All language subtitles for 007 Drawing the Head and Neck Forms_en[UdemyIran.Com]

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These are the user uploaded subtitles that are being translated: 1 00:00:03,440 --> 00:00:10,480 Let's take a look at the basic building blocks of drawing the head and the neck. 2 00:00:10,580 --> 00:00:18,250 So typically speaking, the head is really made of kind of two shapes, where you could definitely certainly 3 00:00:18,260 --> 00:00:20,270 draw it with these two shapes. 4 00:00:20,300 --> 00:00:24,650 You have a sphere, and you have a sort of triangular 5 00:00:27,290 --> 00:00:30,000 form. 6 00:00:30,350 --> 00:00:33,430 Imagine this drawn through a little bit. 7 00:00:35,360 --> 00:00:39,740 And you also have a cylinder for the neck. 8 00:00:40,430 --> 00:00:45,900 And these really our very basic form building blocks. 9 00:00:45,980 --> 00:00:50,840 That's not to say that you would draw these exact forms, but these are the forms, the basic form that 10 00:00:50,840 --> 00:00:57,110 we want to understand to make up the components we need in order to draw the head. 11 00:00:57,890 --> 00:01:07,490 But using our knowledge of dynamic forms, we want to draw the the sphere, which is the cranium of the 12 00:01:07,490 --> 00:01:08,720 head. 13 00:01:08,720 --> 00:01:17,840 Draw that in, and instead of bending the sphere, what we can do is attach the triangular form over here 14 00:01:17,870 --> 00:01:20,000 to that sphere, 15 00:01:23,480 --> 00:01:25,260 and have them become one. 16 00:01:25,280 --> 00:01:28,800 And it makes a very directional type of shape. 17 00:01:29,920 --> 00:01:37,840 And when we add the neck to the base of that sphere, we want that to be directional too, smaller at the 18 00:01:37,840 --> 00:01:40,420 top, slightly bigger at the bottom. 19 00:01:43,720 --> 00:01:51,310 And we then have a good form based foundation of how to draw the head. 20 00:01:51,490 --> 00:01:57,160 We we're implying planes, the front plane and the side plane, and we' also have the planes of the neck, the 21 00:01:57,160 --> 00:01:59,900 front, and the side as it rotates around. 22 00:02:00,730 --> 00:02:12,640 And additionally, that we're drawing at a rotation, so this head is facing slightly left and it's not 23 00:02:12,790 --> 00:02:16,600 front on or side on. 24 00:02:17,320 --> 00:02:20,830 So when we draw front on things appear to be very flat. 25 00:02:21,130 --> 00:02:23,110 We can't see multiple sides. 26 00:02:23,440 --> 00:02:30,790 And similarly, when we draw things directly from the side, they also appear to be very flat and we can't 27 00:02:30,790 --> 00:02:31,540 see multiple sides. 28 00:02:31,540 --> 00:02:38,680 You just see the side, or we just see the front. And for the time being as we're doing these form drawings 29 00:02:38,680 --> 00:02:40,500 and learning to draw these forms. 30 00:02:40,540 --> 00:02:47,800 We want to avoid front and side views for the time being, and focus on rotations and 31 00:02:47,830 --> 00:02:53,800 more specifically, what we can call three quarter rotations, where we're rotating the form three quarters 32 00:02:53,800 --> 00:02:55,460 left or right. 33 00:02:55,510 --> 00:02:58,470 That's not to say that you can't do additional rotations. 34 00:02:58,570 --> 00:03:04,300 But while we're learning, let's focus on drawing slight rotations to our forms so that they don't appear 35 00:03:04,300 --> 00:03:09,730 to be flat that they appear to be 3D and dynamic. 36 00:03:09,730 --> 00:03:13,330 So let's look at a few more drawings like this, 37 00:03:16,150 --> 00:03:24,220 where we're thinking about the forms, and we're imagining the different sides of the sphere, attaching 38 00:03:24,220 --> 00:03:27,040 that triangle shape to it. 39 00:03:27,680 --> 00:03:35,830 The triangle form, imagining the neck cylinder starting small, getting big as it comes in, it's going 40 00:03:35,830 --> 00:03:42,500 to eventually attach to the torso. 