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So welcome to the third part of this
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second division of the course.
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We'll be talking about
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interesting work in general.
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How you can make your work interesting
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using the material we already learned
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in this course, so
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we can make like a fast
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of what we talked about.
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So first thing is that
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talked about gesture.
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We talked about
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simple anatomy,
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the simplification of the anatomy.
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We talked about
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the curves in the body
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and rhythm.
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And we talked about
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poses and
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movement.
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So we can use all these points
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for make our work interesting.
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Okay, so we'll be
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starting that with some sketches.
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Okay, first of all
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we need to think about
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what are the things
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that make our work interesting
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in general, what make our work
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different from other artists.
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The first thing that
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will make your work interesting is
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give the idea of difference.
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The make people look at the work
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you are doing and
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see things that they don't usually see.
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For example, in
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the anime world related to
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series or anything else
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the drawings are usually really plain
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like they don't leave the 2D space.
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Okay, so their works usually
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are a character with a lot of details.
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Right?
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A lot of details, but not have
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volume, not much volume.
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Because those characters are
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a bit more difficult to give
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volume for the level of details.
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So the enhancement of those
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drawings are mostly the level of
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details most done, they
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base those artwork in general.
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But when you are doing characters
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you need to think about
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give information that usually
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the people don't use in their work.
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And the first thing is
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give the idea of volume.
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Your character have
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volume.
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That character is 3D.
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That character is alive
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in some way and is related
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to the reality in some way
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not exactly for the style of
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make it reality
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the painting or that stuff
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but mostly for the form you are
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positioning your character.
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So the volume is really important.
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And here
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enters in game
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simple
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anatomy,
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how we simplify the anatomy
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and when we are talking about the
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simplification of the anatomy
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we talk about figure
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simple figures.
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And when we are talking about those
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also we are talking about
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perspective
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and perspectives apply
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to the parts of the body.
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And there are figures
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the foreshortening.
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So the first thing to make
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your work interesting is have
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the foreshortening.
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So for example,
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we are drawing any character
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we are drawing a character
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okay, in any pose.
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The idea of, for example, here you can see
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drawing a random pose
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of our character here.
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Okay, so
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and continue sketching.
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It's more like a relaxed pose.
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It works, for example, I want to give you.
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Finish so I can continue talking.
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Okay, so
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For the foreshortening plays
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an important role here
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in this drawing, especially
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that these, our example
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the foreshortening this idea of
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of different elements
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one in front of the other
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and give the idea of
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volume, the idea of perspective.
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Okay?
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So that this important role
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that have the foreshortening
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in this kind of drawings.
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And why makes our works
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more interesting, because
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is rare see those things
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really clear in the major part
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of the works we see in general.
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So these are things that makes
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your work more interesting because
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you can find new poses
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new dream, new
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things to show, new
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ways to express suppose that is maybe
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you said a lot of times
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with the foreshortening, you
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can imagine
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that goes in from a different angle
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and you can manage to do it.
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And really interesting, because
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you are applying the elements
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in different parts
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and both ends being
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really new
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are really interesting and people, we
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are looking at it.
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And we really like it because
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it gives you all the idea that the
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character is in a 3D space.
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So for example, we can see these pose.
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Okay, we have floor here
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that is on the reference.
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Okay, so
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what are the parts of
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the foreshortening here?
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We have first of all, the head.
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Okay, so I would maybe
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paint this color, okay.
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We have the head.
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Behind the head we have the torso.
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Okay, you can see the torso also.
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More than one part show, and
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we can see the first
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part of the torso
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here really clear.
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Behind, we can see
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the muscles of the torso
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that is right here.
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And we can see the end
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torso here, with the hips.
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We can mark that.
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We have here,
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the complete torso.
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And then we also have
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this arm that these over
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out pose is the first thing.
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That also is in foreshortening
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but itself, because
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we have the completely arm
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in front of the pose
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but also the arm
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painted this.
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Also the arm have
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different levels.
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Like we can go this one.
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We can have this one, we can have
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this other one, and then
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the continual one is this
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and behind
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all of the body and the hand.
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Okay, and we have also the legs
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that are behind the arm
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but in front of the torso.
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And this leg also is
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behind what?
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The torso and the arms.
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But at the same time, that leg
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is connected to the
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other part of the leg that is behind.
