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Hello.
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Today, I'm going to draw a full illustration.
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Out of the 8 types of illustrations we did,
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there was an illustration that was set in the evening.
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I'm going to use this to do a full illustration.
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Why did I choose this among all the illustrations?
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There are many reasons.
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Later, for the Portrait Illustration,
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I originally thought of choosing between #3 and #4.
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But the working process for portrait illustration
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will overlap with the 3rd and 4th images.
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So, with full illustration,
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I'm going to show you this evening background
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because it contains the most information in lighting.
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We will describe it according to the background
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and I'll tell you what you should pay attention to when you're doing description.
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I'll also tell you what I think is important.
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So, let's move on.
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First, we have to talk about
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the lighting of an illustration.
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This illustration's lighting is set in the evening.
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I used light to describe this.
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The character in an orange and dark background
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receives a strong orange light
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from the top left.
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The area where the light comes in isn't that wide.
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Where there's no light,
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most of the background is contained.
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The character has a lot of subtle vibes.
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So, to make the overall mood look more subtle,
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the description process will be important.
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When you give this kind of lighting,
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you're going to use this quite often.
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The illustration could be set in the evening,
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or it could be set at night.
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What's important when you put a lot of darkness in the lighting is
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to make sure it doesn't get too bright.
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That's the basic thing.
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I'm drawing an illustration with a dark background,
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so it's important to be careful not to make the whole thing bright.
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In a way, it could be obvious.
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What's important is,
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that you should separate
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the frontal light and the light coming from the top left.
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This area is not currently affected by
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the light coming from the top left.
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That means, this area is a shadow.
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So you can say that this area is not affected
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by the light from the top left.
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Then, let's see what kind of light this character is affected by.
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Background color.
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It's a light coming from various angles.
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Among them, the one that looks the brightest to our eyes is
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the one that sticks out the most.
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From our point of view,
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it's okay to understand it as
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the light spreading in the front and center.
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So, if there's a highlight here,
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the left won't be highlighted that much.
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Instead, the middle area will be highlighted.
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Of course, even if the highlight goes in,
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the frontal light itself is weak,
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so it needs to be softer
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than the light coming from the top left.
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I might have mentioned this earlier.
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The description is not the key point with illustrations.
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It's only an additional factor.
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Yes, I still tell that
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to my students,
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and I still think so, too.
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In fact, description skills shows the artist's
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unique abilities.
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We could say it's important.
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But when it comes to coloring,
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it's an additional element.
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At the lighting stage, the theoretical contents of the illustration
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are almost done with.
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And adding descriptions from there means
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simply adding your charming touch to it.
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It's like upgrading the illustration's appeal.
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So, there are times when the volume changes
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when describing different types of materials.
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When you did your best to describe the material and the lighting effects disappeared,
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and when you're not sure what to do,
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I think it's better to prioritize the feeling of light,
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for most people.
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Of course, there are illustrations where the lighting is not that important.
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Like now, for the illustrations set in an evening background,
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the lighting is quite important.
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If the illustration is set in a daytime background,
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and if you want the character's skin to be shown well,
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when you draw something that's focused on the texture,
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in that case,
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it's more important to describe the texture.
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So, the order of importance may change.
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I want to explain again
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about texture-oriented drawings.
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Basically, when you draw a picture, and when you color it,
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there are people who focus on the volume,
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and there are people who focus on the texture.
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For those who think light is more important,
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they tend to focus more on drawing accurately.
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So, these people tend to
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focus on the volume.
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Most of the time.
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For those who put an emphasis on the texture,
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they usually focus more on the Pen Touch,
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and unique touches and description of textures.
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They focus more on those things
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and they show the charm of each texture
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the way they like.
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So, these people focus on texture a lot.
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For those who want simple illustrations, they use the latter method.
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For those who want to go for
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detailed illustrations,
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they tend to use the former method.
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So, it's important to set the direction and start working.
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I think it's okay.
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If your current drawing is
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focused more on the overall atmosphere
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so that it needs some natural lighting,
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at times,
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if you're drawing a sexy illustration
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your goal may be just showing off the character well.
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So, you might not really need the accuracy of lighting in this situation.
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In that case, you can focus on the texture.
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I think it's good to change it according to the situation.
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It's critical.
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For the touch-up, I'm going to paint one part.
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So, there are bright and dark areas.
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You can color the areas in between.
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Dab it in.
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By repeating this, you can make a gradation.
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Press Alt to use the Eyedropper Tool.
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I'll use the Eyedropper Tool and apply it over and over again.
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The process of making gradation is usually used for coloring.
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But if you're not used to touching,
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obviously, there will be many small touches left during the gradation process.
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The picture will get filthy.
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So in order to avoid that,
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if you're having a hard time, you can use the Airbrush.
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But if you use the Airbrush too much,
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the lighting could become awkward
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For example, the light could be too white,
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so you should avoid that.
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The way I recommend it is
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using the Lasso Tool
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to choose the areas that you're going to paint.
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Then, use an airbrush to apply it gently.
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I recommend this for beginners.
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Don't forget to color the edges.
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At the boundary between the light and shadow, the tone in between these areas
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should be connected when you see it in black and white.
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We're going to apply the density in this illustration.
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This character's design is quite simple.
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So when it comes to expressing the overall mood of the illustration,
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it's an illustration that can be described a lot.
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Let's think about the appropriate points to increase the amount of description.
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Basically, people's eyes
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follow the boundary
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between the light and the shadow.
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So the fact that there are countless descriptions in this section
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in the area where people can see thing clearly,
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it means that people can feast their eyes on it.
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When that happens,
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it will be very attractive for the viewers.
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In other words, the areas that you should focus on when describing things
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is the boundary between the light and shadow.
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To increase the density of this area,
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I'll stretch out the hair a lot.
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The more you stretch, the more detailed the description becomes.
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Even if I didn't describe the shadowy area,
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it looks like the quality of the whole picture has increased.
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Since shadows receive less light,
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what happens with the contrast when the light is weak?
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I said it would decrease.
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Because the contrast decreased due to less light,
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the hair won't be described in detail.
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To give it a three-dimensional effect, I don't really describe
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the center part of the object.
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It's because when describing,
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this area looks as if it's hollowed out.
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When there is light and shadow,
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it looks like it fell back a bit more.
