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Hello.
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Last time, we worked on a full illustration.
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I'm going to work on a portrait illustration today.
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We're going to make a design
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that is used for mobile games,
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for instance, 'gacha' games.
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I'm going to make a character design or illustration that would come out in a game.
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We're going to find out how to express it.
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I used to call it portrait illustration.
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The name itself is kind of vague.
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Some people call it an in-game illustration.
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There are people who call it character illustration.
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There are a lot of terms,
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but what they have in common is that the background is transparent.
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So, there's only the character.
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I think it's that kind of illustration.
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Illustration with a transparent background and a single character.
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That's how it usually goes.
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These days,
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as the scale of the mobile game industry grows,
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there's a slight change in things like that. They are changing little by little.
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There are times when we use a background,
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there are times when a lot of objects are put in.
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Or it's not focusing on the character, but the background.
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Other times, it looks like a portrait illustration.
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There are a lot of differentials like that.
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This has increased the freedom of directing,
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but also, the difficulty of the work itself is going up a lot.
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That would be the downside.
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So when I worked on portrait illustrations before,
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even if you could just do a single illustration with only one character,
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you could commercialize it.
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It was like that.
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But recently, to draw in-game illustrations,
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you need to be able draw your own backgrounds.
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You have to be able to describe things to a certain extent.
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So only people who can do that
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will be hired.
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With this portrait illustration,
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there is a slight difference from the previous full illustration.
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Of course,
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I said that
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there are times when the background is included in the illustrations.
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The difference is that in the case of portrait illustrations,
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the shape itself is not square most of the time.
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What does it look like?
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It literally follows the silhouette of the character.
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The background became transparent,
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and there are various interfaces that fit the game.
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The interface is open and a character is standing.
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That's what it feels like.
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So, when we made the full illustration,
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we focused on organizing the screen itself.
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So if the character is standing and the background is in the back,
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we paid attention to the character and the view from the background.
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The eyes that go out of the screen come back.
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We also paid attention to these things.
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But in portrait illustration,
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the gaze doesn't go outside.
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The character is always at the center.
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So when it comes to composing the screen,
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there will be some restrictions.
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You need to know them well when you're signing your contract.
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I think it's better to calculate those things before going in.
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The difference is the difference...
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Usually, there may be restrictions...
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If I point out a few things that happen often...
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The first one is lighting.
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Illustrations with a background can be centered on the background.
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The background can be the main focus, not the character.
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Even if you use lighting that doesn't show your character well,
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as long as the atmosphere is right,
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this can be a mood on its own.
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For the portrait illustration that goes for each character,
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the thing you need to ask yourself is,
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what does the character look like
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and what makes that character attractive?
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You need to focus your attention on the character.
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Because of that, lighting that doesn't pay attention to the character
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can be hard to use.
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That's why there's a limit to the lighting.
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And when it comes to using the background,
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except for the ones that you can use,
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except for games and companies that you can use them for,
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most of the time, it's hard to use the background.
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So, what happens if you can't use the background?
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To make the surroundings of the character look fancy,
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we can put in objects
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that show the space.
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You need to arrange the background and items.
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I controlled my character and background.
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With density distribution and things like that.
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Since I have to focus on the inside of my character,
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the need for description goes up.
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It's about what you can show inside your character.
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You need to have a lot of elements.
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If I want to show you a lot, I have to describe a lot.
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You'll need details about the design or something like that.
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Because of that, there could be a difference in the amount of description you use.
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And you said you'd show the space with the characters, right?
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When it comes to expressing things like this, the three-dimensional effect...
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I think it's a bit more important.
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It's also a part of it...
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In the background,
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there are times when you intentionally make it flat.
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The background and characters are kind of flat.
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Like an Egyptian mural.
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The flatness itself is a kind of art.
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It exists when you organize it, but in the illustration...
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But in portrait illustrations, like the one here.
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In other words, it could be too bold to use that kind of direction.
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For in-game character illustrations.
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So at times like this, for the three-dimensional effect of the character...
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You need to pay a lot of attention.
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To learn these things today,
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I'm going to use the characters that I designed before.
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I'm going to mix the elements that the character can use.
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I'm going to draw attention
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with all the silhouettes and eyes that we learned earlier.
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We're going to make a portrait illustration thumbnail for the character.
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Let's move on.
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Before we go in,
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let's see how the character should stand.
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I'm going to think about it.
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Before that, we need to think about...
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This is the same as full illustration.
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Whatever illustration we draw, the first thing we have to think about is
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what you want to show in this character.
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Which part do you want to show the most to the viewers?
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What kind of mood do you want to show?
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I want to express this...
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That's what it's all about.
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It's very important.
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As expected, the character's face and teeth...
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I hope this part can be highlighted.
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Same as the full illustration.
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But the difference is,
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in this illustration, I want to show the wand.
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When I worked on the full illustration,
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the wand was missing from the elements.
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So, I'll put the wand inside the screen.
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I wish I could show you.
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In other words, the theme part is the face of the character.
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The wand would be the sub element.
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And then the sub element...
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I think it'll be the creature in the back.
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Let's think about how to organize it.
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I can use the characters and the things in the back.
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I said that the character needs to be more focused.
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To give a strong impression to the character,
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we have to think a lot about it.
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The first thing I'm going to use is...
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Just like the full illustration,
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you can see through the character's face.
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The face is kind of at a low angle.
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The upper body is kind of at a high angle.
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It's going to go in...
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The lower the angle, the higher the angle.
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I'm going to express the space where this character is standing.
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Usually, when I work with portrait illustration,
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even if it's see-through, it's like drawing an illustration with a background.
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There are many times when I can't put in a lot of perspective.
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If you apply too much perspective,
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you can't really see the character's design.
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There are restrictions on things like that.
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In general, the height of your gaze...
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Unless there's a low angle or something like that,
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it's around the shoulder, around here.
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So, as you go down,
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the angle is getting higher.
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On the floor, the space was spread out like this...
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The space where this character is standing...
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It's important to keep guessing
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so that it looks more dimensional.
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I can show you my character.
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To show you the wand,
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put the wand at the front of the screen.
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I think that would be nice.
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It's too much if I push it forward.
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There are a lot of things to express in this drawing, right?
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If there's only a character and a wand,
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stretch its arms forward.
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I don't mind if the wand is shown.
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Besides that,
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I need to put it to the creature in the back, too.
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I don't think it's good if the wand draws too much attention.
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To do that,
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the wand should be kind of off to the side.
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You can show your character's individuality through hand gestures.
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The angle of the wand is tilted like this.
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To cut off the body of the character...
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So, the view from the top to the bottom...
196
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I twisted it into an S shape
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It's to make the character more assertive.
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For a situation where the character is more assertive...
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So I cut it off and made it more assertive.
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When I talked about what I saw before,
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that was the part I focused on.
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If this wand goes along with the character,
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it's easy to focus on the overall situation,
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but it's hard to concentrate.
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So that you can cross the character's body with this wand,
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I'll set it up and show you those parts
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in a powerful way.
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Let's do that.
209
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While adjusting the angle,
210
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let's find the feeling we want
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for the thumbnail sketch.
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It's not like drawing the human body.
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We need to get on with comprising the overall mood.
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I'll make the face look more detailed.
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I'll express it.
216
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The overall silhouette...
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I'm going to make a diamond shape.
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I think it's because we want to stimulate the desire to buy.
219
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Because of the nature of portrait illustration,
220
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if I see some characters, I want to pick one.
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You have to feel that way.
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The overall fanciness of the character is...
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There are a lot of times when it goes into the basics.
224
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I sometimes break things like this when I draw a character in that level.
225
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Like a level 2 or level 3 character.
226
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The extra characters in the game.
227
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I need to hold it in when I draw things like that.
228
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In most cases, for outsourcing works,
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I work on a lot of level 5 characters.
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When that happens,
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to make the character look fancy,
232
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it's very important to compose it well.
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You can use it effectively at times like that.
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It's a silhouette.
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From the silhouette, the diamond-shaped silhouette...
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It's effective in showing off your character.
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I would have said that.
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At the bottom,
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I'm going to put many elements in.
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The reason why I put a lot at the bottom is because
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of the nature of the portrait illustration that requires space to be visible.
242
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If many of the top elements are placed,
243
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it's good to have cute characters,
244
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but it's hard to show that kind of space.
245
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When you make the background surrounding the character,
246
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if the background goes to the back of the head,
247
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it's hard to focus on the face.
248
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So I'm going to place a lot of elements at the bottom.
249
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It's about increasing stability.
250
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So when I was working on portrait illustration,
251
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I put a lot of elements on the bottom.
252
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It's my personal style.
253
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It's not that I can't use the inverted triangle silhouette.
