:24:34,550
let’s refine it about this long
836
01:24:34,550 --> 01:24:36,370
so that it is not shown
837
01:24:38,100 --> 01:24:41,850
It would not matter if it sticks out like this
838
01:24:43,960 --> 01:24:44,890
It does not matter
839
01:24:45,910 --> 01:24:49,390
Let’s give a little more indication here again,
840
01:24:49,390 --> 01:24:51,000
showing there is a bale here
841
01:25:11,610 --> 01:25:14,880
I think it should be okay to make
842
01:25:14,880 --> 01:25:16,840
this matchlock a little bigger
843
01:25:16,840 --> 01:25:17,930
For this,
844
01:25:19,700 --> 01:25:25,170
I will give a separate lecture on prop design later
845
01:25:26,570 --> 01:25:30,810
Since props are another very important design element,
846
01:25:30,810 --> 01:25:32,600
when drawing rough sketches
847
01:25:32,600 --> 01:25:34,200
of the overall structure of characters,
848
01:25:36,090 --> 01:25:38,930
just give them some indication
849
01:25:40,530 --> 01:25:41,720
like this,
850
01:25:43,480 --> 01:25:46,840
setting a basic outline
851
01:25:48,760 --> 01:25:50,710
for them
852
01:25:50,710 --> 01:25:52,830
Just like this,
853
01:25:52,830 --> 01:25:56,090
by indicating that elements should be
854
01:25:57,530 --> 01:25:58,930
placed in this way,
855
01:26:00,730 --> 01:26:04,440
we can try planning ahead
856
01:26:06,330 --> 01:26:09,400
As it is rainy season of summer
857
01:26:14,790 --> 01:26:20,850
Koreans of older generations
858
01:26:20,850 --> 01:26:22,590
wore something like raincoats
859
01:26:22,590 --> 01:26:25,970
made from weaving reed
860
01:26:25,970 --> 01:26:28,790
to my knowledge
861
01:26:28,790 --> 01:26:29,270
So,
862
01:26:30,640 --> 01:26:35,100
So, if you see here…
863
01:26:35,100 --> 01:26:37,610
I do not think they are Koreans,
864
01:26:37,610 --> 01:26:39,170
I think they are Japanese
865
01:26:39,170 --> 01:26:40,040
But
866
01:26:43,710 --> 01:26:49,730
the silhouette of the clothes made of straw seems nice
867
01:26:49,730 --> 01:26:50,230
So,
868
01:26:53,440 --> 01:26:55,350
if I were
869
01:26:57,270 --> 01:26:59,160
give a variation,
870
01:27:04,570 --> 01:27:05,530
it would
871
01:27:06,580 --> 01:27:07,830
turn out to be
872
01:27:09,590 --> 01:27:13,970
clothes like Ghillie suits
873
01:27:13,970 --> 01:27:16,210
that the snipers are wearing
874
01:27:21,810 --> 01:27:24,310
or something similar,
875
01:27:27,640 --> 01:27:30,490
or other unique
876
01:27:32,370 --> 01:27:35,040
costume designs
877
01:27:35,040 --> 01:27:37,330
So now with this variation,
878
01:27:40,950 --> 01:27:42,930
I will continue drawing the rough sketch
879
01:27:54,570 --> 01:27:58,450
I want to leave this part here
880
01:27:59,890 --> 01:28:01,060
because
881
01:28:03,020 --> 01:28:07,730
I would like some of these animal skin or leather
882
01:28:07,730 --> 01:28:10,870
from hunted games to be placed as elements here
883
01:28:14,890 --> 01:28:15,730
This is very unique
884
01:28:15,730 --> 01:28:19,160
If you look at it, this part is unique
885
01:28:19,160 --> 01:28:22,280
I would like to add this into the design,
886
01:28:22,280 --> 01:28:25,050
but if I do,
887
01:28:26,100 --> 01:28:32,120
a lot of existing designs would have to be sacrificed
888
01:28:32,120 --> 01:28:39,030
Let’s just continue in a simple way like this
889
01:28:42,790 --> 01:28:44,890
The character could be wearing a satgat
890
01:28:46,320 --> 01:28:49,940
If we are to add a variation wearing a satgat,
891
01:29:08,440 --> 01:29:11,840
to show how
892
01:29:15,380 --> 01:29:20,660
the satgat ages from mundane use
893
01:29:20,660 --> 01:29:24,820
and what type of damage is given to it,
894
01:29:24,820 --> 01:29:29,330
I would have to search for more references,
895
01:29:31,250 --> 01:29:32,620
if I were to add it
896
01:29:32,620 --> 01:29:36,830
And we should also do research on
897
01:29:36,830 --> 01:29:43,120
which type of satgat was used for what purpose
898
01:29:43,120 --> 01:29:45,960
