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These are the user uploaded subtitles that are being translated: 1 00:00:06,272 --> 00:00:07,673 Hello. 2 00:00:07,676 --> 00:00:15,949 Over the past period of time, we have learned about design elements and had some simple exercises to apply them to character design. 3 00:00:16,583 --> 00:00:23,089 From this time on, I designed the principle theory of design for the character 4 00:00:23,123 --> 00:00:27,694 Take a look at visual balance, based on future fluids and compositing. 5 00:00:28,428 --> 00:00:37,370 As I mentioned last time, if the design element is the alchemical wine material, then the design principle is just as tired as the alchemical wine. 6 00:00:37,404 --> 00:00:40,539 Simply put this material in Lysergic. 7 00:00:40,542 --> 00:00:48,147 Multi-use does not guarantee what can come out smoothly, put this material in how much lower material. 8 00:00:48,150 --> 00:00:55,055 Then only if I know what effect is the same, I can design as I like and also try to apply. 9 00:00:55,288 --> 00:01:00,859 It's hard to make your own design, to follow someone else's design, or to repeat a similar form 10 00:01:00,859 --> 00:01:03,081 Subtitled by online-courses.club We compress knowledge for you! 11 00:01:03,082 --> 00:01:09,069 If you're doing persona design, it would be a good exercise to understand these principles and actively try to design. 12 00:01:09,269 --> 00:01:16,910 From this time on, learning is not really something that is visible or necessary in character design. 13 00:01:17,310 --> 00:01:23,550 In addition to my design, in order to check for myself whether it's awkward or what principles are hidden in a good design 14 00:01:23,583 --> 00:01:25,885 I recommend that you definitely understand it. 15 00:01:26,419 --> 00:01:33,560 Unlike the visual elements that we discussed last time, we will understand the concepts and principles behind the design of 16 00:01:33,927 --> 00:01:41,301 It's more abstract and difficult to use words, a bit of difficult content for people who write lightly about design. 17 00:01:41,568 --> 00:01:47,507 However, even if it's not character design, it contains content that is available in different fields and styles, so 18 00:01:47,607 --> 00:01:52,912 If you have a desire for design yourself, I want you to definitely focus on watching it. 19 00:01:53,213 --> 00:01:58,084 First, let me understand what visual balance and integration is. 20 00:01:58,685 --> 00:02:05,157 When we see a design or an illustration, the 21 00:02:05,160 --> 00:02:12,732 There are some parts that require concentration and less stimulation that naturally draw the eye over. 22 00:02:12,866 --> 00:02:20,940 In the design, there are sea lights as strong as music and relatively natural flowing portents 23 00:02:21,341 --> 00:02:29,516 Because it is also this strong in the design, it can be divided into a part that strongly attracts the eye and a soft transition part. 24 00:02:29,782 --> 00:02:36,723 Some people usually think that painting is based on how realistically the form of the object is portrayed. 25 00:02:37,257 --> 00:02:42,662 If one is only concerned with the depiction of such forms, then the painting becomes too heavily old and disorganized, the 26 00:02:42,962 --> 00:02:48,501 Surprisingly, the design is often harder to understand for those who look at it than when it is abbreviated and painted. 27 00:02:48,768 --> 00:02:56,843 Just like organizing the order of keywords in the design process, it is also necessary to visually coordinate what is to be displayed and what is not. 28 00:02:57,110 --> 00:03:04,483 Therefore, illustrations without descriptions of sketches and other stages instead look better and convey more power. 29 00:03:04,486 --> 00:03:06,019 There are times when it appears. 30 00:03:06,986 --> 00:03:10,089 Usually, I make good sketches. 31 00:03:10,123 --> 00:03:16,161 After finishing, it seems like there's not that feeling of distress for people who generally say to draw 32 00:03:16,164 --> 00:03:23,102 Rather than not being able to portray enough, there is no understanding of the strong in the design. 33 00:03:23,436 --> 00:03:32,712 It is important to control this strength in the drawing in a balanced way, but balancing this visual strength is called visual balance. 34 00:03:33,346 --> 00:03:37,584 And this balanced visual configuration is called compositing. 35 00:03:38,184 --> 00:03:41,888 The structure is like composing in English, which is interesting. 36 00:03:42,121 --> 00:03:44,690 Some part of the design is the viewer that 37 00:03:44,693 --> 00:03:51,798 need to keep you focused, and certain parts, on the contrary, you can create a space that facilitates viewing that 38 00:03:52,131 --> 00:03:59,372 Thinking about these is planned and done in a design that allows the viewer to read the object with ease and enjoyment. 39 00:03:59,405 --> 00:04:07,379 So, in order to harmonize this visual balance, what visually influences the flow of stimulus strengths and weaknesses of vision 40 00:04:07,382 --> 00:04:14,387 what you should know, using these elements and principles to study your picture. 41 00:04:14,721 --> 00:04:23,663 Before asking whether the picture reads as expected, etc. whether the target is drawn, first check for yourself whether the picture is caused as I intended. 42 00:04:23,863 --> 00:04:29,702 So, the person drawing the picture before carefully zooming in and depicting their design 43 00:04:29,736 --> 00:04:36,843 needs to examine the design with the viewer's eyes in order to see the outline from a distance and understand what the object has drawn. 44 00:04:37,677 --> 00:04:43,650 It is necessary to check whether the visual balance is balanced because of the contrast of lines or area of the outline, etc. 45 00:04:43,816 --> 00:04:53,459 With an objective view, quickly continue reading overall to see if the design is not too much strong or not strong enough. 46 00:04:53,893 --> 00:04:59,666 So there's usually no reason to zoom in on the image when depicting the previous design that 47 00:04:59,966 --> 00:05:06,806 while doing your homework, and periodically perform small checks on the image to confirm that the visual balance is appropriate. 48 00:05:07,006 --> 00:05:12,679 Then let's look at the elements that focus the eye in order to balance the vision. 49 00:05:13,179 --> 00:05:18,818 Usually, when you look at an image, the first thing you recognize is the darker and brighter color of the beryl. 