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These are the user uploaded subtitles that are being translated: 1 00:00:00,420 --> 00:00:00,710 All right. 2 00:00:00,720 --> 00:00:05,130 In this lecture we're going to be talking about highlights and shadows and how they apply to character 3 00:00:05,130 --> 00:00:05,710 design. 4 00:00:05,790 --> 00:00:09,300 So this is just going to be a quick overview of highlights and shadows. 5 00:00:09,300 --> 00:00:11,300 But later in the course we're gonna get more in depth with this. 6 00:00:11,300 --> 00:00:15,200 So don't worry if you don't feel like this is enough information for you. 7 00:00:15,300 --> 00:00:16,940 We're gonna learn a lot more about this. 8 00:00:16,950 --> 00:00:19,670 But for now let's just focus on the basics. 9 00:00:19,740 --> 00:00:25,410 So when it comes to the basics it's basically just adding highlights and shadows to basic geometric 10 00:00:25,410 --> 00:00:31,320 forms so like in the last lecture where we learn about forms and the simple geometric forms that you'll 11 00:00:31,320 --> 00:00:35,750 find in character design we want to learn how to shade those basically. 12 00:00:35,760 --> 00:00:40,620 So let's go ahead and let's learn about the different types of highlights and shadows. 13 00:00:40,680 --> 00:00:42,440 So we're going to draw a simple cube. 14 00:00:42,450 --> 00:00:46,290 So I'm just gonna draw a line straight up like this. 15 00:00:46,680 --> 00:00:49,740 Never do a diagonal line like that. 16 00:00:49,740 --> 00:00:52,170 And another one that follows the same angle. 17 00:00:52,500 --> 00:00:55,730 And then I'll connect those with a straight up and down line. 18 00:00:56,190 --> 00:01:01,890 We'll do two more diagonal lines like this going off at that angle connect those with a vertical line 19 00:01:03,320 --> 00:01:09,240 and then we want to do another diagonal line like this for that back edge and then do another diagonal 20 00:01:09,240 --> 00:01:11,910 angle for this back edge you're going at the other angle. 21 00:01:11,910 --> 00:01:14,330 Just like that just draw a simple cube. 22 00:01:14,400 --> 00:01:16,260 Now let's go ahead and let's start shading this in. 23 00:01:16,350 --> 00:01:19,110 So the first thing we need to do is we need to figure out where light sources. 24 00:01:19,140 --> 00:01:22,860 So we always want to mark our light source or at least know in our head where the light source is coming 25 00:01:22,860 --> 00:01:23,900 from. 26 00:01:23,970 --> 00:01:26,870 In this case we want to see the all the shadows. 27 00:01:26,880 --> 00:01:30,480 So I want to make sure that the light source coming from above and from behind. 28 00:01:30,510 --> 00:01:35,840 So it's going to kind of be coming at this angle now it's a good idea to draw your light sources as 29 00:01:35,840 --> 00:01:41,360 cones rather than just 2D Arrow because when you have a cone this kind of tells you more information 30 00:01:41,360 --> 00:01:46,280 it tells you that it's kind of coming from behind and also from above. 31 00:01:46,310 --> 00:01:48,660 So drawing that as a cone is really important. 32 00:01:48,680 --> 00:01:52,640 So now that we know that then we can imagine that this light source is coming down and it's hitting 33 00:01:52,640 --> 00:01:57,650 this top surface and that top surface is going to stay nice and bright because that's where the light 34 00:01:57,650 --> 00:01:59,580 source is directly hitting it. 35 00:01:59,780 --> 00:02:03,970 Now on the opposite side of the light source which would be this side over here that's where we're gonna 36 00:02:04,010 --> 00:02:06,040 get something that's called the core shadow. 37 00:02:06,050 --> 00:02:21,540 So let's go ahead and shoot this in a nice and dark. 38 00:02:22,070 --> 00:02:22,700 All right great. 39 00:02:22,700 --> 00:02:23,780 So there we go. 40 00:02:23,810 --> 00:02:28,640 This side is the darkest side and it's on the opposite side of our light source. 