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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,540 If you want to turn off the subtitles click [setting]-[tooltips]-['on' for PC, 'close' for mobile] 2 00:00:05,540 --> 00:00:08,430 Hello everyone, today’s lecture 3 00:00:08,430 --> 00:00:11,990 will involve selecting one costume design 4 00:00:11,990 --> 00:00:13,990 from the character variation in the previous lecture 5 00:00:13,990 --> 00:00:18,050 and refining the shape so that it becomes clearer 6 00:00:19,180 --> 00:00:24,490 In the variation process for the character concept production 7 00:00:24,490 --> 00:00:26,840 I have done a rough sketch 8 00:00:26,840 --> 00:00:32,000 variation focused on the lines 9 00:00:33,630 --> 00:00:36,110 In the process of creating variations 10 00:00:36,110 --> 00:00:41,870 or methods, there are no fixed rules 11 00:00:41,870 --> 00:00:44,580 or processes If you are able 12 00:00:44,580 --> 00:00:48,600 to show any type of variation 13 00:00:48,600 --> 00:00:54,570 in the designed idea and the intended form, 14 00:00:54,570 --> 00:00:59,090 reflect the design requests of the client well, 15 00:00:59,090 --> 00:01:05,010 and are able to quickly provide various design alternatives, 16 00:01:05,010 --> 00:01:07,980 variations of any format 17 00:01:07,980 --> 00:01:09,920 can be presented 18 00:01:12,450 --> 00:01:14,440 If you have seen internet portfolio sites 19 00:01:14,440 --> 00:01:17,830 or saw various articles on concept development 20 00:01:17,830 --> 00:01:23,300 images, this would be a 21 00:01:23,300 --> 00:01:25,810 familiar image 22 00:01:25,810 --> 00:01:29,550 These works are concept designs 23 00:01:30,980 --> 00:01:33,120 that I have selected out of the works 24 00:01:33,120 --> 00:01:38,500 I have done a long time ago 25 00:01:39,730 --> 00:01:43,960 In the process of making these variations 26 00:01:43,960 --> 00:01:48,580 using the silhouette of the character 27 00:01:48,580 --> 00:01:50,320 to create the variations 28 00:01:50,320 --> 00:01:55,550 is one of the methods that concept artists are using a lot, 29 00:01:55,550 --> 00:01:59,690 and this is one of the images that I had 30 00:01:59,690 --> 00:02:04,230 when preparing for my portfolio, 31 00:02:04,230 --> 00:02:06,960 and people who make portfolios 32 00:02:06,960 --> 00:02:11,260 would likely have this 33 00:02:11,550 --> 00:02:18,370 Design in this method is one of the ways 34 00:02:18,370 --> 00:02:21,730 to output various silhouettes very quickly 35 00:02:21,730 --> 00:02:23,620 like a factory 36 00:02:23,620 --> 00:02:25,790 If for the game 37 00:02:25,790 --> 00:02:29,450 such as mobile games or stylish game, if the screen is small, 38 00:02:29,450 --> 00:02:32,860 the character involved 39 00:02:32,860 --> 00:02:38,270 or creatures, etc , 40 00:02:38,270 --> 00:02:45,760 and if the graphic is low as a design 41 00:02:45,760 --> 00:02:50,400 silhouette must grab the viewer’s attention, 42 00:02:50,400 --> 00:02:55,050 particularly in designing 2D characters 43 00:02:55,050 --> 00:03:00,610 this design method is the most efficient 44 00:03:01,680 --> 00:03:06,530 However, for costumes that must recreate 45 00:03:06,530 --> 00:03:09,620 realistic details, in terms of design, 46 00:03:09,620 --> 00:03:14,270 this type of variation method results in design simplification, 47 00:03:14,270 --> 00:03:17,950 too many designs are 48 00:03:17,950 --> 00:03:21,090 impressed 49 00:03:21,090 --> 00:03:22,710 This is easy to read 50 00:03:22,710 --> 00:03:25,360 and has various silhouettes created in a short amount of time, 51 00:03:25,360 --> 00:03:28,540 which may be able to show design possibilities 52 00:03:29,500 --> 00:03:37,790 but will not be able to show the stylish image of 53 00:03:37,790 --> 00:03:42,400 the character impression and the design 54 00:03:43,260 --> 00:03:46,650 coming together in harmony 55 00:03:46,650 --> 00:03:50,110 So this is very simplified 56 00:03:50,110 --> 00:03:54,860 the highly lightweight design 57 00:03:54,860 --> 00:03:59,810 causes difficulties in visualizing the image 58 00:03:59,810 --> 00:04:06,320 This type of silhouette design is less recommended for presentation purposes 59 00:04:06,320 --> 00:04:09,730 ,but rather for when you want to check 60 00:04:09,730 --> 00:04:14,640 the status of your character designs 61 00:04:14,640 --> 00:04:20,760 or when you want to come up with ideas 62 00:04:21,770 --> 00:04:28,040 In my experience, while some directors 63 00:04:28,040 --> 00:04:32,470 may like such designs 64 00:04:32,470 --> 00:04:35,640 I have seen many directors who choose to ignore 65 00:04:35,640 --> 00:04:39,060 such portfolios with a lot of 66 00:04:39,060 --> 00:04:43,080 silhouette designs in it 67 00:04:43,080 --> 00:04:49,840 If you choose to use the silhouette design regardless, 68 00:04:49,840 --> 00:04:54,240 instead of an overall blocking 69 00:04:54,240 --> 00:05:00,610 design like this one with shadows, 70 00:05:00,610 --> 00:05:04,620 a partial silhouette design could be efficient 71 00:05:04,620 --> 00:05:07,550 The way to do it is 72 00:05:10,020 --> 00:05:20,160 making a part of the costume design as silhouettes like this 73 00:05:20,160 --> 00:05:24,120 If you make the entire design a silhouette 74 00:05:24,120 --> 00:05:28,440 in terms of very simplified design terms 75 00:05:28,440 --> 00:05:31,140 from far away 76 00:05:31,140 --> 00:05:33,560 you can recognize that they are different, 77 00:05:33,560 --> 00:05:35,580 but there is no way to see 78 00:05:37,930 --> 00:05:39,330 what design composition 79 00:05:39,330 --> 00:05:41,090 is used in developing 80 00:05:41,090 --> 00:05:43,330 this character 81 00:05:43,330 --> 00:05:46,300 That is if you were to just present it like this 82 00:05:46,300 --> 00:05:48,210 Just visually, 83 00:05:48,210 --> 00:05:51,460 if you can think this one is more noticeable 84 00:05:51,460 --> 00:05:55,600 , then that is probably the best conclusion you can get 85 00:05:55,600 --> 00:06:01,310 If this was a 2D character, or 86 00:06:01,310 --> 00:06:06,380 involved in an action game where the story isn’t too much in play, 87 00:06:07,270 --> 00:06:11,610 because the main objective is to be visually appealing, 88 00:06:11,610 --> 00:06:15,080 this method could be used 89 00:06:15,080 --> 00:06:20,540 While such design process is very efficient, 90 00:06:20,540 --> 00:06:22,310 what we are dealing with right now 91 00:06:22,310 --> 00:06:26,050 involves a design relationship where the various factors 92 00:06:26,050 --> 00:06:31,010 are used in order to portray 93 00:06:33,290 --> 00:06:35,640 this particular character 94 00:06:35,640 --> 00:06:37,090 alongside the character 95 00:06:37,320 --> 00:06:40,390 So if you draw many silhouette designs 96 00:06:40,390 --> 00:06:43,290 with complete blockings, 97 00:06:44,130 --> 00:06:47,100 for clients that want to see the narrative, meaning 98 00:06:47,100 --> 00:06:50,770 a more complex design of the character, 99 00:06:50,770 --> 00:06:53,990 it would be very difficult 100 00:06:53,990 --> 00:06:57,180 to help them understand 101 00:06:58,530 --> 00:07:05,180 So if you organize this in sections 102 00:07:05,180 --> 00:07:06,780 you can see that 103 00:07:06,780 --> 00:07:08,970 there is a hat, 104 00:07:08,970 --> 00:07:14,180 the person is wearing straw clothes for rain, 105 00:07:14,180 --> 00:07:15,550 there’s a gun, 106 00:07:15,550 --> 00:07:18,170 and the clothes are like this 107 00:07:18,170 --> 00:07:22,510 You can see that they could be wearing some kind of boots 108 00:07:22,510 --> 00:07:24,270 or sandals, etc 109 00:07:24,270 --> 00:07:29,910 and these things could add to the story of the character 110 00:07:29,910 --> 00:07:33,630 This is more advantageous 111 00:07:35,070 --> 00:07:38,400 compared to a silhouette 112 00:07:38,400 --> 00:07:43,440 because the silhouette here forms a kind of grouping 113 00:07:43,440 --> 00:07:47,350 This still gives you a visual guide 114 00:07:47,350 --> 00:07:52,550 on what design catches the attention more 115 00:07:52,550 --> 00:07:55,970 when you see it from far away 116 00:07:55,970 --> 00:07:58,660 while at the same time 117 00:07:58,660 --> 00:08:01,070 providing more information about the character 118 00:08:01,070 --> 00:08:03,230 in terms of the design factors 119 00:08:05,120 --> 00:08:10,130 So, a portfolio with materialized silhouette design 120 00:08:11,160 --> 00:08:13,460 is effective in showing the client what designs 121 00:08:13,460 --> 00:08:17,730 and what production method is being utilized, 122 00:08:17,730 --> 00:08:22,240 as well as whether the story is the main focus 123 00:08:22,240 --> 00:08:24,550 in the character concept production 