41 00:03:43,490 --> 00:03:51,220 And just getting a handle of these forms, feeling out these forms, imagining these forms. And particularly 42 00:03:51,220 --> 00:03:52,930 that they are dynamic forms 43 00:03:56,100 --> 00:03:58,490 Let's do a different rotation. 44 00:03:58,490 --> 00:04:04,660 So what I'm doing now is, I'm already imagining that this circle is a sphere. 45 00:04:04,670 --> 00:04:08,240 I'm drawing the contour line over it to imagine where I might 46 00:04:08,240 --> 00:04:15,280 place that triangle, that kind of molds and becomes a part of that sphere. 47 00:04:16,070 --> 00:04:19,709 And imagining that form on that neck coming out, 48 00:04:23,870 --> 00:04:26,810 just as a basis, just as a basis for the face 49 00:04:29,870 --> 00:04:36,710 We can play with the size of elements as well, to get different looks, particularly different jaw 50 00:04:36,840 --> 00:04:38,930 shapes. 51 00:04:39,610 --> 00:04:49,730 So perhaps I'll really bend that triangle now, make sure I know the front and the side of this head 52 00:04:49,730 --> 00:04:53,040 shape and of the sphere. 53 00:04:53,060 --> 00:05:00,480 Imagine the neck sphere behind these forms the neck cylinder mind you. 54 00:05:03,150 --> 00:05:11,370 And really just continuously stacking these forms together, these dynamic forms, and building head shapes. 55 00:05:11,570 --> 00:05:18,920 And really these three components are the main components of, the main form components of drawing heads 56 00:05:19,810 --> 00:05:22,830 Here is a top view. 57 00:05:24,170 --> 00:05:32,030 So basically I'm just imagining attaching this triangle shape to the front of the face, but imagining 58 00:05:32,030 --> 00:05:38,990 that the eye line for example, center line is running here, and the eye line is looking that way and I attach 59 00:05:40,190 --> 00:05:45,920 that triangle to it, and it tapers off as it recedes into the distance. 60 00:05:45,920 --> 00:05:51,500 And obviously we can't see the neck from a top view. And what might a bottom view look like? 61 00:05:51,800 --> 00:06:00,950 So again we can start with the sphere and draw through so let's say that this head is facing that way the 62 00:06:01,000 --> 00:06:10,980 eye line is maybe there. There are some other lines to help us grasp the form, and the small elipse for the neck is 63 00:06:10,980 --> 00:06:12,840 there and the big one is here. 64 00:06:13,020 --> 00:06:18,460 It's kind of bending up and we want to attach that triangle piece to the front. 65 00:06:18,610 --> 00:06:23,830 Let's say that the base of the triangle really ends, you know, the chin shape here. 66 00:06:23,910 --> 00:06:34,970 If you wish, kind of ends in that kind of shape as it moves up to the face. And then our sphere just continues 67 00:06:34,970 --> 00:06:44,830 around and we have the base looking a bottom view from the neck imagining these different planes. 68 00:06:44,840 --> 00:06:50,630 The bottom of the sphere, the front of the face, the side of the face, the bottom of the chin etc.. 69 00:06:51,170 --> 00:06:56,650 And so what you want to do with all of the forms that we will be drawing, is grasp 70 00:06:56,660 --> 00:06:58,630 these basic forms. The sphere 71 00:07:01,190 --> 00:07:05,990 cylinder for the neck, draw out these just very basic forms. 72 00:07:05,990 --> 00:07:13,970 This triangular block component, longer or shorter, doesn't really make a difference as long as the proportions 73 00:07:13,970 --> 00:07:21,710 make sense and then add in those dynamic forms. 74 00:07:21,710 --> 00:07:26,300 So add in the idea that you don't want the form to be non-directional and static. 75 00:07:26,540 --> 00:07:32,650 So this form, certainly from the side, is directional here. It is directional from the side. 76 00:07:32,660 --> 00:07:34,670 Although it's front plane is really a square. 77 00:07:34,730 --> 00:07:36,360 So it's not really directional. 