41 00:02:28,640 --> 00:02:30,760 And this side is gonna be called the core shadow 42 00:02:37,130 --> 00:02:41,800 now like I said you're always going to know which side is the core shadow because it's gonna be on the 43 00:02:41,830 --> 00:02:45,820 opposite side of your light source so if you're drawing a character in the light sources on this side 44 00:02:45,820 --> 00:02:50,140 then that means the core shadow the darkest shadows are going to be on the opposite side of that light 45 00:02:50,140 --> 00:02:51,080 source. 46 00:02:51,100 --> 00:02:53,470 Next we're going to get what's called the Midtown shadow. 47 00:02:53,500 --> 00:02:56,590 So over here on this side I'm going to go ahead and shade this in 48 00:02:59,420 --> 00:03:00,010 slightly 49 00:03:07,570 --> 00:03:08,430 just like that. 50 00:03:09,780 --> 00:03:11,330 And that is the midterm 51 00:03:19,670 --> 00:03:24,100 the Midtown shadow tends to be on the side of the light source of the light sources directly hitting 52 00:03:24,100 --> 00:03:24,940 this top surface. 53 00:03:24,940 --> 00:03:29,740 And if you could see the other side of this cube it'd be hitting this back surface behind as well. 54 00:03:29,740 --> 00:03:32,980 So off to the side of it we get this in Midtown shadow. 55 00:03:32,980 --> 00:03:37,480 Now it's in shadow because it's not directly being hit by the light but there's bounce light all over 56 00:03:37,480 --> 00:03:42,280 the environment on the ground and everywhere that's bouncing back at the shadow and making it a little 57 00:03:42,280 --> 00:03:43,900 bit brighter than our core shadow. 58 00:03:43,900 --> 00:03:46,960 So Midtown shadows tend to be on the side. 59 00:03:46,990 --> 00:03:51,940 So an example of this would be if you're looking straight onto somebodies nose the middle of their nose 60 00:03:52,180 --> 00:03:58,360 might have a highlight and then the sides of their nose might have a midtown shadow in the core shadow 61 00:03:58,360 --> 00:04:01,350 wouldn't really appear except for underneath the nose. 62 00:04:01,360 --> 00:04:03,160 We'll get to this in a little bit. 63 00:04:03,160 --> 00:04:05,380 So let's go ahead and let's label this as well. 64 00:04:05,380 --> 00:04:06,280 This is the highlight 65 00:04:11,620 --> 00:04:12,330 all right. 66 00:04:12,350 --> 00:04:15,140 And then lastly we get what's called the cast shadow. 67 00:04:15,440 --> 00:04:19,520 So a sensor light source coming from this side the cast shadow is gonna be cast on the opposite side. 68 00:04:19,510 --> 00:04:22,640 So just like a core shadow it's gonna be on that opposite side. 69 00:04:22,640 --> 00:04:29,180 Now the cast shadow comes off of the Midtown shadow in the core shadow but the cast shadow never comes 70 00:04:29,180 --> 00:04:31,190 off of the side with the highlight. 71 00:04:31,220 --> 00:04:35,420 So if these sides for example were highlighted because the light source is coming from the other side 72 00:04:35,720 --> 00:04:37,280 we would not put the shadow on this side. 73 00:04:37,280 --> 00:04:38,210 It would get flipped. 74 00:04:38,240 --> 00:04:43,150 So it is going off to that backside where our core shadow and Midtown shadow would be. 75 00:04:43,190 --> 00:04:47,750 So I always remember that your cash shadow comes from the side with all the shadows on the surfaces 76 00:04:51,490 --> 00:04:57,010 and it usually comes off and in a shape that's very similar to the one that's casting a shadow. 77 00:04:57,010 --> 00:05:01,120 So in this example it would be the cubes or just have these straight lines coming off these corner edges 78 00:05:04,090 --> 00:05:13,190 and cast shadows tend to be very dark just like the Corchado Another thing is that as cash shadows start 79 00:05:13,190 --> 00:05:18,410 to get a little bit further away from their object they start to fade out and get soft and fuzzy. 80 00:05:18,680 --> 00:05:20,770 So we can go ahead and kind of shake that out in that way 81 00:05:38,200 --> 00:05:38,910 just like that. 82 00:05:39,050 --> 00:05:39,640 So there we go. 83 00:05:39,640 --> 00:05:44,810 Now we have our cash shadow now the last thing I want to talk about is something called ambient occlusion. 