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Hello.
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From today, we are going to work on Section 4.
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The actual drawing part.
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So from today, we are going to go through an illustration.
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So I brought back the character from the previous class.
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By using this character,
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we will go through the process
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of editing a thumbnail.
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If you're drawing while you follow this class,
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you will work with the character from a design stage.
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We are going to compose a thumbnail together.
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Before we start, remind yourself.
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What is a thumbnail?
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We should take some time to find out.
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When it comes to thumbnails,
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it literally means
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thumb for thumb,
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and a nail.
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So it means to draw it small like a thumbnail,
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that's why it's called a thumbnail sketch.
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So you draw it small,
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to quickly pick the image that you're going to draw.
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I think I've told you about speed before.
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I talked about it for the brief sketch in section 2.
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I emphasized the speed.
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Do you remember the reason?
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To get the image that came to your mind,
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it is important to do it promptly.
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Because you only have about 15 seconds to remember your image.
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To get the vibe out quickly within that time,
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we do a thumbnail sketch.
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So, the thumbnail sketch
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is not the time to do a human body.
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Usually, students set the pose of the character
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to set the composition of an illustration.
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I try to adjust the body proportions while making poses,
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and fix the lines,
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and in time the face gets prettier and more in detail,
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but the image that popped up in my mind becomes faded.
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And my drawing is
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different from the image I wanted.
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If you have an outcome like that,
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you might have to fix that later,
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or you end up drawing a new one.
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So at this stage,
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it's not about the human body.
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We divided the sketch stages
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into 1st, 2nd, 3rd, and 4th sketches.
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In the 1st movement,
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in other words, if you look at it as an illustration,
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focus on expressing the nuances quickly.
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That is very important.
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Just in case,
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if you keep trying to fit the human body in while this is going on,
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you have to catch yourself at that point.
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You have to stop on your own.
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It's very important.
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But to do the first sketch,
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it's a bit difficult.
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If you think it's hard to draw a stick figure,
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from the 1st sketch,
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that means you don't have enough practice for the simplification process
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which you practiced earlier in Section 2.
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You have to keep practicing.
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Or if you can't think of the scene,
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then, find the references that we did in Sections 1-2.
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You may something that you can get motivated by,
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so take out an image that could help with your motivation.
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Refer to that image
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to make the composition.
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If you look at a few images,
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there's bound to be one that you like.
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There must be one 'friend' who will inspire you.
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If you make a composition using that friend,
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it'll be easier to access.
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Since I'm doing a demonstration today,
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I'm going to do it without any references.
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For the students who are watching,
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at this point, I recommend you to get a copy of
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a piece of material to refer to the feeling.
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So by referring to that one,
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it would be better to work with it.
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I told you that the advantage of the thumbnail is that it's quick.
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Therefore,
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by getting as many types as possible,
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it's time to think about what to do to make this one prettier.
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You can think of it as a kind of lucky draw.
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So you spin it as many times as possible,
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to increase the probability.
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The probability of a pretty illustration coming out.
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And of course, I put my heart and soul into it
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to make a pretty-looking image.
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It's also a worthwhile act.
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It doesn't matter if you do that.
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Or pick a lot...
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every one of them adds to your experience.
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This thumbnail makes you study better compared to the time you put in.
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In a way, you can see it as a practice process.
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So, it's important to take out as many thumbnails as possible,
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by seeing how well your screen is organized,
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and keep increasing it.
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What you should be careful about when choosing the thumbnail is
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based on the premise that you're going to start now,
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the most important thing is,
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the one thing you need to pay attention to in the thumbnail is
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that you're trying to make it look good.
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If I have to pick one thing that's the most important,
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as expected, it's...
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Where is the point that you want to draw attention to.
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We're going to work on this character
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in the middle.
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It changed a little bit from what we worked on
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in the previous design class.
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So I'm going to use this one to work with.
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When it comes to showing this one to people,
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what would be the most effective way?
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Or what is the point you want to emphasize?
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Let's focus on this.
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We have to construct a screen with it.
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It depends on the person.
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If you want to want to emphasize this character's face charmingly,
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or if you want to emphasize the tooth part of the hat,
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or if you want to emphasize the shoulder line,
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or if you want to emphasize a pretty skirt,
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you may want to show the overall silhouette of the outfit,
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it could be the creature in the background,
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or the lines on the legs,
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or using your overall skills,
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making a fancy image,
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or you can include a character in a dark image,
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there are so many things that you can do.