78 00:07:36,440 --> 00:07:38,950 This is not directional and that is not directional. 79 00:07:38,990 --> 00:07:42,720 So what we want to do is, kind of, how can we make these forms directional. 80 00:07:42,980 --> 00:07:44,110 We have our sphere. 81 00:07:44,360 --> 00:07:49,520 It in itself is not directional but we mold this triangular block to it. 82 00:07:49,610 --> 00:07:55,890 We're giving this form a sense of directionality, right, it's kind of pointing downwards. It's overall 83 00:07:55,890 --> 00:07:57,290 2D shape. 84 00:07:57,300 --> 00:08:00,370 Something like that. 85 00:08:00,510 --> 00:08:03,500 And so there's a directionality in it. 86 00:08:03,590 --> 00:08:11,000 And then we want to also bend the cylinder for the neck in such a way, as it has directionality too- starting 87 00:08:11,000 --> 00:08:18,770 small at the top and bigger at the bottom, and then the neck's directionality is actually kind of pointing 88 00:08:18,770 --> 00:08:20,460 up, right. 89 00:08:20,840 --> 00:08:31,910 And we will get more into detail as to why we might want to have directionality in human forms. There 90 00:08:32,360 --> 00:08:39,140 are very specific reasons why living things should have a sense of directionality in them. And this is 91 00:08:39,140 --> 00:08:44,890 why we want to bend these basic forms and not just leave them static. 92 00:08:45,300 --> 00:08:46,580 Right. 93 00:08:47,390 --> 00:08:51,860 So hopefully this is a good overview for you of really the basic forms of drawing the head. 94 00:08:54,940 --> 00:09:02,560 Just do it once again here. I'm bending the forms, this time I'm drawing the sphere first adding the 95 00:09:02,560 --> 00:09:14,260 neck, and then molding on that triangular piece and having us kind of feel out these basic forms. 96 00:09:14,640 --> 00:09:23,910 Now, once we've got the basic form down, we can then take a basic, take the basic form, and add just 97 00:09:23,910 --> 00:09:34,830 a very standard, simple skin overlay onto it using what we know about overlaps. 98 00:09:35,240 --> 00:09:37,430 So I'm going to work in two layers here. 99 00:09:37,490 --> 00:09:47,150 You do the sphere, slight rotation to the left, mold that triangular shape onto it to, make it not that 100 00:09:47,150 --> 00:09:47,510 long. 101 00:09:47,510 --> 00:09:48,790 So make it a little bit shorter. 102 00:09:48,930 --> 00:09:50,380 So it ends there. 103 00:09:50,600 --> 00:09:58,970 Nice center line down there helps me to feel the form. Might as well drop in the eye line, a third down the sphere, and get 104 00:09:58,970 --> 00:10:07,340 that neck sphere going, neck cylinder going, drawing through to help me fee. The form is not quite centered on 105 00:10:07,340 --> 00:10:08,280 the neck. 106 00:10:09,030 --> 00:10:10,390 It's not the end of the world. 107 00:10:11,070 --> 00:10:18,190 And once we have this, using what we know of proportions, we can actually add in some features. 108 00:10:18,590 --> 00:10:23,870 So I'll just use some ellipses for the eyes, thinking about perspective, putting in the nose, 109 00:10:26,830 --> 00:10:35,170 dividing this into three, finding the mouth line and then kind of, pressing a little harder and getting 110 00:10:37,090 --> 00:10:41,930 these lines in. Imply the skin surface. 111 00:10:44,730 --> 00:10:47,390 And thinking about overlap her, line weight as well, 112 00:10:50,730 --> 00:11:02,120 and having the neck taper down, giving us a basic skin surface to the forms. And really, if you have 113 00:11:02,140 --> 00:11:08,310 strong forms, adding the details to the forms is relatively easy. 114 00:11:08,310 --> 00:11:15,150 When we think about the triangle, right, our theoretical triangle. 