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These are the user uploaded subtitles that are being translated: 1 00:00:00,001 --> 00:00:05,286 If you want to turn off the subtitles, click [setting]-[tooltips]-['on' for PC, 'close' for mobile]. 2 00:00:05,783 --> 00:00:06,812 Hello. 3 00:00:06,815 --> 00:00:08,436 From today, we are going to work on Section 4. 4 00:00:08,437 --> 00:00:09,623 The actual drawing part. 5 00:00:09,624 --> 00:00:11,358 So from today, we are going to go through an illustration. 6 00:00:12,024 --> 00:00:14,147 So I brought back the character from the previous class. 7 00:00:14,148 --> 00:00:15,772 By using this character, 8 00:00:15,775 --> 00:00:17,810 we will go through the process 9 00:00:17,811 --> 00:00:19,816 of editing a thumbnail. 10 00:00:20,196 --> 00:00:23,921 If you're drawing while you follow this class, 11 00:00:23,924 --> 00:00:26,700 you will work with the character from a design stage. 12 00:00:26,703 --> 00:00:28,806 We are going to compose a thumbnail together. 13 00:00:29,177 --> 00:00:31,247 Before we start, remind yourself. 14 00:00:31,257 --> 00:00:32,891 What is a thumbnail? 15 00:00:32,892 --> 00:00:34,817 We should take some time to find out. 16 00:00:35,065 --> 00:00:36,932 When it comes to thumbnails, 17 00:00:36,933 --> 00:00:39,592 it literally means 18 00:00:41,851 --> 00:00:44,491 thumb for thumb, 19 00:00:44,899 --> 00:00:49,255 and a nail. 20 00:00:49,265 --> 00:00:53,122 So it means to draw it small like a thumbnail, 21 00:00:53,125 --> 00:00:55,194 that's why it's called a thumbnail sketch. 22 00:00:56,188 --> 00:00:57,641 So you draw it small, 23 00:00:57,642 --> 00:01:00,615 to quickly pick the image that you're going to draw. 24 00:01:00,616 --> 00:01:02,972 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 25 00:01:02,973 --> 00:01:06,033 I think I've told you about speed before. 26 00:01:07,227 --> 00:01:10,382 I talked about it for the brief sketch in section 2. 27 00:01:10,513 --> 00:01:12,908 I emphasized the speed. 28 00:01:12,909 --> 00:01:14,705 Do you remember the reason? 29 00:01:14,706 --> 00:01:18,053 To get the image that came to your mind, 30 00:01:18,054 --> 00:01:19,310 it is important to do it promptly. 31 00:01:19,453 --> 00:01:22,999 Because you only have about 15 seconds to remember your image. 32 00:01:23,000 --> 00:01:25,913 To get the vibe out quickly within that time, 33 00:01:25,922 --> 00:01:28,526 we do a thumbnail sketch. 34 00:01:28,527 --> 00:01:30,890 So, the thumbnail sketch 35 00:01:30,891 --> 00:01:32,797 is not the time to do a human body. 36 00:01:33,623 --> 00:01:36,935 Usually, students set the pose of the character 37 00:01:36,936 --> 00:01:38,861 to set the composition of an illustration. 38 00:01:39,458 --> 00:01:42,873 I try to adjust the body proportions while making poses, 39 00:01:42,880 --> 00:01:44,012 and fix the lines, 40 00:01:44,013 --> 00:01:46,792 and in time the face gets prettier and more in detail, 41 00:01:46,793 --> 00:01:49,091 but the image that popped up in my mind becomes faded. 42 00:01:49,092 --> 00:01:51,117 And my drawing is 43 00:01:51,118 --> 00:01:53,632 different from the image I wanted. 44 00:01:54,483 --> 00:01:56,841 If you have an outcome like that, 45 00:01:56,842 --> 00:01:58,986 you might have to fix that later, 46 00:01:58,987 --> 00:02:00,557 or you end up drawing a new one. 47 00:02:00,711 --> 00:02:02,378 So at this stage, 48 00:02:02,379 --> 00:02:03,968 it's not about the human body. 49 00:02:04,231 --> 00:02:07,903 We divided the sketch stages 50 00:02:07,906 --> 00:02:09,215 into 1st, 2nd, 3rd, and 4th sketches. 51 00:02:09,335 --> 00:02:12,303 In the 1st movement, 52 00:02:13,401 --> 00:02:16,304 in other words, if you look at it as an illustration, 53 00:02:17,395 --> 00:02:20,527 focus on expressing the nuances quickly. 54 00:02:20,594 --> 00:02:22,133 That is very important. 55 00:02:22,134 --> 00:02:23,536 Just in case, 56 00:02:23,539 --> 00:02:26,129 if you keep trying to fit the human body in while this is going on, 57 00:02:26,138 --> 00:02:27,833 you have to catch yourself at that point. 58 00:02:27,836 --> 00:02:29,220 You have to stop on your own. 59 00:02:29,427 --> 00:02:30,610 It's very important. 60 00:02:30,951 --> 00:02:33,765 But to do the first sketch, 61 00:02:33,774 --> 00:02:35,177 it's a bit difficult. 62 00:02:35,194 --> 00:02:36,572 If you think it's hard to draw a stick figure, 63 00:02:36,581 --> 00:02:40,480 from the 1st sketch, 64 00:02:40,497 --> 00:02:42,067 that means you don't have enough practice for the simplification process 65 00:02:42,070 --> 00:02:44,046 which you practiced earlier in Section 2. 66 00:02:44,071 --> 00:02:45,739 You have to keep practicing. 67 00:02:45,764 --> 00:02:48,592 Or if you can't think of the scene, 68 00:02:49,002 --> 00:02:52,282 then, find the references that we did in Sections 1-2. 69 00:02:53,517 --> 00:02:55,321 You may something that you can get motivated by, 70 00:02:56,308 --> 00:02:59,020 so take out an image that could help with your motivation. 71 00:02:59,023 --> 00:03:00,415 Refer to that image 72 00:03:00,416 --> 00:03:01,944 to make the composition. 73 00:03:02,410 --> 00:03:04,120 If you look at a few images, 74 00:03:04,128 --> 00:03:06,589 there's bound to be one that you like. 75 00:03:06,607 --> 00:03:08,884 There must be one 'friend' who will inspire you. 76 00:03:08,886 --> 00:03:10,652 If you make a composition using that friend, 77 00:03:10,677 --> 00:03:12,680 it'll be easier to access. 78 00:03:12,681 --> 00:03:15,473 Since I'm doing a demonstration today, 79 00:03:15,498 --> 00:03:17,201 I'm going to do it without any references. 80 00:03:17,226 --> 00:03:18,521 For the students who are watching, 81 00:03:18,546 --> 00:03:20,913 at this point, I recommend you to get a copy of 82 00:03:21,087 --> 00:03:23,286 a piece of material to refer to the feeling. 83 00:03:23,311 --> 00:03:25,701 So by referring to that one, 84 00:03:25,702 --> 00:03:27,847 it would be better to work with it. 85 00:03:28,607 --> 00:03:31,876 I told you that the advantage of the thumbnail is that it's quick. 86 00:03:31,901 --> 00:03:33,909 Therefore, 87 00:03:34,714 --> 00:03:36,382 by getting as many types as possible, 88 00:03:36,407 --> 00:03:39,426 it's time to think about what to do to make this one prettier. 89 00:03:39,873 --> 00:03:43,213 You can think of it as a kind of lucky draw. 90 00:03:43,238 --> 00:03:44,791 So you spin it as many times as possible, 91 00:03:44,816 --> 00:03:46,070 to increase the probability. 92 00:03:46,095 --> 00:03:47,910 The probability of a pretty illustration coming out. 93 00:03:47,976 --> 00:03:50,304 And of course, I put my heart and soul into it 94 00:03:50,329 --> 00:03:53,287 to make a pretty-looking image. 95 00:03:53,289 --> 00:03:55,798 It's also a worthwhile act. 96 00:03:55,986 --> 00:03:57,527 It doesn't matter if you do that. 97 00:03:58,134 --> 00:03:59,626 Or pick a lot... 98 00:03:59,707 --> 00:04:02,323 every one of them adds to your experience. 99 00:04:02,325 --> 00:04:05,571 This thumbnail makes you study better compared to the time you put in. 100 00:04:06,978 --> 00:04:10,721 In a way, you can see it as a practice process. 101 00:04:10,779 --> 00:04:12,953 So, it's important to take out as many thumbnails as possible, 102 00:04:12,961 --> 00:04:15,050 by seeing how well your screen is organized, 103 00:04:15,051 --> 00:04:17,938 and keep increasing it. 104 00:04:17,963 --> 00:04:20,194 What you should be careful about when choosing the thumbnail is 105 00:04:20,301 --> 00:04:23,629 based on the premise that you're going to start now, 106 00:04:23,728 --> 00:04:26,904 the most important thing is, 107 00:04:27,910 --> 00:04:30,701 the one thing you need to pay attention to in the thumbnail is 108 00:04:30,734 --> 00:04:32,780 that you're trying to make it look good. 109 00:04:32,797 --> 00:04:35,520 If I have to pick one thing that's the most important, 110 00:04:35,545 --> 00:04:37,938 as expected, it's... 111 00:04:38,720 --> 00:04:40,206 Where is the point that you want to draw attention to. 112 00:04:42,298 --> 00:04:44,201 We're going to work on this character 113 00:04:44,202 --> 00:04:45,921 in the middle. 114 00:04:45,922 --> 00:04:47,445 It changed a little bit from what we worked on 115 00:04:47,454 --> 00:04:49,615 in the previous design class. 116 00:04:49,632 --> 00:04:52,013 So I'm going to use this one to work with. 117 00:04:52,587 --> 00:04:55,225 When it comes to showing this one to people, 118 00:04:55,250 --> 00:04:57,753 what would be the most effective way? 119 00:04:57,793 --> 00:05:00,599 Or what is the point you want to emphasize? 120 00:05:00,813 --> 00:05:02,730 Let's focus on this. 121 00:05:02,803 --> 00:05:05,669 We have to construct a screen with it. 122 00:05:07,356 --> 00:05:09,266 It depends on the person. 