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These are the user uploaded subtitles that are being translated: 1 00:00:06,000 --> 00:00:07,182 Hello. 2 00:00:07,185 --> 00:00:14,300 Until last time, we tried a static design and a dynamic design for character design and silhouette. 3 00:00:14,633 --> 00:00:22,283 This time, than the design of the silhouette outline to emphasize the object based on the connection of props and props, etc. 4 00:00:22,316 --> 00:00:25,183 Let me see how to disconnect. 5 00:00:26,033 --> 00:00:32,516 This talk is the last hour of this character design presentation that I'm handling at Colosso. 6 00:00:32,983 --> 00:00:41,066 The detail section is also covered in the character design, which is needed for the final touch-up of the character design practiced so far. 7 00:00:41,383 --> 00:00:45,500 If you are interested in design while working on 8 00:00:45,866 --> 00:00:51,350 I hope you will enjoy watching the content of this explanation and apply it to your work water. 9 00:00:51,500 --> 00:00:59,483 First of all, until the past time you have gradually understood the design theory as a whole, you must have listened carefully to the character design only once. 10 00:00:59,633 --> 00:01:04,287 In this state, you need to touch all the parts to be simplified and the parts to be emphasized before trimming the sketch. 11 00:01:04,287 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 12 00:01:08,716 --> 00:01:15,983 When you hear "what is simplification", you might think, "I've done serious design, why do I have to simplify? 13 00:01:16,816 --> 00:01:23,032 Using a variety of keywords and complexity theory to construct designs that 14 00:01:23,035 --> 00:01:28,633 00:01:23,033 you've probably designed more props than you thought, and very flashy designs. 15 00:01:29,066 --> 00:01:35,450 In fact, the designs tend to be more effective in many ways than adding something. 16 00:01:35,483 --> 00:01:42,116 So, the process of grouping and simplifying complex parts of the design is necessary. 17 00:01:42,433 --> 00:01:50,216 The person who draws spends several hours of days planning and depicting his work. 18 00:01:50,566 --> 00:01:58,750 You can see all the props in the drawing, but instead, if you are the one who looks at the drawing, except for designing a few characters 19 00:01:58,766 --> 00:02:06,116 it's much faster to look at a lot of designs, so the tendency is to look at the design as simply as possible. 20 00:02:06,166 --> 00:02:14,299 So, in order to make the character design more communicative to the viewer, many of the line designs have simple props and silhouettes that 21 00:02:14,302 --> 00:02:16,365 become intuitive. 22 00:02:16,368 --> 00:02:24,200 So, it is very important to make the design more memorable and accessible with only minimum elements in the character design. 23 00:02:24,550 --> 00:02:27,566 This accessible design that 24 00:02:27,583 --> 00:02:34,583 words may become difficult, you may have seen the closing of the character in the game you're playing. 25 00:02:35,033 --> 00:02:42,750 The design is generally simple, the design is simple, the design is simple. 26 00:02:42,766 --> 00:02:51,500 No matter which person looks at a character, there are only a few common elements that stick with me, because that's how the whole character design is realized. 27 00:02:51,833 --> 00:03:00,500 For example, a representative simplified and visually displayed item on this purple Twitter 28 00:03:00,800 --> 00:03:07,283 The wings of the headset and overall, the outfit is a simple hoodie and white pants. 29 00:03:07,733 --> 00:03:14,750 If the keywords are so intuitive and the design is simple, then everyone who sees these things 30 00:03:15,000 --> 00:03:20,866 When using my style, association becomes easy and easy to apply. 31 00:03:21,016 --> 00:03:27,916 In terms of this character, I was inspired to create, in a show called Discode 32 00:03:28,316 --> 00:03:34,332 Various talent roles of these characters have physical and design elements applied so that it's easier to get into 33 00:03:34,335 --> 00:03:36,716 I'll try to simplify the design a little bit. 34 00:03:37,250 --> 00:03:44,266 Conversely, too many props require the above details to be assembled in a design that creates walls between the workers and the audience. 35 00:03:44,416 --> 00:03:50,750 So we have so many things that we want to show in the character design that we keep adding to the design that 36 00:03:51,083 --> 00:03:59,150 The more points to see in the design, the less important the elements are, and the more complex the design is, the less communicative it is. 37 00:03:59,300 --> 00:04:07,350 In this way, the person working may find it interesting, but the person looking at it has a hard time reading the design, so there are communication walls and things like that. 38 00:04:13,916 --> 00:04:21,350 simplify and emphasize them, leaving only the three least important elements so that they don't get added or deleted. 39 00:04:21,382 --> 00:04:24,050 It's best to focus on effective use. 40 00:04:24,383 --> 00:04:31,883 Simplicity will only make the character design boring, so the emphasis will be considered together with the simplified design. 41 00:04:32,266 --> 00:04:40,250 Applying size differences to the design of things like the deep shape of the human body will definitely make important items larger. 