124 00:08:24,550 --> 00:08:31,250 or if the visual recognition must be very powerful 125 00:08:31,250 --> 00:08:36,020 in this design production work 126 00:08:36,020 --> 00:08:40,160 The products that are already completed and are being sold, 127 00:08:44,170 --> 00:08:47,910 meaning works that are already published are referenced 128 00:08:47,910 --> 00:08:50,130 with preparation for selection, 129 00:08:50,130 --> 00:08:52,330 so the portfolio can be 130 00:08:52,330 --> 00:08:57,440 most effective for a display perspective 131 00:08:57,440 --> 00:08:58,940 in my opinion 132 00:09:00,320 --> 00:09:04,610 So, I have briefly discussed 133 00:09:05,800 --> 00:09:08,060 silhouette variation designs 134 00:09:09,530 --> 00:09:12,690 and their double edged sword nature 135 00:09:13,280 --> 00:09:18,180 Now, I will start with the demonstration on how to complete the rough sketch 136 00:09:19,390 --> 00:09:23,340 So, out of the three variations, 137 00:09:25,150 --> 00:09:27,940 which one 138 00:09:29,570 --> 00:09:30,240 would 139 00:09:33,470 --> 00:09:34,170 result 140 00:09:34,170 --> 00:09:40,170 in a better design with more work 141 00:09:42,410 --> 00:09:43,740 For instance, 142 00:09:45,980 --> 00:09:49,220 which one of these would the client 143 00:09:50,590 --> 00:09:52,450 prefer 144 00:09:52,450 --> 00:09:58,050 Try and think about this in your imagination 145 00:10:01,630 --> 00:10:03,650 When I did character design work 146 00:10:04,770 --> 00:10:10,560 with other clients or artists, 147 00:10:10,560 --> 00:10:12,930 meaning art directors, 148 00:10:12,930 --> 00:10:15,900 during that process 149 00:10:16,470 --> 00:10:19,550 a director’s comment saying this is good or 150 00:10:19,550 --> 00:10:20,810 this feels nice 151 00:10:20,810 --> 00:10:26,530 often decided how the rough sketch would be done 152 00:10:26,530 --> 00:10:30,020 But in a complex manner, 153 00:10:31,140 --> 00:10:35,820 I think this design is very unique, 154 00:10:35,820 --> 00:10:37,020 I like this design, 155 00:10:37,840 --> 00:10:41,710 but this looks too long, 156 00:10:41,710 --> 00:10:43,690 This is unique, but 157 00:10:43,690 --> 00:10:51,030 wouldn’t a short raincoat go well together 158 00:10:52,380 --> 00:10:54,430 In this complex way, so for instance 159 00:10:55,550 --> 00:10:59,710 In this variation, I like these sandals, 160 00:10:59,710 --> 00:11:03,420 could this be emphasized here 161 00:11:03,420 --> 00:11:04,580 Like this, you could 162 00:11:08,860 --> 00:11:11,080 look at the rough sketches 163 00:11:12,150 --> 00:11:15,870 and combine them to make the final decision 164 00:11:17,070 --> 00:11:24,480 Let’s say for this instance, the client 165 00:11:24,480 --> 00:11:26,910 wanted more development on the hat, 166 00:11:28,190 --> 00:11:32,380 liked how this raincoat like 167 00:11:32,380 --> 00:11:35,200 clothing that stops the rain 168 00:11:35,200 --> 00:11:38,320 gives a more imposing presence 169 00:11:38,320 --> 00:11:40,800 which is good, 170 00:11:41,980 --> 00:11:45,590 but said that while this kind of satgat 171 00:11:46,180 --> 00:11:48,860 looks mysterious and cool, 172 00:11:50,460 --> 00:11:53,710 it would be difficult to see the character impression in the game, 173 00:11:53,710 --> 00:11:56,420 and suggested that the hat 174 00:11:57,480 --> 00:12:00,420 could be smaller 175 00:12:00,420 --> 00:12:04,610 Let us assume that such interaction took place 176 00:12:04,610 --> 00:12:07,940 So for the base, 177 00:12:09,240 --> 00:12:14,710 the body base, we go with this design, 178 00:12:14,710 --> 00:12:15,390 and 179 00:12:16,540 --> 00:12:18,500 for the hat design, 180 00:12:20,990 --> 00:12:24,400 let’s choose this hat and go from there 181 00:12:24,400 --> 00:12:29,210 Also, since for these props 182 00:12:30,210 --> 00:12:32,910 the variations were not formed yet, 183 00:12:34,050 --> 00:12:38,480 so I will look at the small parts in detail 184 00:12:38,480 --> 00:12:42,820 while I complete this drawing 185 00:12:52,230 --> 00:12:55,810 If the choices were made like this, 186 00:12:58,720 --> 00:13:02,590 I could just combine all of this 187 00:13:02,590 --> 00:13:05,120 if I am pressed by time 188 00:13:05,120 --> 00:13:09,250 and move straight to the sketch polishing 189 00:13:09,250 --> 00:13:13,190 However, in most cases 190 00:13:13,190 --> 00:13:15,290 after the selection is made like this, 191 00:13:15,290 --> 00:13:17,410 I would combine 192 00:13:18,500 --> 00:13:19,290 and redraw 193 00:13:19,290 --> 00:13:21,210 the rough sketch, 194 00:13:21,210 --> 00:13:23,260 and after the drawing is complete 195 00:13:23,260 --> 00:13:26,210 I would create another four to five variations 196 00:13:27,320 --> 00:13:28,380 In this process, 197 00:13:29,280 --> 00:13:34,240 with these ideas, 198 00:13:34,240 --> 00:13:36,220 I would continue to make 199 00:13:36,220 --> 00:13:36,670 selections 200 00:13:38,120 --> 00:13:40,100 again and again 201 00:13:40,100 --> 00:13:42,450 Presentation, 202 00:13:42,450 --> 00:13:43,790 followed by selection, 203 00:13:43,790 --> 00:13:45,220 from which 204 00:13:45,220 --> 00:13:47,800 another two to three variations are made, 205 00:13:47,800 --> 00:13:49,310 then another selection, and so on 206 00:13:49,310 --> 00:13:52,230 Think of it as filtering it with a sieve 207 00:13:52,230 --> 00:13:55,140 After that, with the finalized 208 00:13:55,140 --> 00:13:56,960 design which 209 00:13:56,960 --> 00:13:59,970 has the rough sketch more or less completed, 210 00:13:59,970 --> 00:14:03,270 then the polishing is done 211 00:14:05,720 --> 00:14:08,810 But I won’t continue to make 212 00:14:08,810 --> 00:14:11,320 variations with this particular 213 00:14:11,320 --> 00:14:13,420 topic, and 214 00:14:13,420 --> 00:14:16,650 since in the production process 215 00:14:16,650 --> 00:14:18,300 showing how to 216 00:14:18,300 --> 00:14:20,000 polish this rough sketch 217 00:14:20,000 --> 00:14:22,650 is more important, so 218 00:14:22,650 --> 00:14:23,730 this lecture 219 00:14:23,730 --> 00:14:28,770 will focus on the sketch polishing 220 00:14:28,770 --> 00:14:31,260 part of the work 221 00:14:33,080 --> 00:14:35,170 Here, if the base 222 00:14:37,280 --> 00:14:42,590 of the design is important, I would just copy it 223 00:14:48,470 --> 00:14:52,930 I call this the paper doll 224 00:14:53,950 --> 00:14:55,900 or the paper doll process, 225 00:14:56,420 --> 00:15:00,400 where you know how we take a paper doll 226 00:15:00,400 --> 00:15:02,790 and keep changing clothes 227 00:15:02,790 --> 00:15:05,140 to make the design 228 00:15:05,140 --> 00:15:07,460 Think of this as being similar to that 229 00:15:07,460 --> 00:15:11,840 Instead of drawing the rough sketch again, 230 00:15:11,840 --> 00:15:15,410 you can just select this, 231 00:15:15,410 --> 00:15:17,600 copy, and then 232 00:15:17,600 --> 00:15:18,850 try 233 00:15:22,300 --> 00:15:23,980 fitting different things to it 234 00:15:25,340 --> 00:15:32,000 This is a method that I often use, where 235 00:15:32,000 --> 00:15:34,560 when I draw the clothes 236 00:15:34,560 --> 00:15:39,300 I separate the 237 00:15:40,320 --> 00:15:43,450 sections of the clothing design 238 00:15:44,220 --> 00:15:48,220 with layers like this, so 239 00:15:50,240 --> 00:15:53,780 if this is the first base 240 00:15:58,270 --> 00:16:01,950 I would divide all the keywords that the character has 241 00:16:02,970 --> 00:16:06,850 and place it on a different layer 242 00:16:10,030 --> 00:16:12,370 Guns or other props, etc 243 00:16:12,370 --> 00:16:16,860 can all be divided in terms of layers 244 00:16:18,030 --> 00:16:21,890 and through turn on and off, 245 00:16:21,890 --> 00:16:25,500 you can the layers visible 246 00:16:25,500 --> 00:16:27,360 or invisible 247 00:16:29,340 --> 00:16:30,430 with 248 00:16:32,640 --> 00:16:34,050 such options 249 00:16:36,640 --> 00:16:39,330 For example here, 250 00:16:43,810 --> 00:16:44,860 there’s one, 251 00:16:45,220 --> 00:16:47,260 and I can select, 252 00:16:47,260 --> 00:16:48,320 copy, 253 00:16:50,400 --> 00:16:52,480 place in a new layer 254 00:17:05,660 --> 00:17:07,440 like this, 255 00:17:07,440 --> 00:17:11,940 and start with creating variations 256 00:17:11,940 --> 00:17:13,100 as such 257 00:17:15,520 --> 00:17:17,520 If only the boots were changed, 258 00:17:17,520 --> 00:17:20,420 then I can again select this 259 00:17:22,050 --> 00:17:23,740 and create more variations 260 00:17:29,540 --> 00:17:31,650 If the character has a satgat, 261 00:17:33,570 --> 00:17:37,340 then place it here like a paper doll 262 00:17:37,980 --> 00:17:39,360 and turn on and off 263 00:17:39,360 --> 00:17:40,320 like this, 264 00:17:43,810 --> 00:17:45,770 then create 