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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,920 If you want to turn off the subtitles click [setting]-[tooltips]-['on' for PC, 'close' for mobile] 2 00:00:05,250 --> 00:00:11,230 Hello, today’s lecture is going to be on a vital part of character production, 3 00:00:11,390 --> 00:00:16,260 the props, which are design elements 4 00:00:16,580 --> 00:00:20,480 Props can be various objects 5 00:00:20,660 --> 00:00:26,560 It ranges from designs characters carry on clothes in hands 6 00:00:26,560 --> 00:00:31,600 to machines or objects that the characters can ride, 7 00:00:31,600 --> 00:00:34,470 such as a type of means of transportation 8 00:00:34,470 --> 00:00:41,440 More broadly, it can even be the house that the character lives in 9 00:00:41,750 --> 00:00:44,380 or the interior of the room 10 00:00:44,640 --> 00:00:50,320 As such, props of characters hints at the image of 11 00:00:50,320 --> 00:00:54,270 the style, impression, job, 12 00:00:55,390 --> 00:00:57,920 tendency in life, time, 13 00:00:58,250 --> 00:01:03,710 characteristics, purposes, and more in an indirect way, 14 00:01:04,430 --> 00:01:06,430 and is a very important design element 15 00:01:08,960 --> 00:01:14,980 Using the sketch of a character done from the last lecture to produce props, 16 00:01:14,980 --> 00:01:18,340 I will explain this in more detail 17 00:01:20,200 --> 00:01:23,580 Let’s add detail to props of the character 18 00:01:25,600 --> 00:01:28,700 When producing these props, 19 00:01:29,700 --> 00:01:30,400 if you 20 00:01:30,400 --> 00:01:36,010 consider about the 7 principles, 21 00:01:36,450 --> 00:01:41,440 depending on how the props are applied to the character, 22 00:01:42,300 --> 00:01:43,620 the process may become easier 23 00:01:43,940 --> 00:01:49,630 The first one of the 7 principles that I thought of is the size of the props 24 00:01:51,010 --> 00:01:58,590 For example, here is the long gun that the main character is holding 25 00:01:58,590 --> 00:02:04,740 Assuming this is a rifle, depending on the size of this rifle 26 00:02:05,100 --> 00:02:07,900 it becomes possible to 27 00:02:09,660 --> 00:02:14,480 estimate the character’s physical traits 28 00:02:14,480 --> 00:02:18,820 The bigger the gun, the heavier it would become 29 00:02:20,050 --> 00:02:25,990 Considering the scale of the props 30 00:02:25,990 --> 00:02:27,310 will also be helpful 31 00:02:27,310 --> 00:02:37,910 Next, how the details of the props such as the shape or language 32 00:02:37,910 --> 00:02:44,360 of this line of character matches this character 33 00:02:44,360 --> 00:02:46,500 can be considered 34 00:02:46,500 --> 00:02:50,240 The next thing to consider is the material, which is very important 35 00:02:50,240 --> 00:02:55,210 The material refers to what was used to make the prop 36 00:02:55,210 --> 00:02:55,910 That is, 37 00:02:55,910 --> 00:03:01,410 depending on the material used and the proportion 38 00:03:01,890 --> 00:03:06,380 of the size of the prop, we can estimate 39 00:03:07,030 --> 00:03:12,740 how much prop weight this character can handle 40 00:03:13,110 --> 00:03:17,260 If this is all made of iron, 41 00:03:17,260 --> 00:03:21,990 or if it is made of light material or leather, 42 00:03:21,990 --> 00:03:26,490 when these clothes are worn in layers, 43 00:03:26,490 --> 00:03:30,270 how much will they weigh and 44 00:03:30,840 --> 00:03:34,920 is this character going to be able to endure it 45 00:03:35,390 --> 00:03:37,420 We may make guesses 46 00:03:37,420 --> 00:03:41,660 And we can think about the usage of this material 47 00:03:41,980 --> 00:03:48,700 We can think about in what way this prop may be used, 48 00:03:49,180 --> 00:03:50,940 more than the use of the material, 49 00:03:50,940 --> 00:03:58,810 and ways of wearing or putting on these props 50 00:03:58,810 --> 00:04:04,860 Also, the laws related to the physical mass 51 00:04:04,860 --> 00:04:07,490 of the prop may be considered 52 00:04:08,000 --> 00:04:11,820 This may be called the law of physics 53 00:04:11,820 --> 00:04:18,280 In a way, this is also proportional to the size of the prop 54 00:04:18,590 --> 00:04:19,720 If the character is 55 00:04:22,080 --> 00:04:22,730 you can create 56 00:04:24,880 --> 00:04:33,730 holding a large cannon like gun or weapon like this, 57 00:04:37,410 --> 00:04:45,660 the size of this prop may affect a lot of things 58 00:04:45,660 --> 00:04:51,340 That is, the pose of the character may change, 59 00:04:52,260 --> 00:04:55,820 and the way the weapon is held may also change 60 00:04:55,820 --> 00:05:02,370 So, if the character carries these big, 61 00:05:04,460 --> 00:05:07,080 cannon like gun, 62 00:05:07,770 --> 00:05:12,160 the size of the various things loaded on the gun like gunpowder 63 00:05:12,160 --> 00:05:20,840 are sure to be large, and their sizes may increase simultaneously 64 00:05:23,560 --> 00:05:28,390 If a wooden, 65 00:05:29,450 --> 00:05:29,990 large, 66 00:05:32,940 --> 00:05:38,040 wedge-shaped ammunition is needed for this weapon, 67 00:05:38,520 --> 00:05:40,570 he might be carrying one cartridge at a time, 68 00:05:41,540 --> 00:05:44,520 but might also have carried several for extra 69 00:05:44,520 --> 00:05:50,340 Then another change in the silhouette is given 70 00:05:50,340 --> 00:05:56,090 But we also need to consider if the character can carry all these loads 71 00:05:56,090 --> 00:05:58,950 and run up and down mountains 72 00:06:00,650 --> 00:06:07,040 to hunt and manage tasks 73 00:06:07,040 --> 00:06:10,670 realistically 74 00:06:11,740 --> 00:06:14,850 So, I think when we look at this character, 75 00:06:14,850 --> 00:06:20,170 if he is in his 50s, 76 00:06:20,170 --> 00:06:24,210 I am not sure how much muscle mass or what muscle size 77 00:06:24,210 --> 00:06:32,430 can carry how much load capacity, 78 00:06:33,270 --> 00:06:37,450 but since there is a fair chance that other parts may become 79 00:06:38,360 --> 00:06:41,450 extremely large if the gun becomes too big, 80 00:06:44,260 --> 00:06:47,570 although it is an area that 81 00:06:49,070 --> 00:06:51,790 more research needs to be done, 82 00:06:55,300 --> 00:07:02,270 within the realistic weight limit that we have in mind, 83 00:07:03,660 --> 00:07:06,120 let’s test the scale 84 00:07:09,580 --> 00:07:17,640 This size still seems to be a bit too heavy to carry around 85 00:07:22,270 --> 00:07:22,680 If 86 00:07:26,380 --> 00:07:31,370 this rifle is slightly thick and heavy, 87 00:07:35,410 --> 00:07:42,860 we should add other smaller designs that can support it, 88 00:07:43,870 --> 00:07:48,520 such as ammunitions to go into the rifle 89 00:07:49,750 --> 00:07:54,540 or other supporting gears 90 00:07:55,820 --> 00:08:01,250 Since this