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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 00:00:06,050 --> 00:00:11,550 Hello In today’s lecture, I will explain the process and 3 00:00:11,550 --> 00:00:15,290 design elements of creating a concept sketch of characters, 4 00:00:15,290 --> 00:00:19,360 which is crucial to the production stage of character development 5 00:00:20,400 --> 00:00:25,960 Based on the materials of the idea sketch note from the previous lecture, 6 00:00:26,350 --> 00:00:30,720 I have opened some references to a collection of photos 7 00:00:30,870 --> 00:00:34,880 One is this idea sketch, 8 00:00:35,680 --> 00:00:40,320 the sketch with ideas noted 9 00:00:40,570 --> 00:00:42,140 The next is the mood board, 10 00:00:43,070 --> 00:00:46,980 which is a reference that roughly 11 00:00:47,420 --> 00:00:50,210 shows the overall impression 12 00:00:50,980 --> 00:00:53,200 of certain images 13 00:00:53,200 --> 00:00:55,730 And there are two shape references 14 00:00:55,730 --> 00:01:01,060 One is a face reference 15 00:01:01,220 --> 00:01:06,370 and the other is a reference with design elements 16 00:01:07,360 --> 00:01:10,750 which includes costumes, weapons, 17 00:01:10,750 --> 00:01:17,440 and various shapes 18 00:01:19,060 --> 00:01:24,970 The character is a dinosaur hunter of the Joseon Dynasty 19 00:01:25,330 --> 00:01:30,900 As a historical costume suitable for the time is needed, 20 00:01:30,900 --> 00:01:37,540 I referenced a lot of old black and white photos 21 00:01:37,820 --> 00:01:44,460 Even if fantastical elements are not applied to overall design of a character, 22 00:01:44,460 --> 00:01:49,760 inventing a design point that allows one to infer what the character is 23 00:01:49,980 --> 00:01:54,980 with only a few design related hints for visual inference 24 00:01:55,420 --> 00:01:58,180 is important 25 00:01:58,610 --> 00:02:01,520 The material of the clothes 26 00:02:01,520 --> 00:02:08,130 of characters, with what material were the clothes made 27 00:02:10,510 --> 00:02:16,420 We can also presume that hunters of the old days, 28 00:02:16,590 --> 00:02:21,020 to adorn themselves for their symbolization, 29 00:02:21,020 --> 00:02:26,910 may have carried the skin or body parts of animals 30 00:02:27,450 --> 00:02:32,510 Furthermore, we can assume what material the dinosaur skin was 31 00:02:33,070 --> 00:02:37,830 and where, how, and in what function 32 00:02:37,830 --> 00:02:41,470 would the clothing fit naturally 33 00:02:41,940 --> 00:02:46,820 To catch reptiles like dinosaurs, 34 00:02:47,460 --> 00:02:55,140 what weapons or gears would this character have carried when hunting 35 00:02:55,350 --> 00:02:58,210 This can also be supposed 36 00:02:59,730 --> 00:03:06,630 After reviewing various data on Korean dinosaur fossils on the internet, I found that 37 00:03:06,630 --> 00:03:11,980 there were medium sized raptor type dinosaurs, well known through movies, 38 00:03:11,980 --> 00:03:18,140 named deinonychus, pterosaurs, 39 00:03:18,140 --> 00:03:23,840 and brontopodus, which were large sized dinosaurs with longs 40 00:03:23,840 --> 00:03:27,620 I think we should set this character as 41 00:03:28,060 --> 00:03:34,340 a brave, professional hunter that mainly 42 00:03:34,590 --> 00:03:39,010 hunts raptorial raptor type dinosaurs 43 00:03:39,690 --> 00:03:44,900 The average length of a Korean raptor is around 3 4 meters, 44 00:03:45,440 --> 00:03:50,000 which is close to the length of a small rubber boat 45 00:03:50,690 --> 00:03:57,090 It has amazing claws of 4 7 inches, which is 46 00:03:57,590 --> 00:04:01,310 close to the length of an iPhone that we use 47 00:04:01,820 --> 00:04:06,620 Then, when hunting fast animals, up to 3 meters long, 48 00:04:06,940 --> 00:04:12,540 and have outrageous claws and teeth, what should one wear 49 00:04:12,860 --> 00:04:15,140 to not only protect oneself 50 00:04:15,360 --> 00:04:18,130 but also move swiftly to chase the game 51 00:04:18,130 --> 00:04:20,130 We may think 52 00:04:20,660 --> 