265 00:17:45,770 --> 00:17:47,100 more variations 266 00:17:48,030 --> 00:17:49,640 Going on with this can result in 267 00:17:49,640 --> 00:17:51,230 endless variations 268 00:17:52,480 --> 00:17:54,640 I also often 269 00:17:55,520 --> 00:18:00,870 use this paper doll process 270 00:18:07,490 --> 00:18:11,200 This allows maximum production 271 00:18:12,160 --> 00:18:13,600 of a lot of rough sketch variations 272 00:18:13,920 --> 00:18:17,890 Even after polishing, 273 00:18:17,890 --> 00:18:22,380 due to certain requests from the director or the client, 274 00:18:22,380 --> 00:18:26,690 it is likely that you would have to continue making variations from there 275 00:18:26,690 --> 00:18:30,360 However, when the polishing is complete 276 00:18:30,360 --> 00:18:31,260 a lot of 277 00:18:32,330 --> 00:18:35,630 design choices have already been made, 278 00:18:35,630 --> 00:18:39,040 so there won’t be a huge change 279 00:18:40,610 --> 00:18:42,630 in the silhouette or the design 280 00:18:42,630 --> 00:18:44,860 So, very small 281 00:18:44,860 --> 00:18:47,480 minute changes could occur, 282 00:18:47,480 --> 00:18:51,370 in which case you can use such paper doll type 283 00:18:51,370 --> 00:18:53,210 layers and 284 00:18:53,830 --> 00:18:59,440 create variations related to changes in very small design details 285 00:18:59,440 --> 00:19:04,030 I often make variations in this way 286 00:19:12,310 --> 00:19:12,900 So, 287 00:19:16,130 --> 00:19:17,090 right now, 288 00:19:19,360 --> 00:19:22,080 this is the variation I would 289 00:19:22,080 --> 00:19:23,820 like to go with 290 00:19:26,750 --> 00:19:28,510 Let’s try and adjust it further 291 00:19:28,770 --> 00:19:30,400 as it should fit the rough sketch 292 00:19:33,700 --> 00:19:34,880 Then 293 00:19:36,670 --> 00:19:37,440 also 294 00:19:41,310 --> 00:19:42,680 for the shoes 295 00:19:46,710 --> 00:19:47,590 and the feet area 296 00:19:47,590 --> 00:19:50,210 I can match the design 297 00:19:52,320 --> 00:19:53,280 like this 298 00:19:54,980 --> 00:20:00,580 Let me move this rough sketch to another canvas 299 00:20:03,620 --> 00:20:05,150 Here is a new canvas, 300 00:20:10,460 --> 00:20:12,240 then paste 301 00:20:23,330 --> 00:20:26,660 I will have the canvas slightly bigger 302 00:20:27,040 --> 00:20:28,670 when making the design 303 00:20:31,580 --> 00:20:34,490 Now, I would 304 00:20:34,490 --> 00:20:36,990 really need a lot of help from references 305 00:20:37,700 --> 00:20:44,240 How good is the quality of the reference, 306 00:20:44,240 --> 00:20:47,300 with quality meaning 307 00:20:47,300 --> 00:20:52,660 the detail that the image is able to give 308 00:20:52,660 --> 00:20:56,100 How well displayed is the detail language 309 00:20:57,390 --> 00:21:02,890 such as colors, shapes, 310 00:21:02,890 --> 00:21:05,260 lighting information, etc 311 00:21:05,260 --> 00:21:10,470 I have used this black and white data 312 00:21:10,470 --> 00:21:14,890 intentionally in order to add more 313 00:21:14,890 --> 00:21:17,890 historical sense to it 314 00:21:19,650 --> 00:21:21,030 As I have mentioned before, 315 00:21:21,030 --> 00:21:25,170 I drew the satgat using my imagination, 316 00:21:26,050 --> 00:21:29,660 and it was only indicated to an extent 317 00:21:29,660 --> 00:21:33,090 But instead of indicating 318 00:21:33,090 --> 00:21:37,660 these shapes in your imagination, 319 00:21:37,660 --> 00:21:41,440 this type of documentation using 320 00:21:41,440 --> 00:21:42,620 solid data is effective 321 00:21:44,530 --> 00:21:45,730 For example, 322 00:21:49,020 --> 00:21:53,120 I have searched for 323 00:21:54,370 --> 00:22:00,460 various shapes of satgat online 324 00:22:01,660 --> 00:22:03,500 There are a variety of shapes 325 00:22:03,500 --> 00:22:05,820 The satgat that I could imagine 326 00:22:08,270 --> 00:22:13,310 , if I were to draw it would just be this shape 327 00:22:13,310 --> 00:22:14,340 From here, 328 00:22:14,530 --> 00:22:16,810 I make this with straw 329 00:22:16,810 --> 00:22:19,200 with this part a little worn out 330 00:22:21,280 --> 00:22:22,680 I don’t have a lot of information in my head 331 00:22:22,680 --> 00:22:28,810 But if I do a search and look at it, 332 00:22:28,810 --> 00:22:30,940 I can see the various 333 00:22:30,940 --> 00:22:34,340 ways in which this 334 00:22:34,340 --> 00:22:37,090 could be drawn 335 00:22:37,090 --> 00:22:41,410 I am in awe when I search for these things 336 00:22:43,350 --> 00:22:48,230 Having a lot of visual reference information like this 337 00:22:48,230 --> 00:22:51,920 makes drawing the variations much easier, 338 00:22:51,920 --> 00:22:55,490 and the drawing could fit 339 00:22:55,490 --> 00:22:57,980 the historical reference to a certain extent 340 00:23:02,980 --> 00:23:08,080 So, the drawing part, 341 00:23:08,080 --> 00:23:10,270 the act itself, 342 00:23:10,270 --> 00:23:16,610 is in fact a very easy step 343 00:23:16,610 --> 00:23:18,740 The really important part comes before the drawing 344 00:23:18,740 --> 00:23:24,640 where you have to collect 345 00:23:24,640 --> 00:23:28,020 abundant information very well 346 00:23:28,020 --> 00:23:28,960 I think that this reference 347 00:23:28,960 --> 00:23:33,220 is in fact more important than the actual drawing, 348 00:23:33,220 --> 00:23:37,610 so when I am designing a character, 349 00:23:37,610 --> 00:23:40,760 if I have enough time, 350 00:23:40,760 --> 00:23:45,630 I would spend two to three days without drawing 351 00:23:45,630 --> 00:23:49,180 and just focus on finding the data 352 00:23:49,180 --> 00:23:53,010 I could make the drawing in 30 minutes, an hour, or at least two hours 353 00:23:53,010 --> 00:23:55,440 with the sketches 354 00:23:55,440 --> 00:23:59,610 But without this type of data 355 00:23:59,610 --> 00:24:03,990 , even if I can make a couple of thousand sketches 356 00:24:03,990 --> 00:24:08,480 , the resulting design would be very weak 357 00:24:08,480 --> 00:24:12,140 So, I hope that 358 00:24:12,140 --> 00:24:19,580 you would devote yourself more to finding these references 359 00:24:19,580 --> 00:24:25,410 especially if you would involve 360 00:24:25,410 --> 00:24:27,380 historical references, etc 361 00:24:27,380 --> 00:24:30,240 in the character development 362 00:24:34,470 --> 00:24:36,010 Now, when we see this rough sketch 363 00:24:36,010 --> 00:24:38,980 from a design perspective, the shape of this satgat is very 364 00:24:38,980 --> 00:24:44,290 unique and rather funny 365 00:24:44,290 --> 00:24:46,810 The satgat 366 00:24:49,500 --> 00:24:52,130 is too sharp on the top 367 00:24:52,130 --> 00:24:55,510 so it looks as if this person is wearing some sort of birthday hat 368 00:24:59,020 --> 00:25:03,420 Let me try and refine the shape of this satgat 369 00:25:19,550 --> 00:25:22,270 If this is too big, it would cover the face, 370 00:25:23,620 --> 00:25:28,000 and if it is too small, it would make 371 00:25:28,000 --> 00:25:31,100 the person look too small 372 00:25:31,100 --> 00:25:34,660 This design is rather tough 373 00:25:34,660 --> 00:25:37,830 How would I be able to 374 00:25:37,830 --> 00:25:45,920 express a hunter’s hat in a stylish manner 375 00:25:52,930 --> 00:25:56,960 Let me first lower the fill of the rough sketch 376 00:26:16,510 --> 00:26:18,560 If the head shape is like this, 377 00:26:32,700 --> 00:26:37,900 I think this satgat size would be appropriate 378 00:26:37,900 --> 00:26:43,360 Then, I think 379 00:26:47,330 --> 00:26:50,270 this is a good way to go about it 380 00:26:52,640 --> 00:26:54,080 To this shape, 381 00:27:08,480 --> 00:27:11,780 I want to add lines like this 382 00:27:16,490 --> 00:27:20,440 , so that the helmet like feeling gathers 383 00:27:20,440 --> 00:27:23,170 the face designs together 384 00:27:42,120 --> 00:27:44,830 This is also very unique 385 00:27:45,700 --> 00:27:46,880 I think it 386 00:27:46,880 --> 00:27:49,110 would be very heavy 387 00:27:49,110 --> 00:27:53,020 , but I guess they would have been able 388 00:27:53,020 --> 00:27:56,230 to really hide from the rain with this 389 00:27:56,230 --> 00:27:59,460 For those wearing skirts, 390 00:27:59,460 --> 00:28:02,650 no matter how strong the wind or the rain, 391 00:28:02,650 --> 00:28:04,660 the rain just would not reach 392 00:28:04,660 --> 00:28:06,850 anywhere above the jacket 393 00:28:15,870 --> 00:28:22,020 Let’s set the lighting to be coming from this direction 394 00:28:22,020 --> 00:28:27,950 Whenever you are trying to further polish the drawing 395 00:28:27,950 --> 00:28:32,320 , the lighting information has to be added inevitably 396 00:28:32,320 --> 00:28:34,850 In terms of the shape, 397 00:28:37,710 --> 00:28:45,330 I have explained this previously by adding various