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Original subtitles

Hello.

This time, we will organize the keywords needed for the character design, based on the ideas and inspirations we talked about some time ago in the past

Let me flesh out the ideas.

Until the past time, you got inspiration from various places, but expressing it directly in pictures may not be as easy as you think.

How to come up with keywords you want to embed in the character design from various ideas, and how to be more convincing

Let's learn together to see if we can flesh out ideas and what else we have to do to organize them in a way that makes interesting use of keywords.

Let's start with a brief look at keywords.

Not only design, but the word keyword is often used in many places.

In character design, the keyword is

When talking about a particular character design, use words or sentences to describe the character, not pictures.

Instead of being abstract like an inspiration, decide what you want to show that

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Keywords are ultimately equivalent to setting target goals in the design of a character.

These keywords can usually be exposed at will to the person who draws

In order to use this effectively in character design, random decisions about keywords can create problems.

Keyword in drawing

In the future, I want to draw like a compass and milestone, I want to provide the right direction for the design I want.

If the keywords are too mid-mouth difficult to put, or there is no connection, how to carry out the design will not be further developed that

The design will keep hovering in the same position.

The more I went through the design process, the more the character design went in the direction I wanted it to go, so the charisma I wanted to show should become more and more concrete.

The keywords are present on top.

Therefore, one must first be able to prioritize the keyword importance well.

To decide on these keywords, one thing must be known.

00:02:11,764 And to draw is to explain indirectly, through reproduction, what I want to show.

The person looking at it cannot understand my ideas and mood very quickly.

For example, I watched the movie "Chungking Forest", and I was inspired by this movie, which is a unique urban style of Hong Kong

In order to show the atmosphere, no matter how the lighting or the props of Hong Kong are painted.

Looking at the pictures than directly enjoying the video and music of the Chungking Forest movie

means that one can only experience that atmosphere or story indirectly through me.

So when deciding on keywords, deciding which keyword is good is the same as in Hana.

Or start with an abstract adjective, like "scary cute", rather than an abstract adjective.

For example

If it's a profession or thing for a character like a wizard or a demon, add some shields or black dots, although not a character

Spaces like libraries and hospitals used when showing moods

It is recommended to record keywords of the noun type first.

And when these noun-based keywords are decided

It is recommended to add keywords for adjectives, such as atmosphere and style.

As an example, when you see a flag flapping in the wind and want to get the ball and inspiration to paint the floating picture

Vessels that can hold this ethereal atmosphere, first set a term, like ignore, or player laundry field"

At the stage of determining the order of the keywords later, it is better to use the adjective "light and airy" in a more preferred way.

So, when a word has been interpreted to a certain extent.

After that, you can add more keywords, such as characterization and story, which are difficult to integrate fully in the character design.

There is one lost mark to watch out for at this point, two words combined together in a keyword.

It is recommended to avoid these keywords.

For example

Keywords like "ghost prosecutor" and "black magician", two words combined, might appear. As an example of interesting rhetoric.

The design directionality is large enough that it depends on which of black magic law and mage will be the main

Because it can be changed, it would be great if each word could be broken down like this so that priority could be determined.

Like wizard, witch, wizard, or copper and beer

For Necromans warlocks, if you get more specific, which spell to use depends on the flame order or the summoner.

Can be divided into prosecutor like series.

This combines the word-derived keywords again to produce more specific keywords.

Witch and magic check.

These problems are common especially when seeing character designs created by others and we think of keywords.

Very often, the long keywords in the drawing are understood in a simple and implicit way.

When you want to create, if possible, for various designs, please also do a careful keyword derivation.

And even a very small part of personal preference is the originality of this character, so that it can become the unique charm of this character.

If you think so, be sure to write down the keywords.

For example, this character, if I say this Rottweiler, I get a big black scale.

This character is big, but first of all, he wants to show an image called a large canine statue.

In order to show this well, I thought it was important to use keywords such as eyebrows and eyes.

Very small highlights like the character too, but no muscles, wide shoulders, thin waist, narrow pelvis

If you want to be able to show a little charm in such a skeletal aspect, you must organize it with keywords.