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There are times when I use it, too
255
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The character is really cheerful
256
00:13:43,537 --> 00:13:46,613
And if need to show that kind of action
257
00:13:46,638 --> 00:13:49,301
I use an inverted triangle.
258
00:13:49,326 --> 00:13:53,624
In general, it means to follow the triangle a little bit more.
259
00:13:55,417 --> 00:13:57,054
With a diamond shape as the base,
260
00:13:57,089 --> 00:13:59,115
mix the triangle a little bit.
261
00:13:59,140 --> 00:14:00,439
It's good to go in.
262
00:14:06,984 --> 00:14:09,531
If you have a certain frame of character...
263
00:14:11,016 --> 00:14:13,145
Let's make it smaller.
264
00:14:17,340 --> 00:14:19,334
I haven't added a triangular silhouette yet.
265
00:14:19,359 --> 00:14:21,221
I put its hair up
266
00:14:21,246 --> 00:14:24,123
We said we were going to add the triangular silhouette but it didn't go in.
267
00:14:24,148 --> 00:14:28,122
I'm going to put those parts in there.
268
00:14:29,906 --> 00:14:31,395
To the bottom of the face,
269
00:14:31,723 --> 00:14:34,110
I want to give a strong impression.
270
00:14:34,976 --> 00:14:36,932
As I want to give it a strong image,
271
00:14:36,957 --> 00:14:40,316
I'm going to add some action to the creature in the back.
272
00:14:40,494 --> 00:14:42,899
When we make up our characters' moves,
273
00:14:42,924 --> 00:14:45,219
if there's a story behind them,
274
00:14:45,244 --> 00:14:48,158
I think it can have with a stronger vibe.
275
00:14:48,183 --> 00:14:50,266
For example, sitting down
276
00:14:50,291 --> 00:14:53,288
versus sitting down and putting a hand forward.
277
00:14:53,313 --> 00:14:54,671
If that happens,
278
00:14:54,696 --> 00:14:56,416
the side that you put out your hand while sitting down...
279
00:14:56,441 --> 00:14:59,231
It's a concept that makes it look more dynamic.
280
00:14:59,480 --> 00:15:02,558
That's why the creature over here stays still
281
00:15:02,583 --> 00:15:05,973
rather than not staying still. He's opening his mouth.
282
00:15:05,998 --> 00:15:08,268
If you add a simple action like this,
283
00:15:08,293 --> 00:15:10,943
it's more dynamic.
284
00:15:14,167 --> 00:15:15,956
Open the mouth here.
285
00:15:17,385 --> 00:15:20,220
Like moving your character's legs with the tentacles.
286
00:15:23,696 --> 00:15:26,922
It's very effective to show the space.
287
00:15:26,947 --> 00:15:29,970
I think it's a good item to do that.
288
00:15:30,179 --> 00:15:33,919
The tentacles... The floor perspective that we're going to show you.
289
00:15:34,490 --> 00:15:37,119
I'll show you this one indirectly.
290
00:15:38,497 --> 00:15:40,024
I'll have to shrink it a little bit more.
291
00:15:59,880 --> 00:16:02,516
The wider you do the silhouette...
292
00:16:03,677 --> 00:16:05,706
As the scale of the picture gets bigger,
293
00:16:06,018 --> 00:16:09,901
If you look at the weaknesses, you focus on the character itself.
294
00:16:09,912 --> 00:16:11,565
So, looking at the character's face,
295
00:16:11,575 --> 00:16:13,458
it's going to be a bit more difficult.
296
00:16:13,483 --> 00:16:15,386
The character was made to look fancy.
297
00:16:15,411 --> 00:16:17,037
It's very effective.
298
00:16:17,392 --> 00:16:20,081
So, when there's an in-game illustration,
299
00:16:20,106 --> 00:16:23,643
when it comes to the primary awakening, you can see it on the left side of the screen.
300
00:16:24,476 --> 00:16:26,729
There's more composition where it stands still.
301
00:16:26,754 --> 00:16:30,520
And then you need it to go in a fancier way with the second awakening.
302
00:16:30,605 --> 00:16:32,288
You know, things like elite knights, right?
303
00:16:32,313 --> 00:16:34,250
Most of the time,
304
00:16:34,275 --> 00:16:36,380
if the scale grows horizontally and goes in...
305
00:16:36,405 --> 00:16:37,654
I'm sure you've seen it a lot.
306
00:16:47,472 --> 00:16:50,462
Wrap the tentacles in the back like this.
307
00:16:51,172 --> 00:16:53,484
I'll use the 8-shaped composition, too.
308
00:16:56,378 --> 00:16:58,721
I told you this when I was looking at it and making a silhouette.
309
00:16:58,746 --> 00:17:01,914
You can mix these silhouettes.
310
00:17:02,371 --> 00:17:03,876
This is a diamond silhouette.
311
00:17:03,901 --> 00:17:07,202
Triangular, 8-shaped, etc. They will be mixed together.
312
00:17:37,709 --> 00:17:40,052
Adjust the ambiguous angles...
313
00:17:48,093 --> 00:17:49,422
Place it like this.
314
00:17:49,501 --> 00:17:52,168
At this point, we're going to start the second sketch.
315
00:17:52,193 --> 00:17:54,104
In the process of starting the second sketch,
316
00:17:54,129 --> 00:17:55,936
continue to give yourself self-feedback.
317
00:17:56,570 --> 00:17:58,868
I'm not sure if the things I wanted to express went well.
318
00:17:58,878 --> 00:18:00,862
Let's check before we go in.
319
00:18:01,591 --> 00:18:03,380
The face of the character,
320
00:18:03,610 --> 00:18:04,774
the upper part of the chest.
321
00:18:04,799 --> 00:18:07,564
Can you concentrate on them now?
322
00:18:07,589 --> 00:18:10,535
Low, middle, and high angles were expressed.
323
00:18:10,537 --> 00:18:15,224
Since the tentacles are in this area,
324
00:18:15,226 --> 00:18:16,810
I think the character's face can
325
00:18:16,812 --> 00:18:19,946
definitely be part of the main element.
326
00:18:19,971 --> 00:18:21,028
And next...
327
00:18:21,038 --> 00:18:23,656
Thanks to the wand that's sticking out,
328
00:18:23,681 --> 00:18:26,601
the design of this wand will be visible.
329
00:18:26,792 --> 00:18:28,945
And then if you look down,
330
00:18:28,970 --> 00:18:29,972
you can see the visible tentacles.
331
00:18:29,983 --> 00:18:33,601
You can see that the order that I first came up with was reflected.
332
00:18:37,611 --> 00:18:39,430
Through self-feedback,
333
00:18:39,455 --> 00:18:41,049
you can move on to the 2nd sketch.
334
00:19:00,070 --> 00:19:04,415
Usually, in real life, there are thumbnail sketches, too.
335
00:19:04,417 --> 00:19:09,227
I think it's better to make 2 or 3 general proposals and send them to the company.
336
00:19:09,252 --> 00:19:10,700
It's usually a polite gesture.
337
00:19:10,725 --> 00:19:13,936
It's kind of like a promise.
338
00:19:13,961 --> 00:19:15,945
I'll send you 3 drafts.
339
00:19:16,417 --> 00:19:18,937
There are a lot of times when I write it down on a contract.
340
00:19:20,287 --> 00:19:21,837
So whenever you have time,
341
00:19:21,862 --> 00:19:24,787
I think it's better to practice by picking a lot of rough sketches.
342
00:19:24,812 --> 00:19:26,844
It will help you a lot later on.
343
00:19:29,219 --> 00:19:32,118
For those who want to draw in-game illustrations,
344
00:19:32,143 --> 00:19:36,912
if you have a particular game that you like,
345
00:19:37,289 --> 00:19:40,763
and if you want to draw in-game illustrations,
346
00:19:40,788 --> 00:19:42,502
make sure to design your own characters.
347
00:19:42,527 --> 00:19:43,933
With each character,
348
00:19:43,958 --> 00:19:46,028
draw the first and second awakenings separately.
349
00:19:46,053 --> 00:19:48,019
That's what I recommend.
350
00:19:48,374 --> 00:19:49,575
The reason why I do that is because,
351
00:19:49,600 --> 00:19:52,510
when we draw character illustrations,
352
00:19:52,535 --> 00:19:55,151
there are a lot of normal standing illustrations,
353
00:19:55,176 --> 00:19:56,712
like the one on the left.
354
00:19:57,112 --> 00:19:59,532
Otherwise, there are background scenes.
355
00:19:59,557 --> 00:20:01,572
It's easy, but relatively,
356
00:20:03,431 --> 00:20:05,547
if I try to come up with an illustration that fits 'in-game',
357
00:20:05,572 --> 00:20:07,499
the scale doesn't get bigger.