42 00:04:40,700 --> 00:04:44,833 Some people may think that only cultivating him is emphasized. 43 00:04:45,116 --> 00:04:50,116 In fact, emphasis is not just about excelling at target size. 44 00:04:50,150 --> 00:04:57,316 Illustrates the shape of design elements, structural shapes, and a more visual representation of colors. 45 00:04:57,683 --> 00:05:04,666 Therefore, the size of the size to be emphasized face size thickness face thickness edge or bump, etc. is not ambiguous. 46 00:05:04,733 --> 00:05:07,283 It should be described more definitively and simply. 47 00:05:07,850 --> 00:05:14,265 Especially a real feeling like mine, a casual sense of design is tasteful new words, including the human body of the figure 48 00:05:14,268 --> 00:05:20,100 All elements of the design after the deformation of the form are very free 49 00:05:20,483 --> 00:05:26,216 Using these post-forms makes the elements look simpler and the effect more favorable. 50 00:05:26,816 --> 00:05:35,266 And, as you will no doubt recall, as the design goes through the stages of adding details, the more the keyword and time elements become less emphatic. 51 00:05:35,683 --> 00:05:44,183 Therefore, if possible, it is best to clearly emphasize the parts to be emphasized in the initial process when the design is a bit rough and inaccurate. 52 00:05:44,683 --> 00:05:52,850 In addition, commercial illustrations will also be found modifying other people's character designs, such as toning of traditional characters, secondary creations, etc. 53 00:05:53,266 --> 00:05:59,749 Weakly emphasized designs in the original character design can become blurred as the stage progresses. 54 00:05:59,752 --> 00:06:02,216 Also keep in mind that this is easy. 55 00:06:02,633 --> 00:06:06,566 So, let me understand this simple I and emphasize what is needed. 56 00:06:06,866 --> 00:06:13,699 It's usually easiest and most effective to simplify and emphasize the use of color schemes, but the book covers things 57 00:06:13,702 --> 00:06:21,166 will be viewed in the next lesson with a focus on color matching, and this time, we'll look through it with a focus on what might be used in drawing. 58 00:06:21,800 --> 00:06:25,766 First of all, for simplicity, let me understand what modifications are needed for the design. 59 00:06:26,266 --> 00:06:32,266 The simplification process is generally done while modifying the design, so please refer to the description for that. 60 00:06:32,366 --> 00:06:36,650 Please be sure to check if there is something that can be applied to your own work. 61 00:06:36,883 --> 00:06:42,466 First, it's best to focus the spacing of props that are too far away. 62 00:06:42,566 --> 00:06:47,083 At this point, when the props are close to each other, the center of view naturally follows. 63 00:06:47,333 --> 00:06:52,283 If these objects are about the same size, they become too complex. 64 00:06:52,316 --> 00:06:58,250 If possible, distinguish between large and simple major elements and small complex elements. 65 00:06:58,316 --> 00:07:02,483 Also, it is better to unify the individual directions a bit. 66 00:07:03,000 --> 00:07:10,650 It's good to make the direction that the main and western system elements just described are facing, so that the western elements can keep up with the feeling. 67 00:07:10,666 --> 00:07:19,166 Usually, things that split and separate a lot usually have special effects like hair and ragged hems. 68 00:07:19,550 --> 00:07:27,083 These individuals are divided into primary and western objects, uniform directionality, etc. There are so many cases where simplification is needed. 69 00:07:27,166 --> 00:07:32,633 In your previous drawings, the hair was too large and undirected, the 70 00:07:33,016 --> 00:07:40,550 The outline of something as big as the hem and the cape effect is not too politician industrial, so please confirm it. 71 00:07:40,666 --> 00:07:47,000 If the shape of the object becomes too simple, then in the process of bringing the objects together and unifying the orientation 72 00:07:47,266 --> 00:07:50,783 Just make those blocks slightly worse in curvature. 73 00:07:51,016 --> 00:07:54,750 Let me look at some examples and see. 74 00:07:55,016 --> 00:07:56,699 In this illustration, the 75 00:07:56,702 --> 00:08:04,616 A lot of grass is gathered, and the main element, so to speak, is this large taro leaf most simply and intuitively facing upwards 76 00:08:05,000 --> 00:08:10,316 Other western elements included are the small flowers that 77 00:08:10,700 --> 00:08:14,633 There are also various gatherings, major and western are clearly separated. 78 00:08:14,683 --> 00:08:22,283 As they gradually aggregate, they will naturally go to the bottom, and if they are of equal size 79 00:08:22,316 --> 00:08:26,783 We may have difficulty focusing on the character Ehlers. 80 00:08:27,166 --> 00:08:32,966 And also, this illustration also does an advance with the pandian that I just read 81 00:08:33,049 --> 00:08:38,049 You can see that the glowing green is dotted together. 82 00:08:38,082 --> 00:08:45,616 One of the parts with the greatest light intensity, while the rest of the elements are relatively weak light clowns. 83 00:08:45,650 --> 00:08:51,533 The blind and the tee are not divided enough, so this is the most important, which looks more intuitive. 