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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,307 If you want to turn off the subtitles, click [setting]-[tooltips]-['on' for PC, 'close' for mobile]. 2 00:00:06,069 --> 00:00:07,104 Hello. 3 00:00:07,129 --> 00:00:09,798 Last time, we worked on a full illustration. 4 00:00:09,823 --> 00:00:13,011 I'm going to work on a portrait illustration today. 5 00:00:13,013 --> 00:00:15,747 We're going to make a design 6 00:00:15,772 --> 00:00:18,890 that is used for mobile games, 7 00:00:18,915 --> 00:00:21,251 for instance, 'gacha' games. 8 00:00:21,253 --> 00:00:25,201 I'm going to make a character design or illustration that would come out in a game. 9 00:00:25,203 --> 00:00:27,777 We're going to find out how to express it. 10 00:00:27,779 --> 00:00:30,667 I used to call it portrait illustration. 11 00:00:30,692 --> 00:00:33,943 The name itself is kind of vague. 12 00:00:34,091 --> 00:00:36,751 Some people call it an in-game illustration. 13 00:00:36,753 --> 00:00:39,183 There are people who call it character illustration. 14 00:00:39,185 --> 00:00:41,096 There are a lot of terms, 15 00:00:41,098 --> 00:00:43,281 but what they have in common is that the background is transparent. 16 00:00:43,306 --> 00:00:45,572 So, there's only the character. 17 00:00:45,597 --> 00:00:47,317 I think it's that kind of illustration. 18 00:00:47,342 --> 00:00:50,324 Illustration with a transparent background and a single character. 19 00:00:50,479 --> 00:00:52,310 That's how it usually goes. 20 00:00:52,312 --> 00:00:54,438 These days, 21 00:00:54,463 --> 00:00:57,536 as the scale of the mobile game industry grows, 22 00:00:57,561 --> 00:01:00,412 there's a slight change in things like that. They are changing little by little. 23 00:01:00,413 --> 00:01:02,738 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 24 00:01:02,739 --> 00:01:03,093 There are times when we use a background, 25 00:01:03,284 --> 00:01:05,713 there are times when a lot of objects are put in. 26 00:01:05,940 --> 00:01:08,990 Or it's not focusing on the character, but the background. 27 00:01:09,015 --> 00:01:11,155 Other times, it looks like a portrait illustration. 28 00:01:11,574 --> 00:01:13,091 There are a lot of differentials like that. 29 00:01:13,116 --> 00:01:16,915 This has increased the freedom of directing, 30 00:01:16,940 --> 00:01:20,008 but also, the difficulty of the work itself is going up a lot. 31 00:01:20,009 --> 00:01:21,313 That would be the downside. 32 00:01:21,626 --> 00:01:24,695 So when I worked on portrait illustrations before, 33 00:01:24,696 --> 00:01:27,940 even if you could just do a single illustration with only one character, 34 00:01:27,965 --> 00:01:31,726 you could commercialize it. 35 00:01:31,751 --> 00:01:33,754 It was like that. 36 00:01:33,779 --> 00:01:37,829 But recently, to draw in-game illustrations, 37 00:01:37,854 --> 00:01:40,290 you need to be able draw your own backgrounds. 38 00:01:40,315 --> 00:01:43,433 You have to be able to describe things to a certain extent. 39 00:01:43,458 --> 00:01:45,686 So only people who can do that 40 00:01:45,711 --> 00:01:46,943 will be hired. 41 00:01:48,146 --> 00:01:49,851 With this portrait illustration, 42 00:01:49,876 --> 00:01:53,826 there is a slight difference from the previous full illustration. 43 00:01:53,851 --> 00:01:55,125 Of course, 44 00:01:55,150 --> 00:01:57,835 I said that 45 00:01:57,846 --> 00:01:58,849 there are times when the background is included in the illustrations. 46 00:01:58,859 --> 00:02:01,276 The difference is that in the case of portrait illustrations, 47 00:02:01,301 --> 00:02:03,552 the shape itself is not square most of the time. 48 00:02:04,590 --> 00:02:05,746 What does it look like? 49 00:02:05,771 --> 00:02:08,569 It literally follows the silhouette of the character. 