358
00:20:07,501 --> 00:20:11,973
So, I'm going to work on it briefly.
359
00:20:11,984 --> 00:20:12,985
Like the one on the left.
360
00:20:13,581 --> 00:20:17,546
And develop that character from there.
361
00:20:17,557 --> 00:20:18,819
Let's do it.
362
00:20:19,105 --> 00:20:21,361
Let's say the first round was the first one I did.
363
00:20:21,363 --> 00:20:25,089
If you see it as an awakened character,
364
00:20:25,114 --> 00:20:27,271
how can you make it fancy?
365
00:20:27,791 --> 00:20:29,553
In the process of composing it,
366
00:20:29,564 --> 00:20:31,771
the gaze that we learned earlier, or
367
00:20:31,796 --> 00:20:35,333
the silhouette, lighting, and that kind of information,
368
00:20:35,358 --> 00:20:36,868
you should be putting everything in,
369
00:20:39,005 --> 00:20:40,894
while constantly organizing the screen
370
00:20:44,348 --> 00:20:47,287
to make room for the characters.
371
00:20:51,182 --> 00:20:53,203
In the process, you'll continue to develop your senses
372
00:20:53,228 --> 00:20:55,518
to be able to work right away.
373
00:20:55,742 --> 00:20:57,709
I think that's the ideal picture.
374
00:20:58,191 --> 00:21:01,702
So if you want to draw a game character,
375
00:21:01,727 --> 00:21:04,259
if you want to try a game illustration,
376
00:21:04,284 --> 00:21:07,854
I hope you practice making illustrations like this later on.
377
00:21:07,865 --> 00:21:08,817
I certainly recommend it.
378
00:21:09,793 --> 00:21:12,316
But even when you hear this,
379
00:21:12,341 --> 00:21:14,102
you know what I want to direct.
380
00:21:14,127 --> 00:21:15,871
And you know what I want to express.
381
00:21:15,896 --> 00:21:17,966
You want to show off these parts,
382
00:21:17,991 --> 00:21:20,625
but you won't know what position the character should take to express that.
383
00:21:20,650 --> 00:21:23,100
If you can't get the hang of it even when you watch this video...
384
00:21:23,548 --> 00:21:26,134
Actually, the answer to that was in the beginning.
385
00:21:26,159 --> 00:21:28,236
You'd use references.
386
00:21:29,897 --> 00:21:31,662
For example, what I wanted to show you,
387
00:21:31,687 --> 00:21:33,344
it was the side of the character.
388
00:21:33,602 --> 00:21:36,507
I think the design of that area is fun.
389
00:21:36,532 --> 00:21:39,023
So I want to show off the design of the sides.
390
00:21:39,024 --> 00:21:42,462
Keep looking for an illustration that highlights the sides.
391
00:21:42,828 --> 00:21:45,072
You can refer to that as your 'friend'.
392
00:21:46,096 --> 00:21:48,565
What I wanted to show was the leg line.
393
00:21:48,590 --> 00:21:50,749
Let's find an illustration that highlights the leg line.
394
00:21:50,774 --> 00:21:52,554
Just keep that in mind.
395
00:21:52,579 --> 00:21:53,886
I'll do my best.
396
00:21:54,687 --> 00:21:58,040
I told you everything about the screen
397
00:21:58,065 --> 00:21:59,862
in this curriculum,
398
00:21:59,872 --> 00:22:01,596
so it might not be included.
399
00:22:01,621 --> 00:22:02,640
This happens because,
400
00:22:02,665 --> 00:22:05,657
in the end, the things you learn only from experience...
401
00:22:05,668 --> 00:22:07,382
There are a lot of them.
402
00:22:07,407 --> 00:22:10,063
I can't make up those experiences for you.
403
00:22:10,244 --> 00:22:13,630
Instead, I told you about the factors that can fill in that experience.
404
00:22:13,655 --> 00:22:15,183
Experience can be filled in.
405
00:22:15,208 --> 00:22:17,583
In other words, the only thing that can fill your muscle memory is
406
00:22:18,093 --> 00:22:19,298
to use your brain.
407
00:22:20,782 --> 00:22:23,211
The things you can't do with your brain,
408
00:22:23,236 --> 00:22:26,044
you can use materials for as indirect experience.
409
00:22:26,069 --> 00:22:28,273
That is also about using your head.
410
00:22:29,869 --> 00:22:32,615
They're tools that support your head.
411
00:22:34,607 --> 00:22:37,745
If you approach illustrations that way...
412
00:22:37,922 --> 00:22:40,672
Of course, compared to those who draw with their gut feelings,
413
00:22:40,697 --> 00:22:42,223
it might take some time.
414
00:22:43,066 --> 00:22:46,002
Compared to people who just know things at first glance,
415
00:22:46,027 --> 00:22:48,133
it might take some time,
416
00:22:49,711 --> 00:22:51,196
but when you invest that time,
417
00:22:51,392 --> 00:22:53,778
if you had set a goal and carried it out alright... you can do it.
418
00:22:54,608 --> 00:22:57,416
So, you're not wrong about what you're thinking,
419
00:22:57,441 --> 00:22:59,898
it'll definitely take some time,
420
00:22:59,923 --> 00:23:02,495
but you'll eventually be able to reach a positive result.
421
00:23:03,424 --> 00:23:05,095
Now, I repeat that
422
00:23:05,120 --> 00:23:06,692
making it your own...
423
00:23:09,092 --> 00:23:11,715
I think that's the best way to study.
424
00:23:15,318 --> 00:23:18,227
Should people who just started drawing not be able to draw well?
425
00:23:18,683 --> 00:23:22,372
I want to say that it's not true.
426
00:23:22,811 --> 00:23:25,242
Even for those who don't have much experience,
427
00:23:25,267 --> 00:23:26,732
depending on the person,
428
00:23:26,757 --> 00:23:30,531
there are people who draw really well considering it's their first time.
429
00:23:30,891 --> 00:23:33,588
Most of those people are good at using references.
430
00:23:33,722 --> 00:23:35,235
They're good at using references,
431
00:23:35,260 --> 00:23:38,272
and they know exactly what they want to show.
432
00:23:38,968 --> 00:23:41,552
If the illustration doesn't come out well compared to the time you spent on it,
433
00:23:41,577 --> 00:23:42,862
it's because you're not sure
434
00:23:42,887 --> 00:23:44,621
what you want to express.
435
00:23:45,764 --> 00:23:48,660
So, I want to make those parts clear.
436
00:23:49,618 --> 00:23:51,032
When you are doing the illustration,
437
00:23:51,471 --> 00:23:54,247
when you do the portrait illustration, or the full illustration,
438
00:23:54,272 --> 00:23:55,488
be clear about it.
439
00:23:55,513 --> 00:23:57,793
And use the things
440
00:23:57,818 --> 00:23:58,832
you can use for each situation.
441
00:23:58,857 --> 00:24:01,927
If there's something you can't use, you can fill it in with something else.
442
00:24:01,952 --> 00:24:05,526
So, in this curriculum,
443
00:24:06,498 --> 00:24:09,494
I keep telling you
444
00:24:09,519 --> 00:24:11,335
about the elements that are good to use.
445
00:24:11,360 --> 00:24:13,168
In other words, the elements that we can use and cannot use.
446
00:24:13,473 --> 00:24:16,056
If you learn those things well,
447
00:24:16,468 --> 00:24:18,523
you can use that as a weapon.
448
00:24:19,661 --> 00:24:21,929
That's what I want to emphasize.
449
00:24:21,954 --> 00:24:24,197
I'm doing the 2nd sketch now.
450
00:24:26,897 --> 00:24:28,279
The skirt got a bit bigger.
451
00:24:28,752 --> 00:24:30,612
I'll shrink it a bit.
452
00:24:32,540 --> 00:24:34,778
I'll show the design of the legs.
453
00:24:58,357 --> 00:25:00,518
If I show the tentacles,
454
00:25:00,519 --> 00:25:01,484
what do you think?
455
00:25:01,509 --> 00:25:04,743
Now, this is an illustration
456
00:25:04,745 --> 00:25:06,123
that could be used in-game to a certain extent.
457
00:25:06,895 --> 00:25:09,107
While maintaining a diamond silhouette,
458
00:25:09,132 --> 00:25:10,709
There's a lot of triangle silhouettes mixed in.
459
00:25:10,734 --> 00:25:12,520
Using the 8-shaped composition,
460
00:25:12,545 --> 00:25:14,613
I focused on the character's face.