For this character, I designed a character based on a puffin that

Other than this character, the cartoon characters of the Lo series that have drawn puffins generally have one thing in common, called fat eyebrows.

So the last drawn Ocean series characters, in order to save the feeling of brotherhood

Although it's not necessary in the character design, it occurred to me that I must put in the part where the eyebrows are steamed up and fat.

As with the character, the cheese itself

While trying to use holes to show some visual elements, personally, one of the unique charms of the cheese is that it melts.

There's an adjectival keyword, so it occurred to me that this part must be short-term in design.

These parts may be very trivial, but when I think about them, I think they would be unique points of fascination for the character that

are the keywords that must be shown in the design.

Finally, please slightly around the keywords that can completely change the directionality of the existing design.

Usually, the more you want to incorporate a lot of things into your character design, the more keywords you can derive.

I was about to draw "Elven Archer" when I suddenly went from these keywords in Woe to Sweet Dreams, and then Ninth House.

Joseon, finally a sudden keyword like Yi Sun-Shin, no matter how charming this keyword is

don't fall into the wrong direction, it's best to consider the original intended design and understand the keyword deeply.

So we need to organize these keywords.

The more specific the charm point of the character design, the more these keywords will be.

The fact that there are many keywords is not a problem, it becomes a problem when the priority of the keywords is not organized.

For example, when you tell someone a road, what comes out of where you pass through and how much you go to where.

The more you explain, the better the understanding, but, if you say left and right, without any priority

from a listening point of view, you are completely unable to understand the road.

In the context of using pictures to show the atmosphere or the charm that I wanted to show

Character design also requires prioritizing keywords into critical and non-critical keywords.

So are the important keywords the ones that surface first?

The order in which such an idea surfaces is not necessarily going to be a priority anytime soon.

The order in which the keywords are derived is not necessarily a constant priority, and the priority of the keywords in the graph is

What I must convey becomes the priority, so it doesn't really matter if the person drawing it decides arbitrarily.

Just the higher priority keywords, so the more the main keywords, the more directly the person who sees it understands that

to describe something that is too personal or too abstract, the

should use a lot of props or lower the order of other keywords, etc. more than expected to suffer

So, if possible, you can visually demonstrate or show these methods to take explicit keywords

Prioritization is an easy way to go.

For example, when drawing something like "Warlock of Darkness", it's a dark character.

It's very abstract in itself, so as a prop, we need to think more than we think to express this.

To describe the keyword known as warlock, there are clear ways to express it visually like props and effects.

The order of priority in this case is still focused on the warlock aspect, which would be easier to approach the character design, I guess.

You know, if there was any benefit to a creation like character design, there would be people drawing fan art of that character, etc.

The emphasis on design keywords wanes each time you do a secondary creation or draw and polish your own props.

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For example, I emphasize to emphasize the goggles and pants of this character that

If someone only saw the drawing of this character and then drew Penant, the goggles and the pants would mean increasing priority in the description.

So, when you first start designing the character

the higher the priority and precedence the more focused the primary keyword will be understood by the viewer.

Otherwise, the directionality of the design will be blurred over time.

Let me understand how to arrive at these keywords.

When coming up with keywords, it's best to organize them according to your own ideas for planning this character.

As a person who draws and keeps deriving keywords, you can only have what you would naturally draw.

Because the way the character fights or what is outside the visuals of the story can become the charm of the character

It is better to try to give different keywords.

So, let me get to know the representative keyword formulation.

First, there's the mind map, which is the most common method.

This is the most familiar method of accumulating ideas, and we've all probably done it once as children.

Decide on a synthesis of ideas and then follow the ideas to move on to a solution approach.

For example drawing a healing role for Wheeler, if say Wheeler, in a new day of Bristleplay like this

A move used when recovering stamina.

To depict the original teachings of nature and natural magic.

Continue writing down the keywords that surfaced here again, while expanding the map.

The mention of Priest brings to mind

The representative would have the same work of the clergy, or could form the same group as the hymn team in the same place as the liberal arts church.