50 00:05:19,419 --> 00:05:26,092 This bailey has a strong contrast of sharp light and dark boundaries where the strongest and most focused eyes are. 51 00:05:26,192 --> 00:05:32,465 However, in the process of drawing a design, it is usually not possible to draw something with darker and brighter colors directly under consideration. 52 00:05:32,665 --> 00:05:39,539 However, in the process of sketching a design, you usually can't immediately consider something with a darker, brighter color to sketch it. 53 00:05:40,139 --> 00:05:47,113 So, it's hard to take advantage of that value right away in a line based drawing process, but later on the sketch will be a little bit more refined that 54 00:05:47,246 --> 00:05:54,354 This value should be valued when making pear colors and shadows, taking into account factors such as area and the flow of the line of sight. 55 00:05:54,387 --> 00:06:01,027 There is a second silhouette, the image inside the outline of the design filled with a single color is called a silhouette. 56 00:06:01,394 --> 00:06:08,067 The silhouette is one of the most important factors determining the first impression of a design, even without a high-density description of 57 00:06:08,101 --> 00:06:15,375 Designs that create an impressive atmosphere are usually dominated by visual balance, which works well in silhouette. 58 00:06:15,408 --> 00:06:22,215 The silhouette itself is cotton, but it can also be designed freely through the contour lines wrapped around it, so 59 00:06:22,548 --> 00:06:28,019 The first step of the design is generally considered to be the part that is considered from the drawing onwards. 60 00:06:28,022 --> 00:06:36,863 Consider visual stimuli and draw outlines that give a more visually diverse and original impression from the first impression. 61 00:06:36,896 --> 00:06:42,635 However, if you approach only in the direction of dynamism and grandeur, the silhouette is distorted. 62 00:06:43,035 --> 00:06:48,608 which would prevent you from perceiving the form, or the narrative that I'm trying to show. 63 00:06:49,142 --> 00:06:54,380 It's best to keep the outline of being able to recognize what the object is, and gradually trim it down a little bit. 64 00:06:54,480 --> 00:06:59,552 And the colors. The color of the painting, including black and white, is indispensable. 65 00:06:59,886 --> 00:07:05,291 Subjective images in white and difficult colors can be applied to the design. 66 00:07:05,825 --> 00:07:13,399 This relationship between color and color depends on whether the contrast, coordination or gradient is true. 67 00:07:13,533 --> 00:07:21,174 As objective a description as the theory of light and color, the 68 00:07:21,307 --> 00:07:29,282 The contrast, color, or saturation of shadows can be adjusted to focus the viewer's eyes and disperse their gaze. 69 00:07:29,415 --> 00:07:37,890 Because color is especially important in character design where color matching is important, later, after the content on overall silhouette and composition is finished 70 00:07:37,924 --> 00:07:43,796 Separate the colors only, I'll go to the community and explain again how to use them in the design. 71 00:07:43,896 --> 00:07:45,764 And finally the layout. 72 00:07:45,767 --> 00:07:53,773 Not just focusing on character design, but the spatial relationship between the target and the background, Leiye also determines the direction of the line of sight 73 00:07:54,207 --> 00:07:55,974 is one of the important factors. 74 00:07:55,977 --> 00:08:04,050 How much of the background is separated from the character, and how much of this red negative space is inside the future? 75 00:08:04,350 --> 00:08:13,025 Overall, it is also useful to consider how the character is placed in the space, for example whether the aborted silhouette is simple or complex. 76 00:08:13,159 --> 00:08:19,599 These factors are well outlined because they appear stable without having to be drawn larger even when viewed in a zoomed out manner. 77 00:08:19,699 --> 00:08:28,174 Personally, when I first sketched in my character design illustrations, I drew very small, where I coordinated silhouettes and typography that 78 00:08:28,207 --> 00:08:34,746 After successfully obtaining visual balance, its state is almost completely enlarged and it continues to do its job. 79 00:08:34,780 --> 00:08:38,384 So Xi'an and the finished composite agree. 80 00:08:38,618 --> 00:08:44,557 This way, working on the painting according to the plan not only allows you to concentrate, but also to have more confidence. 81 00:08:44,790 --> 00:08:51,230 Let's look in more detail at those elements that influence the modification of the design of the silhouette composition. 82 00:08:51,497 --> 00:08:57,636 The order to consider when checking the design is proportion and cool city oooh 83 00:08:57,639 --> 00:09:02,041 and change the layout of the results produced by this whole. 84 00:09:02,642 --> 00:09:09,482 Each element starts with a scale and affects the antecedent of the next element, just like the dotted line surface. 85 00:09:09,949 --> 00:09:12,551 For example, simply say scale and leading 86 00:09:12,554 --> 00:09:18,691 Instead of applying zero to the design separately, instead of just seeing the spacing ratio in the placement of the point elements. 87 00:09:19,058 --> 00:09:23,029 The ratio of the length and spacing of the line to the line element when drawing it. 88 00:09:23,396 --> 00:09:26,732 The silhouette shape composed of these outlines 89 00:09:27,199 --> 00:09:34,106 This means to constantly check how the layer clothes made of these shapes and spaces are composed of prior elements. 90 00:09:34,140 --> 00:09:36,275 So the proportions are important. 91 00:09:36,842 --> 00:09:42,714 Here, the dragon and the layout are best checked again during the xian process, so this time the time 92 00:09:42,717 --> 00:09:48,721 I'll concentrate on the proportions and lines that are appropriate for the character design. 93 00:09:49,021 --> 00:09:51,090 So let's learn about proportions first. 94 00:09:51,457 --> 00:09:57,730 There is a formula where our field of view shifts from large to small and the line of sight shifts to small to small. 95 00:09:58,230 --> 00:10:02,074 The line of sight tends to focus on smaller and more complex parts than on wide and simple areas. 96 00:10:02,075 --> 00:10:04,168 Subtitled by online-courses.club We compress knowledge for you! 97 00:10:04,169 --> 00:10:12,345 Thus, in equal proportions of "size" or "spacing", 1 is less intense and has no line of sight flow, so it is stable and fixed. 