84 00:05:44,890 --> 00:05:49,990 So you're almost always going to have Ambien inclusion and what this is is it's one there is a dark 85 00:05:50,020 --> 00:05:53,340 crevice or crack or something like that where no light can really get into it. 86 00:05:53,350 --> 00:05:55,540 And so it's very very dark. 87 00:05:55,540 --> 00:05:58,620 So an example of this would be right underneath the cube right here. 88 00:05:58,720 --> 00:06:04,720 We get a really dark line because we would get that little crack between the surface that the cube is 89 00:06:04,720 --> 00:06:07,650 sitting on and the cube itself. 90 00:06:08,080 --> 00:06:11,530 Now on a second we're gonna look at some more examples of highlights and shadows and you'll see even 91 00:06:11,530 --> 00:06:20,240 more areas where ambient occlusion happens so that's ambient occlusion right there in that little crack. 92 00:06:20,250 --> 00:06:22,730 All right let's go ahead and move on to another form. 93 00:06:22,740 --> 00:06:27,990 So a cube is a pretty simple form and you will want to know how to highlight and shadow a cube because 94 00:06:27,990 --> 00:06:35,250 a lot of the body forms are made up of cubes or cube like shapes but another shape that we get pretty 95 00:06:35,250 --> 00:06:38,370 often is kind of the raindrop shape or the egg shape. 96 00:06:38,400 --> 00:06:44,220 So heads tend to be shaped kind of like a raindrop and obviously they're much more complicated than 97 00:06:44,220 --> 00:06:44,740 that. 98 00:06:44,760 --> 00:06:51,090 And so what we want to do is you want understand how to shade in that basic form because that from there 99 00:06:51,090 --> 00:06:55,260 we can go ahead and add in more form on top of that and more highlights and shadows to make it look 100 00:06:55,260 --> 00:06:56,040 more like a character. 101 00:06:56,040 --> 00:06:58,540 But for now let's just learn how to shade that. 102 00:06:58,650 --> 00:07:03,990 So all we're gonna do is we're just going to draw a circle like this remember to draw from your shoulder 103 00:07:05,190 --> 00:07:10,500 that way you get that nice around shape and then what we're gonna do is we're gonna have occurred line 104 00:07:10,500 --> 00:07:17,100 come off like this and another curved line come off like that. 105 00:07:17,380 --> 00:07:19,930 So we want to go ahead and apply what we learned over here from the cube. 106 00:07:19,930 --> 00:07:22,420 So we want to start with a highlight in a midtown. 107 00:07:22,420 --> 00:07:25,120 So let's decide where our light source is gonna be coming from. 108 00:07:25,120 --> 00:07:30,370 I'm gonna have my light source coming from basically kind of directly in front of it. 109 00:07:30,400 --> 00:07:35,440 So if that was the center line of our character's face right there this light is going to be hitting 110 00:07:35,440 --> 00:07:36,870 directly on that line. 111 00:07:37,240 --> 00:07:40,750 So we're going to see a little bit of this side of the cone. 112 00:07:44,510 --> 00:07:45,280 That. 113 00:07:45,490 --> 00:07:49,440 So this top surface up here in front area is gonna be getting hit with the most light. 114 00:07:49,440 --> 00:07:53,040 So what we can do is we can lightly start shooting in our core shadow 115 00:08:05,810 --> 00:08:08,160 and shading has a lot to do with layering in. 116 00:08:08,180 --> 00:08:13,970 So make sure that you don't just go in with your dark darkest value and just start shooting and you 117 00:08:13,970 --> 00:08:18,810 can just start layering it and slowly until you get it to the value that you want it to be. 118 00:08:18,840 --> 00:08:22,270 And we want to have a nice blend between our highlight and our midtown shadow 119 00:08:30,360 --> 00:08:30,870 all right. 120 00:08:30,870 --> 00:08:31,460 Perfect. 121 00:08:31,460 --> 00:08:36,150 I'm gonna go ahead and darken the outline of this form really quick just so we can get a better contouring 122 00:08:36,150 --> 00:08:37,890 line around a better profile. 