461
00:25:14,866 --> 00:25:16,766
In the order that I wanted to show you,
462
00:25:16,791 --> 00:25:21,140
the character, the wand, and the tentacles in the back,
463
00:25:21,165 --> 00:25:22,615
I showed them in order.
464
00:25:22,982 --> 00:25:25,883
As the canvas has gotten bigger,
465
00:25:25,908 --> 00:25:27,605
you can't really see its face.
466
00:25:27,720 --> 00:25:29,622
So that you can see its face more,
467
00:25:29,624 --> 00:25:31,510
It's okay to increase the size here.
468
00:25:31,512 --> 00:25:33,537
I'll be applying deformers for the situation
469
00:25:33,539 --> 00:25:35,381
as we learned about deformers.
470
00:25:37,233 --> 00:25:38,904
In full body illustrations,
471
00:25:38,905 --> 00:25:41,006
when you can't see the character's face because it's too small,
472
00:25:41,031 --> 00:25:43,635
I purposely made the character's face bigger
473
00:25:46,674 --> 00:25:48,731
and made the face visible somehow.
474
00:25:49,406 --> 00:25:51,589
Deformers can be used like this.
475
00:25:51,614 --> 00:25:53,122
Please remember this, too.
476
00:25:59,703 --> 00:26:01,454
Since we've done one composition,
477
00:26:01,464 --> 00:26:03,422
I should try something different.
478
00:26:04,036 --> 00:26:05,432
Secondly,
479
00:26:09,680 --> 00:26:11,508
the character's posture.
480
00:26:11,533 --> 00:26:13,242
It's pretty strong.
481
00:26:13,267 --> 00:26:16,533
The creature in the back will assist the character.
482
00:26:16,535 --> 00:26:18,604
That's how it's composed.
483
00:26:18,629 --> 00:26:19,894
The second thing I'm going to do is
484
00:26:19,929 --> 00:26:22,754
make the character stand still.
485
00:26:22,779 --> 00:26:25,513
Let's move the creature in the back dynamically.
486
00:26:25,514 --> 00:26:27,810
Or we can link the background a bit.
487
00:26:27,812 --> 00:26:29,582
I'll try to increase the scale.
488
00:26:29,607 --> 00:26:32,017
As a result, it's like the seasoning of a dish.
489
00:26:32,019 --> 00:26:35,231
If you increase the charm of your character,
490
00:26:35,233 --> 00:26:37,246
it reduces the charm of the background.
491
00:26:37,566 --> 00:26:39,179
If you take out the character's charm,
492
00:26:39,204 --> 00:26:40,385
the charm of the background increases.
493
00:26:40,410 --> 00:26:41,737
That's the concept.
494
00:26:41,889 --> 00:26:44,131
However, the theme is character.
495
00:26:44,156 --> 00:26:46,819
It's just that the premise is not broken.
496
00:26:50,495 --> 00:26:52,561
Make it smaller and move it to the side.
497
00:26:55,499 --> 00:26:56,881
In the second composition,
498
00:26:56,906 --> 00:26:59,059
the character will be calm.
499
00:27:01,188 --> 00:27:03,815
I'm going to keep the strong impression intact.
500
00:27:27,177 --> 00:27:28,813
To give a strong impression,
501
00:27:28,838 --> 00:27:31,929
use the hair to make it close to an inverted triangle silhouette.
502
00:27:32,353 --> 00:27:34,596
I'm going to widen the lower area.
503
00:27:36,482 --> 00:27:38,614
As expected, there's a creature in the bottom layer.
504
00:27:38,639 --> 00:27:40,694
So, I'm going to complete the triangular silhouette.
505
00:27:50,933 --> 00:27:53,521
I want to show my character's face strongly.
506
00:27:53,546 --> 00:27:54,873
It's the same this time.
507
00:27:55,894 --> 00:27:57,219
The character's unique point is that...
508
00:27:57,220 --> 00:27:59,477
I think it comes from the face.
509
00:28:00,368 --> 00:28:03,855
Then, this character is a character that doesn't show its face well.
510
00:28:03,880 --> 00:28:05,165
That's okay if you say so.
511
00:28:05,190 --> 00:28:06,800
You can emphasize other parts
512
00:28:06,825 --> 00:28:08,643
if you're not emphasizing the face.
513
00:28:08,668 --> 00:28:10,542
But I think 70 to 80 percent of the time you draw,
514
00:28:10,567 --> 00:28:12,281
the face is going to stand out first.
515
00:28:13,802 --> 00:28:15,024
There's nothing you can do.
516
00:28:15,049 --> 00:28:17,006
Casual characters need to be pretty.
517
00:28:33,626 --> 00:28:34,729
As I always say,
518
00:28:34,754 --> 00:28:38,380
for the thumbnail, you should focus on making it look nice.
519
00:28:41,472 --> 00:28:44,436
Let's do that later.
520
00:28:45,324 --> 00:28:46,899
If you pay too much attention in the beginning,
521
00:28:46,900 --> 00:28:48,502
as your working time gets longer,
522
00:28:48,511 --> 00:28:51,407
there are times when you can't express the feeling that you want.
523
00:29:09,810 --> 00:29:12,319
It feels like the wand is crossed with the character.
524
00:29:12,344 --> 00:29:13,301
I'm going to put it in.
525
00:29:14,784 --> 00:29:16,226
I'll place it in the back like this.
526
00:29:16,251 --> 00:29:17,761
I'm going to hold it horizontally this way.
527
00:29:26,023 --> 00:29:27,827
If you cross it like this,
528
00:29:28,788 --> 00:29:30,927
as the character becomes a cross shape,
529
00:29:30,952 --> 00:29:33,118
the character in the middle section
530
00:29:33,143 --> 00:29:34,750
will attract a lot of attention.
531
00:29:39,785 --> 00:29:42,081
Since you're focused enough on your character,
532
00:29:42,106 --> 00:29:44,231
it's okay to make a fuss in the back.
533
00:29:47,719 --> 00:29:49,296
Make a fuss with the creature in the back
534
00:29:49,321 --> 00:29:51,447
as if you've never seen such a thing before.
535
00:29:54,512 --> 00:29:57,442
When you don't draw much attention towards your character,
536
00:29:57,467 --> 00:29:59,139
if you do something like this,
537
00:29:59,164 --> 00:30:00,997
the creature can become the main element.
538
00:30:01,022 --> 00:30:02,733
It would be a very dangerous choice.
539
00:30:02,758 --> 00:30:05,451
But now we're crossing the wand.
540
00:30:05,453 --> 00:30:08,309
Unlike the background,
541
00:30:08,311 --> 00:30:09,748
I'll make it stand calmly,
542
00:30:09,750 --> 00:30:11,783
or because it has this gap...
543
00:30:11,808 --> 00:30:13,146
In terms of the character, no matter what,
544
00:30:13,147 --> 00:30:15,326
it's a section that attracts people's attention.
545
00:30:15,351 --> 00:30:18,641
Since it's that kind of situation, I was able to direct it
546
00:30:19,193 --> 00:30:20,646
by making a fuss in the back.
547
00:30:20,671 --> 00:30:22,112
That's what you can think.
548
00:30:24,383 --> 00:30:26,890
The quiet character and its chaotic surroundings.
549
00:30:26,915 --> 00:30:28,620
There's a big difference between them.
550
00:30:28,645 --> 00:30:29,958
For that character,
551
00:30:29,983 --> 00:30:32,807
when you give it a scary feeling,
552
00:30:32,832 --> 00:30:34,264
it's going to be effective.
553
00:30:34,714 --> 00:30:36,791
Should I say it's different?
554
00:30:42,093 --> 00:30:45,144
You can think of it as intentionally using unnaturalness.
555
00:30:45,738 --> 00:30:48,633
A simple theory of instilling fear.
556
00:30:48,900 --> 00:30:50,417
In a way, it's not simple.
557
00:30:50,442 --> 00:30:51,957
It's an interesting theory.
558
00:30:51,982 --> 00:30:54,081
Out of that...
559
00:30:54,392 --> 00:30:56,636
There's a theory called the uncanny valley.
560
00:30:59,214 --> 00:31:02,802
The closer the character gets to reality, the more attractive it becomes
561
00:31:03,240 --> 00:31:06,798
but there's a sudden drop in attractiveness at a certain level.
562
00:31:07,797 --> 00:31:10,439
The part where your attractiveness increases and then decreases.
563
00:31:10,835 --> 00:31:13,291
When we saw this section, we called it an uncanny valley.
564
00:31:13,605 --> 00:31:17,080
When we want to instill fear into our characters,
565
00:31:17,098 --> 00:31:19,011
when you want to give off a horror vibe...
566
00:31:19,036 --> 00:31:21,700
The point is to touch the valley on purpose.