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Then on this side that sticks out,
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between applying a lot of light and shadow here
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and applying a lot of light and shadow at the edge,
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I think it's better to apply a lot of light and shadow at the edge.
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So, it looks more like it goes backwards.
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I'm sure the character would stick out more.
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So, for the part that sticks out in the front
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I don't really describe it.
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For this illustration, we would distribute the density like this.
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There's a big shadow in it.
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The whole area of the character is inside the shadow.
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There's one thing to look out for when there's a shadow.
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Shadows usually aren't formed in other shadows.
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Before we look into this,
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let's go over Cast Shadows and Form Shadows
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once more.
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Basically, Cast Shadows are shadows between objects.
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They are shadows that are formed between objects.
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For Form Shadows, because of the shape of the object,
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there is a dark area between the object.
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That's the Form Shadow.
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What you need to be careful about is the Cast Shadow.
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Shadows between objects are basically formed in two layers?
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But why?
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Let's say there's an object that looks like this
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and there's a stick in between
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and there's a square board lying on top.
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I put some light from the top.
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What would the shadow beneath look like?
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It will look like this.
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If the light above is really strong,
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Let's say this area has 100% brightness and that area has 0% brightness.
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In other words, the object is not getting any light.
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Then even if there's a big stick in between,
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because the light it receives is already 0,
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the light that this object receives is 0, so there's no shadow.
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Then instead of the light from above,
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there's a bit of spatial light around it,
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so it's a situation where the light is spreading a little.
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Let's say the light is a little weak.
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If it's very weak,
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the light from the top will be around 80,
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and this shadow is kind of bright.
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If I were to say that the brightness is around 20,
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then, the object's shadow could be formed a little.
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Because of the light coming from around it,
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that's possible, but most of the time,
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because of the shadow on top,
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it's almost completely covered.
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But there are exceptions.
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Let's say the shadow that forms look like this
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when its brightness is set to 20.
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It's blurred.
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Let's say it looks like this.
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If this stick goes down,
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then it will become different.
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If this stick goes down,
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the bottom part of this stick won't get any light
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since it's close.
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The other areas are receiving 20,
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that's the situation, so the shadow
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may be formed in two layers.
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It's a very limited situation.
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So, if this is not the case,
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most of the time, there's a single layer of shadow.
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Don't use too many layers.
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If there are objects that are extremely close to each other,
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or if you can't do it without shadows,
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if there's an area like that,
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you can think of it as keeping it just for those scenarios.
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Because of that, the hair strands are closer to each other.
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In that case, you need to add a bit of Cast Shadow.
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00:12:11,689 --> 00:12:14,172
Let's reduce the contrast.
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00:12:27,369 --> 00:12:28,877
During the color roughing stage,
262
00:12:28,902 --> 00:12:31,635
I've worked on most of the Cast Shadows.
263
00:12:32,271 --> 00:12:34,655
The next thing I need to do today is
264
00:12:34,679 --> 00:12:36,580
actually apply the Form Shadows.
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00:12:36,880 --> 00:12:39,804
As I said before, Form Shadows
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00:12:39,851 --> 00:12:42,814
have a bright middle area and a dark edge area.
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00:12:43,025 --> 00:12:44,252
In the end, it's about that.
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00:12:44,331 --> 00:12:47,787
If you maintain that well, Form Shadows
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00:12:47,811 --> 00:12:49,663
are not that unique.
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00:12:49,688 --> 00:12:55,777
However, the production changes depending on the texture of the object.
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00:12:55,878 --> 00:12:59,044
It's a process in which you need to understand the texture.
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00:12:59,281 --> 00:13:02,958
With hair, we color it in by dividing it.
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00:13:09,288 --> 00:13:11,175
We're going to divide the dimensions and color it.
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00:13:11,200 --> 00:13:14,072
For the eyes, let's give
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00:13:16,862 --> 00:13:18,513
a three-dimensional effect,
276
00:13:19,270 --> 00:13:21,515
so you should understand that in goes inwards,
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00:13:21,526 --> 00:13:23,111
and so we can dig the inside deep,
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00:13:27,013 --> 00:13:29,923
you need to understand
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00:13:29,947 --> 00:13:31,033
how an object like that looks like.
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00:13:31,057 --> 00:13:33,264
That way, you can draw a Form Shadow correctly.
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00:13:33,275 --> 00:13:35,541
While you're applying the Form Shadow,
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00:13:35,565 --> 00:13:37,167
if your drawing changes a lot,
283
00:13:37,191 --> 00:13:39,435
you need to observe the shape of the object accurately.
284
00:13:39,459 --> 00:13:41,930
It's good to practice drawing together.
285
00:13:48,422 --> 00:13:50,234
While working on Form Shadows,
286
00:13:50,258 --> 00:13:52,807
I'm going to use the saturation alternately.
287
00:13:52,832 --> 00:13:54,832
I'll tell you about this, too.
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00:13:54,975 --> 00:13:56,656
Basically, when you go into the description stage,
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00:13:56,681 --> 00:13:59,911
you will use low and high saturations alternately.
290
00:14:00,062 --> 00:14:02,078
The brightest highlighted part is...
291
00:14:02,102 --> 00:14:04,726
since it's usually in a color that's close to white, it has low saturation.
292
00:14:05,482 --> 00:14:08,035
I'm sure there's a tertiary color around the highlights.
293
00:14:08,138 --> 00:14:10,074
Since the tertiary color is applied, it's highly saturated.
294
00:14:10,360 --> 00:14:13,682
After that, there's relatively low saturation.
295
00:14:14,288 --> 00:14:16,970
The darker the shade, the higher the saturation.
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00:14:17,703 --> 00:14:18,817
Again, high saturation.
297
00:14:20,389 --> 00:14:22,208
After the saturation goes up,
298
00:14:22,232 --> 00:14:24,232
there could be some back light.
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00:14:26,114 --> 00:14:29,187
It's like a Backlight coming from the sky above this eye.
300
00:14:29,203 --> 00:14:31,601
If it's a situation where there's Backlight coming in,
301
00:14:31,626 --> 00:14:33,867
this will reduce the saturation.
302
00:14:34,139 --> 00:14:36,798
So most of the time, the order of coloring will be
303
00:14:36,822 --> 00:14:38,929
low saturation, high saturation, low saturation, and high saturation.