123 00:08:42,160 --> 00:08:43,930 All right great. 124 00:08:43,930 --> 00:08:46,240 Next let's go ahead and add our core shadow. 125 00:08:46,240 --> 00:08:49,390 Now if you've ever shaded in a sphere this is gonna be very similar. 126 00:08:49,390 --> 00:08:54,490 So on a sphere we don't just get a flat surface like we do on a cube for the course shadow we actually 127 00:08:54,490 --> 00:08:55,780 kind of get a rounded shape. 128 00:08:55,780 --> 00:09:04,130 So what that makes is it kind of makes the core shadow come around like this is going to come right 129 00:09:04,130 --> 00:09:04,800 here to the point. 130 00:09:04,880 --> 00:09:10,630 So on a sphere it might curve around up into here but on this H shape it's a raindrop shape. 131 00:09:10,640 --> 00:09:13,560 It's actually gonna come right down here into this point. 132 00:09:13,580 --> 00:09:16,120 Now you might be wondering why I'm leaving this area right here lighter. 133 00:09:16,130 --> 00:09:20,600 And that's because when we get round objects we tend to see what's called bounce light a little bit 134 00:09:20,600 --> 00:09:20,980 more. 135 00:09:21,380 --> 00:09:22,520 So I'll go ahead and label that 136 00:09:25,260 --> 00:09:25,640 slight 137 00:09:29,780 --> 00:09:37,550 so bounce light happens when objects in the environment are reflective and they bounce some light off 138 00:09:37,580 --> 00:09:40,160 and it bounces back onto the surface of our object. 139 00:09:40,160 --> 00:09:46,280 So in this case there might be a surface right here that the head is sitting on or it might be a wall 140 00:09:46,280 --> 00:09:50,090 that's right next to it whatever it is something is bouncing that light back onto here. 141 00:09:50,120 --> 00:09:53,060 And so the core shadow actually doesn't wrap all the way around here. 142 00:09:53,060 --> 00:09:57,080 You could if you wanted to if you wanted to leave out the bounce light but for now let's go ahead and 143 00:09:57,080 --> 00:09:58,550 put that bounce light in there. 144 00:09:58,550 --> 00:10:00,280 So we've gotten dark into my core shadow 145 00:10:06,510 --> 00:10:08,270 and then I want to start blending that in 146 00:10:12,180 --> 00:10:19,760 to my midterm shadows now bounce light shadow areas they tend to be a little bit darker than our midtown. 147 00:10:19,770 --> 00:10:25,480 So we go ahead and darken that in just a slight bit like that. 148 00:10:41,150 --> 00:10:42,270 All right perfect. 149 00:10:42,270 --> 00:10:48,520 So as you can see if this was ahead where the center of the face right here we can mark out the eye 150 00:10:48,530 --> 00:10:55,590 line somewhere right about here and then from there we could start building the head off. 151 00:10:55,590 --> 00:10:57,970 Now let's say that this person had a neck. 152 00:10:58,110 --> 00:10:58,670 So let's go ahead. 153 00:10:58,680 --> 00:11:06,490 Let's just draw a cylinder here like that for the neck coming right off and now we can introduce a cash 154 00:11:06,490 --> 00:11:06,640 out. 155 00:11:06,670 --> 00:11:08,770 Because over here it's just sitting on a flat surface. 156 00:11:08,770 --> 00:11:12,510 But in this case the head isn't sitting on the surface sitting on a neck. 157 00:11:12,580 --> 00:11:16,180 And so since the light source coming from this direction the cash that I was gonna be going off in that 158 00:11:16,180 --> 00:11:17,300 direction. 159 00:11:17,320 --> 00:11:22,360 So what we want to do is we want to just basically take this jaw line and kind of stretch it out across 160 00:11:22,360 --> 00:11:29,860 the neck like that and we're gonna make that our cash shadow so we can go ahead and darken that in just 161 00:11:29,860 --> 00:11:30,820 like so. 162 00:11:31,000 --> 00:11:32,330 And since the. 163 00:11:32,490 --> 00:11:37,780 The jaw line is so close to the neck we're actually gonna get kind of a hard edge on our cash shadow. 