values 398 00:28:45,330 --> 00:28:47,080 to a sphere, 399 00:28:47,080 --> 00:28:48,940 but for the sides to 400 00:28:48,940 --> 00:28:53,420 come together and 401 00:28:53,420 --> 00:28:56,140 form a shape, a sense of 402 00:28:57,260 --> 00:28:58,880 light and shade is required 403 00:28:58,880 --> 00:29:02,980 to create this shape information, 404 00:29:02,980 --> 00:29:05,370 so the lighting information of 405 00:29:05,370 --> 00:29:06,830 where it is coming from 406 00:29:09,160 --> 00:29:12,840 must be kept in mind when you are 407 00:29:12,840 --> 00:29:15,370 making the drawings This is very important 408 00:29:18,670 --> 00:29:22,150 as the other design factors become aligned with this 409 00:29:23,270 --> 00:29:27,570 I have made this mistake a lot in the past where 410 00:29:27,570 --> 00:29:32,070 the face must have the shadow on this side 411 00:29:32,070 --> 00:29:35,060 and so I drew the face shadow like this, 412 00:29:35,060 --> 00:29:37,740 but while looking at the designs for the other sections 413 00:29:37,740 --> 00:29:41,200 and the corresponding references, 414 00:29:41,200 --> 00:29:44,160 I unintentionally express shadows 415 00:29:44,160 --> 00:29:46,630 for the bags, etc 416 00:29:48,390 --> 00:29:50,670 in this way 417 00:29:51,310 --> 00:29:53,710 The lighting is coming this way, 418 00:29:53,710 --> 00:29:55,770 but I have already drawn 419 00:29:55,770 --> 00:29:57,590 the shadow for the face on this side 420 00:29:57,590 --> 00:29:59,670 where the lighting is coming from this direction 421 00:29:59,670 --> 00:30:02,940 So, the information related to the lighting 422 00:30:02,940 --> 00:30:05,140 could be all over the place, 423 00:30:05,140 --> 00:30:12,450 resulting in a drawing that seems to have come from some other, weird, 424 00:30:12,450 --> 00:30:16,140 4th or 5th dimension 425 00:30:16,140 --> 00:30:18,400 So, keep that in mind 426 00:30:18,400 --> 00:30:22,760 and always indicate the lighting with arrows for example 427 00:30:32,360 --> 00:30:36,810 Now, let me look at the face in more detail 428 00:31:30,280 --> 00:31:33,000 I am adding indications with 429 00:31:35,400 --> 00:31:37,480 lines, along with a sense of 430 00:31:57,650 --> 00:31:58,670 light and shade, 431 00:32:10,480 --> 00:32:13,450 then let me call the face again 432 00:32:16,890 --> 00:32:22,830 and draw it while looking at the other images 433 00:32:39,980 --> 00:32:46,790 I will try and slightly change the direction of the reference 434 00:32:53,710 --> 00:32:57,550 Although the orientation is not exact, 435 00:32:58,470 --> 00:33:04,830 if the angle or the direction of the shape is similar 436 00:33:04,830 --> 00:33:07,920 it would make the drawing process 437 00:33:07,920 --> 00:33:08,870 slightly easier 438 00:33:26,440 --> 00:33:30,090 I was thinking that going with 439 00:33:32,220 --> 00:33:34,530 a slightly older setting 440 00:33:37,130 --> 00:33:40,230 is something worth trying out 441 00:33:54,880 --> 00:33:57,620 For certain clients, 442 00:33:57,620 --> 00:33:59,050 when the face is decided 443 00:33:59,050 --> 00:34:02,920 they like to completely follow that face 444 00:34:02,920 --> 00:34:09,190 In such a case, it is good to try and stay as consistent as possible 445 00:34:16,300 --> 00:34:18,890 After the face is roughly in place 446 00:34:18,890 --> 00:34:24,630 now I can try and do some reshaping 447 00:34:24,630 --> 00:34:29,390 so that it becomes more like a human face 448 00:35:09,770 --> 00:35:11,210 Let me draw the beard now 449 00:35:21,550 --> 00:35:24,880 I really like characters with 450 00:35:24,880 --> 00:35:26,010 beards, 451 00:35:26,010 --> 00:35:30,350 because beards 452 00:35:30,350 --> 00:35:36,210 are very similar to hair design in that 453 00:35:36,210 --> 00:35:38,670 it is very freestyle 454 00:35:41,270 --> 00:35:44,650 in a way, so I can always freely 455 00:35:46,890 --> 00:35:49,310 use the brush effect 456 00:35:51,470 --> 00:35:53,960 to bring about the personality 457 00:35:54,780 --> 00:35:57,790 of the character 458 00:35:57,790 --> 00:36:04,790 Also, since this beard silhouette ends up 459 00:36:04,790 --> 00:36:13,730 covering half the face, 460 00:36:13,730 --> 00:36:18,610 this is very useful in saving time as well 461 00:36:18,610 --> 00:36:20,970 So the beard 462 00:36:20,970 --> 00:36:22,940 is very easy in terms of expression 463 00:36:25,960 --> 00:36:26,630 and it 464 00:36:28,140 --> 00:36:32,140 also gives a greater sense of completion 465 00:36:34,250 --> 00:36:37,230 in such time consuming works, 466 00:36:37,230 --> 00:36:38,710 even if it is just sketches 467 00:36:42,730 --> 00:36:47,700 So, when I did The Last of Us character design in the past, 468 00:36:47,700 --> 00:36:53,690 the character Joel was the most fun for me to work on 469 00:36:53,690 --> 00:36:56,520 because I did various 470 00:36:58,860 --> 00:37:05,130 beard designs for the character Joel 471 00:37:05,130 --> 00:37:08,100 Also, in containing the facial expression, 472 00:37:08,100 --> 00:37:12,710 the beard plays a very good role 473 00:37:15,880 --> 00:37:19,230 Without expressing the various muscles on the face, 474 00:37:21,090 --> 00:37:25,120 there is a strong characteristic that the beard provides 475a 00:37:26,090 --> 00:37:29,830 It can give various sensations 475 00:37:31,370 --> 00:37:32,460 in abundance, so 476 00:37:42,350 --> 00:37:44,430 it was fun 477 00:37:46,760 --> 00:37:50,920 I have not added highlights yet, but 478 00:37:50,920 --> 00:37:54,400 after the rough sketch and the volume 479 00:37:54,400 --> 00:37:55,930 is slowly developed, 480 00:37:55,930 --> 00:37:58,250 I can color white like this, 481 00:37:58,250 --> 00:38:02,130 then make a sort of palette 482 00:38:02,130 --> 00:38:03,690 to make the middle tone, 483 00:38:05,580 --> 00:38:07,170 and now I can slowly 484 00:38:09,830 --> 00:38:12,490 start adding the highlights 485 00:38:13,770 --> 00:38:18,820 Since I am drawing with the grey tone 486 00:38:22,670 --> 00:38:25,970 and the corresponding values, 487 00:38:26,950 --> 00:38:30,570 I must be very careful 488 00:38:30,570 --> 00:38:32,270 with using the white color, 489 00:38:32,270 --> 00:38:34,600 because using a unified 490 00:38:34,600 --> 00:38:38,030 color too much 491 00:38:39,430 --> 00:38:45,130 can cause the form 492 00:38:45,130 --> 00:38:47,850 to look rather unnatural 493 00:38:52,970 --> 00:38:56,590 Keep this in mind 494 00:38:56,590 --> 00:38:58,920 and just lightly 495 00:38:58,920 --> 00:39:01,800 add indications to the sections 496 00:39:01,800 --> 00:39:04,560 that have highlights, 497 00:39:04,560 --> 00:39:06,190 but for the other parts, 498 00:39:06,190 --> 00:39:11,430 it is fine to leave those spaces blank 499 00:39:11,430 --> 00:39:11,990 for now 500 00:39:18,220 --> 00:39:23,490 For the impression, I am thinking of one where the character noticed 501 00:39:24,490 --> 00:39:25,900 something 502 00:39:27,430 --> 00:39:31,690 and is looking towards that direction 503 00:39:32,690 --> 00:39:34,040 as an attempt 504 00:39:45,540 --> 00:39:47,020 I can’t see the ear 505 00:39:49,480 --> 00:39:53,580 , but I can make it slightly sticking out 506 00:39:53,580 --> 00:39:55,580 Then for the cheeks and the lips 507 00:39:55,580 --> 00:39:58,670 I can make the strong cheeks look more bulging 508 00:40:17,570 --> 00:40:20,070 Also, since the hat is already in place 509 00:40:20,070 --> 00:40:23,000 this 510 00:40:23,000 --> 00:40:24,480 part 511 00:40:26,480 --> 00:40:29,850 has to become darker due to the lighting 512 00:40:31,010 --> 00:40:32,850 So, for that, I can select it in 513 00:40:34,110 --> 00:40:41,530 advance, copy it, 514 00:40:42,910 --> 00:40:45,820 and then go to 515 00:40:46,530 --> 00:40:48,980 hue control 516 00:40:48,980 --> 00:40:51,450 or level 517 00:40:52,470 --> 00:40:58,480 to adjust the tone 518 00:40:58,480 --> 00:41:00,090 For now, I will use the hue 519 00:41:02,430 --> 00:41:03,290 like this 520 00:41:05,230 --> 00:41:07,170 I think this is dark enough 521 00:41:07,170 --> 00:41:09,550 Then at the bottom, 522 00:41:12,190 --> 00:41:13,950 I can use the eraser 523 00:41:16,540 --> 00:41:17,420 and just erase this part 524 00:41:40,930 --> 00:41:44,130 Feels like a rather hairy person 525 00:41:56,110 --> 00:41:59,440 It would be nice to indicate 526 00:41:59,440 --> 00:42:02,560 where this line on the head connects to 527 00:42:03,810 --> 00:42:07,170 For all designs, 528 00:42:07,490 --> 00:42:09,730 when the functional 529 00:42:10,590 --> 00:42:14,600 side of it becomes more distinct, 530 00:42:14,600 --> 00:42:19,380 while this may be a very small part of the design, 531 00:42:20,350 --> 00:42:21,600 when 532 00:42:22,870 --> 00:42:26,750 