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00:14:38,953 --> 00:14:41,202
You'd use this over and over again.
305
00:14:52,182 --> 00:14:55,377
If you dig the eyes deeper than the other sections,
306
00:14:55,410 --> 00:14:57,015
the eyes will start to stand out.
307
00:14:58,189 --> 00:15:01,508
Let's balance it so that it doesn't go too far.
308
00:15:28,319 --> 00:15:31,997
It's a method that's often used to depict hair.
309
00:15:32,030 --> 00:15:33,937
There are many people who create it as if
310
00:15:33,961 --> 00:15:36,263
the skin color is reflected in the hair.
311
00:15:36,288 --> 00:15:37,957
So, the hair looks kind of transparent.
312
00:15:38,578 --> 00:15:41,018
It's nothing much, but can you make that part brighter
313
00:15:41,042 --> 00:15:43,511
by scratching the bottom like this.
314
00:15:44,124 --> 00:15:46,601
It'd be better if you mix in the skin colors.
315
00:15:48,762 --> 00:15:50,542
If you do it like this,
316
00:15:50,566 --> 00:15:53,675
the dimensional effect of the hair actually decreases.
317
00:15:53,982 --> 00:15:56,437
Objects are basically dark at the bottom.
318
00:15:56,518 --> 00:15:59,054
It needs to be dark down here.
319
00:15:59,078 --> 00:16:00,885
So I'm coloring that section brightly.
320
00:16:00,909 --> 00:16:02,850
It's a choice that reduces the dimensional effect.
321
00:16:02,875 --> 00:16:04,576
You might question whether it's good or not.
322
00:16:04,601 --> 00:16:06,311
Actually, the dimensional effect of the casual character
323
00:16:06,335 --> 00:16:07,983
is not that necessary.
324
00:16:08,144 --> 00:16:09,978
In a bad way, that's what happens
325
00:16:09,988 --> 00:16:12,112
if it's less dimensional.
326
00:16:12,137 --> 00:16:15,243
If you make it nicely, it means that the illustration becomes transparent.
327
00:16:18,072 --> 00:16:20,478
If you want to draw a transparent picture, it means that you need to be able to
328
00:16:20,503 --> 00:16:23,703
intentionally break the three-dimensional effect.
329
00:16:23,883 --> 00:16:28,660
Because of that, if you like detailed coloring,
330
00:16:28,719 --> 00:16:31,984
or if you like strong and accurate coloring,
331
00:16:32,009 --> 00:16:35,302
it's effective to make the bottom of your hair darker.
332
00:16:35,581 --> 00:16:37,275
If you like transparent coloring,
333
00:16:37,300 --> 00:16:40,883
it looks sentimental and transparent.
334
00:16:41,591 --> 00:16:42,643
So,
335
00:16:42,654 --> 00:16:45,990
if you like transparent coloring,
336
00:16:46,000 --> 00:16:49,782
you can compare it to oil painting and watercolor painting.
337
00:16:49,869 --> 00:16:52,508
If you like watercolor paintings,
338
00:16:52,532 --> 00:16:55,576
you can make the bottom part of the hair brighter
339
00:16:55,600 --> 00:16:57,226
to break the three-dimensional effects.
340
00:16:58,593 --> 00:17:01,272
You can add a transparent look to the entire painting.
341
00:17:10,803 --> 00:17:13,224
I'm going to describe the inside of its mouth, too.
342
00:17:14,321 --> 00:17:16,940
I'll add the shadow that forms because of the teeth.
343
00:17:19,871 --> 00:17:29,049
I'm going to add in shadows that form because of the head.
344
00:17:29,576 --> 00:17:32,063
Like this, you can focus on
345
00:17:32,073 --> 00:17:33,566
the Cast Shadow and Form Shadow.
346
00:17:33,590 --> 00:17:34,901
If you describe it,
347
00:17:34,926 --> 00:17:37,021
the quality of your illustration will go up.
348
00:17:37,178 --> 00:17:39,147
Let's say we've done it up to here.
349
00:17:39,172 --> 00:17:41,812
Under the premise that we've done more than this
350
00:17:44,278 --> 00:17:47,034
to improve the quality of the drawing,
351
00:17:47,058 --> 00:17:48,167
there's something more we can do.
352
00:17:48,547 --> 00:17:51,087
It's called the Occlusion Shadow.
353
00:17:52,588 --> 00:17:54,094
Occlusion Shadow is
354
00:17:54,485 --> 00:17:57,129
when the distance between objects is close to zero,
355
00:17:57,154 --> 00:18:02,271
we call them dark shadows, or closed shadows.
356
00:18:02,381 --> 00:18:05,917
The hair and skin are almost stuck together.
357
00:18:05,942 --> 00:18:07,308
In this situation, in between,
358
00:18:07,332 --> 00:18:09,361
it's really hard for the light to come in.
359
00:18:09,386 --> 00:18:11,641
The color itself becomes close to a black color.
360
00:18:11,871 --> 00:18:13,597
Whether we have two white objects stuck together,
361
00:18:13,621 --> 00:18:15,427
or whether we have two black objects stuck together,
362
00:18:15,451 --> 00:18:18,159
there's no light between the objects,
363
00:18:18,183 --> 00:18:19,605
so it's always black.
364
00:18:20,592 --> 00:18:23,807
So, if you add shadow to that part,
365
00:18:23,831 --> 00:18:25,697
the quality of the illustration definitely goes up.
366
00:18:25,721 --> 00:18:27,386
Occlusion Shadow,
367
00:18:27,410 --> 00:18:29,471
or Ambient Occlusion,
368
00:18:29,496 --> 00:18:32,199
it's a term that's used often in 3D games.
369
00:18:32,614 --> 00:18:35,047
The reason why it's used a lot in 3D games is
370
00:18:35,071 --> 00:18:38,159
one of the options to make the graphics look better is
371
00:18:38,184 --> 00:18:39,510
by using Ambient Occlusion.
372
00:18:40,013 --> 00:18:42,426
So there's a huge difference in quality
373
00:18:42,451 --> 00:18:45,253
depending on whether Ambient Occlusion is included or not.
374
00:18:46,470 --> 00:18:47,760
It's the same thing with illustrations.