character is a hunter that catches large animals 91 00:08:01,250 --> 00:08:08,620 and dinosaurs that are fast and extremely dangerous, 92 00:08:10,700 --> 00:08:17,440 the weapon should be threatening and large 93 00:08:17,440 --> 00:08:21,740 And since he is sniper, 94 00:08:26,590 --> 00:08:33,070 let’s set him as a character the uses weapons from 95 00:08:33,740 --> 00:08:38,510 a further distance and design the props 96 00:08:39,720 --> 00:08:45,790 If you think more about the usage of props and make guesses 97 00:08:48,350 --> 00:08:50,350 while designing them, 98 00:08:51,560 --> 00:08:56,200 it will become easier to settle the shape of the props 99 00:08:57,000 --> 00:09:03,500 Also, brainstorming becomes easier when searching for references 100 00:09:04,200 --> 00:09:09,560 There are various ways of supposing 101 00:09:09,560 --> 00:09:11,820 the usage of these props 102 00:09:12,460 --> 00:09:15,080 Close your eyes and think 103 00:09:16,770 --> 00:09:23,290 So the hunters would track down the animals when hunting 104 00:09:23,290 --> 00:09:27,340 While tracking them down, 105 00:09:28,210 --> 00:09:31,750 they may use different kinds of gears 106 00:09:32,170 --> 00:09:37,930 While searching on YouTube or other references, 107 00:09:38,950 --> 00:09:43,990 I once encountered a channel about deer hunting 108 00:09:43,990 --> 00:09:49,870 and closely examined how these deer hunters hunt 109 00:09:50,620 --> 00:09:55,750 So although this character hunts down dinosaurs and there is a 110 00:09:57,260 --> 00:09:58,240 fantasy like element to it, 111 00:10:01,130 --> 00:10:06,440 different animals would have different characteristics 112 00:10:07,040 --> 00:10:12,520 The deer hunters would use a technique called lure, 113 00:10:13,480 --> 00:10:20,590 where they imitate the sounds of animals with horns or their hands 114 00:10:22,120 --> 00:10:27,680 The animals would then approach these hunters, 115 00:10:27,990 --> 00:10:34,860 making it easier for hunters to catch them 116 00:10:35,710 --> 00:10:37,160 They use this technique first 117 00:10:37,640 --> 00:10:42,370 Or they would put a trap near areas where animals roam around 118 00:10:42,370 --> 00:10:44,810 and wait for long hours, 119 00:10:45,100 --> 00:10:48,750 hiding themselves by climbing up trees or in other ways 120 00:10:49,900 --> 00:10:55,310 And making some more guesses, 121 00:10:56,460 --> 00:11:00,830 when this hunter sees a target, 122 00:11:03,500 --> 00:11:05,930 he would catch it with a rifle like this 123 00:11:06,330 --> 00:11:11,720 The weapon could also be bows, 124 00:11:11,940 --> 00:11:13,420 knives, or spears 125 00:11:14,730 --> 00:11:18,750 If he succeeds in hunting, the next thing to do is 126 00:11:19,980 --> 00:11:23,500 to dissect the game 127 00:11:24,400 --> 00:11:28,650 Since the game must be skinned first, 128 00:11:30,670 --> 00:11:34,080 the character would need small tools 129 00:11:34,080 --> 00:11:37,830 like knives and such 130 00:11:37,830 --> 00:11:42,260 However, when skinning the animals or other things, 131 00:11:42,650 --> 00:11:46,870 more than one type of knives are used 132 00:11:46,870 --> 00:11:51,260 and there are other knives used just for cutting bones or tendons 133 00:11:52,550 --> 00:11:56,820 After the dissection is completed, 134 00:11:58,410 --> 00:12:03,820 we need to consider how the character would transport meat and pieces of flesh, 135 00:12:05,230 --> 00:12:10,030 if he is going to carry them on an A-frame carrier 136 00:12:10,690 --> 00:12:18,790 or drag them in a bigger sack 137 00:12:21,230 --> 00:12:25,290 or using transportation such as 138 00:12:25,290 --> 00:12:32,330 animals like horses and cows, 139 00:12:33,960 --> 00:12:40,750 and from these we are able to come up with more ideas on related props 140 00:12:41,640 --> 00:12:47,490 And if this character needs to go undercover and track down animals 141 00:12:47,490 --> 00:12:55,210 and is often out of town on a long journey, 142 00:12:56,100 --> 00:13:00,650 he will probably need gears 143 00:13:00,650 --> 00:13:04,230 and tools for camping out or snacks 144 00:13:05,640 --> 00:13:11,470 This would lead to ideas for pocket like 145 00:13:11,820 --> 00:13:18,630 or backpack-like items to store them 146 00:13:20,060 --> 00:13:24,290 I also look at these types of references sometimes 147 00:13:24,290 --> 00:13:25,870 Let me show them to you 148 00:13:33,140 --> 00:13:34,140 I found these 149 00:13:34,730 --> 00:13:37,680 on the Internet while researching 150 00:13:39,430 --> 00:13:43,050 how deer or animal hunters 151 00:13:45,420 --> 00:13:49,690 pack their gears and go into the forest As you see, there are many 152 00:13:52,170 --> 00:13:55,530 types of gears that they have to bring 153 00:13:55,530 --> 00:13:57,760 If you see here, 154 00:13:58,780 --> 00:14:02,680 they do not have labels that tells us what they are, 155 00:14:02,680 --> 00:14:05,580 but we can get a general picture on 156 00:14:05,580 --> 00:14:09,270 what hunters bring when they go hunting 157 00:14:09,270 --> 00:14:17,090 This is a layer for tools used for shooting, as a rifle, 158 00:14:17,530 --> 00:14:21,610 and these are props used when hunting with bows 159 00:14:22,050 --> 00:14:24,980 Their scales are similar, but there are slight differences 160 00:14:24,980 --> 00:14:30,570 For guns, things related to carrying gunpowder and such is needed, 161 00:14:30,570 --> 00:14:33,770 and since they shoot from a longer distance than bows, 162 00:14:34,750 --> 00:14:39,470 tools for long distance shooting 163 00:14:40,030 --> 00:14:43,380 and covers are prepared 164 00:14:43,380 --> 00:14:47,480 Since bows are used for short-distance shooting, gears needed 165 00:14:47,480 --> 00:14:51,210 for that are stored separately 166 00:14:52,310 --> 00:14:56,020 So from these references, we can get an idea on 167 00:14:58,260 --> 00:14:58,860 If 168 00:15:00,360 --> 00:15:04,970 what tools this fantasy hunter 169 00:15:04,970 --> 00:15:09,070 would need when catching certain animals 170 00:15:09,070 --> 00:15:13,340 and make realistic guesses to 171 00:15:13,340 --> 00:15:17,550 apply those design elements to the design 172 00:15:21,640 --> 00:15:25,000 I also searched for what types of weapons 173 00:15:29,560 --> 00:15:31,770 were used in the Joseon Dynasty 174 00:15:31,770 --> 00:15:37,600 For instance, if they used guns with gunpowder, 175 00:15:37,600 --> 00:15:42,440 I looked for types of weapons they would have used 176 00:15:45,310 --> 00:15:52,060 To my knowledge, they used some medieval-style tools 177 00:15:52,060 --> 00:15:59,530 That is, they simply cut some wood and added iron pieces, 178 00:15:59,530 --> 00:16:03,470 these cylinder shaped pieces, 179 00:16:03,470 --> 00:16:08,170 and thrusted gunpowder