In the words shared here again, it is natural that among the teachers and students, occupations like the incense-burning salesman would also derive from the idea that

occupational groups like abs and Eldon Linin.

The choir also has its own singing chorus

Or the most representative instrument in the church is the organ, like the organ player, which can also yield interesting keywords, I guess.

If you put it in the Bausch swallow, there will be a lot of things like alchemists, or professions like apothecaries, I think.

In alchemists, also with some degree of wrong-ring alchemy.

Or like the scholars who sell the study of alchemy, the words of pharmacists and subspecialty pharmacists come to mind as syringes.

In the most recent game, I played "Bosch Brawl".

I like the sound of receiving herbs, so I remembered that there are some mortar-like things in the pharmacist.

That's the one.

I like the sound so much that I came up with it naturally with the keyboard.

And if you go into nature, the lack of space within nature, there would be like a priestly profession that

You can also think of robots that live in nature.

The use of original teachings and religious rituals can have platform magic and things like that, when two people go in, like the kings of the elves

Mythological

You can think of characters and maybe a magic book that deals with hormones and plants and things like that and maybe come up with that.

Then, by looking at the map map and plotting the path, you can come up with character design keywords.

For example, starting with "Hillel", then Priest, where the choir

Using the concept of the organist to design characters in the occupational group.

or "lingering", in the natural world

You can follow the path to derive some symbols.

Next there are ways to start with the worldview and the nature of the story and so on.

Illustrated beer is generally the setting for the characters

Receive a guide document where you can create a random guide document and start an idea there.

Game items such as gender or age body type profession weapon attributes

In the game you can first select the player field items and then fill in these entries and then we can also create keywords.

Gender casual females like Eric's character are less old than the adult clan than the draconians.

Suitable for the use of the human race sturdy body type and use their physical advantages of close range fighting seems to be appropriate

And the weapon is the button that gets a lot of attention in close quarters fighting. Intent

Attributes and body and parts and front front key attributes seem to match.

Or if you design different characters with a male gender and a child age.

Teenage ratio also do once, the race is the goblin system of recruitment, thin can also match the bar.

Occupation is a wizard

Met with a wizard, so would like some books I guess.

Rich might be a book.

To the army unexpected weapons.

The molars here may come out, and the water attribute is more appropriate if you look at the color.

Redraw the mind map with the keywords from the story or weapon

Here you can select only the main keywords that are interesting or become original to the character to proceed.

For example, if you are looking for charm points in the character of Lee Ai, it is called this sturdy body type.

And if you emphasize to ethnic this, if it's not a good corner, the next best thing should be to emphasize something like Lee-ok.

If the emphasis is on the lean body type and the books, the character itself should not sentence young that

And then say write a book that

To emphasize this body type, it's good to force the book to be raised or to show the contrast in the design this way.

Or, if it's hard to start with a particular project, as I personally did

It may also be inspired by a specific object.

Personally, I've been painting this series for a long time, and

It's really interesting to see things with various inspired eyes and express them in different ways.

Books reminiscent of lemon sour

with neon as the main keyword, a character design, or mushroom called spore characteristics starting with the concept of

If you're having a hard time immediately vocalizing like the floating motion of a goldfish fin, or this color-inspired character design

Inspired by something, you might as well use it as the main keyword for your character design.

or replace them with three different types.

Very interesting ideas arise when associated with other things that share the characteristics part of the object.

Like I said last time, there's no blood on the color and shape of the target that

The atmosphere and the character part of the target can also be the inspiration and the main keyword.

For example, for this character, to visually represent the acidity, the neon color would match if you use color.

How would a graffiti artist use these neon lights and things like that? "

Some poisonous mushrooms are not motionless.

But when I sprayed on the spores, I did a very serious job

Linking it to the suburban salesman concept

Personally, I wanted to mix the image of the priestess with the salesman and the image of the uniform to create a somewhat heavy, calm but dangerous atmosphere.

In cases like the goldfish, which also has a particularly distinctive eye

I emphasize the design, and although the eyes are also slow, as long as you look at them motionless, the inside looks like a see-through blue sky that

Striped fins or gold accents these could also be key words.

and incorporate it into the design.