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So this pose that can be a bit
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mostly known in general
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is interesting find
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than the rested people because
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all the levels of volume you have here.
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So that give you an idea of
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the 3D space
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and also the volume lost a character.
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So the foreshortening he is working
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for major were really interesting
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and is really important to you to manage
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these for make your work
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interesting for other people that
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they don't use these foreshortening they work
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but also
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because you can share information
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in some other new form, okay, so
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it's like you have a pose
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that everyone is using or
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or is really normal
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for reference, or in anime, or
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in anything of that.
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And you can have it
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analyze that
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and give it a different point of view
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so you can give it at different
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pose from the same material
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everyone is using.
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So that is the key here.
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So if we come back to this
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you can see.
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We can make another example
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that makes the pose more interesting
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on the foreshortening.
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So we can have
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we can make also
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that play in the head
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with the neck too.
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Taking in mind the volume of
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the head.
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So if we have perspective this way
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like this
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you have to draw eye
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at low level that the other one.
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Same with the hair
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you can play with different volumes.
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We have different volume of hair
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for give that sensation of
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perspective.
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So with these elements, you can give
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some extra information
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and making the people
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also more interested in your work
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because looks simple
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but at the same time
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shares a lot of information.
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So that's the idea in general of
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the foreshortening in some sketch
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you can make.
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For example, if I'm making the character
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from behind
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right, up in a chair.
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So instead of make
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the shoulder something like this
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and then also pose.
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You need to use the foreshortening.
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So, for example,
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you put the arms in a pose.
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You can make them like going behind
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then going forward.
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So you have the same pose
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but it's more interesting because
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I can stop it and see, and appreciate
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or you play it with the arm pose.
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And also because
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the shoulder is going behind
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can make the other
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arm
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going forward.
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So, you hear have a
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really clear example of how to use
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the subtle foreshortening
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in any pose.
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Or give a bit of volume
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and how to work your character.
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How the body of your character works.
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Okay so this is
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first thing.
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The second one is basically
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the curves.
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Because the curves
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not only that gives the
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flow of the body more big
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so we can put here flow
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of body movement.
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It also gives
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00:23:43,690 --> 00:23:46,703
the movement itself and
293
00:23:49,362 --> 00:23:52,393
makes the poses
294
00:23:54,745 --> 00:23:56,510
with rhythm.
295
00:23:57,722 --> 00:23:59,224
So the rhythm
296
00:24:00,478 --> 00:24:02,275
is the key here.
297
00:24:06,425 --> 00:24:09,461
So not only is now
298
00:24:09,462 --> 00:24:11,595
the foreshortening in game,
299
00:24:12,661 --> 00:24:15,081
but also the rim to pose.
300
00:24:23,451 --> 00:24:27,791
So we can show an example.
301
00:25:25,742 --> 00:25:27,874
We can say a bit
302
00:25:30,664 --> 00:25:34,308
bit pose.
303
00:25:50,825 --> 00:25:51,736
Got this curve.
304
00:25:56,557 --> 00:26:01,052
We can put it behind.
305
00:26:02,245 --> 00:26:05,643
Make that the arms go
306
00:26:08,200 --> 00:26:09,398
go over to.
307
00:26:11,195 --> 00:26:12,979
I think is more interesting
308
00:26:13,843 --> 00:26:15,663
go forward.
309
00:26:17,815 --> 00:26:18,930
Also make it
310
00:26:18,931 --> 00:26:21,115
a bit more challenging pose for you.
311
00:26:32,190 --> 00:26:34,909
And we can make these when
312
00:26:37,076 --> 00:26:39,795
in something like this.
313
00:26:45,321 --> 00:26:47,629
We can go here.
314
00:27:39,597 --> 00:27:43,426
Like that, and we can make
315
00:27:49,139 --> 00:27:51,123
like this arm also
316
00:27:51,124 --> 00:27:53,216
not only move forward
317
00:28:43,870 --> 00:28:45,331
Don't worry. It's like
318
00:28:46,973 --> 00:28:48,480
we can roughly.
319
00:28:51,101 --> 00:28:53,142
Also the hands only.
320
00:29:18,655 --> 00:29:20,246
Yeah, here is like
321
00:29:20,247 --> 00:29:22,006
find the correct thing
322
00:29:22,657 --> 00:29:24,570
for all the body.