by the people of Joseon Dynasty
899
01:29:45,960 --> 01:29:50,110
We could draw with the images in our minds,
900
01:29:50,110 --> 01:29:52,290
but if we do so,
901
01:29:52,290 --> 01:29:56,280
the sense of reality would be reduced significantly
902
01:29:57,160 --> 01:30:02,540
So, although I am just simply giving an indication
903
01:30:02,540 --> 01:30:03,420
to a rough sketch,
904
01:30:03,420 --> 01:30:09,270
if this variation is selected
905
01:30:09,270 --> 01:30:12,340
to move onto the black-and-white or coloring stage,
906
01:30:12,340 --> 01:30:14,170
I will definitely look for
907
01:30:14,920 --> 01:30:17,920
more references of satgat
908
01:30:17,920 --> 01:30:21,330
and search for its materials,
909
01:30:21,330 --> 01:30:22,730
weathering characteristics,
910
01:30:22,730 --> 01:30:27,040
that is,
911
01:30:27,040 --> 01:30:29,320
how it ages and
912
01:30:29,320 --> 01:30:34,810
how straws are decomposed
913
01:30:37,510 --> 01:30:41,370
If more variations
914
01:30:43,090 --> 01:30:44,760
are to be given
915
01:30:46,540 --> 01:30:49,340
For instance I like
916
01:30:49,340 --> 01:30:54,100
this raincoat very much and would like to
917
01:30:56,410 --> 01:30:57,890
make it longer
918
01:30:58,400 --> 01:31:02,550
And for hats,
919
01:31:03,800 --> 01:31:05,650
there are so many unique hats here
920
01:31:05,650 --> 01:31:08,900
I think this is a winter hat
921
01:31:08,900 --> 01:31:10,840
As for summer hats
922
01:31:14,010 --> 01:31:16,090
Don’t you think this one is unique
923
01:31:17,330 --> 01:31:20,480
He looks like a captain, a pirate captain
924
01:31:20,890 --> 01:31:22,420
This one is also unusual
925
01:31:26,560 --> 01:31:29,050
The common,
926
01:31:31,060 --> 01:31:32,950
what were these called,
927
01:31:33,560 --> 01:31:35,990
the gat, the Korean traditional hat,
928
01:31:42,010 --> 01:31:44,760
for hunters,
929
01:31:44,760 --> 01:31:47,490
to my knowledge, these were made with
930
01:31:47,490 --> 01:31:49,480
expensive materials, these gat
931
01:31:49,480 --> 01:31:57,810
But I assume there were smaller ones that the common people could wear
932
01:31:57,810 --> 01:31:58,980
This is very unique, but
933
01:32:02,130 --> 01:32:05,650
I think this gat is more unique
934
01:32:06,390 --> 01:32:09,400
than these rounder ones
935
01:32:09,400 --> 01:32:11,990
I am not sure
936
01:32:11,990 --> 01:32:14,330
of their fixed use,
937
01:32:16,690 --> 01:32:18,130
but the designs are
938
01:32:19,250 --> 01:32:20,210
extremely unique
939
01:32:20,210 --> 01:32:24,890
This one seems a little heavy
940
01:32:24,890 --> 01:32:25,530
However,
941
01:32:26,170 --> 01:32:28,910
since it would seem unique as a design element,
942
01:32:30,840 --> 01:32:33,560
I will add a variation
943
01:32:51,100 --> 01:32:57,560
Let’s make it smaller
944
01:33:16,090 --> 01:33:18,390
Here, I am
945
01:33:21,010 --> 01:33:21,760
thinking of adding
946
01:33:23,400 --> 01:33:24,990
a design that covers
947
01:33:26,520 --> 01:33:33,910
this whole part, made with dinosaur leather
948
01:33:33,910 --> 01:33:37,880
So, in this lecture, by working on rough sketches of characters and setting
949
01:33:37,880 --> 01:33:43,000
a story for the character, we have looked into understanding the designs
950
01:33:43,000 --> 01:33:47,320
in costume production, the impression of characters expressed through
951
01:33:47,320 --> 01:33:52,180
various poses, and ways to divide the skeleton for setup
952
01:33:52,180 --> 01:33:57,850
In the next lecture, we will take some time to select the design that
953
01:33:57,850 --> 01:34:00,330
we created on this rough sketch variation
954
01:34:00,330 --> 01:34:02,180
and add more detail,
955
01:34:02,180 --> 01:34:05,610
while also working on other
956
01:34:05,610 --> 01:34:07,340
design-related elements
957
01:34:07,340 --> 01:34:08,390
That is it for today
958
01:34:08,390 --> 01:34:09,240
Thank you
65043
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