this is viewed and processed by the brain, 533 00:42:26,750 --> 00:42:28,610 it 534 00:42:28,610 --> 00:42:30,840 allows a more 535 00:42:30,840 --> 00:42:33,920 principled recognition, 536 00:42:37,410 --> 00:42:39,490 meaning 537 00:42:39,490 --> 00:42:42,110 it isn’t directly present visually, 538 00:42:42,110 --> 00:42:44,090 but as a 539 00:42:44,090 --> 00:42:45,220 sensation 540 00:42:45,220 --> 00:42:46,560 this 541 00:42:47,720 --> 00:42:49,660 drawing looks 542 00:42:51,360 --> 00:42:54,720 more solid, and 543 00:42:57,050 --> 00:42:58,050 more 544 00:42:59,370 --> 00:43:02,840 believable, meaning more plausible 545 00:43:02,840 --> 00:43:05,510 This kind of effect may be present 546 00:43:05,510 --> 00:43:10,420 But when we look at famous paintings a lot, 547 00:43:10,420 --> 00:43:12,070 there are a lot of 548 00:43:12,070 --> 00:43:15,390 absurdly small details 549 00:43:15,390 --> 00:43:19,930 with their functions indicated 550 00:43:19,930 --> 00:43:23,940 in these paintings 551 00:43:23,940 --> 00:43:25,370 I am often surprised by this 552 00:43:25,370 --> 00:43:27,840 So if I 553 00:43:27,840 --> 00:43:31,290 take painters 554 00:43:31,290 --> 00:43:33,090 who have done live paintings 555 00:43:34,880 --> 00:43:40,440 of flowers, for example, they would add small bugs 556 00:43:40,440 --> 00:43:42,530 that are barely visible, 557 00:43:44,330 --> 00:43:46,570 or small tree branches 558 00:43:46,570 --> 00:43:49,250 that are on the floor These 559 00:43:49,630 --> 00:43:52,560 things aren’t very noticeable, but 560 00:43:52,560 --> 00:43:56,250 having those small details 561 00:43:58,210 --> 00:44:00,890 added to the painting 562 00:44:04,550 --> 00:44:08,930 to make the reality of the painting more abundant 563 00:44:11,940 --> 00:44:15,190 is a way that older generations 564 00:44:15,190 --> 00:44:16,090 seems to have used a lot 565 00:44:16,090 --> 00:44:20,000 In 566 00:44:20,000 --> 00:44:22,140 principle, 567 00:44:23,330 --> 00:44:26,530 I think they had the idea that for the materialization 568 00:44:26,530 --> 00:44:31,330 not missing small details would be very important 569 00:44:31,330 --> 00:44:35,480 In particular, the illustrator Normal Rockwell 570 00:44:35,480 --> 00:44:44,250 or those who made illustrations between 1950s and 1970s 571 00:44:44,250 --> 00:44:47,620 in America, so magazine illustrators for 572 00:44:49,950 --> 00:44:52,490 Saturday 573 00:44:52,490 --> 00:44:56,450 magazine illustration, etc, 574 00:44:57,630 --> 00:45:02,490 and those who worked on covers of novels such as 575 00:45:03,570 --> 00:45:06,740 Robert Fawcett or 576 00:45:06,740 --> 00:45:12,170 Bernie Fuchs When you see these artists 577 00:45:12,170 --> 00:45:14,690 you can see that they put a huge emphasis 578 00:45:14,690 --> 00:45:18,390 on the small details, 579 00:45:18,390 --> 00:45:19,420 so those paintings 580 00:45:20,510 --> 00:45:23,120 have a sense of realism in them 581 00:45:23,120 --> 00:45:25,700 Even though a situation was portrayed 582 00:45:27,220 --> 00:45:31,050 with sketches, 583 00:45:31,050 --> 00:45:32,730 the small individual details 584 00:45:32,730 --> 00:45:37,260 such as the shape of the leather boots, 585 00:45:37,260 --> 00:45:39,970 or 586 00:45:41,090 --> 00:45:45,380 the way the laces are tied on the boots, etc are all expressed 587 00:45:45,380 --> 00:45:46,910 in the sketch 588 00:45:46,910 --> 00:45:50,910 These are shapes that 589 00:45:50,910 --> 00:45:52,420 without enough study 590 00:45:52,420 --> 00:45:54,620 of the shapes using references, 591 00:45:56,350 --> 00:45:59,490 could be easily overlooked 592 00:46:00,130 --> 00:46:02,370 Those people, on the other hand, don’t miss these things 593 00:46:14,270 --> 00:46:16,540 Let me do this, then for the satgat 594 00:46:20,350 --> 00:46:24,040 I will just indicate the texture 595 00:46:24,040 --> 00:46:27,030 by 596 00:46:40,480 --> 00:46:41,280 just 597 00:46:42,970 --> 00:46:45,340 drawing some of the tiny wrinkles 598 00:46:45,340 --> 00:46:49,350 I can’t draw all of this, so 599 00:46:49,350 --> 00:46:50,560 I will 600 00:46:53,630 --> 00:46:57,570 copy this and warp 601 00:46:57,570 --> 00:46:59,490 You will be using 602 00:47:01,010 --> 00:47:02,170 this a lot from now 603 00:47:02,740 --> 00:47:05,190 for such repetitions 604 00:47:05,190 --> 00:47:10,110 I think this is one of the best options 605 00:47:11,330 --> 00:47:13,960 that Photoshop has, 606 00:47:13,960 --> 00:47:15,230 which freely allows 607 00:47:18,730 --> 00:47:23,870 the addition of details as textures 608 00:47:25,440 --> 00:47:27,710 and applying on top of areas 609 00:47:34,330 --> 00:47:36,930 You can create textures like this very quickly 610 00:47:42,180 --> 00:47:49,630 Here, to make this more natural, 611 00:47:55,060 --> 00:47:57,790 I can add a pale 612 00:48:08,290 --> 00:48:10,300 lighting information 613 00:48:12,410 --> 00:48:13,210 here, 614 00:48:37,980 --> 00:48:39,960 in a barely noticeable way 615 00:48:39,960 --> 00:48:43,290 If this becomes too strong, 616 00:48:44,610 --> 00:48:48,910 it starts to have a very cartoonish feeling, so 617 00:48:48,910 --> 00:48:50,750 make it very subtle 618 00:48:50,750 --> 00:48:54,230 as is for the highlights 619 00:48:54,230 --> 00:48:57,650 This is enough for the form to be read 620 00:49:02,720 --> 00:49:07,970 This part becomes slightly thicker as you go to the curve, 621 00:49:08,970 --> 00:49:10,170 so make it thicker, 622 00:49:12,450 --> 00:49:15,040 and then this part will become brighter 623 00:49:15,040 --> 00:49:18,170 Always think about the sphere 624 00:49:19,770 --> 00:49:23,390 and when you continue to practice with the sphere that I talked about, 625 00:49:23,390 --> 00:49:28,250 you will be able to understand the principle of light and shade, 626 00:49:29,680 --> 00:49:33,090 so when doing these designs 627 00:49:33,090 --> 00:49:34,970 you can implement that 628 00:49:43,580 --> 00:49:45,180 as such 629 00:49:48,380 --> 00:49:53,280 When the feeling or the impression of the character 630 00:49:53,280 --> 00:49:57,270 is implemented well, 631 00:49:57,270 --> 00:50:01,370 these other designs 632 00:50:01,370 --> 00:50:04,490 help with materializing the face 633 00:50:05,600 --> 00:50:07,710 , and adding details 634 00:50:07,710 --> 00:50:10,620 Some people 635 00:50:10,620 --> 00:50:12,610 see the surrounding 636 00:50:12,860 --> 00:50:16,560 designs as big chunks 637 00:50:16,560 --> 00:50:22,770 and continue to move deeper into the details, 638 00:50:22,770 --> 00:50:25,730 but for me I think that 639 00:50:25,730 --> 00:50:27,870 facial impressions 640 00:50:27,870 --> 00:50:32,380 have an effect on the other designs, 641 00:50:34,460 --> 00:50:36,540 so I draw the facial impression 642 00:50:37,090 --> 00:50:38,210 first, 643 00:50:47,660 --> 00:50:49,340 then 644 00:50:50,910 --> 00:50:56,040 move on to the clothes 645 00:51:22,760 --> 00:51:25,470 For this eye part, 646 00:51:25,850 --> 00:51:27,860 I can come back to it, so 647 00:51:27,860 --> 00:51:32,750 if there are some shapes that are causing trouble 648 00:51:34,600 --> 00:51:40,410 or you can’t proceed well, just skip it for the time being 649 00:51:42,460 --> 00:51:44,480 For the gun, 650 00:51:47,870 --> 00:51:49,530 I will just have a blocking 651 00:51:53,760 --> 00:51:57,990 because guns tend to have too much 652 00:51:57,990 --> 00:52:01,440 details to be dealt with at the moment 653 00:52:02,320 --> 00:52:05,530 Now, I will start to draw all the other 654 00:52:06,240 --> 00:52:09,050 general parts first 655 00:52:23,610 --> 00:52:27,380 I think if you tie this section the string could be sticking out 656 00:52:31,490 --> 00:52:34,110 Let me express the string 657 00:52:35,870 --> 00:52:36,670 like this, 658 00:53:12,190 --> 00:53:16,800 and while we continue with the straw, 659 00:53:18,650 --> 00:53:24,860 I could just stick them at random and draw it, 660 00:53:25,180 --> 00:53:29,850 but when you see this section in the picture, 661 00:53:29,850 --> 00:53:37,470 the way the straw is attached and how the person is wearing it 662 00:53:38,090 --> 00:53:42,330 should be considered from a design perspective 663 00:53:42,330 --> 00:53:47,420 How would this logically make more sense, 664 00:53:47,900 --> 00:53:49,130 how is this made, 665 00:53:49,130 --> 00:53:54,090 how can this be 666 00:53:54,090 --> 00:53:58,730 covering the shoulder area of the person and stay intact, 667 00:54:00,640 --> 00:54:06,360 were these straws woven together 668 00:54:06,360 --> 00:54:07,760 for the design, etc 669 00:54:07,760 --> 00:54:11,400 Thinking about these things 670 00:54:11,400 --> 00:54:16,510 and applying that to this design is 671 00:54:16,510 --> 00:54:17,470 