00:04:27,430 We can also imagine and deduce how one would have 53 00:04:27,430 --> 00:04:29,250 enhanced gears and weapons 54 00:04:29,930 --> 00:04:34,780 We may also think, when catching animals, 55 00:04:34,780 --> 00:04:38,440 these dinosaurs, would they have used 56 00:04:38,440 --> 00:04:44,160 nets to seize, matchlocks to shoot, or arrows to catch them 57 00:04:45,600 --> 00:04:50,660 Now that we have considered the monumental design of a hunter, 58 00:04:50,660 --> 00:04:56,560 among various design elements apart from these functional aspects, 59 00:04:56,560 --> 00:05:00,100 we need to consider which design can effectively 60 00:05:00,100 --> 00:05:02,980 reflect the impression and feeling of this character 61 00:05:03,260 --> 00:05:09,180 Having set the target of the hunt, rather than hunting alone, 62 00:05:09,860 --> 00:05:15,230 being included in a small, professional team that moves as a group 63 00:05:15,620 --> 00:05:19,100 seams more realistic 64 00:05:19,870 --> 00:05:20,640 Also, 65 00:05:23,100 --> 00:05:31,390 if included in a team, we need to consider the role distribution 66 00:05:31,840 --> 00:05:36,380 and the position within the affiliate system 67 00:05:36,860 --> 00:05:44,450 We may also think about whether this character is a leader within the team 68 00:05:44,450 --> 00:05:51,460 On the other hand, a lonely marksman who has an important technical role 69 00:05:51,900 --> 00:05:57,510 in the team, does not get along well with the team but 70 00:05:57,510 --> 00:06:06,590 has zest and grief of life might be more interesting story wise 71 00:06:07,360 --> 00:06:13,150 And now, applying the feeling and impression of the character 72 00:06:13,640 --> 00:06:16,320 in the design would be important 73 00:06:16,800 --> 00:06:23,170 This can be interpreted in many ways in terms of design, but 74 00:06:23,730 --> 00:06:29,440 the major design elements which show the character’s impression 75 00:06:30,350 --> 00:06:34,460 are silhouettes from tone of clothes and pose, 76 00:06:35,160 --> 00:06:41,040 and the design of items that the character uses with affection 77 00:06:42,240 --> 00:06:45,310 In this case, like the description of a marksman, 78 00:06:45,310 --> 00:06:50,470 they may be things like the character’s soulmate weapon 79 00:06:52,040 --> 00:06:57,150 And if the design concept production 80 00:06:57,310 --> 00:07:05,730 is set up to begin producing game characters, 81 00:07:05,980 --> 00:07:11,910 although not yet important to the concept work we are about to do 82 00:07:11,910 --> 00:07:13,330 at this current stage, 83 00:07:13,330 --> 00:07:18,650 there are several things we need to consider to some extent 84 00:07:18,650 --> 00:07:25,080 They are 3D form of design and technical limits 85 00:07:25,080 --> 00:07:31,780 such as the animated part of layers of the character’s clothes 86 00:07:32,500 --> 00:07:38,620 or simulation problems consequential to clothes and business phenomena 87 00:07:40,220 --> 00:07:47,580 Considering these technical parts too much from 88 00:07:47,580 --> 00:07:52,180 the beginning of concept development could 89 00:07:53,850 --> 00:07:57,470 interfere with the process of creation 90 00:07:58,150 --> 00:08:02,530 But if we start designing without thinking about it, 91 00:08:02,860 --> 00:08:11,850 unexpected technical problems may occur during the production phase 92 00:08:11,990 --> 00:08:17,060 and result in creating a design that is far from 93 00:08:18,490 --> 00:08:23,030 the product of the concept that we have drawn 94 00:08:24,380 --> 00:08:29,630 whether we like it or not, so it cannot 95 00:08:30,530 --> 00:08:36,090 be ignored completely Therefore, on this matter, 96 00:08:36,290 --> 00:08:42,610 before developing a concept with other departments, 97 00:08:43,030 --> 00:08:47,280 the technical limits or the technical capability of the artists 98 00:08:47,280 --> 00:08:51,120 needs to be sufficiently understood by the concept designer 99 00:08:51,360 --> 00:08:56,950 And if such a problem occurs during concept production, 