84 00:08:51,766 --> 00:08:58,915 Even with the design, those important props dominating in the middle 85 00:08:58,918 --> 00:09:06,115 Roughly, there are generally similar directions, confirming that the picture assembles the details so as not to be too mentally deranged. 86 00:09:06,118 --> 00:09:07,965 You can see it. 87 00:09:07,968 --> 00:09:16,250 Like this character design, the head of "Sinology is very large, very richly divided, and these are not divided into various directions. 88 00:09:16,516 --> 00:09:23,115 With the simple direction of the comb, the small hair starts from the west side of the path, and this directional unity. 89 00:09:23,118 --> 00:09:25,433 The design is simplified. 90 00:09:25,700 --> 00:09:31,166 If these hairs spread in all directions, then the silhouette becomes complicated and 91 00:09:31,466 --> 00:09:37,166 We realize that the hair is going to be slightly more complicated than we thought. 92 00:09:37,250 --> 00:09:43,883 Especially when drawing long hair, this is usually the case, if possible 93 00:09:43,916 --> 00:09:51,266 It is better to use a curve of similar curvature if you only eat a large piece and pour or serve in the middle. 94 00:09:51,533 --> 00:09:58,166 For example, when you say in this way that the hair is quite diffuse, if you say that you don't like every clump to be too simplistic. 95 00:09:58,250 --> 00:10:00,739 you can see that every age is the same. 96 00:10:00,740 --> 00:10:02,825 Subtitled by online-courses.club We compress knowledge for you! 97 00:10:02,826 --> 00:10:02,865 The difference in curvature is a little bit different, the 98 00:10:02,868 --> 00:10:09,566 Because the folding points are different, there is some uniformity, so the hair is easily perceived, I guess. 99 00:10:09,866 --> 00:10:18,266 If you zoom in on these fine hairs, they extend in a similar direction, rather than spreading out with each hair. 100 00:10:18,533 --> 00:10:24,416 There are differences in curvature, and only those things that are very thin deviate from the direction of curvature that 101 00:10:24,750 --> 00:10:28,916 When you look at this hair from a distance, you can make it simpler. 102 00:10:29,116 --> 00:10:36,050 Not only the hair, but even if some details are gathered, it's important to unify this directionality to some extent. 103 00:10:36,150 --> 00:10:39,200 The whole design is unified, the 104 00:10:39,416 --> 00:10:45,900 When you look at the picture from a distance, it's also easier for the people you see to become aware of the design when you look at the picture as a whole. 105 00:10:46,066 --> 00:10:53,866 And long lines are not distinguished by short lines, and the shape and form of the object becomes too complex if similar lines are clustered together. 106 00:10:54,266 --> 00:10:58,850 If possible, it is better to use long lines mainly and short lines with serves. 107 00:10:59,000 --> 00:11:07,016 For example, like this photo, small buildings have very short outside lines, so it takes a long time to identify their shape. 108 00:11:07,433 --> 00:11:15,883 Like in the case of the starting path, it's relatively easy to recognize this path because of the simple and long trapped lines, I guess. 109 00:11:16,166 --> 00:11:22,583 Similarly, Lee Sun-hee's one includes something like the stream of sight in addition to the hair-like true lines. 110 00:11:22,916 --> 00:11:30,800 If it is difficult to apply, just look at the outline of the character design first and then verify that it is not bent too much. 111 00:11:30,866 --> 00:11:38,333 Simple and long lines do exist in the silhouette, but the strength of the line of sight can be steadily pushed in a shorter direction. 112 00:11:38,550 --> 00:11:44,382 Look at these examples of long lines well done, see how they are used, and see how they are exploited. 113 00:11:44,385 --> 00:11:50,566 Inspired by a theme called Hellscape, like character design 114 00:11:50,633 --> 00:12:01,166 If you look at it, the skirt that drops greatly in the back, or this long grass skirt or bow or something like that, it does use a long line to indicate that. 115 00:12:01,433 --> 00:12:04,383 So, if this ribbon is short, the 116 00:12:04,400 --> 00:12:10,766 It should end with a detail where the detail really needs to be concentrated, instead of having the effect of distracting the eye, right? 117 00:12:10,916 --> 00:12:18,916 So, to fully show the role, it's better to use a long line to fully show the role, than to use a more intuitive long line than the other parts. 118 00:12:19,166 --> 00:12:25,833 Even when you write lines like this character design, if these chains and stuff are laid out in too short a curve 119 00:12:26,266 --> 00:12:31,883 because it's more lacking in intuition, so when you look at it from a distance, you can see it as a very long line 120 00:12:32,083 --> 00:12:36,866 Most of the details, including these peripheral hands, are done using long lines. 121 00:12:37,183 --> 00:12:44,482 Instead, the part that the line of sight should focus on is the relatively short hand used, the tip of the second staff or the hair of the abdominal muscles 122 00:12:44,485 --> 00:12:50,416 One side of the hair side of the chain than the rest of the part with a shorter line, can be good for detail. 