567
00:31:21,725 --> 00:31:24,605
When you look at this picture, it needs to look unnatural.
568
00:31:25,234 --> 00:31:26,372
One of them...
569
00:31:26,397 --> 00:31:28,787
The background in chaos and the character who stays still.
570
00:31:28,812 --> 00:31:31,056
The unnaturalness that comes out between them,
571
00:31:31,081 --> 00:31:32,405
you would want to express that.
572
00:31:34,801 --> 00:31:36,855
I'm going to express fog in the back
573
00:31:38,281 --> 00:31:40,783
and make the silhouette as wide as possible.
574
00:31:44,326 --> 00:31:47,132
It can enhance the fear from the viewers.
575
00:31:57,599 --> 00:32:00,440
The overall posture of the character has become very monotonous,
576
00:32:00,465 --> 00:32:02,831
but, let's make a flow here.
577
00:32:03,082 --> 00:32:06,012
When the posture is small, and if you want to make the flow clear,
578
00:32:06,611 --> 00:32:09,435
the end part of the gaze flow is important.
579
00:32:09,805 --> 00:32:10,925
What would be the end part?
580
00:32:10,950 --> 00:32:12,778
There's not much you can control with the feet.
581
00:32:12,803 --> 00:32:15,905
The area that you can adjust the size of will be the face.
582
00:32:16,282 --> 00:32:20,242
So, the line that's like this...
583
00:32:22,293 --> 00:32:23,947
If there's a line like this,
584
00:32:24,486 --> 00:32:27,532
the middle part is definitely less bent, right?
585
00:32:27,557 --> 00:32:29,938
But since this area is bent a lot,
586
00:32:30,204 --> 00:32:31,497
from the perspective of the viewers,
587
00:32:31,528 --> 00:32:33,796
it looks more bent.
588
00:32:33,821 --> 00:32:36,070
Even though the end of this curve is bent.
589
00:32:39,274 --> 00:32:41,844
Then, the face of this character
590
00:32:45,779 --> 00:32:47,003
will be bent like this.
591
00:32:47,775 --> 00:32:51,280
Bend the shoulder so that it's opposite to your face.
592
00:32:54,795 --> 00:32:57,231
By creating the contrapposto to the human body,
593
00:33:08,861 --> 00:33:10,435
you can strengthen the character's
594
00:33:10,436 --> 00:33:12,041
atmosphere overall.
595
00:33:18,895 --> 00:33:21,701
If you go into the second sketch,
596
00:34:03,273 --> 00:34:06,387
the skirt has a low angle.
597
00:34:08,411 --> 00:34:10,547
It feels like it is held up.
598
00:34:18,078 --> 00:34:20,987
Other than that, the place we look at the characters
599
00:34:21,012 --> 00:34:23,076
would mostly be the shoulder area.
600
00:34:23,093 --> 00:34:25,958
You saw the character at a low angle.
601
00:34:25,967 --> 00:34:26,981
If you give it that feeling,
602
00:34:26,998 --> 00:34:29,510
the character itself looks huge.
603
00:34:29,937 --> 00:34:32,748
You can control the pressure that comes out of it.
604
00:34:33,391 --> 00:34:35,192
I think it's easy.
605
00:34:35,193 --> 00:34:37,276
When you look at the low angle and high angle,
606
00:34:37,277 --> 00:34:40,671
the low angle would be more intimidating.
607
00:34:41,568 --> 00:34:44,620
Usually, cute characters are looked up at from the bottom.
608
00:34:44,715 --> 00:34:46,177
It's a bit of an overbearing character,
609
00:34:46,202 --> 00:34:49,283
like a queen.
610
00:34:49,308 --> 00:34:51,832
There are a lot of times when these characters look down on you.
611
00:34:54,898 --> 00:34:57,340
You can use those images, too.
612
00:34:57,911 --> 00:35:00,375
The images that we use in the picture.
613
00:35:00,376 --> 00:35:02,296
The image is...
614
00:35:03,481 --> 00:35:06,456
Even if I ask people who don't draw,
615
00:35:06,457 --> 00:35:08,218
Most of them say the same thing.
616
00:35:08,443 --> 00:35:11,507
So, the important points used in illustration,
617
00:35:11,508 --> 00:35:13,983
it also means that we already know them.
618
00:35:14,796 --> 00:35:18,062
It's important to be aware of how much you use them.
619
00:35:19,595 --> 00:35:21,853
That's what's at the heart of my class in the end.
620
00:35:22,011 --> 00:35:24,299
There are a lot of things that you've used up to now.
621
00:35:24,324 --> 00:35:26,118
I'm sure you're all using these.
622
00:35:26,320 --> 00:35:28,374
If you've drawn before,
623
00:35:28,375 --> 00:35:31,332
you've surely done things that you thought were pretty.
624
00:35:31,333 --> 00:35:33,822
When you thought something was pretty,
625
00:35:33,824 --> 00:35:36,736
it's similar to the perception that people already have.
626
00:35:36,885 --> 00:35:39,137
I'm sure you'd be feeling it.
627
00:35:39,405 --> 00:35:41,731
This is pretty. This is cute.
628
00:35:41,756 --> 00:35:44,065
I think this side is more attractive.
629
00:35:44,090 --> 00:35:45,107
Things like that.
630
00:35:45,132 --> 00:35:49,461
But usually, you have these thoughts unconsciously.
631
00:35:51,957 --> 00:35:54,245
There's nothing that's decided.
632
00:35:54,589 --> 00:35:57,200
This is how characters appear cute.
633
00:35:57,225 --> 00:35:59,373
Unless someone decides it for me,
634
00:35:59,398 --> 00:36:01,859
actually, it's hard to be sure about that.
635
00:36:02,698 --> 00:36:04,699
But even if no one does it,
636
00:36:04,724 --> 00:36:06,724
please decide it for yourself.
637
00:36:08,308 --> 00:36:09,662
When you go in like this,
638
00:36:09,663 --> 00:36:11,642
the character looks cuter.
639
00:36:11,781 --> 00:36:13,564
When you go in like this,
640
00:36:13,589 --> 00:36:15,713
it gives off a high-pressure feeling.
641
00:36:15,715 --> 00:36:17,870
In the process of observing the illustration,
642
00:36:18,375 --> 00:36:20,189
we talked about studying materials earlier.
643
00:36:20,191 --> 00:36:22,962
In the process of studying the materials,
644
00:36:22,964 --> 00:36:25,724
you set your own rules beforehand.
645
00:36:26,182 --> 00:36:28,325
And used them consciously.
646
00:36:29,090 --> 00:36:30,642
We're talking about the same thing here.
647
00:36:30,903 --> 00:36:32,173
It's important.
648
00:36:36,852 --> 00:36:39,081
If you do it like this,
649
00:36:43,965 --> 00:36:47,039
to focus on the character in the middle of the cross...
650
00:36:47,582 --> 00:36:50,089
So the characters and the eyes of the people around it...
651
00:36:50,114 --> 00:36:51,633
I'm making it a cross.
652
00:36:52,248 --> 00:36:54,258
It's more like a diamond silhouette.
653
00:36:54,267 --> 00:36:57,393
I looked up a little more than I had done before.
654
00:36:57,699 --> 00:37:00,089
Should I say that it's that calm?
655
00:37:00,091 --> 00:37:02,490
The left side is a bit more stable.
656
00:37:02,965 --> 00:37:04,702
I want to show the space better.
657
00:37:04,727 --> 00:37:08,384
But thanks to the unstable feeling, the fear element was added.
658
00:37:08,409 --> 00:37:10,260
It's the second case.
659
00:37:13,163 --> 00:37:15,966
Depending on what you want,
660
00:37:15,991 --> 00:37:17,324
it can be composed differently.
661
00:37:17,868 --> 00:37:19,248
I'll do one more.
662
00:37:22,398 --> 00:37:23,607
What I'm going to do this time is,
663
00:37:23,632 --> 00:37:27,400
let's think differently about the concept of space.
664
00:37:27,425 --> 00:37:29,367
The character doesn't have to stand up all the time.
665
00:37:29,392 --> 00:37:30,927
The character can sit down.
666
00:37:30,929 --> 00:37:33,500
There are times when you need to make up a situation where it lies down.
667
00:37:33,766 --> 00:37:36,827
How can I draw you lying down with an illustration?
668
00:37:37,294 --> 00:37:39,408
You can have the view as a top view.
669
00:37:39,619 --> 00:37:42,724
Like you're looking at the character lying down from the sky.
670
00:37:42,726 --> 00:37:45,505
Make the background into a blanket or something like that.
671
00:37:45,885 --> 00:37:47,839
I made a blanket like this.