123 00:05:09,267 --> 00:05:12,388 If you want to want to emphasize this character's face charmingly, 124 00:05:12,943 --> 00:05:15,575 or if you want to emphasize the tooth part of the hat, 125 00:05:16,202 --> 00:05:19,639 or if you want to emphasize the shoulder line, 126 00:05:20,285 --> 00:05:22,404 or if you want to emphasize a pretty skirt, 127 00:05:22,604 --> 00:05:25,203 you may want to show the overall silhouette of the outfit, 128 00:05:25,390 --> 00:05:27,411 it could be the creature in the background, 129 00:05:27,726 --> 00:05:29,621 or the lines on the legs, 130 00:05:30,566 --> 00:05:32,852 or using your overall skills, 131 00:05:32,877 --> 00:05:34,574 making a fancy image, 132 00:05:35,553 --> 00:05:38,801 or you can include a character in a dark image, 133 00:05:38,875 --> 00:05:41,800 there are so many things that you can do. 134 00:05:41,825 --> 00:05:43,682 So you need to clarify that first, 135 00:05:43,707 --> 00:05:45,166 and based on what you decided upon, 136 00:05:45,167 --> 00:05:47,477 it is important to organize this screen. 137 00:05:47,715 --> 00:05:49,651 As expected, the second one came out just now. 138 00:05:49,712 --> 00:05:52,679 What we compose is not the posing of the characters, 139 00:05:52,704 --> 00:05:53,755 but the screen itself. 140 00:05:54,974 --> 00:05:56,785 We went through this in a previous class, too. 141 00:05:56,810 --> 00:05:58,950 But it's important, so we must decide this before we move on. 142 00:05:58,953 --> 00:06:00,863 What we are composing is 143 00:06:00,888 --> 00:06:02,426 a square screen here. 144 00:06:02,893 --> 00:06:05,331 No one draws triangular illustrations, for the most part. 145 00:06:05,356 --> 00:06:07,888 Sometimes, inside a square, 146 00:06:07,913 --> 00:06:10,321 people draw a triangular screen, 147 00:06:10,585 --> 00:06:12,125 but most of us do full illustrations, 148 00:06:12,150 --> 00:06:14,902 so when you draw illustrations with a background, 149 00:06:15,320 --> 00:06:17,338 you draw an illustration inside a square. 150 00:06:17,340 --> 00:06:19,188 Either horizontally or vertically, 151 00:06:19,600 --> 00:06:21,238 inside this square, 152 00:06:21,331 --> 00:06:23,599 the characters are arranged, 153 00:06:23,624 --> 00:06:25,865 but actually, this character is a kind of material. 154 00:06:26,312 --> 00:06:28,926 It's like meat in terms of cooking. 155 00:06:29,407 --> 00:06:31,099 Although it stands out a lot among the other elements, 156 00:06:31,124 --> 00:06:32,495 it's just an ingredient. 157 00:06:32,835 --> 00:06:35,811 We're going to use this to create a thumbnail. 158 00:06:35,836 --> 00:06:38,704 This thumbnail is like a recipe for cooking. 159 00:06:40,177 --> 00:06:42,173 The part you want to emphasize, 160 00:06:42,174 --> 00:06:45,024 or where you want highlight, 161 00:06:45,138 --> 00:06:46,903 depending on how you plan it, 162 00:06:46,921 --> 00:06:49,298 the ingredients I use are different, too. 163 00:06:49,323 --> 00:06:51,100 You can put in vegetables as sub ingredients, 164 00:06:51,297 --> 00:06:52,773 or you can add other main ingredients, 165 00:06:52,798 --> 00:06:54,172 or maybe you could add noodles 166 00:06:54,173 --> 00:06:55,295 and rice, 167 00:06:55,454 --> 00:06:57,030 the sub ingredients will be different, 168 00:06:57,296 --> 00:06:58,528 and in the process of cooking, 169 00:06:58,553 --> 00:07:00,600 you can choose whether to cook it or not. 170 00:07:00,993 --> 00:07:02,298 It works the same for drawing. 171 00:07:02,323 --> 00:07:04,087 In the end, it's about how to express the sections 172 00:07:04,119 --> 00:07:05,931 that you want to emphasize. 173 00:07:05,932 --> 00:07:07,299 So while composing the screen, 174 00:07:07,324 --> 00:07:09,510 We need to keep thinking about 175 00:07:09,512 --> 00:07:11,407 where we want to place our emphasis. 176 00:07:12,794 --> 00:07:14,316 That's all for the introduction. 177 00:07:16,322 --> 00:07:18,048 Let's move on to the practice. 178 00:07:18,312 --> 00:07:20,843 I'm going to use this one to create a thumbnail. 179 00:07:41,688 --> 00:07:44,124 The reason why I painted the background gray is 180 00:07:44,225 --> 00:07:46,515 just that my eyes hurt because it's too bright. 181 00:07:47,994 --> 00:07:49,925 You don't have to paint it like this. 182 00:07:53,502 --> 00:07:56,375 Which part should I draw to emphasize the charm? 183 00:07:57,690 --> 00:07:59,464 While drawing the illustration, 184 00:07:59,465 --> 00:08:01,692 taking a look at my intentions again, 185 00:08:01,693 --> 00:08:02,723 afterwards, 186 00:08:02,726 --> 00:08:05,049 based on today's illustration, 187 00:08:05,050 --> 00:08:07,250 I'm going to break it up into several parts. 188 00:08:08,907 --> 00:08:11,252 I'm going to break it into a cute and bright image, 189 00:08:12,819 --> 00:08:14,607 and I'm going to try a calm image, 190 00:08:14,761 --> 00:08:16,408 maybe a strong image, 191 00:08:16,785 --> 00:08:18,310 or a sentimental image. 192 00:08:18,722 --> 00:08:21,730 I'm going to fix this 'friend' in many ways. 193 00:08:22,469 --> 00:08:25,405 Rather than a strong impression 194 00:08:25,899 --> 00:08:27,151 from the screen, 195 00:08:27,176 --> 00:08:28,482 at this stage, 196 00:08:28,507 --> 00:08:31,597 I intend to set a plain screen. 197 00:08:32,805 --> 00:08:34,605 You don't have to do that. 198 00:08:34,630 --> 00:08:37,231 It's okay to focus on 199 00:08:37,234 --> 00:08:39,432 composing a screen that you think is pretty. 200 00:08:39,899 --> 00:08:41,382 First of all, I'll... 201 00:08:41,407 --> 00:08:43,497 Let's see how we're going to come up with this. 202 00:08:43,522 --> 00:08:44,822 Let's think about it. 203 00:08:45,906 --> 00:08:47,810 What part can we express prettily? 204 00:08:47,892 --> 00:08:50,820 While I was working on this character, 205 00:08:50,902 --> 00:08:52,557 the sharp tooth, 206 00:08:52,694 --> 00:08:54,483 and the eyes are a bit unique, 207 00:08:54,508 --> 00:08:56,017 also the hat is a bit unique 208 00:08:56,321 --> 00:08:57,647 and this one on the back, 209 00:08:57,672 --> 00:09:00,562 I do think these are pretty in my point of view. 210 00:09:02,599 --> 00:09:04,622 So in this section, 211 00:09:04,972 --> 00:09:06,527 let's say you want to draw attention. 212 00:09:07,398 --> 00:09:08,599 To do that, 213 00:09:08,624 --> 00:09:09,915 let's compose the screen. 214 00:09:10,199 --> 00:09:11,911 How should we apply the angle? 215 00:09:11,912 --> 00:09:15,217 At this stage, we'll think about the angle together. 216 00:09:15,405 --> 00:09:17,537 To show what you want, 217 00:09:17,562 --> 00:09:19,305 the pose of the character, 218 00:09:20,192 --> 00:09:22,313 and in order to show the parts that you want to emphasize, 219 00:09:22,338 --> 00:09:23,586 the angle, 220 00:09:23,611 --> 00:09:25,899 and the way surrounding elements are arranged, 221 00:09:26,272 --> 00:09:27,968 the coloring, 222 00:09:28,294 --> 00:09:29,604 and the way to apply the lighting, 223 00:09:29,629 --> 00:09:33,314 if possible, it's good to think about these in the thumbnail level. 224 00:09:33,415 --> 00:09:35,511 Of course, we can't do it all at once. 225 00:09:35,919 --> 00:09:38,713 There are still a lot of people who can't do it all together. 226 00:09:38,731 --> 00:09:41,295 You can do it step by step. 227 00:09:41,327 --> 00:09:43,306 But when you get used to it later on, 228 00:09:43,308 --> 00:09:46,139 I think it's better to compose from the thumbnail up to the colors. 229 00:09:46,164 --> 00:09:47,255 It's the best method. 230 00:09:48,328 --> 00:09:49,850 Let's compose it together. 231 00:09:53,489 --> 00:09:55,528 I'm going to use the high angle. 232 00:09:55,553 --> 00:09:58,225 I told you that the previous angle was too widened. 233 00:09:59,078 --> 00:10:00,724 I'm going to put the camera closer. 234 00:10:00,725 --> 00:10:02,794 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 235 00:10:02,795 --> 00:10:03,581 That's why it feels like the angle is spreading, 236 00:10:03,606 --> 00:10:06,320 a bit stronger than the previous one. 237 00:10:21,703 --> 00:10:22,973 At the thumbnail level, 238 00:10:22,974 --> 00:10:25,411 I tend to draw the character's facial features. 239 00:10:36,119 --> 00:10:37,613 Rather than aligning the human body, 240 00:10:37,614 --> 00:10:39,547 I'll focus on getting the right vibe. 241 00:10:49,190 --> 00:10:52,215 To show the hat clearly, I turn on the angle. 242 00:10:52,409 --> 00:10:53,818 If you do this, 243 00:10:53,819 --> 00:10:55,738 since the hat goes into a low angle, 244 00:10:55,763 --> 00:10:58,822 you will be able to show the teeth of the hat, 245 00:10:59,009 --> 00:11:00,661 and you can see the character's face well, 246 00:11:00,686 --> 00:11:02,921 with the clothes on the bottom spread out like this, 247 00:11:03,634 --> 00:11:05,580 so you can see it up to the neck. 248 00:11:06,009 --> 00:11:09,117 But if you have that strength, you always have a weakness. 249 00:11:09,135 --> 00:11:11,325 This is my theory, 250 00:11:11,865 --> 00:11:13,812 but there are always pros and cons. 251 00:11:13,814 --> 00:11:15,838 There's no method with pros only. 252 00:11:16,791 --> 00:11:20,573 But if the pros are worth more than the cons, 253 00:11:20,574 --> 00:11:22,491 I think that screen is the best. 254 00:11:23,289 --> 00:11:25,985 As the high angle goes in intensively, 255 00:11:26,010 --> 00:11:28,211 you give a strong impression, 256 00:11:28,236 --> 00:11:30,140 since the eyes are focused on the face, 257 00:11:30,165 --> 00:11:31,901 if you show the body design, 258 00:11:31,902 --> 00:11:33,047 or if you add a lot of surrounding elements, 259 00:11:33,048 --> 00:11:34,781 it's going to get too complicated. 260 00:11:35,031 --> 00:11:36,077 Like that, 261 00:11:36,080 --> 00:11:37,880 according to the method that you chose, 262 00:11:38,105 --> 00:11:41,708 the screen has strengths and weaknesses. 