in them to shoot spears, 180 00:16:11,140 --> 00:16:15,750 Vulcan-like bullets made of wood, 181 00:16:16,560 --> 00:16:20,210 or iron balls and such 182 00:16:22,710 --> 00:16:27,590 according to the Internet reference 183 00:16:27,590 --> 00:16:33,110 So looking at the principles and knowing how these exploded, 184 00:16:33,680 --> 00:16:38,910 how ammunition was put in, and the amount of ammunition needed 185 00:16:38,910 --> 00:16:44,130 can be extremely helpful in 186 00:16:44,430 --> 00:16:49,040 setting the design for this character 187 00:16:49,040 --> 00:16:53,640 So, we studied the principals 188 00:16:54,310 --> 00:17:00,330 of these weapons, how these cannons were fired, and Chongtong guns 189 00:17:00,330 --> 00:17:05,580 were used in the past, and how far the Chongtongs went 190 00:17:06,350 --> 00:17:08,300 if they were to be fired 191 00:17:11,820 --> 00:17:16,040 When making fantasy characters, 192 00:17:16,540 --> 00:17:21,350 applying these realistic principles 193 00:17:21,870 --> 00:17:30,120 will make these characters more realistic and credible 194 00:17:30,540 --> 00:17:36,520 Looking at the historical references in terms of design, 195 00:17:37,200 --> 00:17:43,530 one of the designs that catch my eyes 196 00:17:44,860 --> 00:17:49,640 is this medieval firearm 197 00:17:49,830 --> 00:17:52,710 It is shot like this 198 00:17:53,660 --> 00:18:00,170 Although it is a little clumpy, it seems to fit this character 199 00:18:00,170 --> 00:18:04,940 It looks clumpy, but its long range 200 00:18:06,300 --> 00:18:11,350 and its blunt sides 201 00:18:11,350 --> 00:18:16,490 fits the impression of this character 202 00:18:17,750 --> 00:18:22,510 These minor details seem to be too delicate, 203 00:18:23,110 --> 00:18:27,640 while I imagine that this character would have used 204 00:18:28,030 --> 00:18:35,470 more simple, blunt, and heavy weapons 205 00:18:35,470 --> 00:18:39,950 This is the design of the Korean Chongtong, 206 00:18:41,720 --> 00:18:51,490 as you can see here, and these are old medieval firearms 207 00:18:53,160 --> 00:18:56,660 that has a blunt shape 208 00:18:57,530 --> 00:19:02,910 And this is called the General’s Chongtong 209 00:19:02,910 --> 00:19:07,780 It is said to have been a cannon used for drilling holes on 210 00:19:07,780 --> 00:19:12,430 ships or destroying them and has a variety of lengths 211 00:19:13,930 --> 00:19:18,990 I think using this Chongpo may be more efficient than using 212 00:19:21,110 --> 00:19:23,390 the ball Chongpo 213 00:19:23,390 --> 00:19:25,990 when hunting, 214 00:19:25,990 --> 00:19:29,580 loading these and shooting 215 00:19:30,110 --> 00:19:34,700 Since they are made of wood, 216 00:19:38,720 --> 00:19:43,370 and because iron balls are heavy, it seems that 217 00:19:43,370 --> 00:19:45,560 carrying these wooden ones may be easier 218 00:19:45,560 --> 00:19:51,270 than carrying metal ones in sacks, 219 00:19:52,600 --> 00:19:57,320 so I will apply this design here 220 00:19:57,990 --> 00:20:02,920 And because the weight of this Chongtong, 221 00:20:03,240 --> 00:20:08,410 although it could be fired in a standing position like this, 222 00:20:08,960 --> 00:20:13,710 I think it would be better to fire it in a more stable, crawled position, 223 00:20:13,710 --> 00:20:18,830 and this cannon stand design also catches my eyes 224 00:20:19,850 --> 00:20:24,970 If you look here, 225 00:20:25,830 --> 00:20:30,940 this is a larger Chongtong, 226 00:20:32,170 --> 00:20:38,390 but it also looks a bit like a cannon gun that Japanese samurais used to use 227 00:20:38,960 --> 00:20:42,450 So adjusting the size a bit, 228 00:20:42,450 --> 00:20:46,030 I will draw the Chongtong in a size corresponding to this one 229 00:21:04,480 --> 00:21:10,470 By drawing the silhouette, I have added some reference 230 00:21:10,470 --> 00:21:15,830 on the size and thickness to this character 231 00:21:15,830 --> 00:21:20,810 And then, choosing the tool that I usually use 232 00:21:20,810 --> 00:21:29,260 When doing a mechanic sketch, I use the pencil tool a lot 233 00:21:30,130 --> 00:21:33,900 I choose the pencil tool 234 00:21:33,900 --> 00:21:40,320 so that it is easier for me to draw lines like this 235 00:21:40,320 --> 00:21:44,580 If you refer to the demo that I gave in the last lecture, 236 00:21:44,580 --> 00:21:50,080 you will be able to consult how I use the pencil tool 237 00:21:51,910 --> 00:21:56,320 Now we will start adding in some details in earnest 238 00:21:56,320 --> 00:22:02,890 Since the silhouette is too rough, 239 00:22:02,890 --> 00:22:05,450 first I will try to make 240 00:22:09,160 --> 00:22:14,800 this silhouette neater 241 00:22:14,800 --> 00:22:21,070 I will use a new layer with a slight tone applied to it 242 00:22:21,880 --> 00:22:25,100 After applying some tone, 243 00:22:27,310 --> 00:22:32,430 I am going to brighten it more to make it easier for me to draw 244 00:22:40,270 --> 00:22:44,520 I filled in the toned area 245 00:22:48,750 --> 00:22:50,610 and erased the shape 246 00:22:50,990 --> 00:22:56,260 However, I did not block it completely 247 00:22:56,260 --> 00:23:01,110 so that the outline below can be seen 248 00:23:03,490 --> 00:23:08,280 When thinking about the mechanical aspects, 249 00:23:12,720 --> 00:23:17,810 we need to consider how to 250 00:23:19,950 --> 00:23:24,530 draw a big box so that its shape 251 00:23:25,680 --> 00:23:27,220 can form 252 00:23:31,280 --> 00:23:34,960 a perspective guide and 253 00:23:37,490 --> 00:23:41,460 serve as a reference like this 254 00:23:41,900 --> 00:23:47,420 I personally do not draw this often 255 00:23:48,740 --> 00:23:53,300 but drawing it can serve as a guide to some extent 256 00:23:53,300 --> 00:23:56,020 So like this 257 00:24:03,750 --> 00:24:06,980 There is no need to draw a vanishing point 258 00:24:06,980 --> 00:24:09,800 and draw like this 259 00:24:09,800 --> 00:24:13,300 In eye measurement, 260 00:24:15,220 --> 00:24:20,370 assume where the vanishing point should be 261 00:24:23,280 --> 00:24:27,090 and draw the guide 262 00:24:35,160 --> 00:24:37,610 It will help you when drawing 263 00:24:41,230 --> 00:24:44,300 I will also lower the opacity of this one 264 00:24:45,270 --> 00:24:47,260 and draw on top of it 265 00:24:57,210 --> 00:25:00,650 Let’s look at the design 266 00:25:15,090 --> 00:25:20,310 Now that I look at it, I think this box is more accurate 267 00:25:20,310 --> 00:25:27,910 Locating the box here seems to be more accurate 268 00:25:29,290 --> 00:25:30,180 Roughly 269 00:25:40,080 --> 00:25:46,790 There are some people who uses 3D to draw 270 00:25:46,790 --> 00:25:54,440 the weapon several times on SketchUp or AutoCam used in 271 00:25:54,440 --> 00:26:01,420 architecture and make the model into geometry like