50 00:02:08,594 --> 00:02:10,866 The background became transparent, 51 00:02:10,891 --> 00:02:13,698 and there are various interfaces that fit the game. 52 00:02:14,027 --> 00:02:17,141 The interface is open and a character is standing. 53 00:02:17,166 --> 00:02:18,474 That's what it feels like. 54 00:02:19,875 --> 00:02:23,166 So, when we made the full illustration, 55 00:02:23,183 --> 00:02:26,411 we focused on organizing the screen itself. 56 00:02:26,573 --> 00:02:30,491 So if the character is standing and the background is in the back, 57 00:02:30,516 --> 00:02:34,912 we paid attention to the character and the view from the background. 58 00:02:34,937 --> 00:02:37,688 The eyes that go out of the screen come back. 59 00:02:37,713 --> 00:02:39,658 We also paid attention to these things. 60 00:02:39,683 --> 00:02:42,231 But in portrait illustration, 61 00:02:42,233 --> 00:02:43,884 the gaze doesn't go outside. 62 00:02:43,886 --> 00:02:48,143 The character is always at the center. 63 00:02:53,390 --> 00:02:56,289 So when it comes to composing the screen, 64 00:02:56,314 --> 00:02:59,469 there will be some restrictions. 65 00:03:00,567 --> 00:03:02,532 You need to know them well when you're signing your contract. 66 00:03:02,557 --> 00:03:05,630 I think it's better to calculate those things before going in. 67 00:03:05,655 --> 00:03:07,682 The difference is the difference... 68 00:03:07,684 --> 00:03:09,309 Usually, there may be restrictions... 69 00:03:09,334 --> 00:03:11,928 If I point out a few things that happen often... 70 00:03:11,953 --> 00:03:13,642 The first one is lighting. 71 00:03:15,696 --> 00:03:19,544 Illustrations with a background can be centered on the background. 72 00:03:20,974 --> 00:03:23,525 The background can be the main focus, not the character. 73 00:03:23,550 --> 00:03:25,511 Even if you use lighting that doesn't show your character well, 74 00:03:25,538 --> 00:03:27,341 as long as the atmosphere is right, 75 00:03:27,366 --> 00:03:29,387 this can be a mood on its own. 76 00:03:29,412 --> 00:03:32,636 For the portrait illustration that goes for each character, 77 00:03:33,398 --> 00:03:36,688 the thing you need to ask yourself is, 78 00:03:36,713 --> 00:03:38,957 what does the character look like 79 00:03:38,982 --> 00:03:41,974 and what makes that character attractive? 80 00:03:41,976 --> 00:03:44,355 You need to focus your attention on the character. 81 00:03:44,357 --> 00:03:47,438 Because of that, lighting that doesn't pay attention to the character 82 00:03:47,463 --> 00:03:49,219 can be hard to use. 83 00:03:49,484 --> 00:03:52,236 That's why there's a limit to the lighting. 84 00:03:53,792 --> 00:03:56,714 And when it comes to using the background, 85 00:03:58,208 --> 00:04:00,164 except for the ones that you can use, 86 00:04:00,189 --> 00:04:03,638 except for games and companies that you can use them for, 87 00:04:03,663 --> 00:04:07,326 most of the time, it's hard to use the background. 88 00:04:07,486 --> 00:04:09,655 So, what happens if you can't use the background? 89 00:04:09,680 --> 00:04:13,041 To make the surroundings of the character look fancy, 90 00:04:13,052 --> 00:04:19,803 we can put in objects 91 00:04:20,107 --> 00:04:21,403 that show the space. 92 00:04:22,405 --> 00:04:26,643 You need to arrange the background and items. 93 00:04:28,812 --> 00:04:31,732 I controlled my character and background. 94 00:04:31,757 --> 00:04:33,576 With density distribution and things like that. 95 00:04:33,682 --> 00:04:36,511 Since I have to focus on the inside of my character, 96 00:04:36,892 --> 00:04:39,045 the need for description goes up. 97 00:04:40,089 --> 00:04:42,534 It's about what you can show inside your character. 98 00:04:42,551 --> 00:04:43,674 You need to have a lot of elements. 