323
00:30:16,696 --> 00:30:19,551
So you can play without
324
00:30:21,718 --> 00:30:23,624
that hand.
325
00:30:26,188 --> 00:30:28,322
And with this one that
326
00:30:28,323 --> 00:30:30,913
change the movement or
327
00:30:32,613 --> 00:30:34,570
this.
328
00:30:38,187 --> 00:30:40,548
Have more sense.
329
00:30:41,032 --> 00:30:43,605
Give something different also.
330
00:30:51,148 --> 00:30:55,403
And make this girl looking behind.
331
00:32:21,558 --> 00:32:23,473
I can change also there.
332
00:32:24,737 --> 00:32:27,861
Let me see like have this.
333
00:32:29,261 --> 00:32:32,401
And go mostly for something
334
00:32:36,347 --> 00:32:38,011
this.
335
00:33:30,874 --> 00:33:32,359
Here you have
336
00:33:33,891 --> 00:33:36,108
some more interesting pose.
337
00:34:00,608 --> 00:34:03,649
We can put the pose more small.
338
00:34:04,861 --> 00:34:06,466
And
339
00:34:19,474 --> 00:34:21,068
there with.
340
00:34:31,797 --> 00:34:33,426
So, for example,
341
00:34:40,270 --> 00:34:41,804
a curve.
342
00:34:42,670 --> 00:34:44,647
Here another curve.
343
00:34:49,795 --> 00:34:51,887
Also this is a curve.
344
00:34:53,587 --> 00:34:55,094
So
345
00:34:56,155 --> 00:34:57,750
here we are applying
346
00:34:58,009 --> 00:35:00,085
the forshortening and the curve.
347
00:35:00,925 --> 00:35:02,685
Where are the for shortening?
348
00:35:02,686 --> 00:35:04,454
Here are
349
00:35:05,125 --> 00:35:07,593
mostly in the arms.
350
00:35:09,211 --> 00:35:11,628
As you can see,
351
00:35:12,391 --> 00:35:15,072
of the arm that is going forward.
352
00:35:15,671 --> 00:35:18,870
And we are playing with the volume
353
00:35:22,056 --> 00:35:25,392
of the arm for give that idea of
354
00:35:28,060 --> 00:35:29,372
the volume of the
355
00:35:32,275 --> 00:35:33,961
arms of the character.
356
00:35:38,565 --> 00:35:41,409
You can see with your mind this kind of
357
00:35:43,051 --> 00:35:44,520
lines.
358
00:35:48,275 --> 00:35:50,325
And your mind is giving
359
00:35:51,195 --> 00:35:53,388
the volume that is correct
360
00:35:53,389 --> 00:35:54,909
for the arm and the idea
361
00:35:54,910 --> 00:35:56,613
that is going forward.
362
00:35:59,003 --> 00:36:00,630
And the change of
363
00:36:03,288 --> 00:36:04,639
grid
364
00:36:06,075 --> 00:36:07,649
also.
365
00:36:11,235 --> 00:36:12,532
We can see it
366
00:36:12,902 --> 00:36:14,755
in this leg here.
367
00:36:17,482 --> 00:36:22,273
Of this part, this part and this one.
368
00:36:48,412 --> 00:36:50,146
a line like that
369
00:36:50,894 --> 00:36:53,855
goes with the movement of the body.
370
00:37:08,610 --> 00:37:10,596
Here you have a pose that
371
00:37:13,005 --> 00:37:14,392
not this like
372
00:37:14,393 --> 00:37:17,415
a crazy pose. And can be interesting
373
00:37:17,416 --> 00:37:19,957
not being a crazy pose.
374
00:37:33,631 --> 00:37:34,717
Or we have
375
00:37:34,718 --> 00:37:36,357
of mark you again
376
00:37:37,083 --> 00:37:38,853
the curves.
377
00:37:40,133 --> 00:37:41,510
We have these ones.
378
00:37:43,077 --> 00:37:44,606
We have these ones.
379
00:37:47,576 --> 00:37:49,123
We have these ones.
380
00:37:55,744 --> 00:37:57,749
And we can have this one.
381
00:37:59,266 --> 00:38:00,843
We see a
382
00:38:06,541 --> 00:38:07,959
a whole
383
00:38:09,804 --> 00:38:12,245
block of energy
384
00:38:12,246 --> 00:38:13,874
in the curve here.