98 00:10:12,878 --> 00:10:15,247 Alternatively, a static effect will occur. 99 00:10:15,815 --> 00:10:20,086 So that in the design, frontal and evenly spaced, the 100 00:10:20,453 --> 00:10:27,226 or, if the line elements are not of uniform length, they are all uniformly oriented, or curved in the same way 101 00:10:27,793 --> 00:10:35,601 If the variables are now arranged in the same size shape or proportion, it means that the overall strength is weakened. 102 00:10:35,701 --> 00:10:44,910 Doors or lattice doors that account for equal numbers gradually see dimples on the surface of tiles, speakers, and microphones, and confirmation can be seen. 103 00:10:45,211 --> 00:10:52,918 Xiangyou speed of equal, like stripes or waves of bamboo forest, can see this direction consistent. 104 00:10:53,185 --> 00:11:01,160 There are some elements that are homogeneous, like the honeycomb, the orange cross section, or the wabalistic masses that 105 00:11:01,293 --> 00:11:07,166 Because the faces are evenly arranged, it is possible to confirm that the static and strong are weaker. 106 00:11:07,199 --> 00:11:13,773 Repeated even proportions are visually rare, the 107 00:11:14,407 --> 00:11:21,580 Even if it's not a confidential final background or game aspect, it's often used in the background of some kind of merchandise and other images. 108 00:11:21,914 --> 00:11:27,386 If used in character design, write such an average ratio where the density should be low. 109 00:11:28,020 --> 00:11:36,362 So personally, I describe it with a grid or repeat the text back where I draw the frame, like in the background, to avoid splashing. 110 00:11:36,395 --> 00:11:44,537 Conversely, if the perspective shows contraction, our line of sight goes from large to small. 111 00:11:44,937 --> 00:11:52,478 If the off-shrinkage is gradual along both lines of sight, then the direction we see is more intuitive. 112 00:11:53,045 --> 00:11:59,819 With this uneven scale, it is clearly possible to distinguish between large and small in terms of size or spacing. 113 00:12:00,286 --> 00:12:04,824 First, for ease of understanding, I tried to understand the distribution of proportions in terms of faces. 114 00:12:04,890 --> 00:12:14,300 In this way, if the design is large and the area of the mass house in the middle is smaller, it will produce a place where it can be used in addition to the flow of sight. 115 00:12:14,767 --> 00:12:21,774 Large and wide, small and fine, the design can be fitted with details. 116 00:12:22,108 --> 00:12:25,010 If you know an important formula, that would be great. 117 00:12:25,077 --> 00:12:32,151 The smaller the area when the detail is larger than the area, the easier it is to effectively focus the eye and show strength. 118 00:12:32,551 --> 00:12:37,223 Thus, a formula is that detail is inversely proportional to the size of the area. 119 00:12:38,023 --> 00:12:46,198 So large that in large areas, details are relatively difficult to save, so the ratio is relatively large factor 120 00:12:46,799 --> 00:12:53,005 Therefore, these line elements are long line elements, or distant points. 121 00:12:53,672 --> 00:13:01,714 Larger face elements have a more uniform and simpler effect when filling in internal details. 122 00:13:01,781 --> 00:13:09,121 These sections provide rest for the eye in the design, thus creating a sense of visual safety, and therefore when considering visual balance 123 00:13:09,388 --> 00:13:16,862 As image detail increases, it is best to make these large elements larger and simpler. 124 00:13:16,962 --> 00:13:23,469 The reason for this small area is that the detail of the intensive zone-branch appears, so you want to capture the line of sight in the design. 125 00:13:23,836 --> 00:13:27,840 I like to bring together these little things in the vocal point. 126 00:13:28,541 --> 00:13:33,712 The spacing is narrow, the layout is irregular and particularly strong. 127 00:13:33,813 --> 00:13:39,685 But these dotted-line elements are very small, and not where they are clearly visible on first impression, in the first place 128 00:13:39,718 --> 00:13:47,059 pulling the overall balance of the painting with very little impact, so the density and detail is not necessarily good. 129 00:13:47,459 --> 00:13:49,528 This means that detail is not everything. 130 00:13:49,662 --> 00:13:54,466 So in character design, when elements are divided into masses in this way 131 00:13:54,767 --> 00:14:00,406 These two large and small elements correspond to each other, so it is more than important to match each other. 132 00:14:00,906 --> 00:14:04,844 So, the smaller and finer the detail the higher in the painting the 133 00:14:05,110 --> 00:14:11,750 That means that the big and simple parts have to be made bigger and simpler so that the visual balance is more appropriate. 134 00:14:11,851 --> 00:14:18,958 In the picture of elements between large and small, or elements of the design that are neither small nor large 135 00:14:19,191 --> 00:14:21,727 becoming central to the design narrative elements that 136 00:14:21,927 --> 00:14:30,035 This narrative is something like props and devices that are used in the design to communicate key words to the audience 137 00:14:30,769 --> 00:14:35,908 including the character's face, weapons, special effects clothing, props. 138 00:14:36,242 --> 00:14:41,547 There are many parts of the character design that capture the main keywords and there must be parts that you want to show. 139 00:14:41,914 --> 00:14:49,855 Blindly designing those things as big or too small or too tiny, they don't work. 140 00:14:49,922 --> 00:14:57,029 The most important part of the painting is to take care of enough detail and still have proper visibility. 141 00:14:57,096 --> 00:15:04,103 That is, in one design, big and small play different roles, but these two elements 142 00:15:04,470 --> 00:15:10,743 Auxiliary for the large size of what you want to show in the character design. 143 00:15:10,776 --> 00:15:16,849 for conceptual and ironic things that are not presented visually at a medium size in the design. 144 00:15:17,416 --> 00:15:22,988 with large areas, small areas, and tiny details. 145 00:15:23,422 --> 00:15:31,030 corresponding to each character, the small things that are big and simple, will be modified more finely, the 146 00:15:31,230 --> 00:15:33,197 Need to balance the visuals. 