123 00:12:50,716 --> 00:12:55,733 Even with this design, the dress itself is not very decorative, the 124 00:12:55,766 --> 00:13:03,166 Be sure to use long lines in places like the hem of this coat or the pants, and use accessories or hair tresses of the sight. 125 00:13:03,416 --> 00:13:10,616 And, in those parts like chains, I used slightly shorter lines to make the longer lines more intuitive and visible in the design. 126 00:13:10,850 --> 00:13:20,483 Then finally look at the overall outline of the character design, the protrusions or the blurred empty spaces from the overall view. 127 00:13:20,516 --> 00:13:25,133 If you have negative space, it's best to take care of those parts naturally. 128 00:13:25,700 --> 00:13:33,500 Negative space is a way to take advantage of the fact that strong is a more important part than you think, so it's not simplistic, but you can take advantage of it when it's strong. 129 00:13:33,533 --> 00:13:41,416 Overall, if a part of the blank suddenly pops out from the side image, that part will not be simplified and the line of sight will be missed. 130 00:13:41,966 --> 00:13:44,449 There is such a desire to catch the eye then. 131 00:13:44,452 --> 00:13:48,766 Deliberately changing the silhouette in that part is also a good way to go. 132 00:13:49,250 --> 00:13:51,583 So, when we do the design 133 00:13:51,766 --> 00:13:59,066 If the negative space becomes more than needed, it should be modified by attaching an outer frame or removing the white space. 134 00:13:59,266 --> 00:14:06,682 Again, look at the example while confirming how the negative space is organized, so the picture of a waterway design or something like that 135 00:14:06,685 --> 00:14:14,483 To make it feel more subdued and calm, I made the design without any particularly prominent parts or empty sections in the painting. 136 00:14:14,600 --> 00:14:23,700 The parts where the view is caught, in the face and behind, only the metal detector and the waist temporarily use negative space. 137 00:14:23,983 --> 00:14:31,766 The rest of the section suggests minimizing the negative space so that the overall shape of the body can be visualized when viewed from a distance. 138 00:14:31,933 --> 00:14:37,250 Therefore, I wrote quadrilateral and curved contours instead of minimal design dynamics 139 00:14:37,400 --> 00:14:43,200 Thus, with the minimization of the negatives, we can understand the design more intuitively. 140 00:14:43,316 --> 00:14:50,482 In this design, like the internal wrinkles and these traces 141 00:14:50,485 --> 00:14:55,733 Because the contrast uses strong color differences, the silhouette needs to be extremely simple. 142 00:14:56,000 --> 00:15:04,432 So, let's look at this design in silhouette, it's the end of this coat, except for the hair side, which is negative space. 143 00:15:04,435 --> 00:15:08,866 No I can also confirm the elongation with very simple lines. 144 00:15:08,983 --> 00:15:14,932 This design also does not require the pose and the concept itself to look dynamic 145 00:15:14,935 --> 00:15:22,066 To reduce the negative space, including the design, we minimized the grid to negative. 146 00:15:22,433 --> 00:15:24,983 but rather where the line of sight should be away from. 147 00:15:25,183 --> 00:15:31,249 When negative space enters the waist dance, or when there's a gift box 148 00:15:31,252 --> 00:15:34,166 Let the eye finally turn this way. 149 00:15:34,400 --> 00:15:41,066 The same is true for the quilt section, the main keyword of the design, making the negative space more intuitive. 150 00:15:41,150 --> 00:15:49,516 So, if the design is somehow organized through a simplification process, let's see how we can emphasize this design in a more communicative way. 151 00:15:49,616 --> 00:15:56,783 Emphasis is part of what determines the first impression of a painting, so it's usually easiest to utilize Bayliu and color that 152 00:15:57,133 --> 00:16:04,033 Including this section, we will learn how to make the parts of the design to be emphasized look more intuitive in the drawing. 153 00:16:04,066 --> 00:16:05,249 Same as Simplify 154 00:16:05,252 --> 00:16:12,233 While listening to the content of the instructions, please double check if there are any changes to be made in my design while watching it. 155 00:16:12,416 --> 00:16:14,716 The first way is a repeat. 156 00:16:15,316 --> 00:16:23,716 If the same pattern or shape of structure is repeated over and over again in the design, the design becomes prominent in its overall unity. 157 00:16:24,350 --> 00:16:29,900 In a certain way, it's as if certain words are mentioned all the time in the paragraph. 158 00:16:30,016 --> 00:16:37,700 Like colors or shapes, it is best to show repeatedly in the whole what might be used as symbols in these character designs. 159 00:16:37,816 --> 00:16:43,999 Repetition is only emphasized if it is as intuitive as possible, so with color, if available, printed color or 160 00:16:44,002 --> 00:16:50,966 White black these simple colors are good, if it is a logo, simple and become a symbol of the shape will be more intuitive, right? 161 00:16:51,133 --> 00:16:54,466 Or a symmetrical design of the logo would also work better. 162 00:16:54,616 --> 00:16:57,882 Objects and flora and fauna inspired by me 163 00:16:57,885 --> 00:17:04,099 Designs in which the object's most representative colors, structures, etc. are repeated over and over in the design. 