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So you need to clarify that first,
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and based on what you decided upon,
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it is important to organize this screen.
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As expected, the second one came out just now.
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What we compose is not the posing of the characters,
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but the screen itself.
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We went through this in a previous class, too.
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But it's important, so we must decide this before we move on.
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What we are composing is
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a square screen here.
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No one draws triangular illustrations, for the most part.
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Sometimes, inside a square,
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people draw a triangular screen,
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but most of us do full illustrations,
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so when you draw illustrations with a background,
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you draw an illustration inside a square.
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Either horizontally or vertically,
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inside this square,
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the characters are arranged,
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but actually, this character is a kind of material.
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It's like meat in terms of cooking.
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Although it stands out a lot among the other elements,
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it's just an ingredient.
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We're going to use this to create a thumbnail.
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This thumbnail is like a recipe for cooking.
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The part you want to emphasize,
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or where you want highlight,
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depending on how you plan it,
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the ingredients I use are different, too.
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You can put in vegetables as sub ingredients,
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or you can add other main ingredients,
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or maybe you could add noodles
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and rice,
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the sub ingredients will be different,
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and in the process of cooking,
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you can choose whether to cook it or not.
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It works the same for drawing.
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In the end, it's about how to express the sections
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that you want to emphasize.
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So while composing the screen,
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We need to keep thinking about
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where we want to place our emphasis.
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That's all for the introduction.
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Let's move on to the practice.
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I'm going to use this one to create a thumbnail.
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The reason why I painted the background gray is
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just that my eyes hurt because it's too bright.
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You don't have to paint it like this.
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Which part should I draw to emphasize the charm?
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While drawing the illustration,
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taking a look at my intentions again,
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afterwards,
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based on today's illustration,
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I'm going to break it up into several parts.
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I'm going to break it into a cute and bright image,
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and I'm going to try a calm image,
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maybe a strong image,
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or a sentimental image.
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I'm going to fix this 'friend' in many ways.
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Rather than a strong impression
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from the screen,
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at this stage,
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I intend to set a plain screen.
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You don't have to do that.
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It's okay to focus on
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composing a screen that you think is pretty.
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First of all, I'll...
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Let's see how we're going to come up with this.
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Let's think about it.
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What part can we express prettily?
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While I was working on this character,
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the sharp tooth,
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and the eyes are a bit unique,
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also the hat is a bit unique
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and this one on the back,
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I do think these are pretty in my point of view.
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So in this section,
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let's say you want to draw attention.
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To do that,
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let's compose the screen.
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How should we apply the angle?
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At this stage, we'll think about the angle together.
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To show what you want,
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the pose of the character,
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and in order to show the parts that you want to emphasize,
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the angle,
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and the way surrounding elements are arranged,
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the coloring,
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and the way to apply the lighting,
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if possible, it's good to think about these in the thumbnail level.
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Of course, we can't do it all at once.
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There are still a lot of people who can't do it all together.
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You can do it step by step.
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But when you get used to it later on,
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I think it's better to compose from the thumbnail up to the colors.
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It's the best method.
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Let's compose it together.
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I'm going to use the high angle.
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I told you that the previous angle was too widened.
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I'm going to put the camera closer.
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That's why it feels like the angle is spreading,
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a bit stronger than the previous one.
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At the thumbnail level,
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I tend to draw the character's facial features.
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Rather than aligning the human body,
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I'll focus on getting the right vibe.
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To show the hat clearly, I turn on the angle.
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If you do this,
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since the hat goes into a low angle,
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you will be able to show the teeth of the hat,
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and you can see the character's face well,
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with the clothes on the bottom spread out like this,
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so you can see it up to the neck.
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But if you have that strength, you always have a weakness.
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This is my theory,
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but there are always pros and cons.
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There's no method with pros only.
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But if the pros are worth more than the cons,
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I think that screen is the best.
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As the high angle goes in intensively,
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you give a strong impression,
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since the eyes are focused on the face,
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if you show the body design,
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or if you add a lot of surrounding elements,
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it's going to get too complicated.
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Like that,
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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
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See you in the next lecture.
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