263 00:11:41,805 --> 00:11:44,036 It's even better if you think about it all together. 264 00:11:44,374 --> 00:11:45,704 In that regard, 265 00:11:45,729 --> 00:11:47,608 the answer is up to you. 266 00:11:47,708 --> 00:11:50,064 What would be good for this one? 267 00:11:50,065 --> 00:11:51,282 Which part would be good? 268 00:11:51,718 --> 00:11:53,528 If there's something you don't get, 269 00:11:53,529 --> 00:11:55,896 looking at other illustrations of similar lines, 270 00:11:55,921 --> 00:11:57,325 we need to analyze them. 271 00:11:57,503 --> 00:12:00,490 Like, this is similar to the illustration I was going to draw. 272 00:12:00,515 --> 00:12:02,403 While this is a strength, 273 00:12:02,428 --> 00:12:05,403 this part is a bit weak. 274 00:12:07,592 --> 00:12:09,717 The process of finding that is part of studying. 275 00:12:10,888 --> 00:12:12,160 When it comes to drawing, 276 00:12:12,185 --> 00:12:14,218 I think it's a very important process. 277 00:12:21,510 --> 00:12:23,800 If possible, in this process, 278 00:12:23,825 --> 00:12:25,213 don't spend too much time on it. 279 00:12:27,917 --> 00:12:29,878 I want to show the legs, too. 280 00:12:29,879 --> 00:12:31,294 So lift the legs a bit, 281 00:12:32,085 --> 00:12:35,606 to show this one which didn't have a tooth shape. 282 00:12:38,496 --> 00:12:41,015 We made some outerwear before. 283 00:12:41,809 --> 00:12:43,041 Using the outerwear, 284 00:12:43,042 --> 00:12:45,581 if you want to draw a pretty outfit that droops down, 285 00:12:49,156 --> 00:12:51,328 then compose the overall vibe, 286 00:12:51,428 --> 00:12:52,856 and it's enough if you could understand what you want in the draft. 287 00:12:52,881 --> 00:12:54,307 Even if other people can't get it, 288 00:12:54,309 --> 00:12:56,015 it's enough if you can see it. 289 00:12:58,115 --> 00:12:59,545 If you set the overall atmosphere, 290 00:12:59,570 --> 00:13:02,268 work on the 2nd sketch with this one. 291 00:13:02,293 --> 00:13:03,430 In case you like it. 292 00:13:03,615 --> 00:13:04,976 If you don't like it, try to design it until you like it. 293 00:13:04,977 --> 00:13:06,808 You have to keep designing until you get what you like. 294 00:13:07,221 --> 00:13:08,385 First of all, I'll start 295 00:13:08,393 --> 00:13:11,112 the 2nd sketch and design another one. 296 00:13:15,185 --> 00:13:16,664 When we go into the second sketch, 297 00:13:16,665 --> 00:13:18,098 zoom in on this, 298 00:13:18,123 --> 00:13:19,789 and erase it again. 299 00:13:20,799 --> 00:13:22,965 Or maybe creating a new layer 300 00:13:22,990 --> 00:13:24,607 would be a good method. 301 00:13:28,869 --> 00:13:30,781 Let's start the 2nd sketch. 302 00:13:31,721 --> 00:13:32,944 In the 2nd sketch, 303 00:13:32,969 --> 00:13:37,025 it's good to set the facial features to a certain extent. 304 00:13:37,207 --> 00:13:39,452 It's okay to set it in the 3rd sketch, 305 00:13:39,525 --> 00:13:42,215 but the reason why I recommend setting it up in advance for the 2nd sketch is, 306 00:13:42,288 --> 00:13:43,858 if you have any errors in this part, 307 00:13:43,883 --> 00:13:45,154 you may need to fix the body first, 308 00:13:45,156 --> 00:13:46,920 to draw a new face. 309 00:13:47,780 --> 00:13:50,521 So if that happens, there's a lot of editing involved, right? 310 00:13:50,715 --> 00:13:52,610 You may have a hard time working on it. 311 00:13:54,710 --> 00:13:58,241 I think it's okay to spend some time on the face. 312 00:13:58,788 --> 00:14:01,811 That's how important the face is when it comes to characters. 313 00:14:04,648 --> 00:14:05,785 If you want the character's sharp teeth 314 00:14:05,810 --> 00:14:07,624 to be pretty, 315 00:14:07,967 --> 00:14:09,758 it'd be nice if you could direct them, 316 00:14:18,994 --> 00:14:20,318 making the mouth as big as possible. 317 00:14:21,198 --> 00:14:23,308 So make the eyes as wide as possible, 318 00:14:23,951 --> 00:14:27,425 and make space on the top and bottom, and when its eyes open, 319 00:14:27,443 --> 00:14:29,750 you can make it look like it's opening its eyes wide. 320 00:14:29,781 --> 00:14:33,665 And for double eyelids, unlike the previous one, with half of them up, 321 00:14:33,832 --> 00:14:35,612 it's better to put them on as much as possible. 322 00:14:41,580 --> 00:14:43,794 So it's going to look at the center. 323 00:14:44,405 --> 00:14:46,724 Put it in the middle like this. 324 00:15:04,216 --> 00:15:06,403 So it kind of has a scary impression, 325 00:15:07,892 --> 00:15:09,205 but later on, 326 00:15:09,222 --> 00:15:12,614 we're going to look at other examples when we move on to the nuance part. 327 00:15:27,414 --> 00:15:29,058 I'll draw the mouth again. 328 00:15:59,476 --> 00:16:01,211 Even if it's your 2nd sketch, 329 00:16:01,212 --> 00:16:02,824 you don't have to be nervous. 330 00:16:02,825 --> 00:16:06,103 We're going to go through the 3rd and 4th sketches anyway. 331 00:16:06,200 --> 00:16:09,722 We need to edit the 3rd and 4th sketches while checking the details. 332 00:16:10,042 --> 00:16:14,136 In the 2nd sketch, 333 00:16:14,161 --> 00:16:16,000 what we need to do is to get the overall vibe. 334 00:16:18,098 --> 00:16:20,981 But the hair that we learned before, etc., 335 00:16:22,850 --> 00:16:25,376 try to apply these theories as much as possible. 336 00:16:25,898 --> 00:16:27,413 The ratio of the characters, 337 00:16:28,265 --> 00:16:30,210 and the errors, 338 00:16:31,196 --> 00:16:32,888 I've told you this before. 339 00:16:33,029 --> 00:16:36,021 Rough sketches and theories. 340 00:16:36,379 --> 00:16:40,513 So, when it comes to the facts, drawing accurately, 341 00:16:40,538 --> 00:16:42,015 the feeling is more important. 342 00:16:42,108 --> 00:16:43,837 You need to put the feeling first. 343 00:16:48,607 --> 00:16:51,380 It means that some errors in the human body and things like that 344 00:16:51,405 --> 00:16:55,289 are a bit understandable when it's a casual drawing. 345 00:16:56,395 --> 00:16:58,530 Some people say, 346 00:16:59,226 --> 00:17:03,255 that it's charming with little glitches. 347 00:17:06,397 --> 00:17:09,393 It's not like I'm telling you to make mistakes. 348 00:17:09,920 --> 00:17:12,139 But it means don't be too afraid of them. 349 00:17:13,361 --> 00:17:15,512 Just draw the overall flow of the hair. 350 00:17:16,435 --> 00:17:20,641 For now, I'll draw around this much. 351 00:17:26,456 --> 00:17:27,719 In the 2nd sketch, 352 00:17:27,727 --> 00:17:29,512 it's important to adjust the body. 353 00:17:29,523 --> 00:17:31,556 You don't have to draw the outfit for a second. 354 00:17:32,303 --> 00:17:35,859 For the 1st sketch, we only had silhouettes. 355 00:17:43,885 --> 00:17:45,094 Therefore, 356 00:17:45,499 --> 00:17:48,708 let's focus on editing the body. 357 00:17:51,308 --> 00:17:53,146 I'm going to draw the upper body smaller. 358 00:17:53,883 --> 00:17:55,729 Because it's a small character. 359 00:18:10,403 --> 00:18:12,718 I'm going to lift the legs a little bit. 360 00:18:27,081 --> 00:18:30,284 It's okay to just put this hand down, 361 00:18:30,309 --> 00:18:32,517 but to make it fun, 362 00:18:33,977 --> 00:18:35,644 I'll stretch it out. 363 00:18:41,398 --> 00:18:43,516 Do you remember the basic hand structure? 364 00:19:00,485 --> 00:19:02,623 In the 2nd sketch, 365 00:19:02,625 --> 00:19:04,906 it's time to improve the accuracy of the human body. 366 00:19:04,907 --> 00:19:06,012 That's what it's for. 367 00:19:06,186 --> 00:19:09,764 After checking the accuracy in the 2nd sketch, 368 00:19:09,925 --> 00:19:12,517 and if there's no big mistakes, 369 00:19:12,603 --> 00:19:14,315 let's move on to the 3rd sketch. 370 00:19:16,476 --> 00:19:19,100 We're going to do up to the 3rd sketch today. 371 00:19:23,062 --> 00:19:25,704 We're going to make a few more thumbnails. 372 00:19:26,005 --> 00:19:27,690 Try to make it wide horizontally, 373 00:19:28,184 --> 00:19:30,487 and since we emphasized the face, 374 00:19:30,512 --> 00:19:32,105 we'll have to emphasize other things, too. 375 00:19:47,394 --> 00:19:48,934 We can emphasize this by putting an extra strand of hair. 376 00:19:49,805 --> 00:19:51,422 We also call this 'ahoge' hair. 377 00:19:51,447 --> 00:19:52,922 So we need to emphasize that, too. 378 00:19:53,795 --> 00:19:56,096 And put the decorations on the back of the head. 379 00:19:57,198 --> 00:19:59,218 The sharpness of its hair, 380 00:20:00,012 --> 00:20:03,340 highlight these details in the 3rd sketch. 381 00:20:03,892 --> 00:20:06,890 Since I'm demonstrating right now, I'm in a hurry, 382 00:20:06,915 --> 00:20:09,994 but you can do the 3rd sketch slowly. 383 00:20:10,832 --> 00:20:12,802 It's already the 3rd sketch. 384 00:20:12,820 --> 00:20:15,410 Usually, until the 2nd round, it's mostly done with the thumbnail. 385 00:20:15,557 --> 00:20:17,387 From the 3rd sketch, 386 00:20:17,412 --> 00:20:19,737 if you think you can proceed further with this design, 387 00:20:20,005 --> 00:20:24,478 it would be okay to continue to the end, 388 00:20:24,510 --> 00:20:25,696 you can make a decision. 389 00:20:25,830 --> 00:20:29,522 You can work on the 3rd sketch when you've decided. 390 00:20:34,569 --> 00:20:35,617 Therefore, 391 00:20:35,620 --> 00:20:37,907 from the 3rd sketch, try to be as precise as possible. 392 00:20:37,908 --> 00:20:40,212 It's important to draw, 393 00:20:43,129 --> 00:20:44,715 expressing everything you can. 394 00:21:03,016 --> 00:21:05,911 So, accentuate the worn-out look of the outfit. 