147 00:15:33,200 --> 00:15:41,540 When these two factors are balanced, the greater the area or detail ratio, the more dynamic and dramatic the design will be. 148 00:15:42,041 --> 00:15:51,083 Conversely, if the difference between the two elements is not significant, the design will appear as cute, friendly, and subdued as a child's toy. 149 00:15:51,283 --> 00:15:55,487 I'll look at examples and see the role of the popular institute. 150 00:15:55,788 --> 00:16:05,197 When I draw like this one, I drew it with the reference called kelp, and it's very large and simple to see the wings. 151 00:16:06,498 --> 00:16:10,102 The curve itself is both long and simple, compared to the other parts 152 00:16:10,169 --> 00:16:18,443 compared to the human body of the character or the character's story of the knife, the fire, these jade ornaments, and things like that 153 00:16:18,446 --> 00:16:21,347 Silver takes up the middle number. 154 00:16:21,447 --> 00:16:28,420 So, these wings consist of very large sizes, so I need to bring the details together 155 00:16:28,754 --> 00:16:32,057 00:16:32,057 The chest part that the view focuses on 156 00:16:32,358 --> 00:16:39,498 These tiny ornaments, like the sword and the waist. 157 00:16:39,531 --> 00:16:45,604 Very small and thin, so this big wing gets bigger, so in matching detail. 158 00:16:45,871 --> 00:16:51,609 So, inside this large area, the dragon pattern and stuff like that, if you can see it, the face of this side 159 00:16:51,612 --> 00:16:59,651 balance is not balanced, and even if you work on the design that goes into the larger part, it's better to make it look vague. 160 00:17:00,152 --> 00:17:08,694 Conversely, here the line of sight is concentrated, the rest of the section is much denser, and the lines and the Zen master's hair are spaced even higher. 161 00:17:08,727 --> 00:17:17,102 The colors are much more contrasting compared to the colors, and the spacing between colors is narrower. 162 00:17:17,336 --> 00:17:20,472 This part is designed with a natural line of sight. 163 00:17:21,040 --> 00:17:22,973 And the line of sight of people. 164 00:17:22,976 --> 00:17:30,482 You could say that you start to see something from here, usually you see something small first, and then the line of sight extends outward and 165 00:17:30,883 --> 00:17:36,522 When you look at a big picture, it's the effect of concentrating the line of sight from wide to the middle. 166 00:17:36,655 --> 00:17:46,031 Like this character, the apron, the part, the pants and the jacket have a large design area, and the shape of this is very simple that 167 00:17:46,565 --> 00:17:55,507 And the color is also the overall degree, the contrast is very weak, the strength is small, but it becomes the device of this character narrative, this hat 168 00:17:56,775 --> 00:17:57,543 Or... 169 00:17:58,010 --> 00:18:02,881 Like this, if you look closely at the baskets and stuff. 170 00:18:03,415 --> 00:18:08,654 with high definition designs and sophisticated cats. 171 00:18:08,921 --> 00:18:14,893 Written with lines with complex outlines such as tuna with high definition. 172 00:18:14,960 --> 00:18:21,200 These signs and clothes require careful observation, the 173 00:18:21,900 --> 00:18:32,811 Or there's a logo inside the hat and also in the back, if you look at these 15 days this part, or the ribbons these details 174 00:18:33,112 --> 00:18:40,018 Look closely at the body of these characters and the concept of the fisherman, and I'll arrange it. 175 00:18:40,052 --> 00:18:42,821 And look at the outside line. 176 00:18:43,222 --> 00:18:50,829 Compared to the other parts, these parts that simply fall off become the narrative in this picture 177 00:18:51,163 --> 00:18:59,371 You'll notice that the face of this character, or the outer frame of these hands that are carrying the basket, is much more detailed and much more complex. 178 00:18:59,438 --> 00:19:07,111 And look at this design, if the cloak were gone, it would be cluttered. 179 00:19:07,114 --> 00:19:14,186 Because of the inclusion of this large, long cape, the visual balance is more assured. 180 00:19:14,686 --> 00:19:20,826 Even from a distance, the blade part of this blade part has a large area and less detail, the 181 00:19:21,727 --> 00:19:29,401 Weakly strong because it is a simple outer line, but this moderately poor area of the handle and the middle part of the blade section 182 00:19:29,535 --> 00:19:31,870 This part shows the shape of the wing that 183 00:19:32,171 --> 00:19:33,571 You can only tell by looking closely 184 00:19:33,574 --> 00:19:40,646 You can see that these decorations are concentrated on the edge end where the line of sight needs to be focused and on these connecting parts. 185 00:19:41,046 --> 00:19:43,982 A similar theory is used for shields like this that 186 00:19:44,283 --> 00:19:52,291 Overall, something so complex is clumped together, so the cloak must be put in so that the design balance is in there. 187 00:19:52,491 --> 00:19:58,797 And look at the character, it includes the skirt and the sleeves that 188 00:19:58,830 --> 00:20:08,407 Describe the part that is not very eye catching because the stripes are even compared to the other parts, or have little contrast like the white ruffles. 189 00:20:08,907 --> 00:20:17,049 On the contrary, most of it is drawn very simply, so the density of the detailed parts is very dense, so it can be considered visually balanced. 190 00:20:17,282 --> 00:20:24,256 Especially in the age seen now, these bags and hair books, etc., occupy a medium size 191 00:20:24,489 --> 00:20:26,792 So your character is a student 192 00:20:27,092 --> 00:20:35,701 If you look a little bit more closely, the character likes to be sure that the character is here to look closely, so do a layout. 193 00:20:35,901 --> 00:20:38,269 This is an interesting concept for elite soldiers. 194 00:20:38,272 --> 00:20:42,241 Inspired by an animal called this character sacrifice magpie. 195 00:20:42,874 --> 00:20:48,180 Did you do the design with that continuous work, using the real magpie again with a different keyword? 196 00:20:48,280 --> 00:20:54,920 So I look at the real picture and see how these large and small character assignments roughly appear. 197 00:20:54,987 --> 00:21:02,628 We talked about mass proportions in design, so this time let's take a look at lines. 198 00:21:02,694 --> 00:21:11,470 In conceptual elements, line refers not only to visible lines, but to the leading of abstract directions, like the flow of a potential or a line of sight. 199 00:21:11,536 --> 00:21:13,304 Element that includes straight lines. 