164 00:17:04,215 --> 00:17:13,066 For example, like the bag here, we use the pins Vine pins Torrest logo on various large head pins of the theme design, the upper part of this pins 165 00:17:13,433 --> 00:17:21,566 As with the mortar, it can be confirmed that the cylindrical shape with the concave center is used repeatedly in the design. 166 00:17:21,733 --> 00:17:27,765 Throughout the design, even in a role like this one, it focuses something attractive that 167 00:17:27,768 --> 00:17:34,933 Repeatedly, you can naturally see the effect of keywords or design elements that emphasize this character. 168 00:17:35,083 --> 00:17:37,666 It may also be useful to emphasize the metaphor. 169 00:17:37,766 --> 00:17:44,566 When similar objects of vague size are clustered together, they feel safe overall and are not emphasized. 170 00:17:45,000 --> 00:17:50,683 Increasing the object to be emphasized is first and foremost a way to increase the weight on the screen that 171 00:17:50,983 --> 00:17:53,983 Of course, design props look more intuitive. 172 00:17:54,566 --> 00:18:02,216 If you can't cultivate that object, you can reduce the size of the props other than the object to adjust the overall scale of the method. 173 00:18:02,333 --> 00:18:07,483 In this process, it is recommended to effectively organize the size ratio of the large and medium stations, if possible. 174 00:18:08,116 --> 00:18:14,066 Similarly, when designing, we take inspiration from objects or flora and fauna 175 00:18:14,600 --> 00:18:16,933 It's good to make it look intuitive. 176 00:18:17,216 --> 00:18:24,416 For example, in character design, a more intuitive analogy from top to bottom. 177 00:18:24,500 --> 00:18:26,832 and zoom in on it. 178 00:18:26,835 --> 00:18:32,933 Taking the chameleon as a model. 179 00:18:33,433 --> 00:18:39,583 Please actually increase the size so that the official part of the sample and the tail look more intuitive on the screen. 180 00:18:39,833 --> 00:18:43,016 As well as eliminating uniformity is also emphasized. 181 00:18:43,133 --> 00:18:50,450 The part of the rule-breaking uniformity that is broken is naturally emphasized because the strong will become very strong. 182 00:18:51,016 --> 00:18:57,866 Uniformity disintegration was also mentioned in the last time, so it can be very effective to be strong in design, so 183 00:18:58,133 --> 00:19:00,916 This is very useful in terms of emphasis. 184 00:19:01,216 --> 00:19:07,466 There must be a regular pattern of line colors in the painting. 185 00:19:07,483 --> 00:19:12,383 The rule is broken, or vice versa, which can easily be emphasized. 186 00:19:12,916 --> 00:19:19,916 So in fact, unity deconstruction is being written in various ways not only in redesign, but in most of the wonderful character designs yet. 187 00:19:20,516 --> 00:19:27,716 Break up the uniformity with outlines or colors for the parts that everyone also wants to emphasize, and it's even better when applied in drawing. 188 00:19:27,733 --> 00:19:36,882 If the uniformity cannot be forcibly broken, then the repetition, the regular simple pattern of parts other than those to be emphasized, the 189 00:19:36,885 --> 00:19:43,483 The use of design elements in the silhouette, if any, naturally produces the same alien broken parts of the main singing point. 190 00:19:43,766 --> 00:19:49,933 For example, in this new material, it usually emits an earsplitting sound and has a more intuitive orientation. 191 00:19:50,150 --> 00:19:56,032 Its unity is broken in the part of the head side so short broken curve, negative space. 192 00:19:56,035 --> 00:19:57,715 The only part that 193 00:19:57,718 --> 00:20:04,700 Similarly, on one side of this teahouse, the collection of small shapes ends with the tip of the hand 194 00:20:04,883 --> 00:20:07,133 would break more uniformly. 195 00:20:07,650 --> 00:20:12,350 Therefore, the concept of calling this role a "post office" would be slightly more emphatic. 196 00:20:12,566 --> 00:20:16,283 Simplifying the structure is also a good way to emphasize it. 197 00:20:16,666 --> 00:20:22,849 A simple structure is not really necessary, but an overly complex structure or shape is surprisingly 198 00:20:22,852 --> 00:20:30,165 It can be difficult to see what it looks like, so those fuzzy bumps that are too thin are easy 199 00:20:30,168 --> 00:20:32,183 that can be changed more effectively. 200 00:20:32,216 --> 00:20:41,000 Ambiguous thicknesses do not emphasize dimensionality at all, so it is best to visually divide the child between thin or sturdy thick parts. 201 00:20:41,333 --> 00:20:49,616 If these zigzags are too vague, shapes do not appear well, so simplify the structure and show the shapes accurately that 202 00:20:49,650 --> 00:20:52,166 The description is simple and looks intuitive. 203 00:20:52,316 --> 00:20:55,283 So, these parts of the cap and the sleeve and so on 204 00:20:55,516 --> 00:21:04,700 To make the cylindrical shape look a little more intuitive, we try to squeeze these decorations and then describe them. 205 00:21:05,366 --> 00:21:12,616 Instead, like the scarf or the brim part of this hat then, it does add a sense of thickness and make a separate shape. 