Other than that, when I personally design, keywords must be a priority and an interesting point.

Consider originality, organize it, and use it as a basis to drag the character design to completion.

Let me find out how to prioritize these keywords of exposure to organize them.

In the character design, the

One way to do this is to identify 3 keywords and give each keyword the role of the main subpoint.

The main keyword is the part that is unique and capable of being original.

The keywords with the highest priority and that should be actively displayed in order to be understood by the viewer as well.

When people talk about the character

It is better to have keywords that appear original to this character, enough to distinguish to the first said.

For example, the races of characters such as demons and tree-humans.

As with professions such as Post and Stream Wizard, you must be able to distinguish the elements of the character among many others.

Almost these keywords should be called "names".

When designing based on this main keyword, you really need a lot of references.

For example, the devil in the horn or wing postal department of cotton mail bags or hat letters or something like that just mentioned.

A stream is a monitor, headset, cam, etc., or a stream screen.

Magician face spells and mage hats, etc., need visual displays first.

If possible, even if there is no detailed part of this character, it needs to be visible and very visual to the person watching this, so

If possible, it is better to distinguish with abstract and more precise keywords of objective nouns, such as character or atmosphere.

Sub-keywords are generic

So, while the character may not be a unique part, the charm points that can be shared for better or worse are identified based on personal preference.

Using the game as an example, if the main keyword is the starting class of a particular game, then the subkeyword is that career

Show visually where each profession is different and becomes an expert, such as ex.

Just think about it.

For example, when a character design goes into secondary creation like Penant, must it be kept?

It's good to consider points that are decided to be okay, because there are many cases where these points actually become primary keywords.

Adjectives that assist the main keyword.

For example, the fourth chapter of the face, a young boy, or a pirate, a very slippery character, a fisherman, the character is very blind, which has a feature.

Whether it's me, or the main keyword, the character that may be too simple to omit as a special element, as a keyword decision.

Like this pirate character, we use doors and chameleons as the theme.

Because the nature of changing the color of the chameleon is the rounded character of Li Feng and the character, so I wanted to show it in an image.

Squid game of salty folk demon.

Like Harry Potter's Bellatrix character and expression as a sub keyword must be reflected in the composition and expression.

The character of the fisherman looks amazing if you search for the north is sinful, but with the somewhat undergrown seabird as the subject of

whose characteristic blindness.

To showcase the face that I don't know if I want to be far away, I apply a lot more cartoon ideograms on my face than usual every day.

So, although the fisherman is a fisherman, I tried once to get such a feature partly shown as a subkeyword.

In such a character design, it is generally the personality and hair and body type and other major

Mostly entered as sub keywords, so like exaggerated after the form or expression, or adding impact

Every 100 times you draw a character, you have to use iron to learn the expression, and the parts that need to be tried appear with subkeywords.

And the focus keyword just identifies the unique part of the character, or the part that needs to be studied carefully to be known.

Things like story and combat style that are difficult to show visually in pictures can usually be dropped like this

Very often, the choice is made as a focus keyword.

These integral keywords are not necessary in character design, so they get overshadowed by the composition or pimp that

not really that relevant when it comes to showing designs that don't matter even if they are invisible.

Therefore, if needed, these keywords may be lost when working on a task or several sketches.

If this keyword is other charm points.

If the main keyword is obscured and the design becomes unintuitive, then it can be and sentimentally thrown away

Parts that are very trivial and need to be carried with a writer's level of greed will generally be integral keywords.

A character with a blackberry theme has something that is the main keyword of the next door neighbor.

But this character has sub keywords that appear as well as the character.

But for the landlord, the good feeling status is used as a point keyword, and this point keyword corresponds to something

Props used to show

In fact, the painting is not the first thing you see, and when you look closely at the painting, you can relate to it, the writer

It should be hidden like this

Like sunflower, the main keyword is the peaceful atmosphere of a weekend farm and the sub keyword of farmer concept of dad and son.

And the main keywords here actually have to be looked at carefully to understand the story.