this 272 00:26:01,420 --> 00:26:07,850 Then some people draw lines on it to make the model 273 00:26:07,850 --> 00:26:09,910 Whatever method you choose, 274 00:26:13,200 --> 00:26:19,440 if you want to express the weapons or props that you would like to make in an accurate 275 00:26:19,440 --> 00:26:25,260 and realistic way, it can be applied to any type of props 276 00:26:29,250 --> 00:26:30,980 And now, 277 00:26:37,940 --> 00:26:38,930 there is the nose, 278 00:26:43,360 --> 00:26:43,950 like this 279 00:27:08,270 --> 00:27:11,970 Assuming this is the muzzle, the finishing should be blunt 280 00:27:11,970 --> 00:27:18,410 to about this extent, and the muzzle should be around this big The wood, 281 00:27:20,500 --> 00:27:23,450 the muzzle seems to be slightly blocked 282 00:27:24,840 --> 00:27:26,380 Blocking it like this, 283 00:27:28,640 --> 00:27:30,970 I am guessing that it should drop 284 00:27:32,970 --> 00:27:37,560 more bluntly like this here 285 00:27:52,200 --> 00:27:55,550 There is a slight angle here, 286 00:28:02,370 --> 00:28:05,640 sticking out a little 287 00:28:13,600 --> 00:28:18,260 As it would be too heavy if this whole part is a gun muzzle, 288 00:28:18,990 --> 00:28:29,060 so like this design, let’s keep the muzzle at the front It should still be extremely heavy 289 00:28:29,060 --> 00:28:33,660 If this is a lump of metal, when casting it, 290 00:28:33,660 --> 00:28:36,160 components like various lead components would have been added 291 00:28:36,160 --> 00:28:41,070 If so, the weight would turn out to be tremendously heavy 292 00:28:53,880 --> 00:28:57,900 I am still drawing on like this 293 00:29:01,040 --> 00:29:04,100 Drawing can be done with a normal brush, 294 00:29:04,990 --> 00:29:05,900 but the problem is that 295 00:29:09,170 --> 00:29:12,890 if you use a normal brush, 296 00:29:13,940 --> 00:29:16,960 a lot of messy lines would be created 297 00:29:16,960 --> 00:29:19,570 and make it hard to distinguish lines later 298 00:29:22,070 --> 00:29:23,840 So in order to prevent that, 299 00:29:26,550 --> 00:29:27,830 pencil lines, 300 00:29:29,460 --> 00:29:33,530 I use pencil lines that fill the pixels completely 301 00:29:38,040 --> 00:29:43,490 I will continue to erase the lines here 302 00:29:43,490 --> 00:29:48,430 and go with a design where the front portion is blunter and bigger while 303 00:29:48,430 --> 00:29:52,030 the back portion gradually becomes thinner 304 00:29:54,290 --> 00:29:57,640 It is going to bend once more here 305 00:29:58,760 --> 00:30:00,510 I am going to 306 00:30:02,670 --> 00:30:06,180 fill this area again to make an indication 307 00:30:06,180 --> 00:30:11,640 How about giving this part a bit of a curve 308 00:30:23,350 --> 00:30:25,700 This is also a very good example 309 00:30:26,380 --> 00:30:28,390 This one is smaller 310 00:30:31,400 --> 00:30:35,570 I am guessing it should be bigger to catch large animals at once 311 00:30:41,750 --> 00:30:47,130 I will continue to add to this design area 312 00:30:52,640 --> 00:30:54,090 Giving it a blunt, 313 00:30:56,990 --> 00:31:01,730 rough impression as it was carved with hands 314 00:31:03,050 --> 00:31:08,440 could make this design more interesting 315 00:31:13,270 --> 00:31:17,870 This part here seems to be too thick 316 00:31:18,470 --> 00:31:22,910 Its thickness should be around the size where one can grab ahold of it with one hand 317 00:31:22,910 --> 00:31:28,950 So, let’s make this part a little thinner 318 00:31:30,270 --> 00:31:34,860 since it needs to be used by a person 319 00:31:37,140 --> 00:31:43,300 We do not need to consider all this for a very fantastical character, 320 00:31:43,300 --> 00:31:49,620 but to make a more realistic character, following the various physical 321 00:31:50,690 --> 00:31:55,570 conditions and rules while designing 322 00:31:55,570 --> 00:31:59,840 will lead to creating a more realistic character 323 00:32:10,590 --> 00:32:13,300 Making it thinner 324 00:33:02,260 --> 00:33:09,140 To keep this angle, let’s make the guideline clearer 325 00:33:09,630 --> 00:33:11,050 and draw a guideline here 326 00:33:15,170 --> 00:33:18,070 to correspond to that part 327 00:33:18,810 --> 00:33:21,070 Drawing a little more, 328 00:33:24,530 --> 00:33:25,230 like this 329 00:33:35,090 --> 00:33:40,320 I am assuming that this iron part here will 330 00:33:41,070 --> 00:33:43,440 serve as a design point 331 00:33:50,440 --> 00:33:56,250 The heavy, blunt impression that it was pruned and 332 00:33:58,490 --> 00:34:07,160 hammered to be fixed seems to fit in nicely 333 00:34:07,320 --> 00:34:10,450 Let’s apply this design here 334 00:34:12,160 --> 00:34:16,950 I will also add an indication of the thickness 335 00:34:28,020 --> 00:34:29,490 Here too, 336 00:34:32,900 --> 00:34:36,220 the iron plate would peer out a little, 337 00:34:38,400 --> 00:34:40,920 as if two iron plates are put together 338 00:34:43,710 --> 00:34:45,560 It 339 00:34:45,560 --> 00:34:49,640 seems very heavy at first sight 340 00:34:56,370 --> 00:34:57,300 Like this, 341 00:35:02,130 --> 00:35:07,630 we have indicated that the iron plate will be placed as such 342 00:35:16,120 --> 00:35:23,120 Also sharpening this wooden part to make it blunt, 343 00:35:25,820 --> 00:35:27,720 I will make it clearer again with 344 00:35:39,360 --> 00:35:42,370 the picker tool and then fill it in 345 00:35:45,780 --> 00:35:49,810 I do not use these erasers much 346 00:35:51,040 --> 00:35:53,760 I do use it a lot when drawing the initial sketch 347 00:35:53,760 --> 00:35:56,640 When doing these delicate tasks, 348 00:35:58,550 --> 00:36:06,890 it is better to make the lines cleaner by using Fill than erasing it 349 00:36:12,100 --> 00:36:18,580 when making the structure of the sketch clear 350 00:36:26,610 --> 00:36:28,910 I am looking at this part right now, 351 00:36:29,860 --> 00:36:31,980 this part of the reference 352 00:36:31,980 --> 00:36:33,900 to see how it is sealed 353 00:36:36,280 --> 00:36:38,540 If this part is not sealed well, 354 00:36:38,540 --> 00:36:42,300 this part may break from the pressure when the gun is fired 355 00:36:42,300 --> 00:36:47,150 If so, the person holding the gun could get hurt 356 00:36:47,150 --> 00:36:51,760 So, I think we should make this part blunter 357 00:36:51,760 --> 00:36:57,640 Or we could also add some iron to this part 358 00:36:57,640 --> 00:37:00,500 As it looks a bit week right now, 359 00:37:02,090 --> 00:37:04,160 we could add some iron here 360 00:37:08,280 --> 00:37:11,470 to act as a safety, an insurance 361 00:37:20,970 --> 00:37:26,170 Drawing a sketch that allows viewers to notice, 362 00:37:26,570 --> 00:37:30,160 for example, why this part is lower and why this design 363 00:37:31,760 --> 00:37:34,290 was added is ideal 