Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.