Compared to the two characters, some of them are fair-skinned, fierce and also nervously grasping...

The flower pot is also filled with some messy things, although the character is beautiful looking

In this area, I'm thinking about saying that newbie the enemy might be some cute looking focus keywords.

Finished character design with a high degree of simplicity when relying only on the main keyword sub keyword how many characters are designed.

About one point is set like this, and it's good to hide it.

Tiny charms, etc., can often be shown with backgrounds, props ornaments, etc.

I personally think that a lot of details are hidden in the details that

00:24:55,026 while working, and I think it's a gift to those who look closely at my paintings that

to hide it in something slightly invisible, to use it as an element that allows one to immerse oneself in the painting.

2.

Abish if you place the keywords in order, so the wizard.

But the black magician....

But in a way that is very strong for ritual or summoning realms of magic.

But it can be placed in this way, although the bleeps.

Generally speaking, if you use the first four Korean words, the ritual or the strong riding mage of Suwon crab magic

It may be a little difficult to sort out in this way.

The further back the keyword is posted, the more it needs to be illustrated with very subtle details.

In general, the more keywords are in the back order, the more difficult the design becomes.

Because it is called the wizard of the main keyword, it must be protected.

Because the other parts cannot prevent these subkeywords or integral keywords from recognizing the main keyword.

And then that's it, Mr. Baby between Eric but Mr. Bleeping Hatchman.

In this way, you can also choose adjective phrases and comparison kits and such to have fun with the design.

Personally, a wizard is a wizard, like a recent black wizard, there are the usual word phrase entry situations, personally so like bullet point keywords

Small details that seem less intuitive

Like to use contrasting words like this one, connected by very abrupt keywords or unconnected keywords.

I'll look at the Xi'an I've designed for the character design and see what keywords are included.

Personally, I have designed once with the groundnut character, some of the groundnut is sawed, very hard feeling half of the flavor is the 1st thing.

I was going to just fit it in this character, but it's hard to write these abstract things as the main keywords, so

What kind of bowl of character design is it going to fit in?

I'd like to use the concept of "redneck", the sub-keyword of "dull".

Here a little closer look to know the details a little bit keyword kindness Hyo-soo fierce

or honest and naive, how about putting such an image in? First sorted out the keywords.

So in order to get the main keyword exposed first, the country atmosphere is detected.

First sort out these ambiance costumes and props to become the base for this character's gardening home

Or first make the peasant feel, and then show the raw character or image that corresponds to the subkeyword.

If you see the character's expressions, hairstyle, gestures, etc.

a little bit of a blush, or a notebook with these secret farming recipes written in it.

Or such kind dogs that are close to the country pups, these keywords

Put it slightly off this topic candidate and hide it where you can go beyond the points when you look closely.

So when people who see this thing think of groundhogs

I want that purity and simplicity to be understood in character design.

And by the way, I'll show you the results of a character that

designed to look like this.

Overall, clothes worn in the countryside

These things should appear in these raggedy moulds that

Whether it's the hands seen here, or the hairstyle or the impression expressions, etc., show the dull image.

Take a closer look, there are farming tips written on this note, and this country dog posted affectionately, and so on.

Slightly point keywords are read in order on the master subpoint, so did a layout.

Look at the other keywords again.

I used to do character designs inspired by this animal called the electric eel.

I had no idea what this electric eel actually looked like, and then looking for information, upon closer inspection, it looked simpler, darker, than I thought

The face is a little bit blindingly long and fuller than expected compared to the dangerous rumors.

So, this image is actually hiding those very dangerous weapons

I wonder what would happen if we incorporated this image into the character design?

Because it's a police detective so I thought, not a uniform or a dress, but an image of a detective in the field.

So, first of all, at the time of the event, in order for the criminal image to appear, the clothes that were worn on the scene utilized the same thing that

wanted to show the criminal image first.

So when I first started designing, I used the image of the event in the field to develop it first

Looks like the part I want to fit in.

To fit out these sop keywords that I made, a slightly negative change from the design slightly like a face or a pose or something like that.