364 00:37:36,280 --> 00:37:39,250 Drawing an image 365 00:37:39,990 --> 00:37:43,300 as realistic as possible and as likely to be made by someone 366 00:37:44,050 --> 00:37:47,240 is important 367 00:37:53,660 --> 00:37:57,400 Something I drew may not seem like what it is to others 368 00:37:57,400 --> 00:38:03,040 This may be due to lack of application of references, 369 00:38:03,040 --> 00:38:10,790 or insufficient understanding of 370 00:38:10,790 --> 00:38:14,200 principals of firing cannons 371 00:38:14,200 --> 00:38:18,830 or other machinery 372 00:38:18,830 --> 00:38:21,710 The process of doing a little research 373 00:38:21,710 --> 00:38:26,690 and applying them to the image is very important 374 00:38:28,780 --> 00:38:32,310 I am going to add some studs around this area 375 00:38:36,450 --> 00:38:41,020 The weapon may seem more solid with the studs, 376 00:38:41,750 --> 00:38:42,760 like this 377 00:38:45,710 --> 00:38:49,300 And thenFor this part, 378 00:38:54,950 --> 00:39:02,130 as we have applied black-and-white before, let’s copy and paste it and 379 00:39:02,750 --> 00:39:04,750 adjust the hue 380 00:39:05,660 --> 00:39:10,140 to make it a little more three-dimensional 381 00:39:14,890 --> 00:39:17,990 Just one level, I have applied one level of depth to it 382 00:39:17,990 --> 00:39:23,190 We will also add more depth to this cannon, 383 00:39:34,220 --> 00:39:37,900 and then adjust the hue 384 00:39:37,900 --> 00:39:41,140 A little more 385 00:39:41,140 --> 00:39:48,530 Since the material used for this cannon is iron, 386 00:39:49,070 --> 00:39:52,480 it should seem brighter 387 00:39:55,240 --> 00:39:56,970 than this wooden plate 388 00:40:00,940 --> 00:40:02,050 It should look brighter 389 00:40:02,870 --> 00:40:04,840 And here, since 390 00:40:06,910 --> 00:40:13,120 this part is wood, boldly make it darker 391 00:40:27,690 --> 00:40:34,860 Then slightly erase this part like this, 392 00:40:39,640 --> 00:40:42,290 and merge them 393 00:40:44,290 --> 00:40:49,480 Next, I will use a selector tool or an eraser 394 00:40:49,480 --> 00:40:51,920 to erase unnecessary parts 395 00:40:51,920 --> 00:40:53,450 Neatly 396 00:40:58,530 --> 00:41:00,310 erasing them 397 00:41:03,670 --> 00:41:06,190 Now, I will change it to 398 00:41:06,190 --> 00:41:06,990 the brush tool again 399 00:41:09,190 --> 00:41:11,370 to work more on 400 00:41:11,370 --> 00:41:14,630 the finishing touch 401 00:41:24,650 --> 00:41:27,020 Now, since this part is iron, 402 00:41:27,020 --> 00:41:31,450 I am guessing that it would have been made with cast iron, which is 403 00:41:31,450 --> 00:41:31,810 darker 404 00:41:36,050 --> 00:41:38,600 Let’s add the impression that 405 00:41:41,690 --> 00:41:43,110 it was 406 00:41:44,880 --> 00:41:48,960 created by casting 407 00:41:51,830 --> 00:41:56,400 By using the selector tool like this, 408 00:41:56,400 --> 00:41:58,520 work could be done faster 409 00:41:59,090 --> 00:41:59,820 than 410 00:42:02,150 --> 00:42:04,720 using the brush to paint directly 411 00:42:08,780 --> 00:42:12,090 As the texture is not expressed at all right now, 412 00:42:12,090 --> 00:42:15,640 we still cannot tell if this is wood or iron 413 00:42:15,640 --> 00:42:15,960 So, 414 00:42:17,010 --> 00:42:18,850 this work should 415 00:42:19,780 --> 00:42:23,550 be done with more care 416 00:42:23,550 --> 00:42:25,650 And so, now I will try to 417 00:42:25,650 --> 00:42:27,550 express these remaining parts 418 00:42:31,030 --> 00:42:31,850 a little more 419 00:42:36,760 --> 00:42:40,620 I am going to indicate the thuds here, 420 00:42:41,780 --> 00:42:45,330 and also indicate these here 421 00:42:55,050 --> 00:42:58,170 I also expressed the rough surface 422 00:43:00,170 --> 00:43:02,170 of the iron 423 00:43:07,830 --> 00:43:11,840 Let’s look at this reference 424 00:43:11,840 --> 00:43:14,110 This is also a drawing, 425 00:43:14,110 --> 00:43:16,790 with detailed and delicate touches 426 00:43:16,790 --> 00:43:20,790 Now I will try to 427 00:43:21,760 --> 00:43:24,840 vivify the texture of this wood 428 00:43:24,840 --> 00:43:29,220 as much as possible 429 00:43:29,220 --> 00:43:32,430 Since it is black-and-white and not colored, 430 00:43:39,310 --> 00:43:41,900 it should be okay to give 431 00:43:42,280 --> 00:43:43,890 maximum 432 00:43:44,890 --> 00:43:48,450 indication 433 00:43:50,180 --> 00:43:52,800 As the butt plate became smaller, 434 00:43:52,800 --> 00:43:54,990 I will work on 435 00:43:57,360 --> 00:43:57,910 filling in 436 00:44:00,770 --> 00:44:02,150 this area to some degree 437 00:44:02,150 --> 00:44:03,990 in a different design 438 00:44:32,520 --> 00:44:32,880 like this 439 00:44:33,880 --> 00:44:36,710 Indicate the shadows 440 00:44:49,830 --> 00:44:52,830 A little more, 441 00:44:58,910 --> 00:45:00,260 like this, 442 00:45:00,260 --> 00:45:01,930 I will try to set this 443 00:45:29,010 --> 00:45:32,920 Now add a little more highlight again, 444 00:45:36,990 --> 00:45:40,520 and use the hand brush to 445 00:45:41,580 --> 00:45:43,230 smooth this out 446 00:45:51,180 --> 00:45:54,180 I am thinking about adding an indication about 447 00:45:55,220 --> 00:45:56,950 the trigger here 448 00:45:56,950 --> 00:46:00,090 Without the trigger, would this hunter 449 00:46:00,090 --> 00:46:02,140 If you see here, there is no trigger 450 00:46:02,140 --> 00:46:05,200 It was just pushed firmly like this, 451 00:46:06,390 --> 00:46:08,890 in this method 452 00:46:08,890 --> 00:46:13,540 I think the handle is unnecessary 453 00:46:19,380 --> 00:46:22,180 Now here, I will add more detail about the iron 454 00:46:23,490 --> 00:46:26,190 and increase the highlight once more 455 00:46:48,790 --> 00:46:51,270 to give a more iron-like impression 456 00:46:56,250 --> 00:46:57,650 Then 457 00:46:57,650 --> 00:47:01,850 Let’s try drawing it in a loaded state, 458 00:47:02,850 --> 00:47:06,180 giving an impression that 459 00:47:09,430 --> 00:47:11,130 the hunter is always prepared with the gun 460 00:47:12,650 --> 00:47:15,180 in a loaded state 461 00:47:25,250 --> 00:47:27,930 Add a hole here 462 00:47:27,930 --> 00:47:34,480 I do not think a hole is necessary 463 00:47:34,480 --> 00:47:36,960 When the gun is loaded, 464 00:47:37,270 --> 00:47:39,340 it would look like this 465 00:47:43,370 --> 00:47:44,370 For this, 466 00:47:45,100 --> 00:47:46,580 use the pencil 467 00:47:47,910 --> 00:47:51,490 If it sticks out, it should be 468 00:47:51,490 --> 00:47:56,080 about this long 469 00:47:57,400 --> 00:47:59,490 Maybe a smaller one 470 00:48:04,270 --> 00:48:07,140 should be used 471 00:48:07,140 --> 00:48:09,070 Using a smaller one 472 00:48:14,120 --> 00:48:16,240 would also 473 00:48:17,070 --> 00:48:20,250 have killing power of some degree in my opinion 474 00:48:20,250 --> 00:48:21,880 And also, 475 00:48:22,550 --> 00:48:24,950 considering convenience, 476 00:48:25,750 --> 00:48:26,740 smaller ones would be 477 00:48:27,980 --> 00:48:31,830 easier to carry around 478 00:48:32,450 --> 00:48:33,940 Let’s leave it at this 479 00:48:50,730 --> 00:48:54,690 About the wings that allow these to 480 00:48:56,110 --> 00:48:59,440 go further, I am still debating on 481 00:48:59,440 --> 00:49:02,800 whether to add them or not 482 00:49:02,800 --> 00:49:06,080 because the silhouette might end up 483 00:49:06,360 --> 00:49:08,740 looking like a missile 484 00:49:08,740 --> 00:49:11,830 This is indeed a Korean-style missile, 485 00:49:11,830 --> 00:49:16,650 but it still might be a little confusing 486 00:49:16,650 --> 00:49:18,830 silhouette wise 487 00:49:21,800 --> 00:49:22,820 So, if we are to add them, 488 00:49:22,820 --> 00:49:24,680 by applying textures and colors of wood, 489 00:49:24,680 --> 00:49:27,810 it would be necessary to give the 490 00:49:27,810 --> 00:49:31,250 wooden texture in great detail 491 00:49:31,250 --> 00:49:36,060 Or we could try to make these wings look 492 00:49:38,060 --> 00:49:42,330 more rough, these wings 493 00:49:44,330 --> 00:49:47,650 This is the kind of issue that you may encounter while designing 494 00:49:47,650 --> 00:49:51,330 How can I resolve this problem 495 00:49:53,290 --> 00:49:54,240 In what way can 496 00:49:54,240 --> 00:49:57,240 the historical impression be ascertained 497 00:49:57,240 --> 00:50:00,370 in this drawing 498 00:50:00,750 --> 00:50:05,240 Let’s go with reducing the size a little 499 00:50:08,170 --> 00:50:10,590 I will reduce the size 500 00:50:10,590 --> 00:50:14,330 to make it not stand out as possible 501 00:50:20,070 --> 00:50:24,570 and add the texture to it to prevent it from standing out 502 00:50:24,810 --> 00:50:27,410 Also, this tip area should also 503 00:50:31,080 --> 00:50:36,490 be vaguely put like this 504 00:50:40,110 --> 00:50:44,410 I will change the drawing tool to a brush again and continue 505 00:50:44,640 --> 00:50:46,640 adding detail 506 00:50:48,640 --> 00:50:50,640 Here too, 507 00:50:53,320 --> 00:50:55,340 let’s add some highlight to it 508 00:51:08,460 --> 00:51:14,310 It still seems to be too modernistic right now, 509 00:51:14,310 --> 00:51:15,750 a missile like impression 510 00:51:15,750 --> 00:51:18,700 How about we tie a rope 511 00:51:18,830 --> 00:51:21,040 around here 512 00:51:21,040 --> 00:51:22,270 like this, 513 00:51:23,030 --> 00:51:24,920 Something like a string 514 00:51:34,950 --> 00:51:37,530 Tying a rope around here 515 00:51:38,740 --> 00:51:39,840 to give an impression that 516 00:51:44,490 --> 00:51:46,270 it was made by hand 517 00:51:46,270 --> 00:51:49,150 could make it better 518 00:51:50,770 --> 00:51:54,920 And I will also make this sharper, 519 00:51:54,920 --> 00:51:57,930 like it was made from sharpening 520 00:52:03,110 --> 00:52:04,990 wood 521 00:52:06,730 --> 00:52:11,280 Let’s also add the wooden texture here 522 00:52:11,280 --> 00:52:13,910 as much as possible 523 00:52:21,350 --> 00:52:24,610 The line is not drawn neatly, so I will 524 00:52:24,610 --> 00:52:25,810 smoothen it out 525 00:52:25,810 --> 00:52:28,090 And for this area, 526 00:52:28,090 --> 00:52:31,710 let’s make it a little darker 527 00:52:35,130 --> 00:52:39,020 To make the back of this gun stand out more, 528 00:52:39,020 --> 00:52:41,260 I will also create some shadow 529 00:53:02,360 --> 00:53:05,270 A problem occurred because of this piece of iron 530 00:53:05,270 --> 00:53:09,550 because the impression of a Chongtong 531 00:53:09,550 --> 00:53:11,240 was diluted a lot 532 00:53:11,240 --> 00:53:15,110 So, when modifying the design later on, 533 00:53:16,640 --> 00:53:18,620 we would need to 534 00:53:18,620 --> 00:53:19,820 consider ways 535 00:53:19,820 --> 00:53:22,250 of vivifying this ring like expression 536 00:53:22,250 --> 00:53:24,030 A little more, 537 00:53:24,030 --> 00:53:25,410 that this Korean weapon has 538 00:53:25,410 --> 00:53:29,170 Another way that I am thinking of right now 539 00:53:32,220 --> 00:53:37,460 is to make the iron piece smaller 540 00:53:38,420 --> 00:53:40,590 so that the texture of this gun 541 00:53:40,590 --> 00:53:43,060 is shown a little more 542 00:53:54,550 --> 00:53:56,320 Looking at it like this, 543 00:53:58,800 --> 00:54:03,360 the silhouette seems to blend in well 544 00:54:03,360 --> 00:54:05,490 with the blunt impression 545 00:54:05,490 --> 00:54:10,120 that can expose the characteristic of this character, 546 00:54:11,920 --> 00:54:13,970 somewhat blunt and 547 00:54:13,970 --> 00:54:17,230 slightly ignorant and simple 548 00:54:25,320 --> 00:54:26,150 Then 549 00:54:26,150 --> 00:54:28,780 I believe that 550 00:54:29,780 --> 00:54:33,520 people who often use guns 551 00:54:35,280 --> 00:54:36,870 likes to reform 552 00:54:36,870 --> 00:54:39,500 So, I think that 553 00:54:39,500 --> 00:54:41,350 this hunter would have also, 554 00:54:42,480 --> 00:54:46,040 for convenience, had a 555 00:54:47,600 --> 00:54:50,800 bandage-like cloth that could be 556 00:54:50,800 --> 00:54:53,860 wrapped around his hands 557 00:54:54,600 --> 00:54:55,910 tied 558 00:54:57,020 --> 00:55:00,600 to this part of the weapon 559 00:55:00,600 --> 00:55:05,510 These could also serve as 560 00:55:05,510 --> 00:55:08,250 good design elements 561 00:55:08,250 --> 00:55:09,780 If things 562 00:55:10,510 --> 00:55:13,980 that shows the flow of time, 563 00:55:13,980 --> 00:55:17,180 such as the aged appearance 564 00:55:20,250 --> 00:55:21,750 of a muzzle 565 00:55:21,750 --> 00:55:25,070 is expressed more, it can give an impression that 566 00:55:29,200 --> 00:55:32,900 a realistic character has 567 00:55:32,900 --> 00:55:36,380 actually used these on 568 00:55:38,480 --> 00:55:39,460 a daily basis 569 00:55:39,460 --> 00:55:42,860 Giving such impression through adding indication 570 00:55:42,940 --> 00:55:46,670 on various machinery or clothing 571 00:55:46,670 --> 00:55:52,930 would be nice 572 00:55:56,780 --> 00:55:59,780 There is not so much to create a sense of reality 573 00:55:59,780 --> 00:56:04,710 It should be based on things like historical researches 574 00:56:04,710 --> 00:56:06,640 And also, 575 00:56:06,640 --> 00:56:09,630 if the character has handled 576 00:56:10,630 --> 00:56:13,250 equipment or machinery like this 577 00:56:13,250 --> 00:56:14,870 and its components a lot, 578 00:56:14,870 --> 00:56:17,370 just as the things that we use a lot 579 00:56:17,370 --> 00:56:21,010 on a daily basis become 580 00:56:21,500 --> 00:56:22,730 worn out 581 00:56:22,730 --> 00:56:25,650 or given some change 582 00:56:25,650 --> 00:56:27,870 and reformed 583 00:56:27,870 --> 00:56:28,930 for