395 00:21:09,812 --> 00:21:12,549 And maintain the design of the half-glove. 396 00:21:19,110 --> 00:21:22,220 At this point, we're going to express the nails. 397 00:21:31,278 --> 00:21:32,835 The perspective is a bit off here. 398 00:21:34,795 --> 00:21:36,156 The perspective on the floor, 399 00:21:36,181 --> 00:21:38,309 is applied like this. 400 00:21:38,709 --> 00:21:41,243 So if you look at the part where the legs are placed, 401 00:21:41,268 --> 00:21:43,403 you'll be able to get used to it. 402 00:21:43,757 --> 00:21:45,218 When you put your legs on the cuboid 403 00:21:45,385 --> 00:21:47,380 and if they look natural, it's all good. 404 00:22:11,988 --> 00:22:14,112 The arms were a bit short, so let's put them down. 405 00:22:33,978 --> 00:22:36,396 Draw the design of the skirt, 406 00:22:50,249 --> 00:22:51,623 and cut the screen. 407 00:22:53,293 --> 00:22:55,299 Also, when you make the thumbnail, 408 00:22:55,324 --> 00:22:57,674 some people don't draw in a square. 409 00:22:57,699 --> 00:22:59,547 If possible, I recommend you do to a square 410 00:22:59,548 --> 00:23:00,609 before you work on it. 411 00:23:01,215 --> 00:23:04,038 It's a way not to forget 412 00:23:04,063 --> 00:23:05,858 what we're composing is the screen. 413 00:23:06,180 --> 00:23:07,641 So that you can 414 00:23:07,945 --> 00:23:10,570 approach it like that. 415 00:23:12,597 --> 00:23:15,291 There could be a part that sticks out of the square. 416 00:23:15,316 --> 00:23:17,724 If possible, make a big canvas like this. 417 00:23:18,008 --> 00:23:19,629 Draw a small square in it. 418 00:23:19,983 --> 00:23:24,015 I recommend you do a thumbnail sketch inside the square. 419 00:23:48,309 --> 00:23:51,262 Try to apply the designs that we've done before. 420 00:23:51,608 --> 00:23:53,949 In the area where there's some space in the back, 421 00:23:53,958 --> 00:23:57,690 I wanted to apply the character's creature part, if possible. 422 00:23:57,780 --> 00:24:00,417 So I'll put it in the back like this. 423 00:24:10,501 --> 00:24:13,203 I told you about the gazing part earlier. 424 00:24:15,595 --> 00:24:18,008 I told you that we need to focus on the face. 425 00:24:19,101 --> 00:24:21,079 Let's see if it's really focused. 426 00:24:21,104 --> 00:24:23,281 Okay, let's do the perspective calculation. 427 00:24:23,306 --> 00:24:26,836 By bending the face like this, 428 00:24:27,730 --> 00:24:29,005 low angle, 429 00:24:29,218 --> 00:24:30,524 slightly low angle, 430 00:24:30,808 --> 00:24:32,108 slightly high angle, 431 00:24:33,585 --> 00:24:34,591 a bit higher angle, 432 00:24:34,616 --> 00:24:36,023 then even the high angle, 433 00:24:36,500 --> 00:24:38,695 so the part that goes around a lot, 434 00:24:38,696 --> 00:24:40,430 is focused on the face. 435 00:24:40,610 --> 00:24:41,998 If it's composed like this, 436 00:24:42,023 --> 00:24:43,820 people's gaze will 437 00:24:43,845 --> 00:24:45,918 also focus on the face very naturally. 438 00:24:47,984 --> 00:24:49,363 Let's see how people's gaze 439 00:24:49,388 --> 00:24:51,668 on the illustration flows. 440 00:24:51,693 --> 00:24:53,613 As we learned in the gaze part, 441 00:24:54,586 --> 00:24:56,356 we're going to look at the face, 442 00:24:56,381 --> 00:24:58,880 and it's a must to see the face in the character illustration. 443 00:24:58,905 --> 00:25:02,512 I think it's okay to say that 80 to 90 percent of the time you see the face. 444 00:25:02,985 --> 00:25:04,427 If you saw the face like this, 445 00:25:04,435 --> 00:25:07,087 the gaze will go down along the body. 446 00:25:07,491 --> 00:25:08,894 The gaze that went down like this, 447 00:25:08,919 --> 00:25:11,169 might be bland if it just ends like that. 448 00:25:11,194 --> 00:25:13,726 So when you draw the line of the gaze, 449 00:25:13,751 --> 00:25:15,720 it's good to check if there's a connected part. 450 00:25:16,806 --> 00:25:18,356 The hat part would be appropriate. 451 00:25:18,381 --> 00:25:19,693 Then the hat part 452 00:25:19,718 --> 00:25:23,220 would be good to be arranged so that the gaze can continue. 453 00:25:24,490 --> 00:25:27,440 Then we need to check if there's any other gaze. 454 00:25:27,465 --> 00:25:29,180 If the main gaze is on this side, 455 00:25:29,182 --> 00:25:31,897 what are the sub-gaze and sub elements like? 456 00:25:31,974 --> 00:25:33,632 We may look at the hands. 457 00:25:33,892 --> 00:25:35,515 If you look at this hand, 458 00:25:35,540 --> 00:25:39,289 the face and hands are kind of loose. 459 00:25:39,298 --> 00:25:41,948 I'm going to add some nuance to this, 460 00:25:41,949 --> 00:25:43,303 and edit it later. 461 00:25:45,112 --> 00:25:48,466 So when I change to a cute image or a calm image, 462 00:25:48,467 --> 00:25:50,427 I'm going to edit it once in a while. 463 00:25:50,452 --> 00:25:51,897 I'll leave this section. 464 00:25:51,922 --> 00:25:53,790 First of all, the overall wide gaze composition, 465 00:25:53,815 --> 00:25:55,021 it's spinning this much. 466 00:25:55,046 --> 00:25:57,120 And the subject is clearly visible. 467 00:25:57,202 --> 00:26:00,490 We've achieved the part where we can see the sub element. 468 00:26:00,522 --> 00:26:02,770 This, for an illustration sketch, 469 00:26:02,788 --> 00:26:05,318 we've achieved most of the things we need. 470 00:26:06,140 --> 00:26:08,155 So far we went through the first sketch. 471 00:26:09,893 --> 00:26:13,754 If you just look at it as an example, it might seem difficult. 472 00:26:14,795 --> 00:26:17,832 But actually, the thumbnail part 473 00:26:17,912 --> 00:26:23,690 is the foundation that will be the main focus of the future work, 474 00:26:23,691 --> 00:26:28,246 it's actually at the stage of completing the painting. 475 00:26:28,500 --> 00:26:30,892 So I said we need to anticipate the color at this point. 476 00:26:30,917 --> 00:26:34,367 So I'm drawing at the level 477 00:26:34,368 --> 00:26:35,392 of perfection in my head. 478 00:26:36,239 --> 00:26:38,148 By working on it like that, 479 00:26:38,663 --> 00:26:43,416 I think the accuracy of the work will be improved a lot. 480 00:26:45,993 --> 00:26:48,514 And the ability to draw as you intended later on, 481 00:26:49,178 --> 00:26:52,279 the one that we focused on at the beginning of the class, 482 00:26:52,304 --> 00:26:55,197 we'll be able to keep the content to a certain extent. 483 00:26:55,310 --> 00:26:58,446 If you think the thumbnail is difficult, 484 00:26:58,471 --> 00:26:59,684 it is alright right now. 485 00:26:59,709 --> 00:27:01,499 As I said before, 486 00:27:01,524 --> 00:27:04,533 you can improve while referring to the materials as much as possible. 487 00:27:07,287 --> 00:27:08,841 Let's say there's this kind of reference, 488 00:27:08,842 --> 00:27:11,129 try to use its pose as much as possible. 489 00:27:11,305 --> 00:27:12,758 It's okay to start with. 490 00:27:12,760 --> 00:27:14,628 So by increasing the information like that, 491 00:27:14,629 --> 00:27:17,095 if you make those yours later on, that's good enough. 492 00:27:18,393 --> 00:27:20,133 So at this stage, 493 00:27:20,158 --> 00:27:22,342 try to draw with 494 00:27:22,482 --> 00:27:23,776 as many references as possible. 495 00:27:23,801 --> 00:27:25,932 If you're struggling, you can do that. 496 00:27:26,114 --> 00:27:28,090 Since we made the first composition like this, 497 00:27:28,100 --> 00:27:29,713 we'll move on to the second composition. 498 00:27:29,921 --> 00:27:31,980 In the first illustration, 499 00:27:31,997 --> 00:27:34,227 I wanted to express the face of the character strongly. 500 00:27:34,252 --> 00:27:35,844 Then what should we do for the second round? 501 00:27:35,893 --> 00:27:38,314 The creature in the back is crushed. 502 00:27:38,315 --> 00:27:39,402 In the illustration composition, 503 00:27:39,520 --> 00:27:41,167 could we express more of that part? 504 00:27:41,168 --> 00:27:42,342 In the composition itself? 505 00:27:42,352 --> 00:27:43,594 Let's think about it. 506 00:27:45,002 --> 00:27:46,508 Horizontal and vertical, wide. 507 00:27:46,670 --> 00:27:48,552 Let's go through this part before we move on. 508 00:27:48,745 --> 00:27:50,720 Horizontal and vertical wide. 509 00:27:51,007 --> 00:27:53,464 You might ask what the difference is between them. 510 00:27:54,062 --> 00:27:56,799 Usually, vertically long illustrations like this, 511 00:27:57,006 --> 00:27:58,699 or horizontally long illustrations, 512 00:27:58,925 --> 00:28:01,106 have one side of the screen narrow, 513 00:28:01,131 --> 00:28:03,097 these two sides narrow. 514 00:28:03,291 --> 00:28:06,730 Since it's narrow, it feels kind of stuffy. 515 00:28:07,803 --> 00:28:09,630 Stuffy means, 516 00:28:09,655 --> 00:28:12,017 on the other hand, it means you can concentrate. 517 00:28:14,378 --> 00:28:15,692 You can focus more. 518 00:28:15,912 --> 00:28:19,233 So if you want to show your character strongly, 519 00:28:19,234 --> 00:28:20,847 when you express the illustration, 520 00:28:20,848 --> 00:28:23,636 compared to the cuboid, 521 00:28:23,694 --> 00:28:25,817 the screen that's long vertically or horizontally 522 00:28:25,904 --> 00:28:27,410 has a lot of advantages. 523 00:28:30,116 --> 00:28:31,986 Before composing the second screen, 524 00:28:32,011 --> 00:28:33,660 let's talk about some theory. 