a way 672 00:54:18,850 --> 00:54:24,540 to make the image look more believable 673 00:54:27,480 --> 00:54:32,090 So since this is a rag like 674 00:54:33,400 --> 00:54:39,390 material, let me add some structure to it 675 00:54:39,390 --> 00:54:41,120 like this 676 00:54:42,620 --> 00:54:49,810 Because this is made from weaving straws and it is therefore very stiff, 677 00:54:52,690 --> 00:54:56,020 I think it has to be hovering when you try to cover your body 678 00:54:56,020 --> 00:54:58,460 So slightly hovering, 679 00:55:02,950 --> 00:55:05,370 with a sort of 680 00:55:06,620 --> 00:55:08,220 woven part 681 00:55:15,700 --> 00:55:16,380 here 682 00:55:18,690 --> 00:55:23,520 with this section tangled and connected, 683 00:55:23,520 --> 00:55:24,290 I think this part 684 00:55:27,050 --> 00:55:29,470 is the main focus 685 00:55:31,060 --> 00:55:32,610 when designing 686 00:55:34,150 --> 00:55:39,870 So, even though this is a very rough polishing sketch 687 00:55:39,870 --> 00:55:41,660 I will try to 688 00:55:42,370 --> 00:55:46,850 express that as much as possible 689 00:55:52,410 --> 00:55:55,330 All this is tied together 690 00:55:57,950 --> 00:55:59,650 here 691 00:55:59,650 --> 00:56:01,370 then here 692 00:56:04,410 --> 00:56:09,250 since this is ragged, this section has coils 693 00:56:09,250 --> 00:56:13,760 so that it does not slip down 694 00:56:13,760 --> 00:56:16,410 I think adding such parts 695 00:56:17,630 --> 00:56:20,220 would be good for detail 696 00:56:32,270 --> 00:56:33,180 like this 697 00:56:45,390 --> 00:56:49,520 This design information, meaning 698 00:56:49,520 --> 00:56:53,620 functional information with logic 699 00:56:53,620 --> 00:56:55,740 is indicated as much as possible 700 00:56:57,100 --> 00:56:58,300 this is how you should think about it 701 00:57:03,910 --> 00:57:05,500 How can you naturally 702 00:57:06,560 --> 00:57:10,110 indicate this, and 703 00:57:10,110 --> 00:57:12,490 also 704 00:57:12,490 --> 00:57:16,220 how would the physics of lighting 705 00:57:16,220 --> 00:57:17,760 come into play here 706 00:57:19,650 --> 00:57:22,930 The gun is here, so I think the shadow would form around here 707 00:57:22,930 --> 00:57:25,100 Also, since the rag is on top 708 00:57:25,100 --> 00:57:29,570 this part would have a light shadow, 709 00:57:30,650 --> 00:57:32,620 although it may be different 710 00:57:32,620 --> 00:57:36,780 depending on the material of the clothing 711 00:57:36,780 --> 00:57:38,140 in terms of the lighting 712 00:57:41,650 --> 00:57:42,800 Add a little bit of depth, 713 00:58:10,080 --> 00:58:12,670 with a layer 714 00:58:25,530 --> 00:58:28,960 Now here, I think they would have tied this up 715 00:58:35,450 --> 00:58:39,850 When you express such functional things in drawings 716 00:58:39,850 --> 00:58:44,480 you would slightly exaggerate what is 717 00:58:44,480 --> 00:58:46,670 not seen in pictures, 718 00:58:47,680 --> 00:58:48,460 in terms of 719 00:58:48,460 --> 00:58:50,730 How things work, 720 00:58:50,730 --> 00:58:53,220 so how this is stuck 721 00:58:53,220 --> 00:58:54,540 and how this is in place, etc 722 00:58:54,540 --> 00:58:56,890 It would be good to magnify them 723 00:58:59,170 --> 00:59:01,050 when drawing, 724 00:59:02,430 --> 00:59:07,420 so a creative exaggeration is necessary 725 00:59:08,120 --> 00:59:10,560 to explain the shape 726 00:59:18,750 --> 00:59:19,740 So, 727 00:59:21,310 --> 00:59:23,730 how could 728 00:59:23,730 --> 00:59:27,650 this type of straw 729 00:59:31,010 --> 00:59:32,410 be arranged, 730 00:59:38,170 --> 00:59:39,770 and since this is a gun, 731 00:59:43,390 --> 00:59:46,070 instead of 732 00:59:46,070 --> 00:59:49,150 putting this part as the shadow, I think 733 00:59:49,150 --> 00:59:52,290 it would form slightly floating 734 00:59:53,530 --> 00:59:55,870 Hold the layer 735 00:59:57,660 --> 01:00:01,980 The gun would have to be sharp, so 736 01:00:02,270 --> 01:00:05,470 make it sharp, then lower the layer opacity 737 01:00:09,010 --> 01:00:11,740 to show how the gun shadow 738 01:00:13,120 --> 01:00:14,110 would form 739 01:00:21,430 --> 01:00:23,770 Give a sense of straw 740 01:00:25,470 --> 01:00:26,850 strands that 741 01:00:28,640 --> 01:00:29,160 are sticking out, 742 01:00:49,280 --> 01:00:54,590 then basic light and shade for the hands 743 01:00:54,590 --> 01:00:57,090 think of it as drawing a particular structure 744 01:00:57,090 --> 01:01:02,370 and don’t focus too much on the details 745 01:01:05,180 --> 01:01:09,770 As I have mentioned previously, it is 746 01:01:09,770 --> 01:01:11,010 good to think of it as a robot, 747 01:01:13,820 --> 01:01:15,260 so as for robotic arms 748 01:01:16,350 --> 01:01:19,010 you have to 749 01:01:19,010 --> 01:01:25,370 remove the compulsion towards drawing all five fingers 750 01:01:29,090 --> 01:01:33,890 Adding details to all the fingers is 751 01:01:34,650 --> 01:01:36,540 not necessary, 752 01:01:37,370 --> 01:01:39,810 but rather divide 753 01:01:43,100 --> 01:01:44,670 the hand 754 01:01:44,670 --> 01:01:46,970 with contrast 755 01:01:49,370 --> 01:01:54,850 and progressively add details to it 756 01:01:56,670 --> 01:01:58,080 The same applies for the face 757 01:02:05,820 --> 01:02:08,860 So after the form is somewhat created, 758 01:02:29,630 --> 01:02:34,240 let me now add some structure to the hand as it looks dull 759 01:03:14,460 --> 01:03:15,970 Wrist 760 01:03:43,580 --> 01:03:46,810 Here, let’s assume that 761 01:03:54,290 --> 01:03:57,250 this was tied with some sort of rope 762 01:04:05,830 --> 01:04:10,510 It can be good to use your imagination to this extent, 763 01:04:10,510 --> 01:04:13,860 so overall I can 764 01:04:13,860 --> 01:04:15,090 use image references 765 01:04:15,090 --> 01:04:18,130 as much as possible for the drawing, while 766 01:04:19,490 --> 01:04:22,560 for these small 767 01:04:22,560 --> 01:04:26,900 connecting details, 768 01:04:26,900 --> 01:04:31,870 using your imagination when drawing is not very 769 01:04:31,870 --> 01:04:34,050 damaging to the design 770 01:04:37,860 --> 01:04:44,500 But the important thing is preventing that these described 771 01:04:44,500 --> 01:04:48,570 designs get 772 01:04:48,570 --> 01:04:51,770 damaged by the imagined 773 01:04:53,660 --> 01:04:56,610 design, meaning the production 774 01:04:59,040 --> 01:05:01,120 of the details should be in harmony 775 01:05:02,270 --> 01:05:05,500 Otherwise, some parts may seem unreasonable 776 01:05:05,500 --> 01:05:07,520 while some sections make sense 777 01:05:08,610 --> 01:05:10,460 in a single painting 778 01:05:14,860 --> 01:05:18,210 While adding other small details, 779 01:05:25,090 --> 01:05:27,400 describe it 780 01:05:27,400 --> 01:05:30,580 to a point where it feels like this design 781 01:05:30,580 --> 01:05:33,240 belongs here 782 01:05:34,820 --> 01:05:36,410 as much as possible 783 01:05:40,700 --> 01:05:43,000 To about this length 784 01:05:43,000 --> 01:05:47,770 If you see, the straw is very stiff 785 01:05:47,770 --> 01:05:49,420 as in the case of a broom 786 01:05:49,420 --> 01:05:56,160 I think the same material used to make brooms could have been used here 787 01:06:05,730 --> 01:06:07,770 Adding tone like this, 788 01:06:09,340 --> 01:06:11,230 then lowering the opacity a little 789 01:06:11,230 --> 01:06:13,660 so that the line under it is visible 790 01:06:49,440 --> 01:06:51,610 Here, again, 791 01:06:52,700 --> 01:06:54,430 for the highlights, 792 01:06:57,250 --> 01:07:02,370 I think as long as the form of the straw is not disrupted, 793 01:07:02,370 --> 01:07:03,550 indicating 794 01:07:05,410 --> 01:07:06,780 this would be good 795 01:07:21,120 --> 01:07:27,880 then this part of the straw would be darker 796 01:07:29,730 --> 01:07:31,840 so make it as such 797 01:07:48,700 --> 01:07:53,950 I think making this arm part a silhouette 798 01:07:53,950 --> 01:07:55,550 would be fine 799 01:08:14,010 --> 01:08:17,850 Also, do not forget to check 800 01:08:17,850 --> 01:08:19,520 the navigation 801 01:08:22,660 --> 01:08:26,570 Checking the navigation frequently means 802 01:08:26,570 --> 01:08:28,960 checking the character silhouette 803 01:08:31,010 --> 01:08:33,080 whether it is properly forming a harmony or not 804 01:08:33,080 --> 01:08:36,640 , and constantly doing a check up during the progression 805 01:08:36,640 --> 01:08:40,110 Since you could see the lighting, etc 806 01:08:40,110 --> 01:08:43,660 very briefly, if you do not have a navigator 807 01:08:44,710 --> 01:08:48,090 you should at least try to continue to check up in this way 808 01:08:48,090 --> 01:08:49,340 , seeing from a distance 809 01:08:49,340 --> 01:08:54,480 So even when you are doing conventional painting 