164 00:11:37,780 --> 00:11:40,880 So it's not going to soften out like it is right there on our cube. 165 00:11:40,900 --> 00:11:43,820 We want to actually keep that in Nice and hard edge. 166 00:11:43,840 --> 00:11:45,390 We can soften it up just a little bit 167 00:11:50,890 --> 00:11:53,110 go ahead and darken it in my bones like just a little bit. 168 00:11:53,140 --> 00:11:54,850 So I think it's looking a little bit too light 169 00:11:59,020 --> 00:11:59,270 right. 170 00:11:59,290 --> 00:12:01,030 Perfect. 171 00:12:01,030 --> 00:12:01,550 Next. 172 00:12:01,570 --> 00:12:04,420 Let's go ahead and move on to something that's called Rim light. 173 00:12:04,420 --> 00:12:06,280 Now I'm going to introduce you to rim light. 174 00:12:06,280 --> 00:12:07,620 We'll talk about this more later. 175 00:12:07,750 --> 00:12:12,370 But the reason why I want to introduce you to this type of highlight and shadow is because it's a really 176 00:12:12,370 --> 00:12:14,030 good way to dramatic size. 177 00:12:14,110 --> 00:12:19,240 Your character designs so especially if you're doing more realistic characters but even more animation 178 00:12:19,240 --> 00:12:24,820 style or manga styled characters you can still use this but rim light just makes your lighting look 179 00:12:24,820 --> 00:12:26,140 that much more intense. 180 00:12:26,500 --> 00:12:31,540 So let's go ahead and let's do lighting on a comb because we haven't done that yet. 181 00:12:31,540 --> 00:12:34,990 Somebody go ahead and draw comb right here. 182 00:12:35,020 --> 00:12:35,770 Just like that 183 00:12:41,520 --> 00:12:42,770 now with RIM lighting. 184 00:12:42,870 --> 00:12:48,390 What causes room lighting is when there's a really bright light behind your object or subject. 185 00:12:48,390 --> 00:12:54,150 So in this example the cone that we have for our directional light would actually be right behind it. 186 00:12:54,150 --> 00:12:55,940 So it looks kind of like a circle like that. 187 00:12:56,610 --> 00:12:58,050 And that's the middle point of it. 188 00:12:58,140 --> 00:13:01,740 So it's almost like as if we're looking straight down on this cone that I just drew here. 189 00:13:01,740 --> 00:13:05,100 That's where the light is it's right behind it just straight back at it. 190 00:13:06,030 --> 00:13:10,530 And what this is going to cause is going to have cause a little rim of light around the edge of our 191 00:13:10,530 --> 00:13:11,330 object. 192 00:13:11,340 --> 00:13:14,610 Now we're going to assume that our object is sitting on some sort of surface. 193 00:13:14,610 --> 00:13:19,800 I can just go ahead draw surface look like that and now let's go ahead and get started. 194 00:13:19,830 --> 00:13:23,340 So we want to make sure that we have a mid tone shadow in there. 195 00:13:23,350 --> 00:13:25,890 So I want to go ahead and start shooting in my Mentone shadow. 196 00:13:25,920 --> 00:13:30,750 But what I want to do is I want to make sure that these outside edges stay nice and bright and white 197 00:13:34,070 --> 00:13:35,460 I'm gonna go ahead and grab an eraser 198 00:13:38,320 --> 00:13:41,930 and I'm just gonna race out some of these lines that I draw in there just to make sure that we get a 199 00:13:41,930 --> 00:13:44,840 nice bright white area in there. 200 00:13:48,700 --> 00:13:50,240 Continue to shade that in now 201 00:14:00,110 --> 00:14:02,780 now because the rim light we kind of want a hard edge on it. 202 00:14:02,790 --> 00:14:08,520 We don't want it a super hard edge but we want a harder edge than we might get on kind of a softer shadow 203 00:14:10,070 --> 00:14:17,190 so to bring this shadow right up to that edge just leaving kind of a white strip of light around the 204 00:14:17,190 --> 00:14:17,640 edge 205 00:14:30,710 --> 00:14:35,870 like that it's another we have a midtown shadow and there we can go ahead and add in our Corchado. 