115 00:11:18,970 --> 00:11:21,350 Let's change the waiting here. 116 00:11:21,960 --> 00:11:29,010 You know, it's generally weighted so heavily for shape, and that really is the 2D iconographic shapes 117 00:11:29,010 --> 00:11:35,180 of what we're doing. And then forms, and, you know, even more so than that. 118 00:11:35,210 --> 00:11:41,060 I want to just change the shape a little bit more, just to kind of emphasize the point here. 119 00:11:41,540 --> 00:11:51,750 You know it should be something like, details occupy that much of the space, forms and shape. Because the 120 00:11:51,750 --> 00:11:53,940 details really are just the details. 121 00:11:53,940 --> 00:12:00,270 If the forms are there, people are already then geared to seeing the 3D in what you're drawing. 122 00:12:00,520 --> 00:12:04,740 Right, they're geared to seeing the 3D in what you're drawing, they already buy into the 3D nature of what you're 123 00:12:04,740 --> 00:12:05,350 drawing. 124 00:12:05,730 --> 00:12:12,690 And the fact that we are adding directionality to our forms, already means that we're showing some understanding 125 00:12:12,720 --> 00:12:14,430 of living objects. 126 00:12:14,430 --> 00:12:23,760 So when we do a form of a head in this particular way, there is an implied life in the way that we're 127 00:12:23,760 --> 00:12:33,030 thinking about the basic forms. And to the viewer it's something that they, just kind of, they understand, 128 00:12:33,410 --> 00:12:41,110 they'll get it, there's something about how we're creating these forms and bending them with that directionality 129 00:12:41,190 --> 00:12:49,090 that implies a sense of life in understanding. Versus a more amateurish understanding of form, where 130 00:12:49,590 --> 00:12:55,130 you know, things are very blocky and robotic and flat. 131 00:12:55,800 --> 00:12:57,710 And sure they may still be understandable, 132 00:13:00,570 --> 00:13:07,920 but there's just a lack of believability in the life likeness of the forms. 133 00:13:07,920 --> 00:13:13,980 So this is really just me not adding in the directionality of the forms and not really connecting 134 00:13:13,980 --> 00:13:16,290 anything, just keeping it very static. 135 00:13:16,290 --> 00:13:19,170 It looks very robotic and very dead. 136 00:13:20,290 --> 00:13:21,620 All right. 137 00:13:21,900 --> 00:13:28,760 And so what you can do really is, using those basic form knowledge for the head and the neck 138 00:13:30,580 --> 00:13:32,630 just really connect those parts, 139 00:13:34,130 --> 00:13:40,790 use your proportions knowledge when you want to add features, and keep things directional, 140 00:13:44,450 --> 00:13:53,850 and then add, even if it's just a very basic understanding of the skin surface level of the forms. 141 00:13:54,410 --> 00:13:55,430 It's OK. 142 00:13:55,630 --> 00:13:57,750 Here you can be a little creative. 143 00:14:06,810 --> 00:14:15,930 And you really can add just a very simple skin surface details. And have it, have something that looks 144 00:14:16,380 --> 00:14:21,860 relatively decent, without too much work, because the forms are so strong. 145 00:14:21,900 --> 00:14:23,210 Strong forms. 146 00:14:23,400 --> 00:14:25,700 That's what I want to emphasize to you with this. 147 00:14:25,920 --> 00:14:31,770 So hopefully in this video you've got a good overview of, really how it easy, just add those surface skin 148 00:14:32,550 --> 00:14:38,460 details onto the forms, as well as obviously how to construct the forms. 149 00:14:38,460 --> 00:14:43,800 And don't forget all the things you've learned in module 2, this especially important. Don't forget what 150 00:14:43,800 --> 00:14:45,020 you've learned in module 2. 151 00:14:45,150 --> 00:14:53,370 Regarding loose lines and overlapping lines to show overlaps and things that are in front and behind. 152 00:14:53,550 --> 00:15:01,560 And also, adding line weights to show that this jaw for example here is overlapping the neck. The very 153 00:15:01,560 --> 00:15:09,720 very basics, help you to just get that believability when you're adding the details onto the basic forms. 154 00:15:09,720 --> 00:15:11,330 All right let's move onto the next lesson. 16396

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