385
00:38:17,235 --> 00:38:18,624
Also the hair is
386
00:38:18,625 --> 00:38:20,795
doing a curve in some way
387
00:38:21,421 --> 00:38:23,066
with the movement.
388
00:38:29,405 --> 00:38:32,273
The clothes who also make that S.
389
00:38:32,812 --> 00:38:35,578
So that is something to have in mind too
390
00:38:35,975 --> 00:38:37,607
at the moment of
391
00:38:38,038 --> 00:38:39,474
doing the curves.
392
00:38:39,477 --> 00:38:41,819
But we will see it more forward.
393
00:38:42,816 --> 00:38:44,195
The elements of the body.
394
00:38:45,109 --> 00:38:47,474
But we can see the curve here
395
00:38:47,475 --> 00:38:49,787
and also the foreshortening.
396
00:38:49,788 --> 00:38:51,652
Foreshortening is like
397
00:38:51,653 --> 00:38:53,100
right here.
398
00:38:57,232 --> 00:38:59,046
Right here.
399
00:39:01,855 --> 00:39:03,175
Remember
400
00:39:03,473 --> 00:39:05,687
the simplification of the
401
00:39:06,752 --> 00:39:08,279
body parts.
402
00:39:08,280 --> 00:39:10,119
Literally the legs and the arms
403
00:39:10,613 --> 00:39:12,034
are cylinders
404
00:39:13,935 --> 00:39:15,763
connected with
405
00:39:15,764 --> 00:39:17,515
spheres.
406
00:39:19,078 --> 00:39:21,785
So when we are doing this
407
00:39:23,151 --> 00:39:26,068
kind of for shortening, it's more easy to
408
00:39:26,524 --> 00:39:28,490
visualize that
409
00:39:28,491 --> 00:39:29,913
and put in
410
00:39:30,279 --> 00:39:32,863
good position, the different elements.
411
00:39:33,318 --> 00:39:35,333
As for example, we can see
412
00:39:35,334 --> 00:39:37,413
this big cylinder of the leg
413
00:39:39,176 --> 00:39:41,930
of a sphere here. And this other
414
00:39:42,578 --> 00:39:44,461
cylinder as well.
415
00:39:49,454 --> 00:39:50,775
Same with that
416
00:39:50,776 --> 00:39:53,768
this one.
417
00:39:58,567 --> 00:40:01,090
And we can continue with
418
00:40:01,091 --> 00:40:02,853
the different points here
419
00:40:03,778 --> 00:40:06,018
of what make our work
420
00:40:06,019 --> 00:40:07,828
interesting.
421
00:40:16,428 --> 00:40:19,751
And for the final point, we have
422
00:40:37,405 --> 00:40:40,526
what we are talking about gesture is
423
00:40:40,945 --> 00:40:44,426
simple and
424
00:40:45,027 --> 00:40:49,553
exaggerated.
425
00:41:06,188 --> 00:41:11,064
So exaggerated body is mostly for
426
00:41:11,423 --> 00:41:14,281
as we see in the first part of this course.
427
00:41:19,718 --> 00:41:21,817
First the pose
428
00:41:21,818 --> 00:41:24,520
to get something more crazy
429
00:41:24,521 --> 00:41:28,143
and more far away of the natural.
430
00:41:39,071 --> 00:41:40,873
Natural or reality.
431
00:41:45,253 --> 00:41:46,843
So we have the exaggerated.
432
00:41:48,693 --> 00:41:50,157
Not is like,
433
00:41:51,245 --> 00:41:53,875
I am not really a fan of those pose that
434
00:41:53,876 --> 00:41:55,509
are really, really crazier
435
00:41:55,510 --> 00:41:57,565
that some animators made. But
436
00:41:58,013 --> 00:41:59,314
you know
437
00:41:59,648 --> 00:42:00,891
the right person
438
00:42:01,193 --> 00:42:03,987
needs to make it for have sense. But
439
00:42:05,042 --> 00:42:07,339
for example, I am talking about
440
00:42:07,756 --> 00:42:09,678
those that
441
00:42:13,226 --> 00:42:16,069
have the head here and no one.
442
00:42:31,004 --> 00:42:33,504
And you have something like this.
443
00:42:58,568 --> 00:43:00,731
We have this like
444
00:43:00,732 --> 00:43:03,080
really, really exaggerated.