99 00:04:43,991 --> 00:04:47,749 If I want to show you a lot, I have to describe a lot. 100 00:04:48,478 --> 00:04:51,316 You'll need details about the design or something like that. 101 00:04:51,318 --> 00:04:54,413 Because of that, there could be a difference in the amount of description you use. 102 00:04:58,001 --> 00:05:01,881 And you said you'd show the space with the characters, right? 103 00:05:01,906 --> 00:05:04,748 When it comes to expressing things like this, the three-dimensional effect... 104 00:05:06,466 --> 00:05:09,450 I think it's a bit more important. 105 00:05:09,788 --> 00:05:10,947 It's also a part of it... 106 00:05:13,081 --> 00:05:15,275 In the background, 107 00:05:15,300 --> 00:05:18,427 there are times when you intentionally make it flat. 108 00:05:19,460 --> 00:05:22,652 The background and characters are kind of flat. 109 00:05:22,772 --> 00:05:24,256 Like an Egyptian mural. 110 00:05:24,281 --> 00:05:26,965 The flatness itself is a kind of art. 111 00:05:26,967 --> 00:05:29,477 It exists when you organize it, but in the illustration... 112 00:05:29,479 --> 00:05:32,891 But in portrait illustrations, like the one here. 113 00:05:32,916 --> 00:05:35,035 In other words, it could be too bold to use that kind of direction. 114 00:05:36,173 --> 00:05:38,708 For in-game character illustrations. 115 00:05:38,733 --> 00:05:41,833 So at times like this, for the three-dimensional effect of the character... 116 00:05:41,858 --> 00:05:43,640 You need to pay a lot of attention. 117 00:05:46,011 --> 00:05:49,148 To learn these things today, 118 00:05:49,173 --> 00:05:52,317 I'm going to use the characters that I designed before. 119 00:05:52,342 --> 00:05:56,413 I'm going to mix the elements that the character can use. 120 00:05:56,415 --> 00:05:58,324 I'm going to draw attention 121 00:05:58,326 --> 00:06:02,147 with all the silhouettes and eyes that we learned earlier. 122 00:06:02,149 --> 00:06:05,561 We're going to make a portrait illustration thumbnail for the character. 123 00:06:06,410 --> 00:06:07,644 Let's move on. 124 00:06:09,531 --> 00:06:11,724 Before we go in, 125 00:06:11,749 --> 00:06:14,204 let's see how the character should stand. 126 00:06:14,229 --> 00:06:15,665 I'm going to think about it. 127 00:06:15,690 --> 00:06:17,643 Before that, we need to think about... 128 00:06:17,668 --> 00:06:19,811 This is the same as full illustration. 129 00:06:19,836 --> 00:06:22,835 Whatever illustration we draw, the first thing we have to think about is 130 00:06:22,860 --> 00:06:25,819 what you want to show in this character. 131 00:06:26,127 --> 00:06:28,840 Which part do you want to show the most to the viewers? 132 00:06:28,865 --> 00:06:31,032 What kind of mood do you want to show? 133 00:06:31,108 --> 00:06:33,179 I want to express this... 134 00:06:33,204 --> 00:06:35,134 That's what it's all about. 135 00:06:35,159 --> 00:06:36,248 It's very important. 136 00:06:36,715 --> 00:06:40,298 As expected, the character's face and teeth... 137 00:06:40,699 --> 00:06:43,263 I hope this part can be highlighted. 138 00:06:43,288 --> 00:06:45,205 Same as the full illustration. 139 00:06:45,344 --> 00:06:46,824 But the difference is, 140 00:06:46,849 --> 00:06:49,916 in this illustration, I want to show the wand. 141 00:06:50,102 --> 00:06:51,812 When I worked on the full illustration, 142 00:06:51,837 --> 00:06:54,309 the wand was missing from the elements. 143 00:06:55,587 --> 00:06:58,758 So, I'll put the wand inside the screen. 144 00:06:58,783 --> 00:07:00,297 I wish I could show you. 145 00:07:00,486 --> 00:07:02,862 In other words, the theme part is the face of the character. 146 00:07:03,814 --> 00:07:06,595 The wand would be the sub element. 147 00:07:06,620 --> 00:07:08,760 And then the sub element... 148 00:07:08,785 --> 00:07:10,890 I think it'll be the creature in the back. 149 00:07:11,518 --> 00:07:14,721 Let's think about how to organize it. 150 00:07:15,401 --> 00:07:19,483 I can use the characters and the things in the back. 151 00:07:19,508 --> 00:07:22,475 I said that the character needs to be more focused. 