525 00:28:33,913 --> 00:28:36,809 We've talked about the gaze before. 526 00:28:36,834 --> 00:28:38,351 Let's review it a little bit. 527 00:28:38,545 --> 00:28:41,615 Whether the overall composition of the screen should be triangular, 528 00:28:42,315 --> 00:28:43,801 or a diamond shape, 529 00:28:45,488 --> 00:28:46,898 or an 8-shaped composition, 530 00:28:47,906 --> 00:28:49,580 or an inverted triangle... 531 00:28:51,443 --> 00:28:52,542 depending on these things, 532 00:28:52,567 --> 00:28:56,306 you can express the character's feelings in a very different way. 533 00:28:56,413 --> 00:28:58,678 We learned these things in the previous silhouette class. 534 00:28:58,703 --> 00:29:01,449 We handled it in the gaze processing part. 535 00:29:01,474 --> 00:29:03,197 In making good use of it, 536 00:29:03,222 --> 00:29:05,272 although it was about drawing, 537 00:29:05,297 --> 00:29:08,366 you need to know that lighting is also available. 538 00:29:08,368 --> 00:29:10,075 As I said before, 539 00:29:10,100 --> 00:29:11,351 at the thumbnail level, 540 00:29:11,352 --> 00:29:13,109 you have to anticipate the coloring while working on it. 541 00:29:13,135 --> 00:29:14,723 I do emphasize it once again. 542 00:29:15,692 --> 00:29:16,983 Because 543 00:29:16,985 --> 00:29:18,415 for this one, the lighting 544 00:29:18,440 --> 00:29:20,697 is applied a little bit to the illustration. 545 00:29:20,800 --> 00:29:22,085 Let's make it. 546 00:29:22,292 --> 00:29:23,822 The second thumbnail is, 547 00:29:25,187 --> 00:29:26,352 as I said before, 548 00:29:26,353 --> 00:29:28,688 I'll go for the composition where you can see the creature. 549 00:29:28,803 --> 00:29:32,502 The ratio between the character and the creature is about 7:3. 550 00:29:32,527 --> 00:29:35,466 The character is the main element. 551 00:29:40,602 --> 00:29:43,926 First, I'm going to lay down the character. 552 00:29:45,087 --> 00:29:47,690 The reason why I put it on a horizontally wide screen is, 553 00:29:47,715 --> 00:29:49,508 usually, vertical wide, 554 00:29:50,122 --> 00:29:53,418 when there's a character in it, 555 00:29:53,525 --> 00:29:55,558 with less of an element, 556 00:29:55,559 --> 00:29:57,045 vertical wide is good for composition. 557 00:29:57,070 --> 00:29:58,203 If there's a lot to put in, 558 00:29:58,228 --> 00:29:59,654 and you think you prepared a lot, 559 00:29:59,655 --> 00:30:01,983 horizontal wide is more useful. 560 00:30:02,314 --> 00:30:03,431 Since we have to show the unique personality 561 00:30:03,432 --> 00:30:05,912 of the characters and the things on the character's back, 562 00:30:06,344 --> 00:30:07,878 to a certain extent, 563 00:30:08,425 --> 00:30:11,336 I think we need to show the character part horizontally. 564 00:30:29,685 --> 00:30:32,312 If the main element is the creature in the back, 565 00:30:32,313 --> 00:30:34,568 the sub element will be a character. 566 00:30:34,797 --> 00:30:38,814 Especially the shoulders and neck of the character. 567 00:30:38,889 --> 00:30:42,813 I'd like to make a composition that shows the core of this design. 568 00:31:07,815 --> 00:31:11,423 So it'd be good if you can express the face in detail. 569 00:31:16,097 --> 00:31:18,167 Get the shape of the hair. 570 00:31:20,914 --> 00:31:24,030 It's not that we're going to match the body exactly. 571 00:31:24,396 --> 00:31:27,321 Let's focus on getting the vibe. 572 00:31:30,912 --> 00:31:32,703 Hold it like this... 573 00:31:34,027 --> 00:31:36,297 it's okay to lower this shoulder. 574 00:31:41,984 --> 00:31:44,042 While filming the video, 575 00:31:44,043 --> 00:31:47,370 it's not easy to come up with the composition. 576 00:31:54,721 --> 00:31:58,408 Since you are drawing less nervously than I am, 577 00:31:58,689 --> 00:32:01,548 I hope everyone is enjoying it. 578 00:32:15,393 --> 00:32:18,059 For those of who find the thumbnail difficult, 579 00:32:18,061 --> 00:32:20,012 it's okay, it is hard. 580 00:32:20,013 --> 00:32:22,752 This is the most important part of the illustration. 581 00:32:22,999 --> 00:32:27,429 And this is the hardest part of the illustration. 582 00:32:28,095 --> 00:32:31,210 It's hard to compose the screen. 583 00:32:31,496 --> 00:32:32,918 Now, we're drawing this one 584 00:32:34,373 --> 00:32:37,584 while thinking about what we learned earlier, 585 00:32:37,586 --> 00:32:38,799 so of course, it must be hard. 586 00:32:38,916 --> 00:32:42,057 Anyway, it is indeed hard. 587 00:32:42,082 --> 00:32:44,035 So it's better to go in without being nervous. 588 00:32:44,599 --> 00:32:46,492 This is also my theory of painting. 589 00:32:48,093 --> 00:32:51,560 If you are working on a hard one, you have to take it easy. 590 00:32:51,930 --> 00:32:53,331 And the easier it is, 591 00:32:53,332 --> 00:32:55,533 the more serious you should take it. 592 00:32:55,818 --> 00:32:58,324 Most of the time, it's the basics that might bother you later. 593 00:32:58,737 --> 00:33:01,007 One of the things that professionals feel the most is 594 00:33:01,308 --> 00:33:04,035 that they lack some basic skills. 595 00:33:04,037 --> 00:33:05,348 There are a lot of people like this. 596 00:33:05,373 --> 00:33:08,369 When students hear that, 597 00:33:08,370 --> 00:33:10,615 you may think they are good at drawing and wonder why they think so. 598 00:33:10,683 --> 00:33:12,700 Actually, they really mean it. 599 00:33:17,498 --> 00:33:19,612 I've seen someone 600 00:33:19,613 --> 00:33:20,915 who wanted to learn shading and sketching again. 601 00:33:26,080 --> 00:33:27,446 The reason I'm saying this is because 602 00:33:27,733 --> 00:33:30,721 although the thumbnail we're working on right now is very difficult, 603 00:33:30,968 --> 00:33:31,975 that doesn't mean 604 00:33:32,000 --> 00:33:33,730 this character 605 00:33:33,755 --> 00:33:36,599 looks too jarring. 606 00:33:38,796 --> 00:33:40,118 If you think of it simply, 607 00:33:40,196 --> 00:33:43,252 if there's a point that you want to show, 608 00:33:43,277 --> 00:33:46,196 you can organize it to be captured on the screen. 609 00:33:46,377 --> 00:33:48,406 The method doesn't really matter. 610 00:33:48,833 --> 00:33:51,139 Whether the character is lying down horizontally like now, 611 00:33:51,164 --> 00:33:53,172 or to show the creature as strong, 612 00:33:53,197 --> 00:33:55,655 drawing a big creature in the middle, 613 00:33:55,714 --> 00:33:56,950 for example, 614 00:33:56,983 --> 00:33:58,442 on the vertical screen, 615 00:33:58,737 --> 00:34:00,023 the character is standing like this, 616 00:34:01,707 --> 00:34:02,862 and like this, 617 00:34:02,863 --> 00:34:05,086 the big creature in the middle, 618 00:34:05,690 --> 00:34:07,063 in any way, 619 00:34:07,065 --> 00:34:10,111 if you can see both the creature and the character, 620 00:34:10,136 --> 00:34:12,712 I think it's going to fit the screen. 621 00:34:12,946 --> 00:34:15,712 You just have to think about which screen is the best. 622 00:34:17,280 --> 00:34:18,915 The answer in that process is 623 00:34:19,202 --> 00:34:22,587 on you. 624 00:34:22,605 --> 00:34:24,065 If you say this side looks prettier, 625 00:34:24,090 --> 00:34:25,533 then you can work with that. 626 00:34:26,804 --> 00:34:27,947 That itself is 627 00:34:27,948 --> 00:34:31,201 a part where it becomes about the illustrator's identity, 628 00:34:32,294 --> 00:34:34,127 and if you failed, 629 00:34:34,128 --> 00:34:35,576 you could improve yourself by experiencing that failure. 630 00:34:42,950 --> 00:34:45,519 Like this, the character is lying down in front of us. 631 00:34:45,832 --> 00:34:50,166 And you want to compose the screen 632 00:34:50,167 --> 00:34:52,092 with a big face of the creature in the back. 633 00:34:52,093 --> 00:34:53,894 We predicted 634 00:34:53,919 --> 00:34:55,416 how the gaze would flow. 635 00:34:55,710 --> 00:34:56,829 Let's take a look at it. 636 00:34:58,013 --> 00:35:01,676 We can make the gaze flow from the character like this. 637 00:35:01,677 --> 00:35:03,869 It's similar to what we did before. 638 00:35:03,870 --> 00:35:05,795 Instead, the creativity in the back 639 00:35:05,796 --> 00:35:07,328 supports the gaze. 640 00:35:07,529 --> 00:35:09,103 You'll get it when you draw the outfit later on, 641 00:35:09,128 --> 00:35:10,728 but the line on the outfit, 642 00:35:11,488 --> 00:35:12,962 and the lip line on this side, 643 00:35:12,963 --> 00:35:14,847 with the waistline on the body, 644 00:35:15,029 --> 00:35:18,285 and on this side the tooth line's connected. 645 00:35:18,286 --> 00:35:21,296 So the gaze will naturally move from the character 646 00:35:21,620 --> 00:35:24,148 to the creature in the back. 647 00:35:24,149 --> 00:35:26,971 So, the people who observe it, 648 00:35:26,972 --> 00:35:28,469 will be able to see the characters and the creature. 649 00:35:29,210 --> 00:35:32,105 You can add a couple tentacles 650 00:35:32,106 --> 00:35:33,709 around this area. 651 00:35:33,710 --> 00:35:35,140 It was a part of the setup as well. 652 00:35:37,575 --> 00:35:39,476 We've done the 2nd sketch. 653 00:35:39,478 --> 00:35:41,872 Let's start with the 3rd sketch. 654 00:35:45,064 --> 00:35:46,843 Usually, in the thumbnail process, 655 00:35:46,861 --> 00:35:49,281 some people make up to six of them. 656 00:35:49,614 --> 00:35:52,457 I feel like I don't need to make that much, 657 00:35:52,598 --> 00:35:54,704 but the process itself is fun, 658 00:35:54,821 --> 00:35:57,509 and as I said before, I think it's helpful. 