But there's experienced sophistication and there's electric eels that are more dangerous animals than one might think.

To show these.

Whether it's the scar, or the hard beard, the expression, or the hat, I want to show that I'm a fairly sophisticated detective.

So, here's the finished design, although the lighter car feels slightly less intuitive than the original design of something that

I think the charm of the electric eel, is it fully reflected in the character design, I tried to end it.

By the way, this character design because I only take this prop a little difficult to show, so draw to the background, the

Plus the cautionary and avoidance situations, want to write out all the key words like this character design and story line.

And these are more harmonious than expected, there's no support, so it's a lot harder to draw than expected.

So there's something about love at first sight....

It's raining detectives, staring at eye guns as soon as they move, like Taser.

See if there are some puzzling images in their character design

By using the primary keywords as a base in this way, let these be shown to the best advantage through the secondary and secondary keywords as a whole.

If character design is carried out, the character design will be specific in the direction of the charm that you want to show.

While listening to this character design lesson, I recommend a section that can be practiced in keyword part 2.

Based on any simple idea, such as a mind map, guide document, or object example, as I did.

If more than 3 keywords have been tried and then come up with keywords, as just explained, use the keywords as main and sub

Then divide into points, prioritizing first.

If these keywords are simple healing mage flame wand

Presumably a keyword can incorporate a completely reversed element, or paste a completely unrelated keyword.

Wizard flaming wand standing.

If you do what I did, you'll think the wand is irrelevant to the high shift that

Or somebody who turns water into a branch that has nothing to do with wizardry.

For example, like these designs, the keyword that is difficult to get along with is a character

If embedded in the design, you will struggle for a long time to connect these materials.

Initially it was a support role, in the case of this design, an act of chromatic consciousness called Austrian cult gloom

The last potentially frightening keyword of the sense of loveliness that

I was inspired by the speed games that kids play.

Candles converging together.

The monkey that symbolizes a famous saying, since it draws three people, do not listen, do not look, and do not see, say also see.

These three have also made five horse wine.

If you look closely, although it's a cute image, here's a tarot card with a demon drawn on it, and here's a reverse five-wish star

Plus Luke 10:18 or something like that, which is quite a content worth responding to if the treason knew about it.

For people who look closely at the paintings like this, I really like the well-hidden details.

This character was inspired by the pumpkin-like pattern that

The plus pumpkin seen is very large and heavy, and quite a heavy character among vegetables.

These big, scary chunks and unattractive Moody's and grooves these horrors

I think that if you incorporate the image of a monster like Frankenstein

What I'm trying to say with the keyword of focus is

I want things that might and cynicism to produce a pleasant atmosphere overall.

I find that Halloween props are like emojis

And, after the comic of this character, on porn, I further incorporated these wild circle items.

In the process, you might come up with some new ideas that

share ideas with people around you.

Rather, the priority is so that in the categories where the main keyword must be visually displayed

How to make subkeywords assist the main keyword.

Or consider well whether the focus keyword will hurt the main keyword in order to succeed with the specific design.

If interesting ideas and keywords emerge from this process, then in a later lesson we design the personas

It's also better to finish with this xian and keywords together.

To summarize, the keywords are a compass, used to orient the character design

The design can only be done incrementally if the design is done in priority order.

The more you go through the stages, the more you can conclude a successful design that is concrete and that the person drawing it and the person looking at it can be immersed in.

Organize the keywords of what was said will also organize the keywords in this way.

To this point, we organize for you the keywords that we need to know in the future for the purpose of role design for role design.

It may be that some of you are new to keyword organization, or perhaps some of you are used to

In the character design, the keywords are before the shadow meal, must be slowed down in time to organize, so

Want to show what kind of design you have through the lecture.

I hope you'll have fun taking direction.

In particular, if you're not progressing in the direction I want you to go in designing your character, and you keep wandering

Watch this lecture again, and if there's a good way to do it, I recommend that you take advantage of it as well.

Next, based on the character design, break down the last prop or object into design elements that

Try to practice supporting, or even creating.

Listened to a long lecture, hard work.

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