206 00:14:35,900 --> 00:14:37,360 So I'm going to go ahead and just add it like this. 207 00:14:37,370 --> 00:14:38,900 No because this is a cone. 208 00:14:38,900 --> 00:14:41,590 We want it to start dinner up here at the top. 209 00:14:41,630 --> 00:14:44,990 All of our shadows sort of then are here and get wider out towards the bottom 210 00:14:57,380 --> 00:14:58,520 something like that. 211 00:14:58,880 --> 00:15:00,910 And then we can go ahead and just certain blending that out 212 00:15:15,520 --> 00:15:23,310 I'm going to go ahead and darken the center of this core shadow a little bit more by pushing harder. 213 00:15:23,650 --> 00:15:24,980 All right great. 214 00:15:25,020 --> 00:15:29,010 Let's go ahead and add a dark outline at the very bottom of this. 215 00:15:29,100 --> 00:15:33,390 For ambient occlusion if you remember ambient occlusion is that dark line at the bottom. 216 00:15:33,390 --> 00:15:40,530 Because of that crack between our object and the surface it's sitting on just like that we can go ahead 217 00:15:40,530 --> 00:15:50,390 and outline our cone a little bit more maybe we'll make this edge a little bit harder just like that 218 00:15:56,330 --> 00:16:01,400 and then we can go ahead and add a cash shadow so that a cash flow is coming off like this because the 219 00:16:01,400 --> 00:16:06,530 light source is coming from over there cash it might be a little bit longer than that. 220 00:16:08,750 --> 00:16:13,400 And she that you know let that fade off the further way it gets from the cone. 221 00:16:33,780 --> 00:16:34,700 All right great. 222 00:16:35,660 --> 00:16:41,570 So we have our core shadow her midtown shadow our cash at our inner ambient occlusion our light source 223 00:16:41,570 --> 00:16:45,500 is behind our object and that's what's causing this rim light. 224 00:16:45,500 --> 00:16:46,670 This light right on the edge. 225 00:16:46,670 --> 00:16:50,960 Now this would apply if you're drawing a person head for example you'd have that room light right around 226 00:16:50,960 --> 00:16:52,220 the edge of their head. 227 00:16:52,280 --> 00:16:58,850 So the room like basically just follows the profile of the person or the form that you're drawing to 228 00:16:58,850 --> 00:17:02,660 make room light stand out even more you could go ahead and shade in the background. 229 00:17:03,050 --> 00:17:08,690 So it's not just a white line on a white background that'll make it stand out a lot more as you can 230 00:17:08,690 --> 00:17:10,940 see because it's creating contrast 231 00:17:17,270 --> 00:17:17,830 but yeah. 232 00:17:17,890 --> 00:17:21,430 So we'll talk more about this later in the course make sure that you're drawing along with me because 233 00:17:21,430 --> 00:17:26,170 I want you to start getting these ideas in your head and remembering them and understanding them so 234 00:17:26,170 --> 00:17:28,690 make sure that you're drawing all of these along with me if you're not. 235 00:17:29,410 --> 00:17:29,650 All right. 236 00:17:29,650 --> 00:17:35,110 Lastly let's go ahead and let's look at something a little bit more organic and talk about how the highlights 237 00:17:35,110 --> 00:17:36,120 and shadows apply to it. 238 00:17:36,460 --> 00:17:38,770 So let's say we're drawing a nose for a character. 239 00:17:38,800 --> 00:17:44,680 So even though this is more of an animation style the character's nose is going to drawn over like that 240 00:17:45,070 --> 00:17:51,280 and then I'll draw the edge of an obstacle like that nostril hole like this. 241 00:17:55,340 --> 00:17:56,390 Middle part of nose 242 00:18:01,540 --> 00:18:05,710 just kind of draw a little button nose like that and then I can draw the other nostril hole over here. 243 00:18:09,720 --> 00:18:09,860 Right. 244 00:18:09,910 --> 00:18:10,560 Perfect. 245 00:18:10,570 --> 00:18:13,070 So let's go ahead and figure out where our highlight is coming from. 246 00:18:13,120 --> 00:18:15,470 So let's say that are our lights or something. 