659 00:35:59,109 --> 00:36:00,710 In the time I design this, 660 00:36:01,717 --> 00:36:03,203 I don't waste time. 661 00:36:04,148 --> 00:36:07,022 Thumbnail sketches are supposed to be rough anyway. 662 00:36:07,615 --> 00:36:09,739 Compared to completing a sketch, 663 00:36:10,050 --> 00:36:11,889 drawing ten thumbnails, 664 00:36:11,890 --> 00:36:15,133 should be less time-consuming than doing one completed illustration. 665 00:36:17,528 --> 00:36:20,109 So the amount of studying and the quality of studying you do 666 00:36:20,933 --> 00:36:22,619 is very beneficial. 667 00:36:22,620 --> 00:36:25,702 I don't feel like it's a waste to create thumbnails. 668 00:36:25,881 --> 00:36:28,017 So when you practice, 669 00:36:28,111 --> 00:36:31,295 always draw a lot of thumbnails like this. 670 00:36:32,281 --> 00:36:35,231 It would be great if you take your time with it. 671 00:36:39,313 --> 00:36:44,109 To experiencing the values that make up the screen, 672 00:36:44,111 --> 00:36:45,713 which is different from the experience of designing characters, 673 00:36:46,060 --> 00:36:49,132 it is best to draw a lot. 674 00:36:51,093 --> 00:36:54,014 It's good to draw as much as possible. 675 00:36:54,015 --> 00:36:56,907 Most instructors would emphasize this, 676 00:36:57,980 --> 00:37:00,390 and you might get tired of hearing it so much. 677 00:37:00,952 --> 00:37:02,051 Yes, I guess so. 678 00:37:02,052 --> 00:37:04,579 But some may say there's nothing we can do about it. 679 00:37:04,580 --> 00:37:07,077 But it's a bit different. 680 00:37:07,078 --> 00:37:09,090 It's important to know 681 00:37:09,092 --> 00:37:12,484 the parts you need to practice often. 682 00:37:13,488 --> 00:37:17,359 We've talked about careers before. 683 00:37:18,206 --> 00:37:19,987 If you want to be a concept artist 684 00:37:19,988 --> 00:37:22,125 by becoming good at designing, 685 00:37:23,005 --> 00:37:25,889 or if you intend to draw creative illustrations 686 00:37:25,890 --> 00:37:27,891 or draw fan art 687 00:37:28,511 --> 00:37:30,799 by creating fanzines, 688 00:37:31,639 --> 00:37:32,666 when it comes to that, 689 00:37:32,667 --> 00:37:35,317 you just have to draw what's most important to you. 690 00:37:35,385 --> 00:37:37,999 Because after all, you'll draw everything. 691 00:37:38,693 --> 00:37:40,529 If you draw for the rest of your life, 692 00:37:41,501 --> 00:37:43,346 if drawing is your job, 693 00:37:43,364 --> 00:37:44,932 you're going to draw many different things. 694 00:37:44,957 --> 00:37:47,820 Or, if you want to draw well, even though it's a hobby, 695 00:37:48,001 --> 00:37:50,615 for those who are taking this class, 696 00:37:50,795 --> 00:37:53,618 even if you say it's just as a hobby, 697 00:37:53,619 --> 00:37:56,067 in the end, you're here to draw enthusiastically. 698 00:37:56,068 --> 00:37:58,909 So, you'll continue to draw to a certain extent. 699 00:37:59,426 --> 00:38:02,020 Then, even these people 700 00:38:02,021 --> 00:38:03,449 will draw a lot. 701 00:38:03,450 --> 00:38:06,917 But what do you want to do well with drawing? 702 00:38:07,411 --> 00:38:10,099 If you want to be good at illustrating, you'd do a lot of thumbnails. 703 00:38:10,390 --> 00:38:12,787 If you want to be good at designing, 704 00:38:12,946 --> 00:38:14,659 I think you should draw a lot. 705 00:38:14,847 --> 00:38:16,624 That's why you have to draw a lot. 706 00:38:16,625 --> 00:38:19,005 You might get tired of hearing this again and again, 707 00:38:19,198 --> 00:38:22,233 but, if you know what you need 708 00:38:22,615 --> 00:38:27,006 and if you focus on that part while you practice, 709 00:38:27,016 --> 00:38:29,224 I think your burden will be relieved. 710 00:38:30,304 --> 00:38:32,408 Of course, you might want to be good at both. 711 00:38:33,196 --> 00:38:34,865 All artists have this desire. 712 00:38:34,866 --> 00:38:36,286 And you have to do both a lot. 713 00:38:48,336 --> 00:38:51,600 In the second sketch, it's important to draw the proportions. 714 00:38:53,873 --> 00:38:55,794 In the rough draft stage, 715 00:38:55,915 --> 00:38:58,513 I drew the basic shape of the upper body, 716 00:38:58,680 --> 00:39:00,799 so, let's check the perspective. 717 00:39:00,824 --> 00:39:02,819 I'm going to stretch out this arm a little bit. 718 00:39:03,299 --> 00:39:05,718 Stretch this arm down like this. 719 00:39:08,999 --> 00:39:11,642 I'm going to lower the character's arms to the front. 720 00:39:12,176 --> 00:39:13,216 Basic type. 721 00:39:19,583 --> 00:39:22,744 Pull out its upper body like this. 722 00:39:22,745 --> 00:39:24,625 Remember the contrapposto of the human body? 723 00:39:26,004 --> 00:39:29,053 When the upper body is pushed forward, 724 00:39:29,054 --> 00:39:30,701 the butt will go backwards. 725 00:39:38,196 --> 00:39:40,109 I'll turn its back here. 726 00:39:44,497 --> 00:39:45,999 So that you can see its belly. 727 00:39:48,494 --> 00:39:49,807 Turn the upper body 728 00:39:50,795 --> 00:39:52,826 and pull out the legs like this. 729 00:40:07,791 --> 00:40:11,193 If the 2nd sketch is set, then I'll move on to the 3rd sketch. 730 00:40:11,602 --> 00:40:14,503 Let's go into the outfit sketch part. 731 00:40:35,256 --> 00:40:38,811 Fix the parts where the eyes were a bit awkward at this stage. 732 00:40:41,235 --> 00:40:43,136 I get a lot of questions about this part. 733 00:40:43,137 --> 00:40:46,591 Students ask if it is okay to draw the eyeball 734 00:40:47,126 --> 00:40:48,885 spreading out when they're drawing this angle. 735 00:40:48,886 --> 00:40:50,519 Actually, this is wrong. 736 00:40:50,535 --> 00:40:53,631 If I were to draw it in this angle, 737 00:40:53,632 --> 00:40:55,949 even if it's widened, it's widened like this. 738 00:40:56,768 --> 00:40:58,228 If you widen it outwards, it's widened outwards. 739 00:40:58,231 --> 00:41:00,073 To be honest, widening it up like this 740 00:41:00,074 --> 00:41:04,583 is not a stable way to draw the front angle. 741 00:41:04,825 --> 00:41:07,546 But this makes you focus more on the face. 742 00:41:07,547 --> 00:41:10,515 And the chin will look thin, so it looks pretty. 743 00:41:10,795 --> 00:41:14,201 So, it's very dangerous to use this. 744 00:41:15,431 --> 00:41:16,694 There's a high risk, 745 00:41:16,695 --> 00:41:18,868 but your character will be prettier. 746 00:41:18,869 --> 00:41:21,881 You can decide whether to use it or not. 747 00:41:23,240 --> 00:41:24,974 If you want it to look pretty even if it's a bit risky, 748 00:41:24,975 --> 00:41:27,272 even if the perspective isn't correct, 749 00:41:27,289 --> 00:41:30,115 if you just want to focus on making it look pretty, 750 00:41:30,116 --> 00:41:31,635 you can draw it like this. 751 00:41:31,995 --> 00:41:35,025 For those who want to increase the accuracy, 752 00:41:35,423 --> 00:41:37,399 don't widen both eyes like this. 753 00:41:37,400 --> 00:41:40,398 Draw it in a straight line. 754 00:41:42,968 --> 00:41:45,222 Either way, there are pros and cons. 755 00:41:45,396 --> 00:41:48,673 So, you must plan your drawing as you wish. 756 00:41:59,110 --> 00:42:02,224 The pictures we drew in our heads are always the best. 757 00:42:25,496 --> 00:42:27,305 This arm goes forward... 758 00:42:31,805 --> 00:42:34,104 I'll add something fun to it. 759 00:42:55,583 --> 00:42:58,911 Like we did before, we put in the design of its outfits. 760 00:43:02,088 --> 00:43:04,324 We can draw things like the hair that falls back. 761 00:43:05,203 --> 00:43:07,398 Let's depict them and continue. 762 00:43:08,635 --> 00:43:10,796 After that, you always have to check it once more. 763 00:43:10,797 --> 00:43:13,602 Once the overall sketch is finished, 764 00:43:13,811 --> 00:43:15,693 we need to check it once at that stage. 765 00:43:16,406 --> 00:43:19,508 You need to see if the parts you wanted to express were in order. 766 00:43:19,900 --> 00:43:20,985 That's the most important thing. 767 00:43:21,829 --> 00:43:23,580 What did I want to show here? 768 00:43:23,583 --> 00:43:26,428 I wanted to show the character and the creature at the back at the same time. 769 00:43:27,188 --> 00:43:28,609 I think we can see them at the same time. 770 00:43:29,173 --> 00:43:31,086 But, I want to show the character first. 771 00:43:31,087 --> 00:43:32,488 I want the viewers to look at the character first 772 00:43:32,489 --> 00:43:33,986 and look at the creature after that. 773 00:43:34,936 --> 00:43:36,358 So, I composed it so that we look at the creature after 774 00:43:36,359 --> 00:43:37,918 we see the character. 775 00:43:38,626 --> 00:43:40,814 The gaze includes that concept too. 776 00:43:40,823 --> 00:43:43,321 I'm sure you've learned it in the previous lecture on gazes. 777 00:43:43,444 --> 00:43:44,877 Because people's gaze flows 778 00:43:44,878 --> 00:43:46,585 from top left to bottom right, 779 00:43:46,586 --> 00:43:48,131 the viewers will see the character first. 780 00:43:55,901 --> 00:43:59,400 And this is my own checklist, but, 781 00:43:59,621 --> 00:44:02,498 I look at whether I can change the nuance of the character. 782 00:44:03,415 --> 00:44:06,105 I think this character's nuance can be changed, too. 783 00:44:06,733 --> 00:44:09,296 Of course, the left thumbnail looks simple to modify 784 00:44:09,297 --> 00:44:12,410 so, I think I'll work with the thumbnail on the left. 785 00:44:13,532 --> 00:44:16,651 I think we can change the nuance of this character. 