Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.