convenience, 584 00:56:28,930 --> 00:56:31,940 adding such details here 585 00:56:32,940 --> 00:56:35,020 would be nice 586 00:56:39,540 --> 00:56:43,380 So I am guessing that he would have 587 00:56:44,950 --> 00:56:47,730 wrapped this part with bandage 588 00:56:47,730 --> 00:56:52,100 since his shoulders and this area hurt 589 00:56:55,810 --> 00:56:59,330 As for its color, Imagine that 590 00:56:59,330 --> 00:57:02,720 he used various clothing and 591 00:57:02,720 --> 00:57:04,600 wrapped them around like this 592 00:57:04,600 --> 00:57:07,080 That is why I have given some 593 00:57:08,240 --> 00:57:10,020 variegation to the color to give 594 00:57:10,020 --> 00:57:17,030 an impression of several types of clothing combined together 595 00:57:21,650 --> 00:57:24,230 All areas that 596 00:57:24,230 --> 00:57:26,430 contacts the skin 597 00:57:26,430 --> 00:57:29,410 should have been given modification 598 00:57:29,410 --> 00:57:31,380 by the character 599 00:57:41,760 --> 00:57:45,020 So, I will give some contrast in brightness here 600 00:57:45,020 --> 00:57:47,170 Give some contrast 601 00:57:47,170 --> 00:57:48,870 arbitrarily 602 00:57:51,990 --> 00:57:52,990 like this 603 00:57:57,200 --> 00:57:59,570 On the 604 00:57:59,570 --> 00:58:01,570 clothes, 605 00:58:04,600 --> 00:58:06,260 give some 606 00:58:17,810 --> 00:58:19,630 highlight 607 00:58:21,650 --> 00:58:26,360 And I believe this part should be brighter 608 00:58:26,360 --> 00:58:29,450 since the shadow from the face is cast this way 609 00:58:29,450 --> 00:58:32,000 Selecting this much, 610 00:58:33,600 --> 00:58:38,170 let’s make this back part a bit more 611 00:58:43,760 --> 00:58:45,570 brighter 612 00:58:51,160 --> 00:58:55,300 and make this area here 613 00:58:55,300 --> 00:58:58,000 a bit darker 614 00:59:06,980 --> 00:59:08,970 This area 615 00:59:10,190 --> 00:59:13,930 is a part that receives the most lighting, so 616 00:59:18,430 --> 00:59:20,470 I will increase the brightness 617 00:59:32,270 --> 00:59:34,700 I will also add some detail of 618 00:59:35,570 --> 00:59:39,570 pieces of the rope sticking out complicatedly 619 01:00:06,390 --> 01:00:08,310 Let’s merge the layers first 620 01:00:12,610 --> 01:00:15,010 The highlight here seems too intense 621 01:00:17,900 --> 01:00:19,480 And here, 622 01:00:19,480 --> 01:00:20,970 we should 623 01:00:30,710 --> 01:00:32,760 brighten it a bit 624 01:00:43,160 --> 01:00:46,510 The shoulder area seems to be 625 01:00:46,510 --> 01:00:50,340 interfering with the silhouette, 626 01:00:50,340 --> 01:00:52,940 so I will try to erase 627 01:00:54,090 --> 01:00:56,490 this silhouette a little more 628 01:00:59,260 --> 01:01:02,260 I have erased it 629 01:01:10,870 --> 01:01:16,180 so that the silhouette can slightly come in sight 630 01:01:16,180 --> 01:01:18,260 Now here 631 01:01:21,750 --> 01:01:24,920 What should I call this instead of ammunition 632 01:01:26,360 --> 01:01:27,640 A shell 633 01:01:27,640 --> 01:01:30,830 Let’s assume this is a shell 634 01:01:30,830 --> 01:01:32,240 I assume 635 01:01:34,760 --> 01:01:37,040 he would carry around 636 01:01:37,040 --> 01:01:40,320 two or three, 637 01:01:40,320 --> 01:01:43,700 or maybe four of these wooden shells 638 01:01:49,090 --> 01:01:51,050 If so, 639 01:01:52,740 --> 01:01:55,280 where is he going to 640 01:01:55,280 --> 01:01:57,250 put them into 641 01:01:57,250 --> 01:02:00,230 We would have to think more about this 642 01:02:00,230 --> 01:02:03,130 If this is another type of 643 01:02:03,130 --> 01:02:05,410 gunpowder, 644 01:02:05,410 --> 01:02:09,270 and if this is 645 01:02:11,600 --> 01:02:18,380 to be put into a cylinder, a long 646 01:02:18,380 --> 01:02:21,160 stick would also be needed 647 01:02:21,160 --> 01:02:23,530 I think the gear needed to 648 01:02:23,530 --> 01:02:25,640 thrust this in 649 01:02:26,060 --> 01:02:31,390 should also be indicated as a silhouette 650 01:02:31,390 --> 01:02:32,710 around this area 651 01:02:35,750 --> 01:02:39,130 We would have to look at a reference 652 01:02:39,130 --> 01:02:43,210 to know its accurate shape, 653 01:02:43,210 --> 01:02:46,400 but for now, we will 654 01:02:46,400 --> 01:02:48,270 go with indicating the shape 655 01:02:51,950 --> 01:02:52,590 here like this 656 01:03:02,730 --> 01:03:05,620 Put it as a silhouette for now 657 01:03:11,670 --> 01:03:13,440 Now on the game, if 658 01:03:13,440 --> 01:03:15,980 you are to design this game character, 659 01:03:19,180 --> 01:03:22,090 this section, this area around the foot 660 01:03:22,090 --> 01:03:23,160 would move a lot 661 01:03:23,160 --> 01:03:25,340 animation wise 662 01:03:25,340 --> 01:03:28,960 So, when rigging this part 663 01:03:28,960 --> 01:03:30,660 Rigging is something where, 664 01:03:32,140 --> 01:03:34,890 if we are to make this into geometry for example, 665 01:03:34,890 --> 01:03:38,980 by using a polygon to add a three dimensional effect, 666 01:03:38,980 --> 01:03:42,260 we apply the structure called rigging here 667 01:03:42,260 --> 01:03:46,490 and start animating this character through it 668 01:03:46,490 --> 01:03:50,500 So if numerous rigging is put 669 01:03:50,500 --> 01:03:53,770 around the feet where there is much animation, 670 01:03:55,490 --> 01:03:56,640 these objects, 671 01:03:56,640 --> 01:04:00,770 that is, the things hanging down like this 672 01:04:01,290 --> 01:04:02,580 may get in the way 673 01:04:02,580 --> 01:04:03,670 of the animation 674 01:04:03,670 --> 01:04:07,240 For instance, it may suddenly go into the foot area 675 01:04:08,430 --> 01:04:10,100 and result in creating 676 01:04:10,100 --> 01:04:12,790 an unnatural animation 677 01:04:12,790 --> 01:04:18,210 So to run a simulation on objects 678 01:04:18,210 --> 01:04:21,480 like this bag here, we apply the rig, 679 01:04:21,480 --> 01:04:24,430 applying the structure 680 01:04:24,430 --> 01:04:26,280 However, this process 681 01:04:26,280 --> 01:04:28,730 may cost a lot, that is, 682 01:04:28,730 --> 01:04:31,700 it may become expensive 683 01:04:31,700 --> 01:04:33,450 Since more 684 01:04:34,120 --> 01:04:35,480 polygons and 685 01:04:35,480 --> 01:04:37,930 rigging system needs to be 686 01:04:38,220 --> 01:04:39,970 applied here, 687 01:04:39,970 --> 01:04:43,500 the megabit size of this character 688 01:04:43,500 --> 01:04:47,010 would increase a lot 689 01:04:47,010 --> 01:04:49,510 Within the game, this may 690 01:04:50,030 --> 01:04:53,930 cause the frame to drop 691 01:04:53,930 --> 01:04:58,220 So when adding these objects, 692 01:04:59,190 --> 01:05:01,030 well, since we are still at a concept stage 693 01:05:01,030 --> 01:05:03,460 we can freely add anything for now, 694 01:05:03,460 --> 01:05:06,140 but you always need to 695 01:05:06,140 --> 01:05:09,200 keep in