786 00:44:36,494 --> 00:44:37,910 I'll draw a wand, too. 787 00:44:48,097 --> 00:44:50,019 And we should check the most important things. 788 00:44:50,020 --> 00:44:51,096 Does it look pretty? 789 00:44:51,299 --> 00:44:54,019 There might be mixed opinions about this, 790 00:44:54,126 --> 00:44:56,494 but, it's important that 791 00:44:56,495 --> 00:44:58,747 the illustration looks pretty to some extent. 792 00:44:58,748 --> 00:45:01,117 So, when you make the actual thumbnail, 793 00:45:01,118 --> 00:45:03,040 you need to focus on whether it's pretty. 794 00:45:03,041 --> 00:45:04,713 You have to keep thinking about it. 795 00:45:05,510 --> 00:45:08,564 If I were to come up with another canvas, 796 00:45:08,567 --> 00:45:10,095 for this character, 797 00:45:10,206 --> 00:45:12,193 I could draw a version that's lying down. 798 00:45:12,298 --> 00:45:14,093 I'll work with this character now. 799 00:45:14,094 --> 00:45:15,429 Since the clothing of the shoulder area is hollowed out, 800 00:45:15,430 --> 00:45:18,421 I think the character's back would look pretty. 801 00:45:18,681 --> 00:45:20,387 So, I'll change the outfit design. 802 00:45:22,434 --> 00:45:24,113 Like this. 803 00:45:39,732 --> 00:45:42,212 It can be an illustration that shows the character's back. 804 00:45:45,184 --> 00:45:47,085 I can show the character's personality. 805 00:45:47,090 --> 00:45:49,113 I'll raise the legs like this 806 00:45:49,703 --> 00:45:51,575 and stir them in the air. 807 00:46:01,877 --> 00:46:03,574 I'll put the hair down like this. 808 00:46:07,795 --> 00:46:10,693 I'll draw the hat, but I'll give up the teeth of the hat. 809 00:46:11,752 --> 00:46:13,685 Now, I'm going to draw a creature here. 810 00:46:17,543 --> 00:46:19,093 As expected, with the character's face, 811 00:46:19,094 --> 00:46:20,952 so that when your gaze flows, it will reach here, 812 00:46:21,331 --> 00:46:23,521 I'll draw the water on the floor. 813 00:46:23,522 --> 00:46:25,235 Remember this character is from the deep sea? 814 00:46:25,601 --> 00:46:28,575 So, I'll add in elements from the deep sea. 815 00:46:30,204 --> 00:46:31,730 I'll draw the wand here. 816 00:46:32,010 --> 00:46:34,208 I'll put snacks around it 817 00:46:34,592 --> 00:46:36,603 to show the character's personality. 818 00:46:36,982 --> 00:46:40,195 Or, from the hat, 819 00:46:41,381 --> 00:46:44,411 I can use decorations to fill in the space here. 820 00:46:45,484 --> 00:46:47,932 How can I compose differently? 821 00:46:49,207 --> 00:46:52,728 If you want to make this character look charming, 822 00:46:53,028 --> 00:46:56,003 and just want to see the character, 823 00:46:56,210 --> 00:46:57,996 if you think that way, 824 00:47:08,310 --> 00:47:11,106 this time, the character should be trapped in the canvas. 825 00:47:11,108 --> 00:47:12,528 The top and bottom are cut off. 826 00:47:12,529 --> 00:47:14,715 If you look at this one, the top and bottom are also cut off. 827 00:47:14,821 --> 00:47:18,300 It's a composition that increases your concentration. 828 00:47:19,436 --> 00:47:20,620 To put it the other way around, 829 00:47:20,621 --> 00:47:23,006 you can't really see the design. 830 00:47:23,007 --> 00:47:25,782 So, if the canvas is wide, that's the downside. 831 00:47:25,783 --> 00:47:27,460 You won't recognize the design. 832 00:47:27,791 --> 00:47:29,221 Just the first impression. 833 00:47:29,515 --> 00:47:32,016 The overall image can be conveyed strongly. 834 00:47:32,017 --> 00:47:33,197 That's how it works. 835 00:47:34,316 --> 00:47:36,961 On the other hand, if the whole body of the character is shown on the screen, 836 00:47:36,962 --> 00:47:38,979 The canvas might be a little boring. 837 00:47:39,297 --> 00:47:41,234 The viewers would lose concentration a little bit 838 00:47:41,412 --> 00:47:43,894 but, the design of the character will be very visible. 839 00:47:52,885 --> 00:47:54,598 The teeth area 840 00:47:54,599 --> 00:47:56,836 is an area that catches people's attention. 841 00:47:57,080 --> 00:47:58,818 This time, I'm going to take out the teeth. 842 00:48:11,977 --> 00:48:13,509 Instead, for the neck area, 843 00:48:13,510 --> 00:48:15,447 I'll make the character's fingers rest on its clothes 844 00:48:24,087 --> 00:48:27,546 to show the design of the outfit 845 00:48:27,547 --> 00:48:28,557 more effectively. 846 00:48:28,915 --> 00:48:30,322 Let's shrink it a little bit 847 00:48:57,289 --> 00:48:59,503 By stretching the legs out in front of the screen, 848 00:49:01,103 --> 00:49:02,657 with the knees out, 849 00:49:03,824 --> 00:49:06,645 afterward, by applying Gaussian blur here, 850 00:49:10,582 --> 00:49:12,878 the Blur effect on the filter tab, 851 00:49:12,879 --> 00:49:15,208 if you click here, there are many blurring effects. 852 00:49:17,191 --> 00:49:18,817 It's called Lens Blur. 853 00:49:19,064 --> 00:49:21,799 This blur is applied to the object that's protruded. 854 00:49:21,905 --> 00:49:23,710 You can blur it out like this. 855 00:49:26,469 --> 00:49:27,744 A wand here. 856 00:49:33,623 --> 00:49:34,843 And a creature in the back. 857 00:49:37,961 --> 00:49:40,500 I forgot to draw the tentacles of this one. 858 00:49:48,465 --> 00:49:51,549 If it goes in and wraps the character's body like this, 859 00:49:54,404 --> 00:49:56,441 it'll help the drawing. 860 00:50:08,009 --> 00:50:10,157 The character's face 861 00:50:10,158 --> 00:50:13,539 may be less emphasized than before, 862 00:50:13,540 --> 00:50:16,394 but instead, it focuses more on the body of the character. 863 00:50:16,798 --> 00:50:20,888 So it shows the part that you intended. 864 00:50:20,890 --> 00:50:22,504 On the premise that, 865 00:50:22,505 --> 00:50:25,651 in the thumbnail stage you can make up a variety of screens. 866 00:50:26,206 --> 00:50:28,929 After working on the thumbnail to some extent, 867 00:50:28,930 --> 00:50:30,806 choose the one you like. 868 00:50:30,807 --> 00:50:32,908 You can proceed with the illustration after. 869 00:50:34,232 --> 00:50:37,951 I think I told you earlier that we need to make plans. 870 00:50:37,952 --> 00:50:39,946 How will the background color go in, etc.? 871 00:50:39,947 --> 00:50:42,593 That's what the thumbnail is for. 872 00:50:42,793 --> 00:50:44,858 When I first started... 873 00:50:44,859 --> 00:50:45,918 I told you it's hard. 874 00:50:45,919 --> 00:50:49,717 This is a multi-tasking skill ultimately. 875 00:50:49,718 --> 00:50:52,519 Doing one thing and thinking about many things at the same time, 876 00:50:52,806 --> 00:50:54,176 the more you do that, 877 00:50:54,201 --> 00:50:57,807 the better you will perform. 878 00:50:57,870 --> 00:50:59,980 For example, when we learn how to play games, 879 00:50:59,981 --> 00:51:01,849 and if you want to teach a newbie, 880 00:51:01,850 --> 00:51:04,948 you can tell them some key functions 881 00:51:04,949 --> 00:51:06,587 like how to move the character 882 00:51:06,588 --> 00:51:09,922 and what keys to press for attacking. 883 00:51:09,923 --> 00:51:12,413 Or, you can tell them the characters' skills. 884 00:51:12,438 --> 00:51:14,381 You could tell them using a certain item 885 00:51:14,406 --> 00:51:15,618 is effective for certain scenarios. 886 00:51:15,643 --> 00:51:16,889 You could even tell them how many stats it uses 887 00:51:16,890 --> 00:51:18,567 and how much it can attack an enemy. 888 00:51:18,592 --> 00:51:20,515 You can explain like that, but if you do so, 889 00:51:20,540 --> 00:51:21,600 the newbie will stop even before they start playing. 890 00:51:21,671 --> 00:51:23,059 When you start from the beginning, 891 00:51:23,299 --> 00:51:24,443 you just need to focus on one thing. 892 00:51:24,710 --> 00:51:27,728 At first, you just need to focus on the sketch. 893 00:51:27,933 --> 00:51:29,534 If you get used to it, 894 00:51:29,535 --> 00:51:32,207 you may start to catch that while playing games, 895 00:51:32,325 --> 00:51:34,364 from a certain point, when you move around, 896 00:51:34,365 --> 00:51:35,910 you don't care much. 897 00:51:36,104 --> 00:51:37,625 You get to move without stuttering. 898 00:51:37,706 --> 00:51:41,072 From a certain point, the 'cooldowns' of the skills that you use, 899 00:51:41,073 --> 00:51:42,095 you'll memorize them. 900 00:51:42,120 --> 00:51:43,728 You'll feel it if you've done it before. 901 00:51:43,753 --> 00:51:44,790 If you keep working on it, 902 00:51:44,793 --> 00:51:47,880 You'll grasp the cooldown for a certain skill. 903 00:51:47,905 --> 00:51:49,743 And you'd be correct. 904 00:51:50,016 --> 00:51:52,683 You can also more correctly predict how much in-game money you'd earn. 905 00:51:52,708 --> 00:51:55,098 Eventually, your predictions will be more accurate. 906 00:51:55,123 --> 00:51:57,505 When you get there, you can increase it little by little. 907 00:51:57,798 --> 00:51:59,497 If you don't understand the game well, 908 00:51:59,498 --> 00:52:01,171 it's similar to driving. 909 00:52:01,708 --> 00:52:03,920 I'm sure there are people who haven't driven before, 910 00:52:04,220 --> 00:52:05,422 or rode a bicycle, 911 00:52:05,522 --> 00:52:07,517 but in the end, it's about multi-tasking. 912 00:52:07,650 --> 00:52:10,560 When you ride a bike, 913 00:52:10,561 --> 00:52:12,764 you are not aware of turning the pedals. 