375
00:18:47,933 --> 00:18:49,806
If you use Ambient Occlusions,
376
00:18:49,830 --> 00:18:52,642
the overall visual quality will go up.
377
00:18:57,272 --> 00:18:59,775
It's good to see this part clearly,
378
00:18:59,799 --> 00:19:00,939
so it'd be nice if you could describe it a little bit.
379
00:19:04,162 --> 00:19:06,965
So, if you include the Ambient Occlusion as well,
380
00:19:06,989 --> 00:19:09,081
the visual quality of the picture goes up a lot.
381
00:19:09,106 --> 00:19:11,603
So it feels more like it's being wrapped up.
382
00:19:11,627 --> 00:19:14,834
Because of that, if you added light and shadow during the coloring process,
383
00:19:14,858 --> 00:19:17,292
if you don't think your illustration is perfect,
384
00:19:17,317 --> 00:19:18,924
pay attention to Ambient Occlusion,
385
00:19:18,948 --> 00:19:20,244
and apply it.
386
00:19:20,610 --> 00:19:21,674
If you apply this,
387
00:19:21,698 --> 00:19:24,049
the quality of your illustration might suddenly go up a lot.
388
00:19:25,556 --> 00:19:26,558
So, let's summarize.
389
00:19:26,569 --> 00:19:29,627
Let's talk about what we covered today.
390
00:19:29,886 --> 00:19:31,285
What was the first thing you did?
391
00:19:31,507 --> 00:19:34,446
The first thing I did was to distribute the density of the description.
392
00:19:35,328 --> 00:19:39,705
When you're distributing density to the section where the attention is focused,
393
00:19:39,729 --> 00:19:41,988
describe it a lot and balance it out.
394
00:19:43,354 --> 00:19:47,407
I also talked about how to touch up your illustrations.
395
00:19:47,879 --> 00:19:50,724
I talked about how to make them transparent, too.
396
00:19:50,748 --> 00:19:53,018
I also told you how to distinguish
397
00:19:53,042 --> 00:19:53,815
between Cast Shadow and Form Shadow.
398
00:19:53,962 --> 00:19:57,440
And I also explained an example
399
00:19:57,464 --> 00:19:59,341
with two layers of Cast Shadow.
400
00:19:59,365 --> 00:20:00,845
This case is very special.
401
00:20:00,869 --> 00:20:03,742
In most cases, Cast Shadows don't form in two layers.
402
00:20:03,766 --> 00:20:04,907
Please remember this.
403
00:20:05,357 --> 00:20:07,182
And I told you how to use Occlusion Shadow
404
00:20:07,206 --> 00:20:08,620
to improve the quality of your drawing.
405
00:20:08,814 --> 00:20:11,104
I also told you how to alternate
406
00:20:11,128 --> 00:20:12,377
between low saturations and high saturations.
407
00:20:12,932 --> 00:20:15,326
Let's continue to recognize them.
408
00:20:33,921 --> 00:20:35,299
Even in places like this,
409
00:20:37,010 --> 00:20:39,823
don't forget to apply Cast Shadow one by one.
410
00:20:40,769 --> 00:20:42,424
I told you it's easy to forget
411
00:20:42,448 --> 00:20:44,406
Cast Shadows while working on your illustrations.
412
00:20:44,431 --> 00:20:47,308
Let's be careful not to forget and take care with each of them.
413
00:20:49,682 --> 00:20:53,203
I often paint the edges of my eyes red.
414
00:20:53,736 --> 00:20:55,426
I think that looks prettier.
415
00:20:55,818 --> 00:20:57,487
This is a little personal.
416
00:20:58,042 --> 00:20:59,565
Make it different depending on your preferences.
417
00:21:03,482 --> 00:21:05,174
When you are coloring,
418
00:21:05,198 --> 00:21:06,903
and if you want to improve the quality,
419
00:21:06,927 --> 00:21:08,607
there's another way to use it.
420
00:21:08,631 --> 00:21:10,696
It's coloring the lines.
421
00:21:11,066 --> 00:21:14,389
In the end, lines are all black.
422
00:21:14,707 --> 00:21:16,454
This is also something very important.
423
00:21:16,464 --> 00:21:17,904
Lines are made up of colors too.
424
00:21:17,977 --> 00:21:21,905
So, the thicker the line,
425
00:21:21,929 --> 00:21:24,728
the colors naturally darken in that section.
426
00:21:25,306 --> 00:21:28,565
Because of that, if it's a character
427
00:21:28,589 --> 00:21:29,898
that's mainly white,
428
00:21:29,922 --> 00:21:33,088
it's good to make the lines
429
00:21:33,112 --> 00:21:34,358
be painted bright or thin.
430
00:21:34,580 --> 00:21:36,323
The thinner the line,
431
00:21:36,347 --> 00:21:38,292
the less attention you have to pay for the line color.
432
00:21:38,316 --> 00:21:40,957
For those of you who think your lines are thick,
433
00:21:40,981 --> 00:21:44,239
there are a lot of times when the color is applied to this line.
434
00:21:44,263 --> 00:21:46,051
Then, that would look prettier.
435
00:21:46,376 --> 00:21:49,397
So, depending on the color of the light,
436
00:21:49,421 --> 00:21:51,881
if you apply red and orange colors
437
00:21:51,905 --> 00:21:53,826
into this area,
438
00:21:54,196 --> 00:21:56,345
you'll be able to add more three-dimensional effects.
439
00:22:00,431 --> 00:22:04,900
The property of the current line Layer is supposed to be Multiply.
440
00:22:05,829 --> 00:22:07,379
The reason why I set it like that
441
00:22:07,403 --> 00:22:09,801
is to ensure smooth connection
442
00:22:09,825 --> 00:22:10,865
with the lower layer.
443
00:22:10,877 --> 00:22:12,207
If this is set to Normal,
444
00:22:12,231 --> 00:22:14,457
the orange part will start to stand out.
445
00:22:15,394 --> 00:22:18,262
If you apply Multiply, you can see through the bottom touch-up
446
00:22:18,286 --> 00:22:19,535
and it blends in a bit better.
447
00:22:19,782 --> 00:22:22,400
I express it a lot by applying Multiply to the line Layer.
448
00:22:34,974 --> 00:22:37,025
Let's continue with the description.