672
00:37:50,771 --> 00:37:53,818
The blanket itself becomes the shape of the entire illustration.
673
00:37:53,843 --> 00:37:56,417
That's possible.
674
00:37:56,442 --> 00:37:58,159
I won't use it often, though.
675
00:38:00,484 --> 00:38:02,013
No matter what, for the conditions...
676
00:38:02,038 --> 00:38:03,641
That's what you need now.
677
00:38:03,666 --> 00:38:05,754
Can you focus on your character?
678
00:38:05,894 --> 00:38:08,130
Can you see
679
00:38:09,221 --> 00:38:10,707
the space well?
680
00:38:10,709 --> 00:38:12,534
Did the character become the main element?
681
00:38:14,113 --> 00:38:16,897
And overall, does it look fancy?
682
00:38:17,270 --> 00:38:19,645
That is, can I stimulate your desire to buy it?
683
00:38:19,647 --> 00:38:21,797
If these three conditions are met, it would be good.
684
00:38:22,950 --> 00:38:24,531
Portrait illustration.
685
00:38:24,722 --> 00:38:28,403
In a way, you can say that they have are fewer restrictions.
686
00:38:28,888 --> 00:38:31,737
Of course, compared to full illustrations,
687
00:38:31,762 --> 00:38:33,956
There are a lot of restrictions.
688
00:38:33,981 --> 00:38:35,129
That's true.
689
00:38:35,154 --> 00:38:38,019
I'm not saying it's too limited.
690
00:38:42,292 --> 00:38:43,610
Let's make one more example.
691
00:38:43,635 --> 00:38:47,588
This time, we're going to come up with a creature in the back.
692
00:38:47,613 --> 00:38:50,396
Until now, I showed the character first.
693
00:38:50,421 --> 00:38:52,761
Then, show the wand.
694
00:38:52,786 --> 00:38:54,381
We were able to see their eyes were connected.
695
00:38:54,406 --> 00:38:57,324
This time, I'll take this wand out on the side.
696
00:38:58,299 --> 00:38:59,899
The creature in the back.
697
00:39:00,717 --> 00:39:04,552
We're going to connect the characters and show them.
698
00:39:06,954 --> 00:39:08,507
How do we do this?
699
00:39:08,715 --> 00:39:11,390
The fact that this creature's character is sitting on it,
700
00:39:11,415 --> 00:39:12,571
that's not bad.
701
00:39:13,228 --> 00:39:15,456
Let's calculate the overall flow of the gaze.
702
00:39:15,639 --> 00:39:18,643
The gaze can go from top to bottom.
703
00:39:18,668 --> 00:39:21,606
Or you might look away and go in.
704
00:39:22,958 --> 00:39:25,228
If you're looking down from top to bottom,
705
00:39:25,253 --> 00:39:27,125
Or as if you're looking at it from the front.
706
00:39:27,127 --> 00:39:29,144
I think it'd be good to make the character sit down.
707
00:39:30,204 --> 00:39:32,218
If it's bent like this,
708
00:39:32,219 --> 00:39:35,740
it'd be nice if the same character was sitting on the other side.
709
00:39:36,908 --> 00:39:39,524
I think you can make it attractive either way.
710
00:39:39,549 --> 00:39:42,294
In fact, in the former one, the gaze flows down.
711
00:39:42,319 --> 00:39:44,600
It makes you feel calm unwittingly.
712
00:39:44,886 --> 00:39:47,246
So, the feeling I want to give to this character,
713
00:39:47,247 --> 00:39:48,868
it's still intense.
714
00:39:48,893 --> 00:39:51,898
But this time, this horror vibe...
715
00:39:51,899 --> 00:39:53,136
I don't want to give it to you like that.
716
00:39:53,138 --> 00:39:55,214
I mean, I don't want to give you that feeling.
717
00:39:55,239 --> 00:39:57,234
I want to show it naturally.
718
00:39:57,259 --> 00:39:59,005
That's what I thought.
719
00:39:59,675 --> 00:40:01,453
For me, the 2nd one...
720
00:40:01,454 --> 00:40:03,244
The character has an S-shaped silhouette.
721
00:40:03,269 --> 00:40:04,802
We're going to do that.
722
00:40:09,388 --> 00:40:12,202
Just like the first illustration,
723
00:40:12,227 --> 00:40:14,435
the character has a strong posture.
724
00:40:14,460 --> 00:40:18,517
The background elements surround the character.
725
00:40:18,542 --> 00:40:20,631
I'm going to create an illustration.
726
00:40:33,618 --> 00:40:35,604
Draw as many bodies as possible
727
00:40:37,269 --> 00:40:39,626
Until I can pick one easily.
728
00:40:41,002 --> 00:40:42,715
So, let's practice.
729
00:40:58,263 --> 00:41:01,158
You don't have to pull it out exactly.
730
00:41:01,610 --> 00:41:04,479
It's actually the most burdensome to draw without any pressure.
731
00:41:06,473 --> 00:41:08,165
You'll know that if you've done it before.
732
00:41:08,634 --> 00:41:11,163
But they say that we should draw the human body without any burden.
733
00:41:11,166 --> 00:41:14,254
At this stage, I'm trying to make the proportions correct.
734
00:41:14,255 --> 00:41:15,486
You'll see for yourself.
735
00:41:17,319 --> 00:41:19,822
Then, 10 to 20 minutes go by so quickly.
736
00:41:20,218 --> 00:41:23,206
There will be times when it won't go as you expected.
737
00:41:23,621 --> 00:41:25,933
In that case, you have to stop on your own.
738
00:41:26,574 --> 00:41:29,384
When it's the time to keep paying attention to the human body,
739
00:41:29,409 --> 00:41:31,851
you have to check it by yourself.
740
00:41:35,619 --> 00:41:38,734
You're supposed to make your human bodies correct.
741
00:41:39,083 --> 00:41:41,271
I'll try to make it rough.
742
00:41:41,586 --> 00:41:42,766
It's okay to get it wrong.
743
00:41:43,287 --> 00:41:45,600
Let's focus on expressing our feelings.
744
00:41:53,925 --> 00:41:55,178
As expected, with this drawing,
745
00:41:55,181 --> 00:41:58,348
the characters will come out small.
746
00:41:59,921 --> 00:42:02,263
I'm going to increase the face size.
747
00:42:26,260 --> 00:42:27,919
An earlier theory that we used...
748
00:42:28,169 --> 00:42:30,901
I'll bend the ends of the face a little bit.
749
00:42:33,297 --> 00:42:35,380
You know the flow that I was going to give it?
750
00:42:35,405 --> 00:42:37,755
I'm going to make this flow stronger.
751
00:43:08,729 --> 00:43:11,926
Let's draw the face in more detail
752
00:43:11,951 --> 00:43:13,557
The face is very important in a character.
753
00:43:35,497 --> 00:43:37,898
I'll also add a simple cloth silhouette.
754
00:43:38,926 --> 00:43:41,767
That's going to cover the fundamentals of thumbnail sketches.
755
00:43:53,128 --> 00:43:55,397
I'll give you a tip here.
756
00:43:55,406 --> 00:43:57,144
When sketching the thumbnail,
757
00:43:57,169 --> 00:44:00,930
it might still be hard to draw a tentacle like this.
758
00:44:00,955 --> 00:44:03,054
What am I supposed to do with this?
759
00:44:03,079 --> 00:44:04,625
There are times when you might think that.
760
00:44:04,881 --> 00:44:07,892
It's hard to draw a human body at first,
761
00:44:07,917 --> 00:44:09,892
especially the arms and legs.
762
00:44:09,917 --> 00:44:11,056
If you look at it, it stretches out.
763
00:44:11,058 --> 00:44:13,731
It might be hard to draw a cylinder like this, too.
764
00:44:13,809 --> 00:44:16,502
So, let me give you a tip.
765
00:44:17,317 --> 00:44:18,896
If it's really hard,
766
00:44:19,840 --> 00:44:22,093
it's good to color it with dimensions.
767
00:44:23,310 --> 00:44:26,071
This is called silhouette drawing.
768
00:44:28,106 --> 00:44:29,986
Organizing the canvas with dimensions.
769
00:44:29,987 --> 00:44:31,942
This is a very effective method.
770
00:44:32,387 --> 00:44:35,618
Of course, the reason why I don't recommend this method is
771
00:44:35,643 --> 00:44:38,114
because if you do it like this the first time,
772
00:44:38,116 --> 00:44:41,567
later on, when you're working on the character sketch,
773
00:44:41,569 --> 00:44:43,334
it will take
774
00:44:43,699 --> 00:44:45,391
a lot more time.
775
00:44:45,400 --> 00:44:47,734
In the process, you'll lose your motivation.