mind that these objects 696 01:05:09,200 --> 01:05:12,620 may become a problem later on 697 01:05:12,620 --> 01:05:17,580 That is why for this type of design 698 01:05:17,580 --> 01:05:19,610 and problem, we need have in 699 01:05:19,610 --> 01:05:20,590 mind how 700 01:05:21,800 --> 01:05:23,520 we are going to solve it 701 01:05:23,520 --> 01:05:25,120 If this will not work out 702 01:05:25,120 --> 01:05:27,830 and this design is of little use, 703 01:05:27,830 --> 01:05:30,490 we can erase the whole thing 704 01:05:30,490 --> 01:05:34,810 If this functional element is needed, 705 01:05:34,810 --> 01:05:35,980 then we can 706 01:05:37,190 --> 01:05:38,790 apply it behind the back 707 01:05:38,790 --> 01:05:42,470 or place it higher 708 01:05:42,470 --> 01:05:43,880 in a 709 01:05:45,580 --> 01:05:47,720 diagonal line 710 01:05:47,720 --> 01:05:53,260 Such flow of design will not ruin the whole design 711 01:05:59,020 --> 01:06:02,040 If we are to place this 712 01:06:02,040 --> 01:06:03,270 design here, 713 01:06:04,670 --> 01:06:07,210 I would not apply it like this 714 01:06:08,990 --> 01:06:10,670 If done so, the flow 715 01:06:14,250 --> 01:06:16,190 becomes strange 716 01:06:16,190 --> 01:06:19,130 So if there is a 717 01:06:19,130 --> 01:06:21,410 large shape here, 718 01:06:21,410 --> 01:06:23,500 in this way, 719 01:06:26,040 --> 01:06:28,880 I would follow this flow 720 01:06:28,880 --> 01:06:32,650 to apply the design If something is to be put on the back like this, 721 01:06:32,650 --> 01:06:34,150 in this way, 722 01:06:34,150 --> 01:06:35,630 apply it in this way 723 01:06:37,300 --> 01:06:39,410 If something else is needed, 724 01:06:39,410 --> 01:06:44,160 we can draw on like this, according to the flow 725 01:06:44,160 --> 01:06:45,000 in this way, 726 01:06:50,250 --> 01:06:51,210 For now, 727 01:06:51,210 --> 01:06:54,120 I will place it below this leg 728 01:06:56,620 --> 01:07:00,870 For these bullets, 729 01:07:02,760 --> 01:07:03,750 they could be 730 01:07:04,940 --> 01:07:10,040 carried in the back like this, 731 01:07:10,040 --> 01:07:11,190 or, 732 01:07:14,550 --> 01:07:18,200 although animators may not like the idea, 733 01:07:18,200 --> 01:07:21,000 we could add them on this bag, 734 01:07:24,400 --> 01:07:29,720 as if they are attached to the bag like this 735 01:07:31,780 --> 01:07:36,860 since rigging will be done for this bag too 736 01:07:44,040 --> 01:07:44,890 Like this 737 01:07:52,590 --> 01:07:54,590 here, in this way 738 01:07:59,010 --> 01:08:01,570 connecting these ammunition, 739 01:08:02,940 --> 01:08:08,300 bullets, wooden shells 740 01:08:08,300 --> 01:08:09,920 here 741 01:08:11,480 --> 01:08:14,540 together with a rope 742 01:08:15,880 --> 01:08:23,000 so that it is easier to take them out and use them 743 01:08:23,000 --> 01:08:24,000 also 744 01:08:26,190 --> 01:08:28,490 seems to be a good way of organizing the shells 745 01:08:32,130 --> 01:08:33,790 We can try to add indications 746 01:08:36,100 --> 01:08:37,440 Like this, 747 01:08:43,780 --> 01:08:49,870 drawing as if they are weaved together with a rope 748 01:09:01,910 --> 01:09:08,530 I think connecting them here like this would be okay 749 01:09:31,270 --> 01:09:35,060 It seems to be extremely heavy 750 01:09:35,060 --> 01:09:37,090 if I look at it this way 751 01:09:37,090 --> 01:09:44,490 I will make it a bit brighter 752 01:09:53,020 --> 01:09:55,070 because it seems to dark, 753 01:09:55,070 --> 01:09:57,240 and allow 754 01:09:57,550 --> 01:10:01,200 the design to stand out more 755 01:10:20,780 --> 01:10:26,610 And I am thinking of adding small knives here 756 01:10:26,610 --> 01:10:29,890 on the chest for ease of use, 757 01:10:29,890 --> 01:10:32,220 knives for easily cutting out 758 01:10:32,220 --> 01:10:35,510 tendons, muscles, or intestines 759 01:10:35,510 --> 01:10:41,360 here like this 760 01:10:42,390 --> 01:10:46,920 There is a slightly curved knife 761 01:10:52,140 --> 01:10:53,770 And 762 01:10:56,640 --> 01:11:04,630 if you see hunting knives for cutting tendons, 763 01:11:04,630 --> 01:11:06,690 they look unique 764 01:11:09,930 --> 01:11:12,860 Here, there is a dent 765 01:11:12,860 --> 01:11:17,070 that goes in like this 766 01:11:17,070 --> 01:11:19,140 It is a very unique knife 767 01:11:19,140 --> 01:11:25,160 I wonder if people at the time would have used this, 768 01:11:25,160 --> 01:11:26,630 but they 769 01:11:30,930 --> 01:11:32,090 look like this 770 01:11:32,090 --> 01:11:33,770 This dent here 771 01:11:35,690 --> 01:11:38,930 was used to hang the tendons like this 772 01:11:38,930 --> 01:11:42,110 and cut them 773 01:11:42,110 --> 01:11:43,240 Looking at it here, 774 01:11:48,370 --> 01:11:50,240 a handy knife, 775 01:11:50,240 --> 01:11:52,720 this could also serve as a knife for self defense 776 01:11:52,720 --> 01:11:55,540 in my opinion 777 01:11:57,800 --> 01:12:01,590 Let’s tie the knife like this 778 01:12:07,690 --> 01:12:10,990 and indicate it 779 01:12:12,820 --> 01:12:16,720 It also looks like it was made of bone 780 01:12:21,790 --> 01:12:24,990 I am debating whether to put this in a sheath 781 01:12:24,990 --> 01:12:25,930 or not 782 01:12:26,830 --> 01:12:32,520 I have added an indication like this for now 783 01:12:33,770 --> 01:12:39,290 So for now, tying it with a rope 784 01:12:44,320 --> 01:12:46,780 to wear it on the body, 785 01:12:46,780 --> 01:12:50,600 and adding some leather at the tip 786 01:12:50,600 --> 01:12:54,520 so that it does not stab the stomach 787 01:12:54,520 --> 01:12:55,320 like this, 788 01:12:56,550 --> 01:13:04,090 seems to be satisfying 789 01:13:04,090 --> 01:13:07,000 Add some shadows like this 790 01:13:33,120 --> 01:13:37,790 Now we have designed the props that can 791 01:13:37,790 --> 01:13:42,810 enrich the character composition 792 01:13:42,810 --> 01:13:46,930 For the realistic production of props, 793 01:13:46,930 --> 01:13:52,280 collecting references that can help us understand 794 01:13:52,280 --> 01:13:55,080 elements such as principles, 795 01:13:55,080 --> 01:13:57,970 materials, weight, and fitting of the props 796 01:13:57,970 --> 01:14:01,890 as much as possible 797 01:14:01,890 --> 01:14:04,390 could help us 798 01:14:04,390 --> 01:14:05,940 create a character 799 01:14:05,940 --> 01:14:09,440 that is realistic and credible 800 01:14:09,440 --> 01:14:14,520 In the next lecture, we will cover one of the most important 801 01:14:14,520 --> 01:14:16,620 character development process of the pre-production stage, 802 01:14:16,620 --> 01:14:20,550 the production process of key arts 803 01:14:20,550 --> 01:14:24,810 I will finish off the lecture on props here 804 01:14:24,810 --> 01:14:25,710 Thank you 55024

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