810 01:08:54,480 --> 01:08:58,690 such as oil painting in a live drawing form, 811 01:08:58,690 --> 01:09:00,470 it is important to get up from 812 01:09:00,470 --> 01:09:03,860 your seat often 813 01:09:03,860 --> 01:09:08,920 and check the image from far away, 814 01:09:08,920 --> 01:09:15,250 and it is good to apply the same principle digitally 815 01:09:25,880 --> 01:09:29,440 Here, 816 01:09:30,690 --> 01:09:33,570 to give a feeling 817 01:09:36,670 --> 01:09:39,520 of dinosaur skin, 818 01:09:40,870 --> 01:09:44,060 I would have to open up a different reference 819 01:09:47,230 --> 01:09:49,790 Since this is skin, I can 820 01:09:51,360 --> 01:09:54,170 give a distressed feeling, 821 01:09:55,200 --> 01:09:55,820 and 822 01:09:58,210 --> 01:10:02,490 a loose feeling 823 01:10:09,430 --> 01:10:11,770 Then for this line, 824 01:10:12,890 --> 01:10:13,630 let me draw 825 01:10:15,130 --> 01:10:18,430 this again with robot arms 826 01:10:38,170 --> 01:10:42,650 Also, for those of you who find drawing hands difficult 827 01:10:42,650 --> 01:10:44,460 there is this method where 828 01:10:44,460 --> 01:10:47,070 you take a picture of your hand with your phone 829 01:10:48,590 --> 01:10:52,790 Take a picture, download it, 830 01:10:52,790 --> 01:10:54,530 then open it 831 01:10:56,620 --> 01:10:59,840 using Photoshop and 832 01:11:03,300 --> 01:11:07,170 trace it as I have mentioned before 833 01:11:09,630 --> 01:11:13,440 Then in less than 1 or 2 seconds, the outline 834 01:11:14,810 --> 01:11:16,090 can be completed 835 01:11:16,840 --> 01:11:18,970 Just use that 836 01:11:19,740 --> 01:11:21,590 I am 837 01:11:21,920 --> 01:11:23,770 using a harder way, 838 01:11:34,230 --> 01:11:37,980 and I also find drawing hands extremely tricky 839 01:11:39,130 --> 01:11:42,170 I always think of the hand 840 01:11:42,170 --> 01:11:45,480 as a second face, so 841 01:11:45,480 --> 01:11:53,690 if small details are not done properly 842 01:11:54,860 --> 01:12:00,030 it can easily give an unreal sensation, 843 01:12:00,960 --> 01:12:03,330 so even though I draw 844 01:12:07,840 --> 01:12:12,260 hands very often, I am also 845 01:12:16,250 --> 01:12:17,760 always stuck 846 01:12:18,240 --> 01:12:21,690 when it comes to certain angles 847 01:12:21,690 --> 01:12:23,710 or special lighting 848 01:12:25,250 --> 01:12:26,960 situations, it can 849 01:12:26,960 --> 01:12:27,960 get rather difficult 850 01:12:30,880 --> 01:12:36,570 When I am pressed by time, I take a picture of my hand or my 851 01:12:36,570 --> 01:12:39,970 peers’ hands and use it as a reference 852 01:12:43,260 --> 01:12:46,170 I hope you don’t find 853 01:12:47,290 --> 01:12:48,510 that 854 01:12:51,200 --> 01:12:54,460 particularly difficult 855 01:12:54,460 --> 01:12:55,930 Regardless of the method, 856 01:12:57,040 --> 01:13:00,510 It is the sensation given by the character 857 01:13:00,510 --> 01:13:02,400 expressed properly 858 01:13:02,400 --> 01:13:04,990 by these small design factors, 859 01:13:05,920 --> 01:13:08,120 Just focus on that 860 01:13:10,840 --> 01:13:12,880 With the factors not being left out, 861 01:13:12,880 --> 01:13:16,920 is the progression one that is close 862 01:13:16,920 --> 01:13:18,300 to the client’s demands, 863 01:13:21,220 --> 01:13:22,520 and is the character feeling 864 01:13:22,520 --> 01:13:29,130 that I desire to have coming about well, 865 01:13:29,130 --> 01:13:31,650 check up for those things 866 01:13:34,870 --> 01:13:36,090 I did not save this yet 867 01:13:37,120 --> 01:13:41,470 do not forget to save at all times 868 01:13:41,470 --> 01:13:44,730 Because I don’t trust computers, 869 01:13:44,730 --> 01:13:46,140 so it could just 870 01:13:47,200 --> 01:13:48,700 turn off at any point, 871 01:13:48,700 --> 01:13:51,450 and I once kicked one of the cables 872 01:13:51,450 --> 01:13:52,930 and caused a power outage 873 01:13:54,110 --> 01:13:56,830 3 hours into my drawing 874 01:13:56,830 --> 01:14:06,140 Those kinds of accidents may cause 3 hours of your work to just disappear 875 01:14:07,360 --> 01:14:12,460 So you have to be very careful with this, 876 01:14:12,460 --> 01:14:16,060 and although Photoshop has 877 01:14:17,150 --> 01:14:22,250 an autosave function, 878 01:14:26,570 --> 01:14:27,480 just in case 879 01:14:32,600 --> 01:14:33,930 Recently 880 01:14:35,350 --> 01:14:41,250 Photoshop has this kind of defense mechanism, 881 01:14:41,250 --> 01:14:44,380 but you never know what could happen 882 01:14:45,850 --> 01:14:51,160 When I used old versions of Photoshop 883 01:14:51,160 --> 01:14:57,520 and things like this happened, I 884 01:14:57,520 --> 01:14:59,360 did not feel like going back to work 885 01:15:00,810 --> 01:15:04,450 after everything I had done was lost 886 01:15:07,040 --> 01:15:11,390 I have indicated the clothes like this, 887 01:15:15,260 --> 01:15:18,720 with a skin like, rough expression 888 01:15:54,940 --> 01:15:58,300 Also, as I am drawing clothes right now, 889 01:15:59,770 --> 01:16:04,770 there could be various tips for drawing clothes, 890 01:16:05,670 --> 01:16:06,750 but 891 01:16:08,480 --> 01:16:13,770 if you know just a few of the key principles 892 01:16:16,090 --> 01:16:17,690 it would be very helpful 893 01:16:21,980 --> 01:16:26,510 When drawing clothes, 894 01:16:26,510 --> 01:16:32,160 there are three mechanisms that clothes have, 895 01:16:33,170 --> 01:16:36,280 which are gravity, 896 01:16:36,280 --> 01:16:39,090 flow, and tension 897 01:16:41,180 --> 01:16:44,190 So for 898 01:16:44,880 --> 01:16:49,410 gravity, it would be 899 01:16:50,620 --> 01:16:55,640 how thick or thin are the clothes depending on the material, 900 01:16:55,640 --> 01:16:59,320 and how the gravity is reflected accordingly 901 01:16:59,320 --> 01:17:04,710 So, if the arm is like this 902 01:17:04,710 --> 01:17:06,670 for instance 903 01:17:06,670 --> 01:17:09,790 and the clothing is put on top 904 01:17:09,790 --> 01:17:12,350 the wrinkles would 905 01:17:13,450 --> 01:17:14,480 go down like this 906 01:17:16,130 --> 01:17:17,980 with gravity coming into play 907 01:17:19,340 --> 01:17:20,000 If 908 01:17:22,240 --> 01:17:22,970 the arm 909 01:17:25,080 --> 01:17:31,040 is like this and the clothes are put on like this, then 910 01:17:32,570 --> 01:17:35,610 this part will drop as such 911 01:17:35,610 --> 01:17:38,670 because gravity continues to go downwards, so 912 01:17:38,670 --> 01:17:40,060 the wrinkles would go like this 913 01:17:43,170 --> 01:17:43,970 And also, 914 01:17:45,630 --> 01:17:47,490 flow, 915 01:17:50,700 --> 01:17:52,250 so the 916 01:17:52,250 --> 01:17:56,350 wrinkles on clothes are not formed like this 917 01:17:56,510 --> 01:17:57,150 right, 918 01:17:59,890 --> 01:18:05,560 so let me explain this while trying to draw the clothes 919 01:18:07,260 --> 01:18:12,350 If you see here, the wrinkles 920 01:18:12,350 --> 01:18:14,170 won’t go like this 921 01:18:15,970 --> 01:18:17,370 but like this, 922 01:18:17,370 --> 01:18:19,200 then with that happening 923 01:18:20,570 --> 01:18:21,790 the other wrinkles 924 01:18:22,970 --> 01:18:23,650 would go 925 01:18:25,650 --> 01:18:26,520 like this, 926 01:18:27,710 --> 01:18:33,440 meaning there is this kind of fan-shaped flow 927 01:18:34,590 --> 01:18:36,640 which 928 01:18:38,740 --> 01:18:40,570 is flow 929 01:18:40,570 --> 01:18:44,960 caused by the force 930 01:18:49,410 --> 01:18:50,270 of gravity 931 01:18:51,340 --> 01:18:52,480 Then 932 01:18:53,240 --> 01:18:59,770 if the clothes are pulled mechanically 933 01:18:59,770 --> 01:19:02,750 or if it is dropping down 934 01:19:04,260 --> 01:19:06,880 from the shoulders, 935 01:19:06,880 --> 01:19:11,070 or if they are grabbing onto the clothes, etc 936 01:19:11,070 --> 01:19:15,810 there are these things called 937 01:19:17,280 --> 01:19:19,430 tension wrinkles 938 01:19:19,430 --> 01:19:21,220 This drawing is a very simple example, 939 01:19:21,220 --> 01:19:25,600 but say this is a fist, and if 940 01:19:26,780 --> 01:19:30,690 the clothes are pulled a type of tension forms 941 01:19:32,060 --> 01:19:35,260 just like wrinkles 942 01:19:36,280 --> 01:19:37,980 So consider these three 943 01:19:37,980 --> 01:19:42,170 things, gravity, flow, and tension, 944 01:19:42,170 --> 01:19:43,170 then 945 01:19:45,340 --> 01:19:49,540 at least in terms of drawing the wrinkles 946 01:19:49,540 --> 01:19:51,870 , you will be able to match that logic 947 01:19:51,870 --> 01:19:55,170 without having to look at the reference too much 948 01:19:55,170 --> 01:19:58,980 Of course, looking at the reference is often better, 949 01:20:00,640 --> 01:20:05,340 because if you apply that to make them 950 01:20:05,340 --> 01:20:07,330 the wrinkles become