206 00:21:12,966 --> 00:21:16,833 So overall, the result of this design is this. 207 00:21:16,850 --> 00:21:21,016 So the design will emphasize the part that I expect to emphasize, the 208 00:21:21,416 --> 00:21:27,416 The simplified parts become simplistic, making it easier for the viewer to realize the design I want to show. 209 00:21:27,866 --> 00:21:34,250 In a design where the whole composition becomes rough through simplification and emphasis, then 210 00:21:34,583 --> 00:21:37,666 Go ahead and refine your design. 211 00:21:38,533 --> 00:21:44,033 From now on, each prop should be connected or separated to improve readability. 212 00:21:44,183 --> 00:21:51,232 Contrary to the designer's intent, if the props appear to be in sections, or if you want to display them with separate objects. 213 00:21:51,235 --> 00:21:57,116 The design is not well understood by the person looking at it when it is connected to other props. 214 00:21:57,200 --> 00:22:00,833 The ability to connect and separate them effectively. 215 00:22:01,250 --> 00:22:07,849 The connection must be smooth in the simple process, if the separation is not natural 216 00:22:07,852 --> 00:22:10,516 The drawing becomes very unnatural and awkward. 217 00:22:10,883 --> 00:22:13,733 Fortunately, the size or orientation color material 218 00:22:13,950 --> 00:22:21,266 Or, like the detail density, some things have definite differences that distinguish themselves when they are close together. 219 00:22:21,416 --> 00:22:29,016 For example, when drawing a target shape with an outline in a drawing, some shapes must end up with edges. 220 00:22:29,033 --> 00:22:36,150 This blurring of edges must exist nearby, so it is necessary to connect or separate the edges naturally. 221 00:22:36,383 --> 00:22:41,716 This edge, so the sharper the edge and the sharper the fold, the higher the sense of isolation. 222 00:22:42,133 --> 00:22:47,266 However, if the props are too isolated from each other, the design will play alone and become unnatural, right? 223 00:22:47,400 --> 00:22:56,933 A buffer needs to be added between form and form structure, structure or color, color, detail and detail if it is to look natural. 224 00:22:57,233 --> 00:23:01,366 Intermediate devices (intermediate devices) are called transitions. 225 00:23:01,700 --> 00:23:07,950 When two or more elements collide, transitions are independent devices that can connect them naturally. 226 00:23:08,483 --> 00:23:15,050 In the book, only halftones need to be found, but structural devices that do not spill out are needed for the design. 227 00:23:15,266 --> 00:23:20,566 With the addition of transitions in the design, there is basically an effect of detail enhancement in the character design, too 228 00:23:20,866 --> 00:23:28,066 By transitioning, it reduces the feeling of unnaturally isolated designs and has the use of making the designs bind well to each other. 229 00:23:28,133 --> 00:23:35,415 It's usually intuitive and nice to connect and separate with colors, so in terms of what colors to use for these transitions 230 00:23:35,418 --> 00:23:37,783 Following connections and disconnections looks good. 231 00:23:37,883 --> 00:23:45,799 For example, using colors and intermediate colors between colors can be grouped and associated, or completely separate colors. 232 00:23:45,802 --> 00:23:47,966 Also has the effect of separating individuals. 233 00:23:48,650 --> 00:23:52,216 In this way, the transitions play a variety of roles in the form of composite 234 00:23:52,550 --> 00:23:57,233 It sounds like a sentence modifier, so that's good. 235 00:23:57,683 --> 00:24:02,216 So, let's take a look at some transition types that are available for character design. 236 00:24:02,366 --> 00:24:04,099 The first one is layered. 237 00:24:04,102 --> 00:24:10,666 Add small layer in the middle of the side of the edge where the bump is too steep or sharp ends. 238 00:24:11,216 --> 00:24:17,233 Usually used for mechanism and mechanics because of the detail sought in the structure. 239 00:24:17,566 --> 00:24:25,633 When used as structural props such as weapons and armor or in the case of everyday clothes, the inner clothes and the thickness of the gourd and sash are very different 240 00:24:25,966 --> 00:24:28,250 When a layer of clothing is added in the middle 241 00:24:28,483 --> 00:24:36,133 Because of the characteristics that make up the layers, depending on what colors are used, the layers naturally continue and do split into sections. 242 00:24:36,416 --> 00:24:45,066 And these layered structures naturally add space and shading to the character design, so the three-dimensional effect is very good. 243 00:24:45,133 --> 00:24:47,482 I've brought a couple of examples. 244 00:24:47,485 --> 00:24:52,916 For example, now when there's too much space between the thick jacket and the hand 245 00:24:53,216 --> 00:24:58,433 intentionally put a business in the middle so that there will be transitions. 246 00:24:59,116 --> 00:25:07,633 Here too, a buffer is sometimes intentionally used to pinch a business when it looks a little empty between such a haunting dress and the inside. 247 00:25:07,816 --> 00:25:15,616 In terms of design, I got the Google theme that 248 00:25:15,733 --> 00:25:23,600 If we used it as a design element, we wouldn't use this pattern, but we would split it into each layer to make it more three-dimensional and 249 00:25:23,900 --> 00:25:30,050 The shading Laden or the sense of space, etc., that appears here becomes naturally dense in the design. 