449
00:22:37,967 --> 00:22:41,618
Today's goal is to draw it up to this shoulder
450
00:22:43,386 --> 00:22:45,245
within an hour.
451
00:22:45,269 --> 00:22:47,613
I can't show you all the descriptions.
452
00:22:47,701 --> 00:22:50,711
Today's content on description
453
00:22:51,532 --> 00:22:54,548
is more focused on the contents.
454
00:22:54,711 --> 00:22:57,769
When I work on portrait illustrations later,
455
00:22:57,793 --> 00:23:01,509
I'm going to show you how I describe them.
456
00:23:01,534 --> 00:23:09,263
At that time, I will work on it
457
00:23:09,287 --> 00:23:10,814
as I dub in the process video.
458
00:23:11,966 --> 00:23:15,052
I'll upload the video then.
459
00:23:15,076 --> 00:23:17,168
So while watching the process of myself working on it,
460
00:23:17,193 --> 00:23:19,158
I think it would be good to observe a bit more
461
00:23:19,193 --> 00:23:21,522
how the description goes.
462
00:23:25,878 --> 00:23:30,355
The one-hour description that I'm doing right now
463
00:23:30,380 --> 00:23:33,121
is in the same order I usually work.
464
00:23:35,855 --> 00:23:38,842
In the end, I kept repeating them from top to bottom
465
00:23:38,853 --> 00:23:39,857
while coloring.
466
00:23:42,899 --> 00:23:46,517
There's nothing special about coloring.
467
00:23:52,905 --> 00:23:54,760
In the end, coloring is not so much about
468
00:23:54,784 --> 00:23:58,194
doing challenging coloring with intent,
469
00:23:58,327 --> 00:24:00,963
but being more natural at it
470
00:24:00,987 --> 00:24:03,136
as you go through the process of coloring.
471
00:24:03,780 --> 00:24:06,610
If haven't formed your own personality,
472
00:24:07,112 --> 00:24:11,567
there are people who value individuality when it comes to coloring.
473
00:24:11,891 --> 00:24:13,832
But don't worry too much.
474
00:24:13,856 --> 00:24:17,615
Most people don't make their own personalities based on their own intentions.
475
00:24:18,393 --> 00:24:20,468
If you just draw, you will eventually find it.
476
00:24:21,834 --> 00:24:23,834
It's hard to find someone who doesn't have a personality.
477
00:24:23,858 --> 00:24:26,025
Most of them have their own individuality.
478
00:24:26,049 --> 00:24:29,655
It's just that if it's not fully reinforced, people can't always see it.
479
00:24:29,918 --> 00:24:32,465
So, if the drawing lacks individuality,
480
00:24:32,489 --> 00:24:34,181
and if you're concerned about that,
481
00:24:34,205 --> 00:24:36,205
you will be under a lot of stress.
482
00:24:36,229 --> 00:24:39,238
But, I think you don't have to be stressed out that much.
483
00:24:40,330 --> 00:24:43,087
It's simply because it's less skillfully refined.
484
00:24:43,781 --> 00:24:45,379
If you work hard,
485
00:24:45,403 --> 00:24:47,111
as it gets more refined,
486
00:24:47,121 --> 00:24:49,065
it'll gradually become your own personality.
487
00:24:51,579 --> 00:24:54,035
In the end, individuality is based on the points that you like.
488
00:24:54,735 --> 00:24:58,594
The things you like
489
00:24:58,618 --> 00:25:00,613
later form your individuality.
490
00:25:03,439 --> 00:25:06,379
So, if you don't know what personality is,
491
00:25:06,403 --> 00:25:07,738
if you're one of those people,
492
00:25:07,763 --> 00:25:10,222
it's good to think about what you like.
493
00:25:14,122 --> 00:25:16,377
It's important to have clear preferences
494
00:25:16,401 --> 00:25:19,542
when you continue working.
495
00:25:19,877 --> 00:25:21,379
I think that's the key point.
496
00:25:21,403 --> 00:25:23,702
It's super important.
497
00:25:24,131 --> 00:25:26,586
When you're studying illustration,
498
00:25:26,883 --> 00:25:28,827
it's important to establish your preferences.
499
00:25:29,218 --> 00:25:31,921
I think this is a must-do process.
500
00:25:32,382 --> 00:25:35,040
Even if we are playing a game,
501
00:25:35,065 --> 00:25:36,619
there would be character preferences.
502
00:25:36,949 --> 00:25:40,436
You might like aggressive characters or defensive characters.
503
00:25:40,461 --> 00:25:43,186
You might like supporters or leaders.
504
00:25:43,287 --> 00:25:44,921
You will have such preferences.
505
00:25:45,230 --> 00:25:46,847
It's like that when you're playing games.
506
00:25:46,871 --> 00:25:48,837
And it's the same for drawing.
507
00:25:51,922 --> 00:25:53,806
There's bound to be a character that you prefer.
508
00:25:53,816 --> 00:25:55,514
Your preferred character's characteristics
509
00:25:55,539 --> 00:25:57,701
are usually ones that you're good at.
510
00:25:57,980 --> 00:25:59,882
So, your preferences are
511
00:25:59,906 --> 00:26:03,613
a factor that indirectly show your strengths and weaknesses.
512
00:26:03,892 --> 00:26:07,619
So, let's clarify our preferences and show our strengths and weaknesses.
513
00:26:08,011 --> 00:26:11,884
I'm telling you that it's important to find them out.
514
00:26:12,080 --> 00:26:14,373
I'll add some highlights to the teeth.
515
00:26:14,397 --> 00:26:16,331
I'll put in some shiny material.
516
00:26:22,896 --> 00:26:24,998
I'll keep checking the black and white in between
517
00:26:25,022 --> 00:26:26,837
to see if there are any differences in the overall tone.
518
00:26:26,861 --> 00:26:30,113
I'll observe if there's anything that stands out.
519
00:26:44,000 --> 00:26:47,931
Let's also describe the cracks on the hat.
520
00:26:54,991 --> 00:26:56,293
The shadow is now
521
00:26:56,317 --> 00:26:59,098
far apart from the hair.
522
00:27:00,528 --> 00:27:01,783
We're going to go into detail
523
00:27:01,807 --> 00:27:03,921
about Cast Shadows.