more real 951 01:20:10,890 --> 01:20:14,650 Also here, 952 01:20:17,530 --> 01:20:21,310 let me show you a great example 953 01:20:23,870 --> 01:20:27,670 You can see the flow from the gravity 954 01:20:27,670 --> 01:20:29,190 although it is very minute 955 01:20:29,190 --> 01:20:31,250 Clothes all have this kind of flow, 956 01:20:31,250 --> 01:20:33,630 and seeing this person 957 01:20:33,630 --> 01:20:34,960 the arm is dropping 958 01:20:34,960 --> 01:20:38,560 while grabbing the bow like this 959 01:20:38,560 --> 01:20:39,560 to form an angle 960 01:20:39,560 --> 01:20:40,860 In this case, 961 01:20:40,860 --> 01:20:42,520 these small, wrinkle like 962 01:20:42,520 --> 01:20:43,870 tensions would form 963 01:20:48,410 --> 01:20:52,340 So, think of it as a complex form of 964 01:20:52,340 --> 01:20:55,170 flow and tension 965 01:20:55,170 --> 01:20:57,090 for the clothes 966 01:20:59,460 --> 01:21:00,960 Keep this in mind, 967 01:21:01,700 --> 01:21:06,750 and now I will try and draw the clothes using these references 968 01:21:21,730 --> 01:21:23,810 There is one difference here, 969 01:21:23,810 --> 01:21:25,950 which is that for this model the light 970 01:21:31,130 --> 01:21:35,050 is coming from this direction 971 01:21:35,050 --> 01:21:37,340 If you look at the reference incorrectly, 972 01:21:39,130 --> 01:21:41,630 this could result in incorrect lighting 973 01:21:42,190 --> 01:21:42,970 If the direction of the light is different, 974 01:21:44,160 --> 01:21:48,350 make the direction of the light different in the reference as well 975 01:21:48,350 --> 01:21:49,600 before 976 01:21:49,600 --> 01:21:53,150 referring to the reference 977 01:22:08,030 --> 01:22:10,490 I will quickly block this part, 978 01:22:13,180 --> 01:22:14,960 then smudge 979 01:22:45,760 --> 01:22:49,570 I have done the brightness setting to an extent, 980 01:23:10,400 --> 01:23:14,810 and I will have to try adding 981 01:23:14,810 --> 01:23:16,220 some shadows to the hand 982 01:23:24,770 --> 01:23:27,610 like this, and then highlight 983 01:24:00,810 --> 01:24:03,870 Since the hand is sticking out slightly, 984 01:24:04,400 --> 01:24:06,880 I think it would receive more of the lighting 985 01:24:15,520 --> 01:24:21,150 With the arm here, I think it would be good to indicate 986 01:24:22,490 --> 01:24:24,830 the sense of it being lifted 987 01:24:36,770 --> 01:24:38,810 It would be fine to go 988 01:24:39,890 --> 01:24:40,910 darker here in my opinion 989 01:24:42,170 --> 01:24:44,540 The hand suddenly became too big 990 01:24:45,270 --> 01:24:47,190 , so let me make this smaller 991 01:25:05,660 --> 01:25:06,510 like this 992 01:25:09,500 --> 01:25:12,040 Then again, let me 993 01:25:24,960 --> 01:25:29,800 work on the details of the bag 994 01:25:29,800 --> 01:25:30,410 If the bag 995 01:25:31,750 --> 01:25:36,060 has these small strings 996 01:25:36,890 --> 01:25:38,180 tangled together, 997 01:25:45,120 --> 01:25:48,270 and then 998 01:25:49,660 --> 01:25:51,840 like this 999 01:25:54,380 --> 01:25:57,250 it would be a bag to hold gunpowder, etc 1000 01:26:23,590 --> 01:26:24,420 This is done 1001 01:26:38,530 --> 01:26:44,360 Then again, 1002 01:26:44,360 --> 01:26:45,330 the shadow expression 1003 01:27:40,270 --> 01:27:44,960 Also, I think this part is flashed too much, so 1004 01:27:44,960 --> 01:27:50,560 I will add more shadows here to give a sense of this part being crumpled 1005 01:27:50,560 --> 01:27:52,710 a little bit more 1006 01:27:54,980 --> 01:28:00,570 When this belt 1007 01:28:00,570 --> 01:28:06,210 presses leather, for instance, it would cause tension wrinkles like this, 1008 01:28:08,890 --> 01:28:11,680 which you can indicate again 1009 01:28:15,070 --> 01:28:18,750 Add some tension wrinkle 1010 01:28:22,560 --> 01:28:24,890 form here as well, 1011 01:28:28,220 --> 01:28:29,150 and then 1012 01:28:39,970 --> 01:28:43,400 since the gun is very hard to see right now, I think 1013 01:28:43,400 --> 01:28:45,850 I have to 1014 01:28:48,880 --> 01:28:49,820 add a little 1015 01:28:51,040 --> 01:28:55,170 more lighting indication 1016 01:29:02,210 --> 01:29:04,000 From here, I think for this part 1017 01:29:05,150 --> 01:29:08,060 if the shadow drops around here 1018 01:29:09,410 --> 01:29:11,720 , there would be more lighting in this 1019 01:29:14,170 --> 01:29:16,770 area a brighter lighting 1020 01:29:24,360 --> 01:29:26,940 This part would also have to be brighter like this 1021 01:29:28,570 --> 01:29:29,630 I have to 1022 01:29:39,130 --> 01:29:44,150 Because the gun is not the most important part, 1023 01:29:44,570 --> 01:29:46,970 I have just added indications 1024 01:29:52,570 --> 01:29:55,580 For this side of the face, I think 1025 01:29:55,580 --> 01:29:57,660 the shadow has to be stronger 1026 01:30:37,180 --> 01:30:40,700 I also want the lighting on this part to be more apparent 1027 01:31:13,090 --> 01:31:17,430 This area also has a lot of tension wrinkles, 1028 01:31:18,170 --> 01:31:20,220 so indicate 1029 01:31:22,560 --> 01:31:23,290 this first, 1030 01:31:23,290 --> 01:31:30,080 then 1031 01:31:30,080 --> 01:31:32,290 for this part that looks older, 1032 01:31:48,360 --> 01:31:50,720 just do a 1033 01:31:57,110 --> 01:31:59,230 blocking 1034 01:32:02,490 --> 01:32:04,290 Block this part as well, but 1035 01:32:06,750 --> 01:32:12,930 the value for this foot is lower than that for the other 1036 01:32:15,140 --> 01:32:18,850 because it is in the front 1037 01:32:35,100 --> 01:32:38,910 Here, indicate the straw shoes 1038 01:32:40,510 --> 01:32:43,200 More details could go in here, but 1039 01:32:47,170 --> 01:32:51,460 when you are doing a faster sketch 1040 01:32:51,460 --> 01:32:53,550 variation work, 1041 01:32:53,550 --> 01:32:56,220 if just indications are enough 1042 01:33:00,660 --> 01:33:02,050 for the shape 1043 01:33:03,420 --> 01:33:09,210 to be read, it is fine 1044 01:33:14,420 --> 01:33:18,600 You could add photo references, etc on the side later 1045 01:33:18,600 --> 01:33:26,050 and describe what type of design and shape 1046 01:33:27,840 --> 01:33:29,570 this corresponds to 1047 01:34:00,350 --> 01:34:01,370 This allows 1048 01:34:01,850 --> 01:34:04,320 Add shadows here, 1049 01:34:06,330 --> 01:34:11,870 and since this foot is in front, I will make this brighter 1050 01:34:28,490 --> 01:34:30,080 Straw shoes 1051 01:34:31,650 --> 01:34:33,570 are difficult to design 1052 01:34:33,570 --> 01:34:35,240 in terms of expressing the lighting 1053 01:34:37,130 --> 01:34:42,710 Just add indications of 1054 01:34:42,710 --> 01:34:43,810 roughly what type 1055 01:34:49,890 --> 01:34:52,190 of design this is, 1056 01:34:54,880 --> 01:34:58,690 and then I will add some lighting indication 1057 01:35:13,890 --> 01:35:16,290 This part again stands out too 1058 01:35:17,470 --> 01:35:19,590 much, so let me press this down 1059 01:35:19,590 --> 01:35:22,140 I think I have to press this side down as well 1060 01:35:22,940 --> 01:35:24,450 like this 1061 01:36:14,850 --> 01:36:17,890 A principle when drawing 1062 01:36:20,730 --> 01:36:22,460 shapes for instance 1063 01:36:24,800 --> 01:36:25,650 is never to use 1064 01:36:27,100 --> 01:36:28,190 this type of 1065 01:36:29,530 --> 01:36:34,270 perpendicular shapes 1066 01:36:34,270 --> 01:36:36,690 Even if you decide to use something right angled, 1067 01:36:36,690 --> 01:36:40,320 you want to make changes like this 1068 01:36:40,320 --> 01:36:44,540 so that the lines look to have some structure 1069 01:36:46,440 --> 01:36:50,370 as if involved in architecture 1070 01:36:55,100 --> 01:36:58,560 or a similar feeling 1071 01:37:01,570 --> 01:37:05,120 In other words, drawings 1072 01:37:05,120 --> 01:37:07,290 with more sense of structure 1073 01:37:11,130 --> 01:37:13,020 are better 1074 01:37:24,360 --> 01:37:27,040 Indicate the straw shoes, 1075 01:37:41,120 --> 01:37:43,900 and make sure that the feet don’t become too big by calculating 1076 01:37:52,760 --> 01:37:54,240 There is a tendency where more details on the foot 1077 01:37:55,040 --> 01:37:59,260 result in the foot becoming larger 1078 01:38:01,280 --> 01:38:02,140 unconsciously 1079 01:38:24,620 --> 01:38:25,760 like this, 1080 01:39:16,250 --> 01:39:18,980 So with that, I will 1081 01:39:18,980 --> 01:39:23,180 conclude this lecture with the sketch work done up to this point 1082 01:39:23,180 --> 01:39:26,580 The next lecture is the final sketch step 1083 01:39:26,580 --> 01:39:29,640 and will deal with various 1084 01:39:29,640 --> 01:39:34,000 tips and techniques for the presentation 1085 01:39:34,000 --> 01:39:35,240 That is it for today 1086 01:39:35,240 --> 01:39:36,130 Thank you 70904

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