914 00:52:12,931 --> 00:52:14,681 But you probably recognized that when you first rode it. 915 00:52:14,682 --> 00:52:16,383 How you turn the pedal, 916 00:52:16,392 --> 00:52:17,686 and how you hold the handles, 917 00:52:18,034 --> 00:52:20,674 you may recognize these things at first, but you don't later on. 918 00:52:20,675 --> 00:52:22,705 So you can focus on other things, 919 00:52:22,730 --> 00:52:24,494 and get used to multi-tasking. 920 00:52:24,519 --> 00:52:25,760 Therefore, 921 00:52:25,833 --> 00:52:27,096 it's all about your experience. 922 00:52:27,198 --> 00:52:28,799 In the end, experience is important. 923 00:52:29,186 --> 00:52:31,716 I made a lot of thumbnails today. 924 00:52:32,062 --> 00:52:36,056 There were two things that I drew in detail. 925 00:52:37,201 --> 00:52:40,064 Later, by using one of these, 926 00:52:40,065 --> 00:52:42,164 I'm going to color it, too. 927 00:52:42,798 --> 00:52:45,876 I hope that the people who are following me try this kind of work. 928 00:52:47,286 --> 00:52:48,811 And if you worked on it already, 929 00:52:48,998 --> 00:52:51,312 I think it's a good idea to work on an illustration later. 930 00:52:51,313 --> 00:52:52,897 What you have to do is just follow along with the class. 931 00:52:54,784 --> 00:52:56,377 Let's make one more thing. 932 00:53:03,910 --> 00:53:07,018 Making thumbnails is really fun work for me, too. 933 00:53:09,567 --> 00:53:11,201 Which screen would be good? 934 00:53:11,202 --> 00:53:13,196 The screen where you can show the character's legs would be good. 935 00:53:13,197 --> 00:53:14,217 Let's compose it. 936 00:53:17,528 --> 00:53:18,745 Showing the legs, 937 00:53:18,746 --> 00:53:21,021 I want to show something with a dynamic vibe. 938 00:53:23,415 --> 00:53:25,181 The impressions of the characters in the front 939 00:53:25,182 --> 00:53:27,230 were all calm. 940 00:53:27,390 --> 00:53:28,900 This time, let's make one 941 00:53:30,200 --> 00:53:33,300 which looks very fancy from the viewer's point of view. 942 00:53:33,302 --> 00:53:34,800 Let's work on it. 943 00:53:40,286 --> 00:53:42,797 As expected, I'm going to widen the angle and work on it. 944 00:53:45,605 --> 00:53:46,909 But this time, 945 00:53:47,864 --> 00:53:49,853 I won't apply the angle around the face. 946 00:53:51,266 --> 00:53:52,808 Instead, I'll apply it around the legs. 947 00:53:56,305 --> 00:53:59,455 I applied a low angle from the face to the neck. 948 00:54:07,205 --> 00:54:08,860 I'll reduce the size a bit. 949 00:54:14,609 --> 00:54:16,124 I'll bend its back, and 950 00:55:25,427 --> 00:55:28,302 I'm going to make the character's expression a bit weaker. 951 00:55:31,599 --> 00:55:34,096 I'm going to show you the creature in the back, too. 952 00:55:35,429 --> 00:55:36,545 Now, once more. 953 00:55:36,546 --> 00:55:37,796 The canvas isn't recognizable. 954 00:55:37,798 --> 00:55:39,248 Let's move on to the 2nd sketch. 955 00:55:41,099 --> 00:55:43,698 Let's mix the 2nd and 3rd sketches and continue. 956 00:55:51,481 --> 00:55:53,590 If you're confident in drawing, 957 00:55:53,591 --> 00:55:54,622 you can do that. 958 00:55:54,883 --> 00:55:56,184 Normally, 959 00:55:56,185 --> 00:55:58,289 I separate the second and third stages of sketching. 960 00:56:24,174 --> 00:56:27,025 I also want to keep the sharp teeth if possible. 961 00:57:37,708 --> 00:57:39,945 I'll draw the shoulders like this, 962 00:57:42,013 --> 00:57:44,188 and make this arm droop. 963 00:57:45,194 --> 00:57:48,042 So, as an element that draws the attention down, 964 00:57:48,043 --> 00:57:49,667 I'm going to use this arm here. 965 00:57:50,719 --> 00:57:53,084 Overall, I'll utilize the gaze that droops down 966 00:57:53,085 --> 00:57:54,169 in many ways. 967 00:57:54,170 --> 00:57:55,778 It gives a calm impression, and 968 00:57:55,779 --> 00:57:56,996 I'll raise its legs up 969 00:57:57,120 --> 00:57:58,902 to emphasize the legs. 970 00:58:13,414 --> 00:58:15,908 When the legs are folded like this, 971 00:58:15,909 --> 00:58:19,799 they come up to the shoulders from the upper body. 972 00:58:19,999 --> 00:58:21,978 The length from the belly button to the end of the neck 973 00:58:21,979 --> 00:58:24,539 would be its length. 974 00:58:49,274 --> 00:58:51,643 You won't be able to see the creature in the back. 975 00:58:51,909 --> 00:58:54,398 I think only its tentacle will be shown. 976 00:58:59,131 --> 00:59:02,210 My key point was to show the character and its legs. 977 00:59:05,232 --> 00:59:07,820 We learned how to compose the canvas 978 00:59:07,821 --> 00:59:10,053 depending on what you want to show. 979 00:59:10,054 --> 00:59:11,544 Besides this, 980 00:59:11,545 --> 00:59:14,053 there's a lot of things you would want to show. 981 00:59:14,205 --> 00:59:16,082 You might want to show the character's design. 982 00:59:16,084 --> 00:59:17,677 It could be something like this, 983 00:59:17,702 --> 00:59:19,616 but it could also be the character's setting. 984 00:59:19,641 --> 00:59:22,622 For example, this character's hat has teeth. 985 00:59:22,816 --> 00:59:25,812 If you wanted to make this character cute, 986 00:59:25,837 --> 00:59:28,045 I would have drawn this character like that. 987 00:59:28,047 --> 00:59:30,942 If the hat moves like a human being, 988 00:59:30,943 --> 00:59:32,958 it could try to eat up the character's head. 989 00:59:33,417 --> 00:59:35,560 It could be a bit scary, 990 00:59:35,561 --> 00:59:39,060 but if you make it funny, 991 00:59:39,109 --> 00:59:41,712 it's also possible to create a cute character. 992 00:59:42,346 --> 00:59:45,266 That's how you can change its settings. 993 00:59:45,267 --> 00:59:47,678 Depending on the feeling that you want to express. 994 00:59:48,606 --> 00:59:51,110 Of course, today 995 00:59:52,200 --> 00:59:55,703 we made a simple canvas because 996 00:59:55,705 --> 00:59:59,902 then it's easier to use this to change the atmosphere. 997 00:59:59,903 --> 01:00:02,923 If you want to draw with your own character, 998 01:00:02,924 --> 01:00:04,859 if that's the only goal, 999 01:00:05,090 --> 01:00:08,079 I hope you can set it in many different situations. 1000 01:00:10,208 --> 01:00:11,478 I organized it like this, and 1001 01:00:11,480 --> 01:00:13,594 I'm going to add a fun device. 1002 01:00:23,896 --> 01:00:25,529 It's an upside down canvas. 1003 01:00:25,685 --> 01:00:27,295 A canvas that's flipped like this 1004 01:00:27,296 --> 01:00:30,023 makes it hard to recognize the characters. 1005 01:00:30,310 --> 01:00:32,855 But, the character's appeal becomes stronger. 1006 01:00:37,619 --> 01:00:38,995 So I'm going to use this 1007 01:00:38,996 --> 01:00:41,831 to make the character's first impression strong. 1008 01:00:44,215 --> 01:00:47,210 Like a character trapped in a box, 1009 01:00:50,786 --> 01:00:52,874 it's also possible to compose it like this. 1010 01:00:57,198 --> 01:00:59,515 I'm sure you've grasped it by now. 1011 01:00:59,685 --> 01:01:02,405 It's going to be a gaze that turns around intensively. 1012 01:01:03,105 --> 01:01:05,642 So, by look at a lot of gazes, 1013 01:01:05,644 --> 01:01:07,606 and composing many different screens, 1014 01:01:07,623 --> 01:01:09,488 or applying various situations, 1015 01:01:09,489 --> 01:01:11,655 it's important to keep focusing 1016 01:01:11,656 --> 01:01:13,657 on expressing what you wanted. 1017 01:01:14,293 --> 01:01:16,643 We've done many different thumbnails today. 1018 01:01:16,645 --> 01:01:18,103 Let's have some time to organize things. 1019 01:01:27,656 --> 01:01:31,501 Thumbnail means 1020 01:01:31,502 --> 01:01:32,560 a drawing the size of a thumbnail. 1021 01:01:32,561 --> 01:01:35,615 So in the thumbnail sketch, it's important to focus 1022 01:01:35,616 --> 01:01:38,388 on the feeling that you've been thinking of 1023 01:01:38,389 --> 01:01:40,219 after making sketches fast. 1024 01:01:40,220 --> 01:01:41,802 Just to match the body, 1025 01:01:41,805 --> 01:01:44,342 if you spend 30 to 40 minutes on the thumbnail sketch, 1026 01:01:44,343 --> 01:01:46,506 it's going to be hard to work on afterward. 1027 01:01:46,531 --> 01:01:48,305 Although I said 15 seconds, 1028 01:01:48,330 --> 01:01:50,364 at first, if it takes 10 to 20 minutes, 1029 01:01:50,367 --> 01:01:51,638 that would be enough. 1030 01:01:51,738 --> 01:01:54,295 It's good enough to reduce it by up to 20 minutes. 1031 01:01:54,320 --> 01:01:55,348 Therefore, 1032 01:01:55,351 --> 01:01:57,836 focus on getting the thumbnail. 1033 01:01:57,837 --> 01:01:59,480 And try to compose a variety of screens. 1034 01:01:59,481 --> 01:02:01,433 If you have one that you like, 1035 01:02:01,434 --> 01:02:03,898 moving on to the 2nd and 3rd sketches, 1036 01:02:03,899 --> 01:02:06,767 anticipate the coloring stage 1037 01:02:06,823 --> 01:02:08,307 to the final stage. 1038 01:02:08,308 --> 01:02:10,203 It's going to be a great study method. 1039 01:02:10,204 --> 01:02:12,935 For those who want to work in the illustration field, 1040 01:02:12,936 --> 01:02:16,063 I recommend you go through this process a lot. 1041 01:02:16,064 --> 01:02:17,443 Next time, I'll use this one 1042 01:02:17,444 --> 01:02:19,218 to work on the illustration. 1043 01:02:19,519 --> 01:02:21,791 I'll think about what to choose. 1044 01:02:22,191 --> 01:02:24,435 I'll wrap up today's class now. 1045 01:02:24,701 --> 01:02:25,788 See you in the next lecture. 76414

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