200 00:21:13,307 --> 00:21:19,710 Simply, when drawing a side image or the outline of an object in the design, except for the Bayou color 201 00:21:19,713 --> 00:21:22,247 it is very important to use this line. 202 00:21:22,281 --> 00:21:29,620 And, when using the line to create the strength of the line of sight, the previously understood concept of proportion must be expressed in the good line that 203 00:21:29,623 --> 00:21:31,690 is what should be there. 204 00:21:31,757 --> 00:21:36,628 First, you can separate the lines with straight lines and curves. 205 00:21:37,029 --> 00:21:44,569 Straight lines perform well in terms of structure, power and direction, and curves work well in expressing positive feelings and flow. 206 00:21:44,603 --> 00:21:50,509 Because of the clear directionality of the straight line when delineated, and the flow of vision occurs more quickly, the 207 00:21:50,809 --> 00:21:58,350 In a predominantly straight line design, the effect is very effective in showing the direction of entry into the target, forward structure and force. 208 00:21:58,950 --> 00:22:08,593 Conversely, curves follow the line of sight through the point in the direction of the extension of the straight line, and are therefore good when emphasizing the continuity and flow of the target. 209 00:22:08,627 --> 00:22:16,568 Also, the line of sight follows for a longer period of time than a straight line, so the curve of the silhouette appears with a greater sense of volume. 210 00:22:16,768 --> 00:22:22,974 Even if only one effect is drawn, we feel the sense of speed and power in the curved part and the straight part. 211 00:22:23,108 --> 00:22:25,376 Same for the peers, right? 212 00:22:25,379 --> 00:22:30,716 Therefore, in design, curves and straight lines are suitable for their respective purposes. 213 00:22:30,749 --> 00:22:35,620 And don't just focus on the visible contours, or these boundary lines that 214 00:22:35,721 --> 00:22:41,760 or as abstract curved elements, like the flow of the line of sight, or both. 215 00:22:41,860 --> 00:22:46,765 So, is there a fixed place for curves and lines to be used? Not necessarily. 216 00:22:46,798 --> 00:22:52,704 The implication of this statement is that, just like this graph, the line between the curve and the line is blurred and 217 00:22:53,038 --> 00:22:58,610 In design, lines can be divided into relative curves and straight lines. 218 00:22:58,643 --> 00:23:08,086 Conversely, it is easier to distinguish between curves and straight lines if there is a significant difference in curvature, and works better when using each line. 219 00:23:08,120 --> 00:23:15,359 Thus, curves can show structure, force and direction, but if you use relatively straight lines, the 220 00:23:15,362 --> 00:23:18,230 If you understand that it's more effective, it's better. 221 00:23:18,397 --> 00:23:28,039 Earlier in describing curves and lines, I briefly told the story of the flow of the line of sight, which is characterized by moving along a line that has the direction of the line of sight. 222 00:23:28,673 --> 00:23:33,044 At this point, the time taken for the line of sight to move is called the travel link time. 223 00:23:33,178 --> 00:23:38,316 Just as the line of sight goes from large to small, the line of sight should be focused. 224 00:23:38,450 --> 00:23:45,123 Assign the mass small scale first to the main singing point, then set the direction and draw the outer line here 225 00:23:45,157 --> 00:23:51,630 Using lines such as the direction of the flow of the line of sight, you can rhythmically adjust the time during which the line of sight remains. 226 00:23:51,663 --> 00:23:56,468 Some changes are made in important aspects of the part of the design that you want to see. 227 00:23:57,202 --> 00:24:03,308 If you continue the line of sight directly with the vocal point, the design has a sense of speed, but the advantage is 228 00:24:03,642 --> 00:24:09,147 An overly simple flow can make the design monotonous and make the image not look like the following 229 00:24:10,015 --> 00:24:12,984 Conversely, a picture with too much distortion in the line of sight wouldn't look very good, right? 230 00:24:13,652 --> 00:24:17,722 So, we need to balance the flow of the line of sight. 231 00:24:17,823 --> 00:24:21,026 Travel times are checked in a very short order. 232 00:24:21,193 --> 00:24:29,033 In the design, we tell a virtual third part, with a strong, sight flow, if this part is too abstract 233 00:24:29,036 --> 00:24:36,307 If it is difficult to understand, it can simply be understood as the dividing line that divides the object by the peripheral gift body on the outline. 234 00:24:36,310 --> 00:24:38,643 Starting with the homogeneous example, let me look at it. 235 00:24:39,444 --> 00:24:48,019 If the targets are equal in size or spacing, etc., or if the line remains the same, the line will become a simple line with no accents. 236 00:24:48,653 --> 00:24:56,628 So, in general, the order of reading text - left to right, or top to bottom - the direction of the line of sight is a simple continuation. 237 00:24:56,795 --> 00:25:05,103 Therefore, methods that should not attract the eye should be designed to increase density equally when filling or making large areas of detail. 238 00:25:05,136 --> 00:25:09,007 Generally speaking, this tilt pattern and such are used a lot. 239 00:25:09,474 --> 00:25:19,084 Now, if you see the orange part inside of this, we designed this area to get narrower in spacing, so the line of sight goes down. 240 00:25:19,484 --> 00:25:25,023 The uniform ratio used inside is relatively a little bit stronger 241 00:25:25,423 --> 00:25:29,828 and a flat image that doesn't feel directional at that time. 242 00:25:29,861 --> 00:25:36,634 Like this part, because the very wide part is not the fill-in point, so at the top of this, the head and 243 00:25:36,637 --> 00:25:43,141 And the side side agricultural secrets 244 00:25:43,441 --> 00:25:46,978 Because on the yellow side, the view need not be strongly caught 245 00:25:47,279 --> 00:25:53,552 The metaphor of parity is used inside to make the line of sight appear to be impartially stable in a particular direction. 246 00:25:53,652 --> 00:26:00,758 The whole design is blue shaded and white 247 00:26:00,761 --> 00:26:08,567 Since it's only color-based, we can't emphasize the color much, so we should consider where this line of sight is going. 