100 00:08:57,900 --> 00:09:04,640 to immediately suggest other optimal measures, 101 00:09:05,000 --> 00:09:10,400 it is important to have a concept planned in mind 102 00:09:12,720 --> 00:09:16,900 Since enough design elements about the 103 00:09:17,670 --> 00:09:23,340 character has been set, we will 104 00:09:25,410 --> 00:09:27,140 get down to sketching 105 00:09:28,750 --> 00:09:36,940 First, let’s set the pose, silhouette that is crucial to the character’s impression 106 00:09:36,940 --> 00:09:41,580 Before setting the pose of the character, 107 00:09:41,580 --> 00:09:45,670 we need to set the proportion first 108 00:09:46,610 --> 00:09:50,600 When creating a common, ideal character, 109 00:09:51,300 --> 00:09:58,230 we often use an 8 head figure But to add a sense of realism, we will 110 00:09:58,960 --> 00:10:06,910 adopt the average body proportion, between 6.5 to 7 head tall 111 00:10:08,260 --> 00:10:16,380 First, roughly draw a diagonal line like this 112 00:10:17,710 --> 00:10:23,200 I am going to divide this into 8 portions with eye measurement 113 00:10:25,010 --> 00:10:26,110 like this, 114 00:10:30,450 --> 00:10:31,420 dividing in half 115 00:10:32,800 --> 00:10:38,060 Now it is divided into 8 portions 116 00:10:38,580 --> 00:10:48,000 Then we will set this middle part as the pelvis, the point of the pelvis 117 00:10:50,290 --> 00:10:52,450 Assuming that the pelvic bone 118 00:10:54,480 --> 00:10:55,650 is here, 119 00:11:06,210 --> 00:11:09,310 like this here, 120 00:11:15,490 --> 00:11:21,440 dividing it in half at this point where the pelvic bone sticks out 121 00:11:25,600 --> 00:11:29,280 I am drawing the skeleton just to explaining it to you 122 00:11:35,100 --> 00:11:36,870 So, this end part 123 00:11:40,280 --> 00:11:42,690 If you look at the bone, 124 00:11:46,210 --> 00:11:51,300 the human bone looks like this if simply put 125 00:11:52,220 --> 00:11:59,270 This end, the tip of the heel is the starting point 126 00:11:59,270 --> 00:12:03,020 because this is where the edge touches the ground 127 00:12:03,020 --> 00:12:07,740 But depending on the camera angle, the front portion of the foot 128 00:12:08,720 --> 00:12:14,620 may go further down or be completely horizontal 129 00:12:14,620 --> 00:12:19,550 Because this angle may change, if we 130 00:12:22,200 --> 00:12:28,420 set this as the edge and place the tip of this foot here, 131 00:12:29,600 --> 00:12:34,280 we will not be able to tell if the edge of the foot 132 00:12:34,280 --> 00:12:37,960 starts here due to a lower camera angle, 133 00:12:39,200 --> 00:12:43,780 or if it begins at this line here 134 00:12:43,780 --> 00:12:46,150 Is it this part, or this part here 135 00:12:46,150 --> 00:12:49,570 So, because I do not think this is accurate enough, 136 00:12:51,660 --> 00:12:58,920 from this ground set by the proportion, I set the heel as the starting point 137 00:13:02,730 --> 00:13:09,550 Now we will put an indication of the foot 138 00:13:17,580 --> 00:13:22,250 It is bent one more time at the knee, 139 00:13:23,560 --> 00:13:24,810 and goes on like this 140 00:13:26,310 --> 00:13:31,920 The skeleton may seem over exaggerated, 141 00:13:35,270 --> 00:13:40,430 I drew it like this to show you how it is 142 00:13:41,600 --> 00:13:43,430 constructed 143 00:13:45,870 --> 00:13:47,210 a bit more clearly 144 00:13:47,210 --> 00:13:55,980 Many of you may draw like this when drawing the human skeleton, 145 00:13:58,250 --> 00:14:05,610 where you draw the bone and then draw on like this 146 00:14:06,790 --> 00:14:13,450 The problem is that there is no structure in this case 147 00:14:14,000 --> 00:14:21,150 The human skeleton is not structured 148 00:14:21,150 --> 00:14:25,010 vertically in 90 degrees like this 149 00:14:25,470 --> 00:14:31,720 They are slightly angled like this, in this way 150 00:14:33,480 --> 00:14:37,110 They are angled in this way, 151 00:14:37,110 --> 00:14:41,870 with the knees slightly tilted if you look closely, 152 00:14:41,870 --> 00:14:45,580 and then the bone falls