250 00:25:30,383 --> 00:25:37,616 Wearing a dress is also a good cushion if you feel a bit bored between the dress and the body. 251 00:25:37,966 --> 00:25:46,066 When the colors are very different, add a middle color in the middle, or when things that are too big and too thin collide 252 00:25:46,133 --> 00:25:52,400 It may be possible to intentionally add some intimate separation to a business in the middle and let it continue naturally. 253 00:25:52,666 --> 00:25:55,583 Frames will also be added to the transitions. 254 00:25:55,766 --> 00:26:04,516 When objects meet objects, like picture frames, sell lines to form a relatively simple frame and wrap the existing design with it, separating it. 255 00:26:05,216 --> 00:26:11,566 Often, objects can be effectively separated using colors or tones that are clearly distinguishable. 256 00:26:11,666 --> 00:26:17,983 For example, between two highly saturated colors, separating them with a colorless color such as black or white, the 257 00:26:18,566 --> 00:26:27,050 Or, deliberately add a light or light dark color between two dark colors, thus providing a buffer between the two colors. 258 00:26:27,233 --> 00:26:29,149 Frames with a decorative effect that 259 00:26:29,152 --> 00:26:35,900 It serves to assist and emphasize the details of accessories and clothes that can easily end with a little carelessness. 260 00:26:36,050 --> 00:26:36,915 If there is no frame 261 00:26:36,918 --> 00:26:44,750 There are a lot of cases where the design is too simple intermittent or completely glued together, so it is really often used in game illustrations where readability is important. 262 00:26:45,383 --> 00:26:50,450 Conversely, the effect would be more modern, contemporary, and neat without this frame. 263 00:26:50,600 --> 00:26:57,883 Look at these examples again, these gems will stick to the clothes and are very unnatural. 264 00:26:57,916 --> 00:27:04,666 At this point, a thin frame can be intentionally added to make the gems blend naturally into the garment. 265 00:27:04,966 --> 00:27:08,416 This decorative element is almost essential. 266 00:27:08,716 --> 00:27:16,666 And because it's green and yellow with red, the middle is again sandwiched with the enemy color of the object and then clearly separated. 267 00:27:17,083 --> 00:27:23,983 Even though they are purple like green and red, they intentionally put yellow into them to distinguish them. 268 00:27:24,200 --> 00:27:29,566 Or, when the materials are stuck together, the material in between will join a different frame. 269 00:27:30,083 --> 00:27:37,433 A medium color is intentionally added to act as a buffer between the door and something that varies a lot, such as black and white. 270 00:27:37,783 --> 00:27:43,616 And these decorative elements, most of these frames can be seen. 271 00:27:43,733 --> 00:27:46,966 There's another way to intersect stuff with design. 272 00:27:47,116 --> 00:27:52,633 002 00:27:52,633 when both large individuals do it, and if the differences are too pronounced, the isolation becomes too strong, the 273 00:27:53,033 --> 00:27:59,516 00:27:59,516 if they close, rather than simply ending them, their color and structure 274 00:27:59,866 --> 00:28:06,050 Add a point behind the borderline to naturally change the borderline so that the two objects intersect. 275 00:28:06,316 --> 00:28:11,933 When the layer cycle between an object and a substance is blurred, or ends simply by a gradient, etc. 276 00:28:12,233 --> 00:28:18,533 Usually when adding extreme colors, if simple lines or waxes are added with surrounding colors 277 00:28:18,833 --> 00:28:20,833 The effect of a natural connection that 278 00:28:21,050 --> 00:28:28,283 And, even if not by design, if the colors of the surrounding objects are slightly illuminated by the reflected light, the colors will naturally connect, the 279 00:28:28,733 --> 00:28:35,250 It is usually better to add details using the surrounding colors when making a description if the object is too isolated. 280 00:28:35,750 --> 00:28:42,766 You see things that are usually a bit large, some are simple objects, when black and white collide 281 00:28:43,100 --> 00:28:49,483 Putting elements that have black slightly inside of white can be seen on things like chains or buttons. 282 00:28:49,550 --> 00:28:58,166 When the gray and white may fall off too simply, a little bit of white behind the gray cordon will naturally create a cross. 283 00:28:58,433 --> 00:29:04,466 When brown and black collide, black or zinc will intentionally cross over to the brown side of 284 00:29:04,733 --> 00:29:06,582 To avoid falling off too unnaturally 285 00:29:06,585 --> 00:29:13,033 When you have 6 jagged patterns, if you find it a little boring to solve these with gradients 286 00:29:13,250 --> 00:29:19,100 Putting the colors here inside this allows the colors to intersect naturally. 287 00:29:19,433 --> 00:29:27,050 Here again when there is black and white, intentionally put a black lemma book so that these two are connected 288 00:29:27,233 --> 00:29:33,165 When the colors are very different, or vaguely stuck together, when the colors drop significantly, when using colors 289 00:29:33,168 --> 00:29:35,350 Is it possible to rest even with surrounding colors? 