248 00:26:08,633 --> 00:26:14,539 So, at the top, or the outer layer where the design needs to be concentrated 249 00:26:14,806 --> 00:26:23,548 After aligning the intuitive straight line of the wide and simple part, this line will not stay long and will naturally continue all the way to the other side. 250 00:26:23,715 --> 00:26:29,220 The same irregularity of detail as in the black part. 251 00:26:29,754 --> 00:26:35,293 Strong contrast with the yellow gold, while in the case of the white 252 00:26:35,760 --> 00:26:43,334 The contrast is less, and the stripes fall in an even direction, etc., designed to avoid prolonged dwelling of the eye. 253 00:26:43,337 --> 00:26:47,172 Or, some areas are large and drawn simply enough that 254 00:26:47,405 --> 00:26:54,846 If this density is too poor compared to the rest, a design will be added to fill the density anyway. 255 00:26:55,380 --> 00:27:01,353 Don't use vague patterns, decorations, homes, or letters at that point. 256 00:27:01,653 --> 00:27:08,159 Fill the space with the usual common cut-and-paste or repetitive patterns that 257 00:27:08,393 --> 00:27:15,867 Add density to lines that don't upset the balance, as they don't visually add strength. 258 00:27:15,900 --> 00:27:23,441 Therefore, compared to curves, these linear elements are less strong and 259 00:27:23,742 --> 00:27:31,549 These straight lines are generally auxiliary compared to the intuitive use of curves such as straight lines over large areas. 260 00:27:31,683 --> 00:27:37,621 For example, characters are an overall direction, or most are curved 261 00:27:37,624 --> 00:27:44,829 with the same potential and direction that goes into this inside the knife, or these stabs or something like that. 262 00:27:45,296 --> 00:27:51,970 Ropes like this have intuitive straight lines, so the whole balances things. 263 00:27:52,137 --> 00:27:55,840 If it were curved, the drawing would be a little more rounded. 264 00:27:56,808 --> 00:27:58,809 In this design, the 265 00:27:58,812 --> 00:28:02,681 The overall rounded side image of the 266 00:28:02,981 --> 00:28:08,920 Prominent dips and bumps have straight lines that serve to aid the impression of the character. 267 00:28:08,953 --> 00:28:14,659 Overall, if the human body has such a rounded part, it will feel the yang sense of this part that 268 00:28:15,026 --> 00:28:22,033 It feels like the straight part of the body is relatively dominated by the sense of structure and directional meaning. 269 00:28:22,200 --> 00:28:24,602 And sometimes the dimensions change. 270 00:28:24,703 --> 00:28:31,743 Here, if the size interval of the target is small, the line of sight is focused to the directionality there. 271 00:28:31,876 --> 00:28:38,883 Here, if the size interval of the target is small, then the line of sight is focused there directionally. 272 00:28:39,050 --> 00:28:45,890 Usually, the spacing of props can be gradually reduced when placing equally spaced elements in a larger area. 273 00:28:46,191 --> 00:28:55,200 As the spacing of the lines gradually decreases, the line of sight will move in that direction if the density is filled, so you can use vocal points to naturally attract the line of sight. 274 00:28:55,233 --> 00:29:04,242 Size variation is good when using lines (such as the outline or folds of costumes and props) in character design, usually. 275 00:29:04,342 --> 00:29:10,215 Clotheslines like this, which are usually spread from the top 276 00:29:10,448 --> 00:29:15,754 So generally the effect of the human voice point in the head or the upper body when the line of sight moves naturally. 277 00:29:16,354 --> 00:29:19,090 or using the toes to draw the line of sight. 278 00:29:19,357 --> 00:29:25,130 If you use the line in this way, it will have the effect of focusing the eye on the toes. 279 00:29:25,463 --> 00:29:32,971 If you narrow the gap in a certain direction with something such as a clothing line or an outer line, you will focus your attention. 280 00:29:33,505 --> 00:29:35,873 If it can be shown vaguely. 281 00:29:35,876 --> 00:29:44,115 a little bit looser, look at what you can see inside, and the view can move. 282 00:29:45,083 --> 00:29:46,550 So, like a clothing fold. 283 00:29:46,553 --> 00:29:53,324 What is seen on the outer side profile represents this change in size that determines the direction of the line of sight. 284 00:29:53,391 --> 00:29:55,460 It's not very intuitive here, either 285 00:29:55,794 --> 00:30:03,134 is the direction in which this skirt is rising and the necklace wings are shrinking upwards in an overall fine hair form. 286 00:30:03,301 --> 00:30:09,707 If the interval or size of the arrangement is getting smaller, it means that the line of sight will be concentrated over there. 287 00:30:09,808 --> 00:30:17,882 And this unity deconstruction is more important, if something continues regularly, and with the part of unity used 288 00:30:18,116 --> 00:30:20,218 the line of sight will stop temporarily. 289 00:30:20,251 --> 00:30:27,859 So, it's like the direction of the flow of the line of sight, and then the part of the line that is briefly interrupted, and then the part that briefly breaks the pattern. 290 00:30:28,226 --> 00:30:34,098 In the line element, it is not only important, but the object is getting smaller and smaller that 291 00:30:34,499 --> 00:30:40,871 In most design elements, for example, slightly larger, or the spacing will change slightly 292 00:30:40,874 --> 00:30:48,613 When a place of uniform use appears, the direction of view stays there for a while and then continues in the direction of continuation. 293 00:30:48,646 --> 00:30:53,151 For example, in this design, the line of sight extends from the bottom to the top of 294 00:30:53,318 --> 00:30:58,690 The wrap belt suddenly twists its direction and pauses slightly as it passes through this section. 295 00:30:59,157 --> 00:31:07,432 Adding something like the I important part of the line or something like that to this stop means staying in that part of the line of sight for a while before going up. 296 00:31:07,599 --> 00:31:10,902 It's not visible next to this, but there's a map or something like that. 297 00:31:11,436 --> 00:31:18,776 00:31:18,776 Same thing here, the eastern bird as a whole continues along the curve, and there's no point where it can hurt it that 298 00:31:19,043 --> 00:31:26,350 something so contrasting across that the flow of vision is once broken, whatever detail there is in this part 299 00:31:26,353 --> 00:31:29,320 means that we look more closely. 