776
00:44:47,735 --> 00:44:49,376
You will have a lot of times like that.
777
00:44:49,417 --> 00:44:51,100
The way I'm going to recommend to you today is...
778
00:44:51,101 --> 00:44:52,876
I'll show you how to do it in a line.
779
00:44:52,901 --> 00:44:54,265
If you think this
780
00:44:54,267 --> 00:44:56,162
is harder,
781
00:44:56,163 --> 00:44:58,161
it's okay to proceed with the dimensions first.
782
00:44:58,975 --> 00:45:00,844
There're other ways, too.
783
00:45:00,869 --> 00:45:02,487
I'll tell you a fun trick.
784
00:45:02,851 --> 00:45:04,264
Create one layer.
785
00:45:05,333 --> 00:45:07,919
If you press FX,
786
00:45:07,921 --> 00:45:09,806
we used Outer Glow.
787
00:45:09,831 --> 00:45:11,798
Which one are we going to use?
788
00:45:11,823 --> 00:45:13,544
What I'm going to use today is the Stroke.
789
00:45:14,008 --> 00:45:15,359
This Stroke is literally...
790
00:45:15,383 --> 00:45:18,725
I'll draw a line on the outside of what I drew.
791
00:45:18,727 --> 00:45:22,650
And if I color it in white...
792
00:45:30,490 --> 00:45:32,326
If I color it in white,
793
00:45:32,351 --> 00:45:34,350
there's a black line on the outside.
794
00:45:35,297 --> 00:45:38,847
Let's use something similar that we learned before.
795
00:45:39,385 --> 00:45:41,024
When you use it as a Stroke,
796
00:45:41,049 --> 00:45:43,805
there's Opacity and Fill in the upper right corner.
797
00:45:43,922 --> 00:45:46,846
If you turn off the Fill,
798
00:45:47,243 --> 00:45:48,630
there's only a line left.
799
00:45:49,266 --> 00:45:50,664
Let's use this
800
00:45:50,665 --> 00:45:53,014
to draw a tentacle.
801
00:45:53,796 --> 00:45:56,189
It's so hard to get the silhouette of the character's hair.
802
00:45:56,214 --> 00:45:58,730
It's so hard to get the silhouette of its hair.
803
00:45:58,731 --> 00:46:00,583
People who want to draw in dimensions, too...
804
00:46:00,608 --> 00:46:02,564
You can depict the hair like this.
805
00:46:05,225 --> 00:46:07,586
There are a lot of people who think this is a bit easier.
806
00:46:07,587 --> 00:46:10,289
So, while you're working on the sketch,
807
00:46:10,314 --> 00:46:12,481
and if you can't draw things like that,
808
00:46:12,506 --> 00:46:13,967
what the heck are you supposed to do?
809
00:46:13,992 --> 00:46:15,749
For those who think like that,
810
00:46:15,774 --> 00:46:17,965
you should try drawing it with dimensions.
811
00:46:17,967 --> 00:46:20,131
It'll be easier to access than you think.
812
00:46:29,272 --> 00:46:34,964
Hold the wand behind the body like this.
813
00:46:34,989 --> 00:46:36,007
It's almost invisible.
814
00:46:38,917 --> 00:46:42,574
Similar to what I discussed earlier in the 8-figure composition,
815
00:46:42,599 --> 00:46:45,755
the tentacles wrap around the character.
816
00:46:53,955 --> 00:46:57,341
Let's continue to draw attention to the character.
817
00:47:23,322 --> 00:47:26,438
Let's move on to the 2nd sketch.
818
00:47:44,465 --> 00:47:48,363
One of the things that I recommend, when you make a thumbnail like this,
819
00:47:48,616 --> 00:47:51,530
especially if you're a student,
820
00:47:51,667 --> 00:47:55,727
so you can get confirmation from someone,
821
00:47:55,824 --> 00:47:59,574
I'd like you to draw it without being scared, if you can.
822
00:47:59,877 --> 00:48:01,815
How can I describe this later?
823
00:48:01,840 --> 00:48:04,243
If you start removing one or two of them,
824
00:48:04,268 --> 00:48:06,151
it's hard to study.
825
00:48:06,366 --> 00:48:07,994
If you want to study for sure,
826
00:48:07,996 --> 00:48:10,887
to the point where you wonder if it's okay to do this,
827
00:48:10,912 --> 00:48:12,622
it's a good idea to start something but then
828
00:48:12,895 --> 00:48:14,581
later, in the process of fixing it,
829
00:48:14,606 --> 00:48:16,242
of course, it's hard to fix it.
830
00:48:16,267 --> 00:48:17,432
You're going to fail for sure.
831
00:48:17,738 --> 00:48:20,129
But don't be afraid of failure.
832
00:48:20,131 --> 00:48:22,933
What you do in the process of studying
833
00:48:22,958 --> 00:48:24,546
is a process of failure.
834
00:48:25,370 --> 00:48:29,064
So I hope you draw as boldly as possible.
835
00:48:33,007 --> 00:48:34,727
Rather than what you think,
836
00:48:34,752 --> 00:48:36,833
I think you should do 30% of what you can do.
837
00:48:37,728 --> 00:48:40,311
It's really nice to have someone who can fix it from there.
838
00:48:40,336 --> 00:48:43,724
If you don't know anyone like that, you'll just have to take your time.
839
00:48:43,749 --> 00:48:46,503
You have to take the time to give yourself self-feedback.
840
00:48:46,813 --> 00:48:51,357
Compare good materials and pictures that you like.
841
00:48:52,100 --> 00:48:54,422
Did I do something wrong?
842
00:48:54,447 --> 00:48:55,903
You'll try to find those parts.
843
00:48:55,928 --> 00:48:57,919
You'll go through a self-study process.
844
00:49:00,353 --> 00:49:03,291
Of course, if you're not learning from someone else,
845
00:49:03,293 --> 00:49:06,298
it'll take a long time doing it all on your own.
846
00:49:06,323 --> 00:49:09,093
But that's how you get through it by yourself.
847
00:49:09,094 --> 00:49:10,846
It's not so bad...
848
00:49:10,871 --> 00:49:14,475
The things you learn by yourself can be much more memorable, actually.
849
00:49:16,662 --> 00:49:20,740
It's important to keep studying without getting depressed.
850
00:49:23,482 --> 00:49:27,172
For those who follow along with me,
851
00:49:27,197 --> 00:49:30,207
follow the way I've been doing things.
852
00:49:30,209 --> 00:49:33,000
If you're doing a portrait illustration,
853
00:49:33,001 --> 00:49:34,475
those of you who are studying,
854
00:49:34,500 --> 00:49:36,855
I hope you try your best.
855
00:49:37,476 --> 00:49:38,895
Ask yourself if you can do that much.
856
00:49:38,920 --> 00:49:40,308
Yes, try it.
857
00:49:41,196 --> 00:49:43,251
If you can't, you can think about it later.
858
00:49:44,991 --> 00:49:46,559
That's my life motto.
859
00:49:46,699 --> 00:49:49,804
What happens later is what happens later.
860
00:49:50,867 --> 00:49:53,662
Worrying about the future doesn't mean you can prepare for something.
861
00:50:14,916 --> 00:50:16,878
The character has become more mature, right.
862
00:50:16,895 --> 00:50:19,727
I'm going to make its face bigger to cover that feeling.
863
00:50:22,774 --> 00:50:24,577
I'm going to make the hat bigger, too.
864
00:50:37,879 --> 00:50:40,722
What I'm telling you in this class
865
00:50:40,747 --> 00:50:47,102
are the same things that I always pay attention to when I work.
866
00:50:47,315 --> 00:50:49,508
What's the gaze flow?
867
00:50:49,862 --> 00:50:52,222
What are the parts you want to show off?
868
00:50:53,784 --> 00:50:55,699
How are you going to show the perspective?
869
00:50:55,724 --> 00:50:57,146
How are you going to organize the space?
870
00:50:57,148 --> 00:50:58,559
What are you going to do with the silhouette?
871
00:50:58,584 --> 00:51:02,116
These are all things I think about when I work.
872
00:51:02,117 --> 00:51:04,643
They're critical.
873
00:51:05,965 --> 00:51:10,263
If there's an illustration that you're still working on,
874
00:51:10,288 --> 00:51:13,135
go through the process of self-feedback.
875
00:51:14,361 --> 00:51:16,087
There are people who can't do this well.
876
00:51:16,112 --> 00:51:18,002
As much as I've been working for a long time...
877
00:51:18,027 --> 00:51:19,726
What's important when you draw is,
878
00:51:20,345 --> 00:51:23,013
for those who work a lot each day,
879
00:51:23,015 --> 00:51:25,537
they work about 7 hours a day.