152 00:07:22,518 --> 00:07:25,640 To give a strong impression to the character, 153 00:07:25,665 --> 00:07:27,983 we have to think a lot about it. 154 00:07:28,503 --> 00:07:30,149 The first thing I'm going to use is... 155 00:07:31,112 --> 00:07:33,210 Just like the full illustration, 156 00:07:36,029 --> 00:07:38,844 you can see through the character's face. 157 00:07:45,352 --> 00:07:47,276 The face is kind of at a low angle. 158 00:07:47,435 --> 00:07:49,220 The upper body is kind of at a high angle. 159 00:07:50,808 --> 00:07:52,157 It's going to go in... 160 00:07:56,294 --> 00:07:59,334 The lower the angle, the higher the angle. 161 00:08:07,076 --> 00:08:09,902 I'm going to express the space where this character is standing. 162 00:08:10,166 --> 00:08:12,663 Usually, when I work with portrait illustration, 163 00:08:12,688 --> 00:08:15,746 even if it's see-through, it's like drawing an illustration with a background. 164 00:08:15,771 --> 00:08:18,699 There are many times when I can't put in a lot of perspective. 165 00:08:18,724 --> 00:08:19,974 If you apply too much perspective, 166 00:08:19,999 --> 00:08:22,198 you can't really see the character's design. 167 00:08:25,261 --> 00:08:27,108 There are restrictions on things like that. 168 00:08:27,133 --> 00:08:29,631 In general, the height of your gaze... 169 00:08:29,656 --> 00:08:32,407 Unless there's a low angle or something like that, 170 00:08:32,432 --> 00:08:36,553 it's around the shoulder, around here. 171 00:08:36,971 --> 00:08:39,311 So, as you go down, 172 00:08:39,313 --> 00:08:41,287 the angle is getting higher. 173 00:08:41,312 --> 00:08:44,475 On the floor, the space was spread out like this... 174 00:08:45,998 --> 00:08:47,905 The space where this character is standing... 175 00:08:47,930 --> 00:08:50,049 It's important to keep guessing 176 00:08:54,187 --> 00:08:55,820 so that it looks more dimensional. 177 00:08:56,404 --> 00:08:58,238 I can show you my character. 178 00:09:14,885 --> 00:09:17,031 To show you the wand, 179 00:09:17,056 --> 00:09:19,516 put the wand at the front of the screen. 180 00:09:20,211 --> 00:09:21,864 I think that would be nice. 181 00:09:21,889 --> 00:09:24,591 It's too much if I push it forward. 182 00:09:25,082 --> 00:09:27,023 There are a lot of things to express in this drawing, right? 183 00:09:27,048 --> 00:09:29,741 If there's only a character and a wand, 184 00:09:30,993 --> 00:09:32,399 stretch its arms forward. 185 00:09:32,424 --> 00:09:35,018 I don't mind if the wand is shown. 186 00:09:35,043 --> 00:09:36,086 Besides that, 187 00:09:36,088 --> 00:09:38,119 I need to put it to the creature in the back, too. 188 00:09:38,144 --> 00:09:41,322 I don't think it's good if the wand draws too much attention. 189 00:09:42,712 --> 00:09:43,885 To do that, 190 00:09:47,206 --> 00:09:48,519 the wand should be kind of off to the side. 191 00:09:49,799 --> 00:09:53,210 You can show your character's individuality through hand gestures. 192 00:10:00,345 --> 00:10:04,434 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 193 00:10:07,601 --> 00:10:11,018 The angle of the wand is tilted like this. 194 00:10:11,059 --> 00:10:13,200 To cut off the body of the character... 195 00:10:13,467 --> 00:10:16,257 So, the view from the top to the bottom... 196 00:10:16,282 --> 00:10:18,231 I twisted it into an S shape 197 00:10:18,632 --> 00:10:21,102 It's to make the character more assertive. 198 00:10:21,127 --> 00:10:23,111 For a situation where the character is more assertive... 199 00:10:23,136 --> 00:10:26,209 So I cut it off and made it more assertive. 200 00:10:26,455 --> 00:10:28,808 When I talked about what I saw before, 201 00:10:28,833 --> 00:10:30,181 that was the part I focused on. 202 00:10:30,183 --> 00:10:33,596 If this wand goes along with the character, 203 00:10:33,598 --> 00:10:36,267 it's easy to focus on the overall situation, 204 00:10:36,269 --> 00:10:39,272 but it's hard to concentrate. 