524
00:27:03,945 --> 00:27:06,409
The farther away the Cast Shadow gets,
525
00:27:06,433 --> 00:27:08,899
the more the shadows will grow and spread.
526
00:27:10,000 --> 00:27:13,514
So let's say the object up there is on this street.
527
00:27:13,762 --> 00:27:15,762
If there's a shadow underneath,
528
00:27:15,777 --> 00:27:18,693
the further the distance is, the lighter the shadow is.
529
00:27:19,034 --> 00:27:20,802
It also spreads widely.
530
00:27:21,041 --> 00:27:23,430
Of course, the edges are a bit messy, too.
531
00:27:23,454 --> 00:27:25,242
This is how shadows form.
532
00:27:28,996 --> 00:27:30,565
So right now,
533
00:27:30,589 --> 00:27:32,910
with the hair on this side, which is quite far away from this hair,
534
00:27:32,950 --> 00:27:35,223
the shadow will widen to a certain extent.
535
00:27:35,262 --> 00:27:37,162
At that time, I'll use the tertiary colors
536
00:27:39,331 --> 00:27:41,613
and I'm going to spread them.
537
00:27:42,090 --> 00:27:50,520
If I show that the shadow is spreading,
538
00:27:50,990 --> 00:27:52,837
I can make it look pretty.
539
00:27:53,391 --> 00:27:55,843
There was a metal material for this one.
540
00:27:56,527 --> 00:27:58,613
We're going to talk about the characteristics of each material.
541
00:27:58,679 --> 00:28:01,700
The top part of the hair has huge contrast.
542
00:28:01,724 --> 00:28:02,874
So let's add some highlights.
543
00:28:02,908 --> 00:28:04,535
I drew the teeth in.
544
00:28:05,409 --> 00:28:08,540
When it comes to contrast,
545
00:28:08,564 --> 00:28:09,714
literally,
546
00:28:09,738 --> 00:28:12,577
if this character shines, the contrast is strong.
547
00:28:12,601 --> 00:28:15,284
If this character is a bit soft,
548
00:28:15,308 --> 00:28:16,999
you can think of it having a weak contrast.
549
00:28:17,174 --> 00:28:19,931
But that's not what's important.
550
00:28:19,955 --> 00:28:23,514
You have to decide on your own
551
00:28:23,538 --> 00:28:25,212
to see which one has the biggest contrast.
552
00:28:25,344 --> 00:28:28,150
Which has stronger contrast, the hair or the teeth?
553
00:28:28,391 --> 00:28:31,530
And I'll organize them based on the order of which is stronger in
554
00:28:31,555 --> 00:28:34,686
the contrast between the teeth and the metal.
555
00:28:34,845 --> 00:28:37,978
The reason why I organize that is because when it comes to directing,
556
00:28:38,002 --> 00:28:41,056
or when it comes to the base colors, it provides some differences.
557
00:28:41,298 --> 00:28:45,707
With the base colors of the material with a large contrast and a light contrast,
558
00:28:45,985 --> 00:28:48,874
the material with a large contrast is dark.
559
00:28:48,991 --> 00:28:52,610
So metal has a high contrast, and fabric has a low contrast.
560
00:28:53,067 --> 00:28:56,499
So even if I put white metal in here,
561
00:28:56,524 --> 00:28:58,109
I'll put in gray this much.
562
00:28:59,116 --> 00:29:00,428
When we add highlights,
563
00:29:00,452 --> 00:29:02,600
if you put it in like this, it looks like white metal.
564
00:29:03,297 --> 00:29:05,085
So, the material with big contrast is
565
00:29:05,109 --> 00:29:06,522
the part that doesn't get light
566
00:29:06,546 --> 00:29:09,134
since it clearly becomes dark.
567
00:29:09,159 --> 00:29:10,604
When you apply the base tone,
568
00:29:10,628 --> 00:29:12,519
it's important to make it darker.
569
00:29:12,990 --> 00:29:15,110
There's a dark gray area here.
570
00:29:16,188 --> 00:29:18,101
I can add white to it here.
571
00:29:18,126 --> 00:29:20,987
Let's make it strong in the areas where the light comes in.
572
00:29:21,955 --> 00:29:25,002
It's important to give a clear contrast with the other sections.
573
00:29:29,630 --> 00:29:32,215
That way, with the highlighted areas,
574
00:29:32,256 --> 00:29:35,323
you'll feel like it's metal.
575
00:30:13,796 --> 00:30:17,120
Since this side is close to the shadow, I'll color it in darker.
576
00:30:29,319 --> 00:30:31,126
Things like hair descriptions
577
00:30:31,150 --> 00:30:33,695
should be focused on the edges as much as possible.
578
00:30:33,866 --> 00:30:36,693
Let's focus on the dark areas.
579
00:30:37,211 --> 00:30:40,999
That's how this will act as the Form Shadow.
580
00:30:47,717 --> 00:30:50,934
Don't forget to add Cast Shadow to the inside of the hair.
581
00:30:51,777 --> 00:30:54,298
If you take care with Occlusion Shadow,
582
00:30:54,322 --> 00:30:56,598
the quality of the illustration keeps going up.
583
00:31:45,315 --> 00:31:48,314
I'm going to clean up the description like this.
584
00:31:50,081 --> 00:31:51,993
Let's come back to density distribution.
585
00:31:52,017 --> 00:31:54,599
We're going to focus on the density distribution.
586
00:31:54,657 --> 00:31:56,169
If you look here, in the upper section,
587
00:31:56,193 --> 00:31:58,570
you'll see that the description is focused quite a lot.
588
00:31:59,683 --> 00:32:00,928
That means
589
00:32:00,952 --> 00:32:03,800
there's a lot of description in the part where the attention is focused.
590
00:32:03,824 --> 00:32:05,184
Then to put it the other way around,
591
00:32:05,194 --> 00:32:07,324
how would you go in when you go into the description?
592
00:32:07,348 --> 00:32:08,987
The parts that need less description
593
00:32:09,067 --> 00:32:12,467
these sections are effective if you use the lighting together.
594
00:32:12,492 --> 00:32:13,985
The light that's coming in right now
595
00:32:14,009 --> 00:32:15,861
is coming from the top left of the character.