straight from this point like this 153 00:14:46,190 --> 00:14:52,710 So, to support this structural weight 154 00:14:53,390 --> 00:14:57,960 more effectively, the skeleton is built in this structure 155 00:15:14,970 --> 00:15:18,760 We will continue building the skeleton 156 00:15:26,120 --> 00:15:30,450 Let’s place the head here, 157 00:15:34,960 --> 00:15:36,590 then draw this, 158 00:15:41,930 --> 00:15:47,880 around here 159 00:15:47,880 --> 00:15:55,150 Next, let’s draw the ribs 160 00:16:01,030 --> 00:16:07,880 There are various ways of drawing the human skeleton 161 00:16:13,130 --> 00:16:14,310 I tend to 162 00:16:18,990 --> 00:16:23,790 draw it with a little more structure 163 00:16:23,940 --> 00:16:29,510 The hands are drawn at the middle of the thigh, 164 00:16:32,140 --> 00:16:32,790 around this area 165 00:16:34,790 --> 00:16:41,190 The tip of the hand ends around this area, 166 00:16:41,970 --> 00:16:45,030 halfway down the thigh 167 00:16:52,520 --> 00:16:53,770 Let me raise the arm a bit 168 00:16:55,180 --> 00:17:01,960 There are people with longer or shorter arms, but they are usually about this long 169 00:17:02,730 --> 00:17:08,220 And this part here below the arm 170 00:17:08,220 --> 00:17:12,710 is at around the same level of the ribcage 171 00:17:13,190 --> 00:17:17,410 And between the ribcage and the pelvis here, 172 00:17:18,190 --> 00:17:23,180 there is a gap of a size of a fist 173 00:17:24,370 --> 00:17:27,660 when we clench our fist, 174 00:17:28,600 --> 00:17:30,090 so bear this in mind 175 00:17:30,730 --> 00:17:35,720 And although we have set the body as an 8 headed figure, 176 00:17:36,960 --> 00:17:44,330 depending on how we adjust the size of the head 177 00:17:47,050 --> 00:17:53,960 the figure can be adjusted freely in any proportion, 178 00:17:55,570 --> 00:17:57,670 6 headed or 7 headed 179 00:17:59,480 --> 00:18:02,920 If you want to decrease the proportion, make the head slightly bigger 180 00:18:04,150 --> 00:18:06,220 or want to make a 8 headed figure, 181 00:18:06,220 --> 00:18:11,180 make the head fit into this 8 headed structure here 182 00:18:12,360 --> 00:18:13,030 like this 183 00:18:16,110 --> 00:18:21,160 We will go with the bigger size 184 00:18:31,790 --> 00:18:33,570 Like this, 185 00:18:37,000 --> 00:18:42,550 after making the skeleton structure in advance, 186 00:18:48,910 --> 00:18:53,580 we need to lower the opacity, the feel percentage 187 00:18:56,910 --> 00:19:03,790 By lowering the opacity, we can use it as 188 00:19:06,310 --> 00:19:11,310 try drawing different kinds of poses, 189 00:19:13,130 --> 00:19:15,100 a guide to design a character over it, 190 00:19:20,040 --> 00:19:24,520 or just trace the silhouette like this 191 00:19:52,810 --> 00:19:56,810 We can also use this 192 00:20:00,910 --> 00:20:04,170 as a guideline later 193 00:20:05,800 --> 00:20:06,670 by lowering this 194 00:20:06,950 --> 00:20:09,550 Things like clothes can be drawn on this 195 00:20:14,990 --> 00:20:20,990 The pose that I draw is devoid of any pose 196 00:20:20,990 --> 00:20:31,370 and was made just to demonstrate dividing the proportion of the body 197 00:20:34,790 --> 00:20:39,110 To explain more about pose, 198 00:20:39,640 --> 00:20:42,540 there is a gallery pose and a directed pose 199 00:20:42,540 --> 00:20:50,240 Gallery pose aims to show the detail of characters’ costumes 200 00:20:50,700 --> 00:20:54,290 while the directed pose is used to reflect the attitude, 201 00:20:54,290 --> 00:21:00,200 the impression, feeling, or characteristic of characters 202 00:21:01,810 --> 00:21:04,050 Directed pose 203 00:21:19,220 --> 00:21:23,460 can express if the character is a passive person, 204 00:21:23,460 --> 00:21:27,660 a bolder and more confident person, 205 00:21:27,820 --> 00:21:31,020 a more provocative person, 206 00:21:31,020 --> 00:21:36,060 or a mysterious person with a secret 207 00:21:36,610 --> 00:21:45,370 through the posture of the body 208 00:21:45,370 --> 00:21:52,390 and the position of these, the limbs 209 00:21:55,050 --> 00:21:59,920 For example, posture of a confident character 210 00:22:00,940 --> 00:22:04,860 includes wider arms, legs, and shoulder position 211 00:22:04,860 --> 00:22:09,930 because of the consciousness of trying to look bulkier 212 00:22:10,890 --> 00:22:18,030 Let’s try drawing this character for instance 213 00:22:44,070 --> 00:22:44,870 Slightly 214 00:22:50,310 --> 00:22:52,550 standing in sideways, 215 00:23:00,910 --> 00:23:01,930 arms 216 00:23:06,510 --> 00:23:07,390 bulky, 217 00:23:08,700 --> 00:23:09,480 and legs too 218 00:23:15,210 --> 00:23:17,610 This is also called the power pose 219 00:23:24,270 --> 00:23:28,110 Feet are often spread out to about shoulder length 220 00:23:30,570 --> 00:23:37,000 or a bit wider like this, but if we exaggerate a little more, 221 00:23:41,740 --> 00:23:45,190 it can be spread out wider 222 00:23:51,530 --> 00:23:54,250 It would feel more spread out like this, 223 00:23:57,580 --> 00:24:00,300 with the character is emphasizing the body 224 00:24:04,680 --> 00:24:05,550 Or 225 00:24:09,960 --> 00:24:11,950 what else are there 226 00:24:22,920 --> 00:24:29,930 We could keep the arms slightly away from the body 227 00:24:31,290 --> 00:24:36,760 If the character is holding something like props, 228 00:24:39,700 --> 00:24:42,600 then the figure could 229 00:24:45,480 --> 00:24:47,470 turn out to express 230 00:24:53,480 --> 00:24:55,270 more confidence 231 00:24:56,070 --> 00:25:02,440 On the other hand, passive elements would be the opposite 232 00:25:03,590 --> 00:25:06,880 If we were to draw a passive character, 233 00:25:17,220 --> 00:25:23,590 the waist would be slightly bent like this, 234 00:25:36,010 --> 00:25:43,030 the face would face either a little more upwards or downwards, 235 00:25:47,720 --> 00:25:51,590 and the body would be pulled in 236 00:25:53,350 --> 00:25:56,750 A weak posture where the limb 237 00:25:59,410 --> 00:25:59,600 is 238 00:26:05,420 --> 00:26:08,490 pulled in can be expressed 239 00:26:09,930 --> 00:26:10,730 like this 240 00:26:13,990 --> 00:26:16,650 The hands could also go behind the body 241 00:26:19,620 --> 00:26:23,300 Putting hands behind the back 242 00:26:25,250 --> 00:26:28,330 or bringing them 243 00:26:31,830 --> 00:26:33,070 in front of the body 244 00:26:38,510 --> 00:26:41,990 together with both hands 245 00:26:44,060 --> 00:26:45,320 below the chest, 246 00:26:48,390 --> 00:26:52,520 below the chest, holdingchest, holding each other, 247 00:26:53,070 --> 00:26:58,440 can give the character a passive impression 248 00:27:02,890 --> 00:27:10,670 Accordingly, we can make these two contrasting poses 249 00:27:11,630 --> 00:27:17,070 So, depending on how far the arms and legs are from the body, 250 00:27:17,510 --> 00:27:20,270 the given impression changes a lot 251 00:27:22,440 --> 00:27:29,670 Let’s say we want to make a character that is provocative to viewers 252 00:27:30,430 --> 00:27:36,750 What posture would give a more provocative feeling 253 00:27:39,630 --> 00:27:44,680 We could do the following for provocative impressions 254 00:27:46,060 --> 00:27:47,150 Here, 255 00:27:51,400 --> 00:27:54,950 set the character laterally 256 00:27:54,950 --> 00:27:57,550 with an angle and place 257 00:28:04,560 --> 00:28:05,830 this arm 258 00:28:08,730 --> 00:28:10,470 close to the beard, 259 00:28:11,590 --> 00:28:15,270 with fingers pointing or changed to 260 00:28:17,250 --> 00:28:18,220 other props 261 00:28:54,700 --> 00:28:55,680 Poses like this 262 00:29:00,270 --> 00:29:02,730 or pointing with fingers 263 00:29:05,420 --> 00:29:09,540 could serve as provocative behaviors 264 00:29:18,700 --> 00:29:26,440 And eyes looking to the front, 265 00:29:28,430 --> 00:29:34,860 giving the impression that the character is staring at me or other people, 266 00:29:40,570 --> 00:29:43,690 can express the provocative 267 00:29:44,750 --> 00:29:46,420 feeling, 268 00:29:46,420 --> 00:29:48,430 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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