445
00:43:06,911 --> 00:43:08,911
Not everyone knows how to do it.
446
00:43:17,511 --> 00:43:20,004
So what I am talking about when
447
00:43:20,005 --> 00:43:22,494
we are talking about exaggeration is
448
00:43:23,463 --> 00:43:26,929
if your pose is something like this,
449
00:43:45,664 --> 00:43:47,296
you can make something
450
00:43:55,702 --> 00:43:57,348
more crazy.
451
00:44:18,910 --> 00:44:20,958
And you can exaggerate more of the head.
452
00:45:11,101 --> 00:45:12,806
This kind of thing is
453
00:45:13,224 --> 00:45:14,876
from gesture
454
00:45:17,279 --> 00:45:18,884
mostly.
455
00:45:21,197 --> 00:45:23,838
Here we can apply
456
00:45:28,111 --> 00:45:29,829
the foreshortening
457
00:45:35,623 --> 00:45:37,510
which I do
458
00:45:38,974 --> 00:45:40,807
make the play of the arm.
459
00:45:41,042 --> 00:45:45,151
Most simple illustration.
460
00:46:54,848 --> 00:46:58,654
So we can find the curve here.
461
00:47:47,506 --> 00:47:51,513
Trying to draw it most fast as I can,
462
00:47:58,983 --> 00:48:01,262
so it not takes a lot of time.
463
00:48:13,884 --> 00:48:16,095
The idea here always is
464
00:48:16,481 --> 00:48:18,817
make poses that
465
00:48:19,552 --> 00:48:21,077
surely are esthetic.
466
00:48:21,078 --> 00:48:22,994
But show that you can make it
467
00:48:22,995 --> 00:48:26,319
interesting without,
468
00:48:29,799 --> 00:48:32,352
without this
469
00:48:34,921 --> 00:48:37,359
tips of samples or
470
00:48:41,500 --> 00:48:44,089
thematics we talked about already.
471
00:48:45,157 --> 00:48:47,731
Importance of the foreshortening.
472
00:48:48,749 --> 00:48:50,588
The importance of give volume,
473
00:48:50,589 --> 00:48:51,921
the importance of give
474
00:48:53,600 --> 00:48:56,663
information of the body
475
00:48:57,579 --> 00:48:59,132
for volume.
476
00:49:02,208 --> 00:49:03,994
Importance of
477
00:49:07,806 --> 00:49:11,029
the knowledge of put some fine anatomy
478
00:49:11,229 --> 00:49:13,103
for play with this
479
00:49:15,605 --> 00:49:17,199
without have fear
480
00:49:17,200 --> 00:49:19,474
of the mistakes.
481
00:49:27,501 --> 00:49:29,135
And you can see
482
00:49:36,010 --> 00:49:37,516
it works perfectly.
483
00:49:39,126 --> 00:49:44,045
You have a nice pose that is.
484
00:49:45,572 --> 00:49:46,929
Because out of life,
485
00:49:47,128 --> 00:49:49,949
it looks like she is moving already.
486
00:49:50,854 --> 00:49:53,619
But in reality, it's like
487
00:49:55,617 --> 00:49:56,968
a steady pose. But
488
00:49:56,969 --> 00:50:00,103
not looks like a steady pose.
489
00:50:10,532 --> 00:50:13,130
Ok? So that is
490
00:50:14,256 --> 00:50:17,260
thing I want you to have it
491
00:50:17,736 --> 00:50:19,009
in the future.
492
00:50:22,890 --> 00:50:24,283
So this
493
00:50:24,900 --> 00:50:26,714
can turn into this
494
00:50:28,445 --> 00:50:30,008
touching only
495
00:50:31,923 --> 00:50:33,568
this points
496
00:50:35,044 --> 00:50:37,583
that are very important at the base
497
00:50:37,584 --> 00:50:40,361
of make your work interesting.
498
00:50:40,613 --> 00:50:42,839
And with this thematic, we
499
00:50:43,101 --> 00:50:46,448
finish the second part of the course.
500
00:50:46,449 --> 00:50:48,252
And we can go jumping
501
00:50:48,609 --> 00:50:50,662
over the last parts.
502
00:50:50,663 --> 00:50:52,839
And we can make
503
00:50:52,840 --> 00:50:55,404
our final piece there.
504
00:50:55,405 --> 00:50:57,856
So see you in the next video.
29746
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