596
00:32:16,024 --> 00:32:19,030
Which means it's coming from the back of its face.
597
00:32:20,047 --> 00:32:22,073
From the perspective of the body, the light...
598
00:32:22,097 --> 00:32:24,384
From the perspective of the body that's under the face,
599
00:32:24,408 --> 00:32:27,009
it's not that different from the light from above.
600
00:32:27,061 --> 00:32:30,123
So when you depict the belts underneath,
601
00:32:30,147 --> 00:32:32,704
think of the light coming from above.
602
00:32:32,728 --> 00:32:35,121
You need to make the top part shine.
603
00:32:35,574 --> 00:32:37,894
I'm going to paint the side that I'm looking up to make it bright.
604
00:32:38,398 --> 00:32:39,757
And then,
605
00:32:39,781 --> 00:32:42,599
what should I do with the front side that doesn't get any light?
606
00:32:43,065 --> 00:32:44,212
I'm not going to describe it.
607
00:32:44,790 --> 00:32:48,418
I'm really not going to.
608
00:32:49,174 --> 00:32:51,329
Yes, it's okay to do that.
609
00:32:51,417 --> 00:32:54,148
We already focused on
610
00:32:54,172 --> 00:32:56,503
the facial area, which we wanted to show.
611
00:32:56,527 --> 00:32:59,311
So, it's best not to describe the rest of the sections.
612
00:32:59,403 --> 00:33:02,118
This is one of the most important parts of description.
613
00:33:02,393 --> 00:33:04,997
It's the most important point when it comes to the concept of description.
614
00:33:05,180 --> 00:33:06,749
Usually,
615
00:33:06,773 --> 00:33:09,253
students work on a piece by describing it a lot.
616
00:33:09,278 --> 00:33:11,806
If you describe it more, the quality will go up.
617
00:33:12,086 --> 00:33:13,165
That's not wrong.
618
00:33:13,176 --> 00:33:14,048
If you describe it a lot,
619
00:33:14,072 --> 00:33:16,067
of course, the quality can be improved.
620
00:33:16,092 --> 00:33:18,707
But distribution is a little more important.
621
00:33:18,788 --> 00:33:20,471
Rather than adding a lot of description,
622
00:33:20,495 --> 00:33:22,803
it's much more effective to distribute the description well.
623
00:33:24,380 --> 00:33:27,104
There needs to be a difference
624
00:33:29,011 --> 00:33:30,789
for the parts that have a lot of description.
625
00:33:30,972 --> 00:33:34,365
For example, if you describe 10 in this section,
626
00:33:34,394 --> 00:33:36,306
and if you describe 5 in this section,
627
00:33:36,923 --> 00:33:40,065
and if you describe 6 in this section,
628
00:33:40,089 --> 00:33:42,134
this section will be described as 1.
629
00:33:42,159 --> 00:33:45,403
There's a slight difference in quality between the two,
630
00:33:45,440 --> 00:33:46,799
but when it comes to the final result,
631
00:33:46,823 --> 00:33:49,309
if you ask which one is better, I think both are good.
632
00:33:49,771 --> 00:33:51,714
It's because it's well distributed.
633
00:33:51,779 --> 00:33:53,337
In the worst scenario,
634
00:33:53,361 --> 00:33:55,681
you might try your best to describe it
635
00:33:55,705 --> 00:33:57,972
and describe things here and there.
636
00:33:57,997 --> 00:34:00,915
7, 6, 5, 4, 7... Like this.
637
00:34:00,939 --> 00:34:02,600
The descriptions are all distributed.
638
00:34:02,844 --> 00:34:06,309
There's probably a limit
639
00:34:06,475 --> 00:34:07,920
when you're describing.
640
00:34:07,944 --> 00:34:10,537
There's a limit to the quality that you can raise it.
641
00:34:10,561 --> 00:34:12,750
Let's save the upper limit and use it.
642
00:34:13,181 --> 00:34:14,321
I'll just keep it.
643
00:34:14,345 --> 00:34:17,004
I'm going to focus on the parts that I need.
644
00:34:17,388 --> 00:34:20,059
If you worked really hard on it,
645
00:34:20,084 --> 00:34:23,506
for the rest of the areas, don't worry about it and don't describe them.
646
00:34:24,836 --> 00:34:26,421
For your information, it's harder to not do it.
647
00:34:26,455 --> 00:34:28,091
In the process of doing the description,
648
00:34:28,115 --> 00:34:30,420
there are a lot of people who can't stand it and will just describe it.
649
00:34:30,539 --> 00:34:32,346
Or because you were mesmerized,
650
00:34:32,370 --> 00:34:34,400
you discovered you could do more than you thought.
651
00:34:34,425 --> 00:34:36,714
I'm sure there are many people who are like this.
652
00:34:36,738 --> 00:34:38,922
Well, we'll just have to do it and erase it.
653
00:34:40,117 --> 00:34:42,239
If you think there's too much to describe,
654
00:34:42,263 --> 00:34:43,931
It's better to make up your mind and erase it.
655
00:34:44,193 --> 00:34:47,108
The more the description is left out,
656
00:34:47,132 --> 00:34:49,309
the more character's face should be described in detail.
657
00:34:49,492 --> 00:34:51,518
The description is only relative.
658
00:34:51,560 --> 00:34:54,609
The section that you designated as the main element.
659
00:34:54,633 --> 00:34:57,031
If there's a lot of descriptions of important parts,
660
00:34:57,055 --> 00:34:59,712
or if you describe them less,
661
00:34:59,737 --> 00:35:00,804
you can describe other places less.
662
00:35:01,270 --> 00:35:02,847
And do less for other places.
663
00:35:02,857 --> 00:35:05,323
It's important to make differentiate them.
664
00:35:07,935 --> 00:35:09,771
In a way, when it comes to description,
665
00:35:09,795 --> 00:35:12,204
that's what I wanted to tell you the most.
666
00:35:12,409 --> 00:35:14,303
Cast Shadows and Form Shadows
667
00:35:14,313 --> 00:35:15,363
are theoretical.
668
00:35:15,388 --> 00:35:17,988
What I'm telling you now is not a theory,
669
00:35:18,013 --> 00:35:19,411
but it's more of a sixth sense for
670
00:35:19,435 --> 00:35:20,788
how to create a pretty picture.