290 00:29:35,400 --> 00:29:40,583 Or, if you don't like to punch holes with lines or patterns 291 00:29:40,916 --> 00:29:46,400 There is a natural layering effect and the colors will cross naturally. 292 00:29:46,700 --> 00:29:54,050 Look here, something like orange will come through this hole to illuminate the light and make the colors intersect naturally. 293 00:29:54,233 --> 00:29:57,983 Finally, we can take a closer look at the changes in detail. 294 00:29:58,133 --> 00:30:06,466 When simple and simple things collide, the borderline also becomes simple, and the simplicity keeps repeating itself, which is too connected. 295 00:30:07,016 --> 00:30:15,450 Conversely, when complex and complex things collide, the edge acid also becomes complex, and again, the details keep repeating themselves, which connects. 296 00:30:15,500 --> 00:30:23,866 So, if you encounter simple, simple, complex, complex, you can't tell the difference, even if you try to 297 00:30:24,266 --> 00:30:30,500 deliberately make the opposite suffixes smaller so that they can be separated naturally. 298 00:30:30,683 --> 00:30:34,616 Or, in cases where the difference in detail is so great that the edges become too pronounced, the 299 00:30:34,733 --> 00:30:42,466 Between the two, elements with moderate detail can be added in smaller increments to make them gradually change and give them coherence. 300 00:30:42,566 --> 00:30:49,882 In addition to details, clear contrasts are intentionally made when separating vague connectivity such as materials or colors 301 00:30:49,885 --> 00:30:51,900 inserted so as not to splash in the middle. 302 00:30:52,333 --> 00:30:59,283 Instead, the details can be made to continue naturally and gradually, like a gradient, if they vary too much. 303 00:30:59,633 --> 00:31:08,850 For example, the white dress and black pants are very simple, so if the middle becomes simple, the drawing will look very divided. 304 00:31:09,116 --> 00:31:16,283 So focus as much detail as possible on this connecting line to bring this part of the person into view naturally. 305 00:31:16,316 --> 00:31:22,516 When two columns can be built, and it's easy here, the long line is simple and very intuitive 306 00:31:22,816 --> 00:31:30,083 In between you can add complex and colorful lines that distinguish these two and at the same time connect them together, also without splashing. 307 00:31:30,433 --> 00:31:36,450 Usually, when the simple and the simple things meet, these details 308 00:31:36,466 --> 00:31:42,800 A lot of times into connection contests, you see here, like this kind of contest, or whatever. Medical feat 309 00:31:43,133 --> 00:31:50,150 Or, you've seen a lot of these decorative elements that usually go into the detail between the big and the big. 310 00:31:50,416 --> 00:31:56,865 Or a deliberate cautionary note when something as simple as a thigh collides with a shoe in the back 311 00:31:56,868 --> 00:32:04,400 Add detail often, or detail by adding something at the end when the background and simple end. 312 00:32:04,733 --> 00:32:08,216 So, we'd better separate these two. 313 00:32:08,716 --> 00:32:14,116 It's also good to intentionally drive away the details in the middle when the body and pants simply end. 314 00:32:14,600 --> 00:32:21,266 Or, if the materials are too identical, then a slitting effect can be created by adding materials that are significantly different. 315 00:32:21,416 --> 00:32:27,465 Up to here, we emphasize the last part of silhouettes and compositing - the simplicity, to the transition 316 00:32:27,468 --> 00:32:33,683 I read through it, the abstract, tough design theory, and in a way finally sorted it out. 317 00:32:34,366 --> 00:32:41,332 The fact that theoretical design theory starts with terms and concepts that are abstract and difficult to learn alone, the 318 00:32:41,335 --> 00:32:47,366 Even if you know it, it's probably just the part that you don't think about properly when you draw. 319 00:32:47,816 --> 00:32:50,982 The fact that these design theories 320 00:32:50,985 --> 00:32:57,800 are especially important when modifying or developing existing designs than when using them from the beginning of the build. 321 00:32:57,983 --> 00:33:02,899 Therefore, be sure to apply these to images as you learn them. 322 00:33:02,902 --> 00:33:09,983 Don't try to design, if possible, the way you normally work casually on design, and then 323 00:33:10,366 --> 00:33:16,133 Before you get into this work, go along with this theory, modify it, and learn a lot. 324 00:33:16,366 --> 00:33:23,532 Personally, I learned this design theory so that I could discern why there was nothing good about this design and why it was good that 325 00:33:23,535 --> 00:33:24,899 helped me a lot. 326 00:33:24,902 --> 00:33:30,616 For the future, Crown Kang Ji-eun I actually do not have the right answer, so if possible, in my role design 327 00:33:30,866 --> 00:33:35,666 Just take the part that works and apply it first and then practice it. 328 00:33:36,350 --> 00:33:38,950 In the next time, the end of this design theory 329 00:33:38,966 --> 00:33:45,016 Let's get to know the intuitive and interesting color scheme of it. 330 00:33:45,650 --> 00:33:50,250 Listened to a long lecture, hard work. I'll see you next time. 43001

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