300 00:31:29,354 --> 00:31:36,793 This design is also natural upwards, without doubts or blockages, so that the diagonal details go away. 301 00:31:36,796 --> 00:31:43,668 Meaning that if Rozier, this part of the view will stop briefly, wondering if you want to look at this part. 302 00:31:43,701 --> 00:31:51,809 Deconstructing with unity is a simple but effective way to control the flow of vision that 303 00:31:52,243 --> 00:32:01,352 It is this unity dissolution that is most valued when focusing the line of sight with vocal points, and the natural continuation of the week without great importance of 304 00:32:01,619 --> 00:32:04,322 This part also has some negative space that 305 00:32:04,555 --> 00:32:10,929 Continuing in a natural way, the regularity of the 4 words is broken, there is prominence, and it follows again. 306 00:32:11,462 --> 00:32:18,736 Here too, when straight out from this hair, this Kara part pops up and 307 00:32:18,970 --> 00:32:21,205 This part will stay slightly out of sight. 308 00:32:21,272 --> 00:32:27,412 Again, overall, it's made up of simple lines, and if you look from the tip of the hair or the tip side of the skirt 309 00:32:27,445 --> 00:32:33,885 So much space, forming the silhouette that comes in and makes this part slightly more appealing to the eye. 310 00:32:33,952 --> 00:32:41,124 Same here, there's nothing to see behind this, so I removed the silhouette in as simple a form as possible. 311 00:32:41,127 --> 00:32:50,101 If you look at the iron, at the tip of the cap or the same part of the notch like this, the view is short, but you can stay, especially from the overall view 312 00:32:50,601 --> 00:32:58,242 Looking at this one you can't see the regularity of the front, the silhouette is very concave and the details and lines are short, so 313 00:32:58,509 --> 00:33:01,245 The line of sight is focused on this part. Meaning. 314 00:33:01,412 --> 00:33:08,486 Can be written with these outlines, even if not lines, colors and values similar to the colors in between placements 315 00:33:08,519 --> 00:33:14,158 When the part that breaks the uniformity appears, generally that part is the vocal focus. 316 00:33:14,726 --> 00:33:22,000 So this deconstruction of unity does not take steps if it is issued indiscriminately, and overall the flow of vision continues naturally, the 317 00:33:22,300 --> 00:33:25,970 It is better to change the direction of the line of sight only temporarily where it is needed. 318 00:33:26,137 --> 00:33:32,309 Deliberate character if character design is completed but character illustration is not clearly visible. 319 00:33:32,312 --> 00:33:39,116 Make the background a very simple shape so that the important parts of the character are outside the frame 320 00:33:39,119 --> 00:33:44,522 If you mount it diagonally like this, you will naturally see the effect of focusing the eye. 321 00:33:45,323 --> 00:33:51,362 Examples like this can often be seen in the work of painters like Norman Logue of American Commercial Fine Arts. 322 00:33:52,030 --> 00:33:59,070 Personally, in my study of this silhouette or flow of vision, he referenced the work of a number of painters named Robel 323 00:33:59,670 --> 00:34:06,811 Although the material of the image cannot carry it, generally such commercial art, because of the concentration of the viewer's eyes, is counterproductive, the 324 00:34:07,078 --> 00:34:12,750 As you can see from that section, what you heard today is very applicable. 325 00:34:12,850 --> 00:34:17,188 If the arrangement of these curves is not linear 326 00:34:17,588 --> 00:34:23,728 The travel time is prolonged relative to a straight line of sight flow along a continuous direction. 327 00:34:23,761 --> 00:34:29,100 In character design, you deliberately position the arrangement of something in a curved direction that 328 00:34:29,400 --> 00:34:37,041 The line of sight passes through there and the travel time is naturally extended, making the design look more fulfilling. 329 00:34:37,074 --> 00:34:43,880 In contrast, if they are placed with curves, they usually break the symmetrical structure, so as opposed to symmetrical designs 330 00:34:43,915 --> 00:34:46,784 to think about visual balance. 331 00:34:46,884 --> 00:34:54,859 Like these drawings, there's actually no visual drawing of lines in this, but I deliberately have some rests in the line of sight that need to be 332 00:34:55,159 --> 00:35:02,967 strong positioning of the parts that should be focused on the branch lines, so that the direction of the line of sight becomes so natural. 333 00:35:03,067 --> 00:35:08,506 So, even though there's not a lot of design in this, the picture looks full of the effect of these design elements 334 00:35:08,639 --> 00:35:14,879 And, I can tell you that it works better when strongly positioned in the curve. 335 00:35:15,012 --> 00:35:23,320 And if this abstract sight flow line is hard to exploit, then free curves like hair or effects hem 336 00:35:23,323 --> 00:35:29,260 The travel time can be extended if the parts that can be applied to silhouettes are drawn as curves. 337 00:35:29,327 --> 00:35:35,433 Like these hairs, or these feathers, which are really curved. 338 00:35:35,733 --> 00:35:41,472 meaning that it's a much closer look at that part than when you're drawing with a straight line. 339 00:35:41,506 --> 00:35:43,741 Where the uniformity is broken. 340 00:35:43,975 --> 00:35:51,282 If a line perpendicular to the direction of the line of sight intersects, the line of sight will end there briefly and continue again. 341 00:35:51,949 --> 00:35:59,957 The line of sight is interrupted, which works better in background design in places like cross-scrolling games, than in character design 342 00:36:00,391 --> 00:36:09,233 Distinguish lines perpendicular to the flow direction of the line of sight when dividing the upper and lower body, or when you want to accurately distinguish between parts and components. 343 00:36:09,867 --> 00:36:12,103 Overall, if used, the 344 00:36:12,436 --> 00:36:13,870 is a painting 345 00:36:13,873 --> 00:36:21,913 There are cases where it is useful to draw an outline with an X. This produces a very dynamic effect if you draw a certain outline with extras. 346 00:36:22,413 --> 00:36:26,317 And it is taken for granted that this intersection point is the synthesis point. 347 00:36:26,484 --> 00:36:35,059 For example, when the human body is stretched vertically from head to toe, such as a wrapped chest text or a powdered barge. 348 00:36:35,126 --> 00:36:41,532 Or things like these lines that go across the car are different anywhere, so the parts will separate. 349 00:36:42,066 --> 00:36:48,905 Parts that need to be distinguished in the character design, if they can be perpendicular to the continuous direction of the line of sight 350 00:36:48,908 --> 00:36:55,313 The direction is an intuitively visible linear element, and the distinction is very effective once the element that breaks the unity appears. 