247 00:18:15,520 --> 00:18:20,040 So let's say the light source coming from above and kind of firm in front of it just a little bit just 248 00:18:20,050 --> 00:18:22,130 kind of hitting this area as the main part. 249 00:18:23,830 --> 00:18:28,750 So next what we're gonna do is we want to add our midtown shadows so the laser is coming from the front 250 00:18:28,750 --> 00:18:29,160 like that. 251 00:18:29,170 --> 00:18:33,280 So we're gonna get a little bit of Midtown shadow on the side of the nose and we're gonna get it a little 252 00:18:33,280 --> 00:18:42,030 bit of a midtown shadow on this underside of the nose like that. 253 00:18:42,360 --> 00:18:43,570 Great. 254 00:18:43,580 --> 00:18:45,270 Next let's go ahead. 255 00:18:45,300 --> 00:18:49,630 Let's add in our core shadows or core shadow is gonna be coming down underneath here. 256 00:18:49,830 --> 00:18:55,750 Can you get a little bit of a bounce light so we're gonna kind of leave those edges alone a little bit. 257 00:19:01,520 --> 00:19:05,050 We're gonna get ambient occlusion going on in the nostril hole 258 00:19:15,500 --> 00:19:20,060 we're also gonna get a little bit of ambient occlusion right there in the crease of the side of the 259 00:19:20,060 --> 00:19:20,720 nostril 260 00:19:42,460 --> 00:19:46,610 and then lastly let's go ahead Anatomy cast shadows since the light source coming from the front and 261 00:19:46,690 --> 00:19:52,270 above the cash I was gonna be on the underside of the nose so moving in that direction is basically 262 00:19:52,270 --> 00:19:54,820 going to kind of mimic the shape of the nose just like that. 263 00:19:54,820 --> 00:19:55,950 I mean a reset air. 264 00:19:57,180 --> 00:19:59,160 So let's go ahead and add in that cache shadow 265 00:20:02,040 --> 00:20:04,350 kind of let that fade off the further down and gets 266 00:20:21,790 --> 00:20:22,020 all right. 267 00:20:22,050 --> 00:20:22,380 Great. 268 00:20:22,410 --> 00:20:23,530 So there we go. 269 00:20:23,710 --> 00:20:26,480 There's a character's nose that we might draw on a character design. 270 00:20:27,420 --> 00:20:31,890 And as you can see we applied to everything that applies to a cube just like it applies on this nose 271 00:20:31,890 --> 00:20:32,190 form. 272 00:20:32,190 --> 00:20:34,210 We have our midtown. 273 00:20:34,320 --> 00:20:38,850 So the sight of the nose right here and some of this area right here which then blends into our core 274 00:20:38,850 --> 00:20:44,400 shadow which is kind of right in this area but we've got a little bit of bounce light on here and so 275 00:20:44,400 --> 00:20:48,460 you can see that there's kind of a little bit of a lighter area around this bottom part of the nose. 276 00:20:48,600 --> 00:20:53,190 And then we get some ambient occlusion going on in the nostril holes as well as right here on the edge 277 00:20:53,640 --> 00:20:59,560 crease of the nostril and then we also get a cast shadow right down here. 278 00:20:59,730 --> 00:21:03,420 So really quick let's just do a quick review of everything you need when you're doing highlights and 279 00:21:03,420 --> 00:21:04,190 shadows. 280 00:21:04,200 --> 00:21:06,060 So first you need a light source. 281 00:21:06,270 --> 00:21:10,440 Once you know where your light source is you can tell where your core shadow is gonna be which is on 282 00:21:10,440 --> 00:21:14,340 the opposite side of the light source you know where you're Midtown shadow is gonna be which is on the 283 00:21:14,340 --> 00:21:15,750 sides of your light source. 284 00:21:15,810 --> 00:21:19,890 You know your highlight is going to be which is directly on the side that your light source is hitting 285 00:21:20,220 --> 00:21:25,150 and you know your your cache shadow is gonna be which is on the opposite side of your light source. 286 00:21:25,170 --> 00:21:29,850 We also get ambient occlusion in any dark creases or crevices because no light can reach in there so 287 00:21:29,850 --> 00:21:32,790 it's going to be the darkest part of your image. 288 00:21:32,790 --> 00:21:35,700 Thanks for watching this lecture and I'll see you guys in the next one. 28301

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