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Hello everyone, today’s lecture
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will involve selecting one costume design
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from the character variation in the previous lecture
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and refining the shape so that it becomes clearer
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In the variation process for the character concept production
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I have done a rough sketch
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variation focused on the lines
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In the process of creating variations
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or methods, there are no fixed rules
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or processes If you are able
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to show any type of variation
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in the designed idea and the intended form,
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reflect the design requests of the client well,
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and are able to quickly provide
various design alternatives,
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variations of any format
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can be presented
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If you have seen internet portfolio sites
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or saw various articles on concept development
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images, this would be a
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familiar image
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These works are concept designs
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that I have selected out of the works
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I have done a long time ago
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In the process of making these variations
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using the silhouette of the character
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to create the variations
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is one of the methods that concept artists are using a lot,
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and this is one of the images that I had
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when preparing for my portfolio,
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and people who make portfolios
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would likely have this
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Design in this method is one of the ways
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to output various silhouettes very quickly
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like a factory
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If for the game
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such as mobile games or stylish game, if the screen is small,
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the character involved
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or creatures, etc ,
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and if the graphic is low as a design
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silhouette must grab the viewer’s attention,
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particularly in designing 2D characters
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this design method is the most efficient
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However, for costumes that must recreate
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realistic details, in terms of design,
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this type of variation method results in design simplification,
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too many designs are
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impressed
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This is easy to read
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and has various silhouettes created in a short amount of time,
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which may be able to show design possibilities
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but will not be able to show the stylish image of
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the character impression and the design
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coming together in harmony
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So this is very simplified
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the highly lightweight design
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causes difficulties in visualizing the image
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This type of silhouette design is less recommended for presentation purposes
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,but rather for when you want to check
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the status of your character designs
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or when you want to come up with ideas
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In my experience, while some directors
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may like such designs
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I have seen many directors who choose to ignore
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such portfolios with a lot of
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silhouette designs in it
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If you choose to use the silhouette design regardless,
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instead of an overall blocking
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design like this one with shadows,
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a partial silhouette design could be efficient
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The way to do it is
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making a part of the costume design as silhouettes like this
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If you make the entire design a silhouette
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in terms of very simplified design terms
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from far away
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you can recognize that they are different,
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but there is no way to see
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what design composition
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is used in developing
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this character
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That is if you were to just present it like this
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Just visually,
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if you can think this one is more noticeable
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, then that is probably the best conclusion you can get
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If this was a 2D character, or
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involved in an action game where the story isn’t too much in play,
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because the main objective is to be visually appealing,
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this method could be used
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While such design process is very efficient,
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what we are dealing with right now
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involves a design relationship where the various factors
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are used in order to portray
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this particular character
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alongside the character
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So if you draw many silhouette designs
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with complete blockings,
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for clients that want to see the narrative, meaning
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a more complex design of the character,
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it would be very difficult
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to help them understand
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So if you organize this in sections
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you can see that
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there is a hat,
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the person is wearing straw clothes for rain,
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there’s a gun,
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and the clothes are like this
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You can see that they could be wearing some kind of boots
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or sandals, etc
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and these things could add to the story of the character
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This is more advantageous
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compared to a silhouette
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because the silhouette here forms a kind of grouping
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This still gives you a visual guide
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on what design catches the attention more
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when you see it from far away
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while at the same time
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providing more information about the character
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in terms of the design factors
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So, a portfolio with materialized silhouette design
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is effective in showing the client what designs
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and what production method is being utilized,
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as well as whether the story is the main focus
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in the character concept production
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or if the visual recognition must be very powerful
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in this design production work
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The products that are already completed and are being sold,
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meaning works that are already published are referenced
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with preparation for selection,
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so the portfolio can be
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most effective for a display perspective
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in my opinion
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So, I have briefly discussed
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silhouette variation designs
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and their double edged sword nature
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Now, I will start with the demonstration on how to complete the rough sketch
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So, out of the three variations,
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which one
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would
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result
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in a better design with more work
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For instance,
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which one of these would the client
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prefer
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Try and think about this in your imagination
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When I did character design work
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with other clients or artists,
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meaning art directors,
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during that process
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a director’s comment saying this is good or
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this feels nice
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often decided how the rough sketch would be done
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But in a complex manner,
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I think this design is very unique,
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I like this design,
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but this looks too long,
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This is unique, but
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wouldn’t a short raincoat go well together
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In this complex way, so for instance
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In this variation, I like these sandals,
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could this be emphasized here
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Like this, you could
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look at the rough sketches
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and combine them to make the final decision
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Let’s say for this instance, the client
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wanted more development on the hat,
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liked how this raincoat like
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clothing that stops the rain
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gives a more imposing presence
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which is good,
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but said that while this kind of satgat
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looks mysterious and cool,
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it would be difficult to see the character impression in the game,
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and suggested that the hat
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could be smaller
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Let us assume that such interaction took place
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So for the base,
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the body base, we go with this design,
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and
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for the hat design,
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let’s choose this hat and go from there
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Also, since for these props
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the variations were not formed yet,
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so I will look at the small parts in detail
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while I complete this drawing
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If the choices were made like this,
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I could just combine all of this
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if I am pressed by time
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and move straight to the sketch polishing
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However, in most cases
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after the selection is made like this,
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I would combine
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and redraw
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the rough sketch,
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and after the drawing is complete
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I would create another four to five variations
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In this process,
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with these ideas,
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I would continue to make
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selections
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again and again
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Presentation,
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followed by selection,
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from which
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another two to three variations are made,
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then another selection, and so on
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Think of it as filtering it with a sieve
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After that, with the finalized
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design which
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has the rough sketch more or less completed,
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then the polishing is done
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But I won’t continue to make
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variations with this particular
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topic, and
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since in the production process
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showing how to
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polish this rough sketch
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is more important, so
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this lecture
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will focus on the sketch polishing
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part of the work
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Here, if the base
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of the design is important, I would just copy it
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I call this the paper doll
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or the paper doll process,
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where you know how we take a paper doll
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and keep changing clothes
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to make the design
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Think of this as being similar to that
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Instead of drawing the rough sketch again,
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you can just select this,
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copy, and then
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try
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fitting different things to it
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This is a method that I often use, where
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when I draw the clothes
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I separate the
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sections of the clothing design
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with layers like this, so
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if this is the first base
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I would divide all the keywords that the character has
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and place it on a different layer
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Guns or other props, etc
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can all be divided in terms of layers
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and through turn on and off,
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you can the layers visible
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or invisible
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with
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such options
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For example here,
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there’s one,
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and I can select,
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copy,
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place in a new layer
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like this,
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and start with creating variations
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as such
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If only the boots were changed,
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then I can again select this
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and create more variations
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If the character has a satgat,
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then place it here like a paper doll
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and turn on and off
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like this,
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then create
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more variations
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Going on with this can result in
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endless variations
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I also often
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use this paper doll process
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This allows maximum production
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of a lot of rough sketch variations
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Even after polishing,
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due to certain requests from the director or the client,
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it is likely that you would have to continue making variations from there
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However, when the polishing is complete
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a lot of
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design choices have already been made,
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so there won’t be a huge change
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in the silhouette or the design
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So, very small
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minute changes could occur,
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in which case you can use such paper doll type
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layers and
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create variations related to changes in very small design details
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I often make variations in this way
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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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