880
00:51:25,785 --> 00:51:27,202
As for those who do it more,
881
00:51:27,204 --> 00:51:29,163
sometimes, it can be up to 10 hours.
882
00:51:29,834 --> 00:51:31,777
Everyone has a different level of physical strength.
883
00:51:32,249 --> 00:51:34,154
We have a different amount of time to work.
884
00:51:34,156 --> 00:51:35,639
Of course there are differences depending on the person.
885
00:51:36,489 --> 00:51:39,721
But the important thing is to have enough time to draw.
886
00:51:39,746 --> 00:51:43,012
I'm sure there are times when I work longer than an hour.
887
00:51:43,448 --> 00:51:44,845
As that happens,
888
00:51:44,870 --> 00:51:48,763
drawing is not about maintaining great concentration for a short period of time.
889
00:51:49,019 --> 00:51:53,319
I think it's more about maintaining loose concentration for a long time.
890
00:51:53,336 --> 00:51:54,565
It's very important.
891
00:51:54,884 --> 00:51:56,664
But in that process,
892
00:51:56,665 --> 00:51:59,343
You'll have no choice but to spend some time blankly.
893
00:51:59,378 --> 00:52:03,661
In the meantime, there will be some days when you draw mindlessly.
894
00:52:03,976 --> 00:52:07,948
When that happens, you'll stop in the middle.
895
00:52:07,973 --> 00:52:10,537
It feels like a switch goes off in myself.
896
00:52:10,888 --> 00:52:12,921
Like stepping on a trigger.
897
00:52:12,946 --> 00:52:16,098
Stop and see if what you're doing is right.
898
00:52:16,192 --> 00:52:18,863
It's essential to take time to verify it.
899
00:52:19,188 --> 00:52:22,979
For those who find it hard to take that kind of time,
900
00:52:23,004 --> 00:52:25,630
it's good to set an alarm.
901
00:52:25,857 --> 00:52:31,523
When I work on something, I set an alarm every 2-3 hours.
902
00:52:31,548 --> 00:52:35,466
When the alarm goes off, you stop and look at your drawing.
903
00:52:35,491 --> 00:52:37,629
You look at the picture from another person's point of view.
904
00:52:38,134 --> 00:52:39,845
There are many ways to analyze it.
905
00:52:39,846 --> 00:52:42,551
There are people who check it on their mobile screens.
906
00:52:44,284 --> 00:52:45,765
There are people who flip it over.
907
00:52:45,790 --> 00:52:48,050
That's a way to use the reversal function.
908
00:52:48,314 --> 00:52:50,444
Starting with the left and right reversal.
909
00:52:51,521 --> 00:52:53,942
And it's a good idea to check with someone else.
910
00:52:54,682 --> 00:52:57,231
It's a way to compare yours with other illustrations.
911
00:52:57,256 --> 00:52:59,500
I use various methods.
912
00:53:01,666 --> 00:53:03,313
I don't think there's any errors.
913
00:53:04,285 --> 00:53:06,767
I'm not sure if what I want to do is going well.
914
00:53:06,792 --> 00:53:07,895
Those are the most important things.
915
00:53:08,684 --> 00:53:11,906
I'm uncertain if what I hope to show you is being expressed well.
916
00:53:12,929 --> 00:53:17,547
You have to think about that before going into it because it's an illustration.
917
00:53:18,427 --> 00:53:21,161
If your concentration is too good,
918
00:53:23,259 --> 00:53:26,473
if you were so focused while you were working on it,
919
00:53:29,103 --> 00:53:31,518
if you're not good at stopping and thinking,
920
00:53:31,543 --> 00:53:33,950
it's really good to set an alarm and step back from it.
921
00:53:38,928 --> 00:53:41,828
You don't have to be sad that you can't do that.
922
00:53:41,829 --> 00:53:45,243
If you focus on one thing, you can't pay attention to other things.
923
00:53:45,475 --> 00:53:47,578
If you focus on the details,
924
00:53:47,580 --> 00:53:50,256
if you don't care about the overall balance,
925
00:53:50,281 --> 00:53:52,477
when you focus on a part of it, your concentration
926
00:53:52,479 --> 00:53:54,219
will be stronger than for others.
927
00:53:54,722 --> 00:53:57,075
That's a strength in a different sense.
928
00:53:57,100 --> 00:53:58,935
The pros and cons always come together.
929
00:54:00,103 --> 00:54:01,583
Think positively.
930
00:54:03,434 --> 00:54:06,703
You just have to cover the areas that are weak.
931
00:54:06,937 --> 00:54:08,507
I chattered along like this.
932
00:54:08,779 --> 00:54:11,470
I've done the 2nd sketch of this character.
933
00:54:11,495 --> 00:54:13,366
Let's compare them and take a look.
934
00:54:26,448 --> 00:54:28,425
We made three compositions.
935
00:54:28,599 --> 00:54:31,883
The character has a dynamic vibe.
936
00:54:31,936 --> 00:54:34,638
The first step is for the creature in the back to assist it.
937
00:54:34,747 --> 00:54:37,137
I'll show you the character and the wand first.
938
00:54:37,162 --> 00:54:39,016
We went into the order for showing the creature.
939
00:54:39,236 --> 00:54:43,506
And I wanted to show a scary feeling to the character.
940
00:54:43,531 --> 00:54:46,568
The second time I intentionally made it look different.
941
00:54:46,948 --> 00:54:49,705
It has a strong effect behind the character.
942
00:54:49,707 --> 00:54:51,299
I'm going to fill in the fancy atmosphere.
943
00:54:51,519 --> 00:54:54,073
Compared to the left side,
944
00:54:54,082 --> 00:54:57,942
it's close to the inverted triangular composition. I'll put a lot of weight on the top.
945
00:54:58,243 --> 00:55:01,727
It's unstable but intense.
946
00:55:04,118 --> 00:55:06,080
The characters and the creature in the back.
947
00:55:06,083 --> 00:55:07,829
It's the 3rd one that created a natural connection.
948
00:55:08,182 --> 00:55:11,563
Since the character is sitting on top of an object,
949
00:55:11,588 --> 00:55:13,880
compared to the two friends I drew earlier,
950
00:55:14,195 --> 00:55:17,443
it's much easier to predict the spatiality.
951
00:55:19,472 --> 00:55:21,040
The tentacles in the front, too,
952
00:55:21,065 --> 00:55:24,106
contributed to the whole thing.
953
00:55:24,544 --> 00:55:29,759
The tentacles in front of us and the head where the character is sitting.
954
00:55:30,608 --> 00:55:33,424
The head of the tentacles, the tentacles at the back.
955
00:55:33,449 --> 00:55:36,714
The illustration is in three layers.
956
00:55:37,080 --> 00:55:40,027
Showing the space with all the layers is
957
00:55:40,052 --> 00:55:41,238
the third case.
958
00:55:41,612 --> 00:55:43,886
Each of us wants to show something.
959
00:55:43,911 --> 00:55:46,433
You'll be able to see what's in there.
960
00:55:46,458 --> 00:55:47,922
Like I said,
961
00:55:47,947 --> 00:55:50,163
the diamond composition close to a triangular one,
962
00:55:50,188 --> 00:55:52,379
you'll see that it's used very often.
963
00:55:52,740 --> 00:55:54,831
If you organize the screen like this,
964
00:55:54,856 --> 00:55:58,256
there will be some objects that can be used in person.
965
00:55:58,880 --> 00:56:02,685
So, you need to follow your character's mood
966
00:56:02,687 --> 00:56:04,965
to create an illustration, and to do that,
967
00:56:04,990 --> 00:56:07,231
what would you do when you create a cute character?
968
00:56:07,317 --> 00:56:09,257
What should you do when you want to give a calm vibe?
969
00:56:09,282 --> 00:56:11,862
That's what's in the end of the class.
970
00:56:11,887 --> 00:56:14,207
Let's do it together then.
971
00:56:14,367 --> 00:56:16,452
I'm going to grab one of these
972
00:56:16,477 --> 00:56:18,729
and I'll draw the lines and color the characters.
973
00:56:18,754 --> 00:56:21,298
Next time, I'm going to try the color roughing stage.
974
00:56:21,425 --> 00:56:22,633
This time, before...
975
00:56:22,643 --> 00:56:25,611
I didn't tell you much about the full illustration process.
976
00:56:25,621 --> 00:56:28,460
It's in the light and shade stage, so we're going to talk
977
00:56:28,485 --> 00:56:29,935
more about it in detail.
978
00:56:30,760 --> 00:56:34,166
That's all I've got to say for now so I'll wrap up today's class.
979
00:56:34,184 --> 00:56:35,856
Thank you for your hard work.
74212
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