205 00:10:39,274 --> 00:10:42,797 So that you can cross the character's body with this wand, 206 00:10:42,799 --> 00:10:45,549 I'll set it up and show you those parts 207 00:10:45,950 --> 00:10:48,073 in a powerful way. 208 00:10:48,074 --> 00:10:49,372 Let's do that. 209 00:11:00,384 --> 00:11:02,163 While adjusting the angle, 210 00:11:03,365 --> 00:11:05,638 let's find the feeling we want 211 00:11:12,380 --> 00:11:14,200 for the thumbnail sketch. 212 00:11:15,227 --> 00:11:17,612 It's not like drawing the human body. 213 00:11:20,020 --> 00:11:22,225 We need to get on with comprising the overall mood. 214 00:11:35,689 --> 00:11:37,593 I'll make the face look more detailed. 215 00:11:37,954 --> 00:11:39,309 I'll express it. 216 00:11:52,465 --> 00:11:54,445 The overall silhouette... 217 00:11:54,470 --> 00:11:57,476 I'm going to make a diamond shape. 218 00:11:59,816 --> 00:12:03,372 I think it's because we want to stimulate the desire to buy. 219 00:12:03,592 --> 00:12:05,532 Because of the nature of portrait illustration, 220 00:12:05,557 --> 00:12:07,631 if I see some characters, I want to pick one. 221 00:12:07,656 --> 00:12:09,424 You have to feel that way. 222 00:12:09,449 --> 00:12:11,933 The overall fanciness of the character is... 223 00:12:11,958 --> 00:12:14,462 There are a lot of times when it goes into the basics. 224 00:12:16,071 --> 00:12:19,221 I sometimes break things like this when I draw a character in that level. 225 00:12:19,246 --> 00:12:21,519 Like a level 2 or level 3 character. 226 00:12:21,625 --> 00:12:23,998 The extra characters in the game. 227 00:12:24,023 --> 00:12:26,828 I need to hold it in when I draw things like that. 228 00:12:27,638 --> 00:12:29,355 In most cases, for outsourcing works, 229 00:12:29,357 --> 00:12:31,318 I work on a lot of level 5 characters. 230 00:12:31,477 --> 00:12:32,595 When that happens, 231 00:12:32,620 --> 00:12:35,302 to make the character look fancy, 232 00:12:35,327 --> 00:12:37,841 it's very important to compose it well. 233 00:12:38,393 --> 00:12:40,410 You can use it effectively at times like that. 234 00:12:40,435 --> 00:12:41,416 It's a silhouette. 235 00:12:41,441 --> 00:12:44,149 From the silhouette, the diamond-shaped silhouette... 236 00:12:44,595 --> 00:12:46,895 It's effective in showing off your character. 237 00:12:46,920 --> 00:12:48,315 I would have said that. 238 00:12:49,806 --> 00:12:51,905 At the bottom, 239 00:12:51,930 --> 00:12:53,637 I'm going to put many elements in. 240 00:12:54,514 --> 00:12:56,621 The reason why I put a lot at the bottom is because 241 00:12:59,779 --> 00:13:02,544 of the nature of the portrait illustration that requires space to be visible. 242 00:13:02,578 --> 00:13:04,088 If many of the top elements are placed, 243 00:13:04,113 --> 00:13:06,028 it's good to have cute characters, 244 00:13:06,053 --> 00:13:09,103 but it's hard to show that kind of space. 245 00:13:12,192 --> 00:13:14,695 When you make the background surrounding the character, 246 00:13:14,720 --> 00:13:17,244 if the background goes to the back of the head, 247 00:13:17,571 --> 00:13:19,721 it's hard to focus on the face. 248 00:13:19,957 --> 00:13:22,705 So I'm going to place a lot of elements at the bottom. 249 00:13:22,730 --> 00:13:25,232 It's about increasing stability. 250 00:13:25,288 --> 00:13:27,712 So when I was working on portrait illustration, 251 00:13:27,737 --> 00:13:32,629 I put a lot of elements on the bottom. 252 00:13:34,184 --> 00:13:36,388 It's my personal style. 253 00:13:36,688 --> 00:13:38,868 It's not that I can't use the inverted triangle silhouette. 254 00:13:38,893 --> 00:13:40,540 There are times when I use it, too 255 00:13:41,021 --> 00:13:43,512 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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