351 00:36:55,346 --> 00:37:01,385 Usually, when distinguishing between these parts and components, in order to avoid the feeling of simple isolation 352 00:37:01,652 --> 00:37:09,093 There are these transitions, and these transitions have different effects depending on the type, which we'll look at later. 353 00:37:09,227 --> 00:37:17,635 So, overall, when these designs create symmetry, the balance is improved and it feels more stable and static compared to the other parts. 354 00:37:17,935 --> 00:37:19,469 Strength will become weaker. 355 00:37:19,472 --> 00:37:27,712 Therefore, when divided into masses, the design elements corresponding to the larger pieces, it is valid to use symmetry to look stable if possible. 356 00:37:28,279 --> 00:37:33,651 Conversely, asymmetrical elements create dynamics and strength, as the sense of balance decreases. 357 00:37:33,751 --> 00:37:41,792 Instead, to regain a sense of balance compared to symmetry, be sure to adjust size and color, etc., for visual balance. 358 00:37:41,826 --> 00:37:49,300 If the design itself is asymmetrical, if intended, there are ways to balance it in the overall pose and outline of the illustration. 359 00:37:49,400 --> 00:37:57,041 When this overall synthesis fits as expected, any design can be stable and firmly balanced. 360 00:37:57,074 --> 00:38:03,713 In order to match this visual balance, many people need to check the box in the character design, in the composite 361 00:38:03,716 --> 00:38:06,250 Let me tell you briefly about the four lists. 362 00:38:06,350 --> 00:38:11,756 First, in the design, can the prop or element clearly distinguish what the public 363 00:38:12,123 --> 00:38:17,795 And to make sure that the roles of those that act as a place for the public are each sufficiently contrasted. 364 00:38:17,895 --> 00:38:24,302 Even if it just takes full advantage of the proportions, the design balances the visual balance well and fits the respective roles here 365 00:38:24,602 --> 00:38:27,605 Something big and simple, and big and simple. 366 00:38:27,805 --> 00:38:35,912 The line of sight becomes a resting place, and the small and irregular elements must be dense to the point where the line of sight is concentrated in order to be more effective for strong conditioning. 367 00:38:35,915 --> 00:38:40,284 So, whether it's a character's face or a weapon, where the narrative of the painting 368 00:38:40,584 --> 00:38:48,391 The overall size is medium. In order to see clearly in the illustration and also to get the details, you need to adjust the scale, right? 369 00:38:48,394 --> 00:38:53,364 and the third point. 370 00:38:53,731 --> 00:38:59,804 As a result, I had to make sure that my character was drawn in a balanced way, even if it was short from a distance. 371 00:38:59,837 --> 00:39:06,577 If the line of sight is focused naturally on where I expect it to be in it, then I think it's okay to progress to a certain point. 372 00:39:06,977 --> 00:39:11,215 I can see other parts compared to the parts that I want to show properly. 373 00:39:11,549 --> 00:39:17,455 Or, if the view is not more focused than expected, that means some kind of visual balance is wrong. 374 00:39:17,488 --> 00:39:22,259 There is also the factor of whether there is a change in the time travel time of the line of sight movement. 375 00:39:22,293 --> 00:39:25,863 You have to check if it's rhythmic. 376 00:39:26,497 --> 00:39:32,236 The design is too simple because the props or devices are linear 377 00:39:32,470 --> 00:39:38,843 Or, if drawing the outline is too complicated, or if the outline changes too little, the 378 00:39:38,876 --> 00:39:41,145 the design may end unfortunately. 379 00:39:41,178 --> 00:39:48,352 Therefore, the part to stabilize is to use regular separate or dotted and symmetrical ones, removing the strong 380 00:39:48,719 --> 00:39:55,993 The parts of the view that must be focused are the asymmetrical, irregular, and unity-breaking elements that must shake up the flow of the view. 381 00:39:56,394 --> 00:40:02,532 If the line of sight moves in a linear direction, then this center or trigger point 382 00:40:02,535 --> 00:40:09,273 Line of sight places props in a curved pattern, which naturally increases travel time. 383 00:40:09,373 --> 00:40:17,114 These lists not only include sketches and drawings, but also require constant confirmation during the process of coloring and correcting the images. 384 00:40:17,415 --> 00:40:19,650 I hope I must check it myself. 385 00:40:19,683 --> 00:40:26,723 I was personally very concerned about this visual balance, so before I did this work, in sketching and xian work 386 00:40:26,726 --> 00:40:33,430 Accelerate the overall process of illustration, look at the approximate results, and see if the compositing is appropriate. 387 00:40:33,433 --> 00:40:37,501 Only after confirming that it is sufficient on the benchmark, can we move on to this work. 388 00:40:37,601 --> 00:40:45,042 Techniques such as drawing and coloring can be continuously degraded in this work, but when the overall composition starts to be fixed 389 00:40:45,242 --> 00:40:48,045 it's hard to finish in the middle of a task that 390 00:40:48,412 --> 00:40:54,618 If possible, I would double-check that xian work that was done after the creative sketch. 391 00:40:54,752 --> 00:40:57,721 If you can, listen to this lecture. 392 00:40:58,055 --> 00:41:05,229 Don't go straight to sketching, and hopefully Xian homework and quality once more attentive and distressed than usual. 393 00:41:05,262 --> 00:41:12,136 Understand the basics of contouring and compositing for character design - visual balance. 394 00:41:12,169 --> 00:41:18,042 One might think that character design needs something like this 395 00:41:18,542 --> 00:41:22,446 00:41:22,446 but in fact these design theories are simple and not easily appreciated. 396 00:41:23,147 --> 00:41:29,819 004 00:41:22,447 while repeatedly designing, to learn the feeling and skills to be able to use the content in various designs in general. 397 00:41:29,822 --> 00:41:38,562 So in the following time, we analyze various designs that use this visual balance of static and dynamic design 398 00:41:38,929 --> 00:41:46,203 And also, let's look at the line of sight and the human voice point with various examples of how people believe in Liao Jin Jiang doctors. 52786

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