671
00:35:22,694 --> 00:35:25,168
Pictures with a lot of descriptions can be pretty, too.
672
00:35:25,193 --> 00:35:27,299
Paintings that don't have descriptions can be pretty, too.
673
00:35:27,556 --> 00:35:30,311
When we see animated films, we think they're pretty.
674
00:35:30,639 --> 00:35:32,480
Why are those pictures so pretty?
675
00:35:32,505 --> 00:35:34,207
There are sections that need to be focused on.
676
00:35:34,231 --> 00:35:36,807
The character's eyes are always filled with sparkles.
677
00:35:37,899 --> 00:35:40,782
If you look at pretty characters in animation,
678
00:35:40,806 --> 00:35:43,182
they're always very detailed in description,
679
00:35:43,207 --> 00:35:46,931
and there are times when there are sparkles in the character's eyes.
680
00:35:46,976 --> 00:35:48,233
That's the same.
681
00:35:48,258 --> 00:35:50,246
There's not much description of the other sections.
682
00:35:50,270 --> 00:35:52,193
I'm going to draw in the eye area.
683
00:35:52,217 --> 00:35:54,789
To make the eyes stand out from the perspective of the viewers,
684
00:35:55,134 --> 00:35:58,713
making the eyes stand out means the character will look pretty.
685
00:35:59,109 --> 00:36:01,004
When I talked about the face description,
686
00:36:01,410 --> 00:36:03,084
when the description is focused
687
00:36:03,108 --> 00:36:05,679
and if the facial area can be more focused,
688
00:36:05,704 --> 00:36:07,234
we can look at the animation
689
00:36:07,258 --> 00:36:08,520
and feel that it is pretty.
690
00:36:08,967 --> 00:36:12,184
That's why there are people who are describing it here and there
691
00:36:12,208 --> 00:36:14,278
to try to improve the quality.
692
00:36:14,303 --> 00:36:15,403
But please stop that.
693
00:36:15,947 --> 00:36:18,459
You have to draw the parts that have been highlighted.
694
00:36:18,483 --> 00:36:19,635
Make sure you do it well.
695
00:36:19,659 --> 00:36:21,701
Please don't describe the other areas in detail.
696
00:36:22,188 --> 00:36:25,603
When it comes to making a prettier illustration,
697
00:36:25,627 --> 00:36:27,816
I emphasize that it's a necessary process for this part.
698
00:36:38,881 --> 00:36:39,986
It's very important.
699
00:36:44,255 --> 00:36:46,481
What we need to do now is
700
00:36:46,505 --> 00:36:48,506
know the limits of description
701
00:36:49,211 --> 00:36:51,075
and when you're describing things clearly,
702
00:36:51,099 --> 00:36:52,612
know how far you should go.
703
00:36:52,637 --> 00:36:53,730
Figure that out.
704
00:36:53,754 --> 00:36:56,153
You need
705
00:36:56,178 --> 00:36:57,375
the ability to adjust it based on the circumstances.
706
00:36:57,400 --> 00:37:00,572
And it'd be nice to raise your limits a bit.
707
00:37:00,596 --> 00:37:03,917
Especially for those who want to do concept art,
708
00:37:03,941 --> 00:37:06,218
and if you want to do in-game illustrations,
709
00:37:06,243 --> 00:37:09,331
there's an advantage if the quality of the picture is high.
710
00:37:09,356 --> 00:37:11,011
You should keep in mind
711
00:37:11,035 --> 00:37:12,625
how to raise the quality.
712
00:37:13,038 --> 00:37:14,617
Raise your limits.
713
00:37:14,789 --> 00:37:16,295
If you try your best,
714
00:37:16,305 --> 00:37:18,111
it could make a big difference.
715
00:37:18,445 --> 00:37:20,828
Rather than the difference between 5 and 1,
716
00:37:20,856 --> 00:37:22,712
there's a bigger difference between 10 and 1.
717
00:37:23,191 --> 00:37:26,058
So the process of increasing the amount to 10
718
00:37:26,082 --> 00:37:28,506
is the process of raising the quality of your description.
719
00:37:28,530 --> 00:37:30,547
To practice it effectively,
720
00:37:30,571 --> 00:37:32,503
copying would be the best.
721
00:37:32,713 --> 00:37:34,672
Spend a lot of time copying.
722
00:37:34,696 --> 00:37:37,269
I think it would be the best idea to do that.
723
00:37:37,723 --> 00:37:40,710
When it comes to distributing the description, you have to be aware of it.
724
00:37:41,418 --> 00:37:44,656
This isn't really part of the practice, but it's a sensual part.
725
00:37:44,689 --> 00:37:46,696
You should definitely focus on it,
726
00:37:46,720 --> 00:37:48,997
and it's important to think about the description here.
727
00:38:02,087 --> 00:38:04,999
Let's compare what we've done.
728
00:38:05,205 --> 00:38:07,008
Before, and after.
729
00:38:07,288 --> 00:38:08,289
Certainly,
730
00:38:08,313 --> 00:38:10,602
you can see that the face sticks out more.
731
00:38:13,581 --> 00:38:16,093
I'm going to dig deep in the back
732
00:38:16,117 --> 00:38:18,601
and I won't describe the parts that stick out.
733
00:38:18,776 --> 00:38:20,164
While repeating this process,
734
00:38:20,188 --> 00:38:22,000
it's adding three-dimensional effects to the painting.
735
00:38:25,585 --> 00:38:28,897
I want to highlight
736
00:38:28,921 --> 00:38:31,157
the face section and the upper chest section.
737
00:38:31,181 --> 00:38:33,819
I'm going to describe this section clearly.
738
00:38:33,852 --> 00:38:36,101
I'm not going to put creases on the bottom either.
739
00:38:36,203 --> 00:38:37,799
Even if you put them in, put just a little bit in.
740
00:38:38,148 --> 00:38:39,387
Only around one or two.
741
00:38:40,520 --> 00:38:43,295
I think it'll be okay if there's some creases in the lower section.
742
00:38:48,795 --> 00:38:53,798
You can balance between strong, weak, and medium.
743
00:38:53,978 --> 00:38:56,619
This is kind of like a tempo adjustment.
744
00:38:57,107 --> 00:38:59,683
It's the tempo that you use to divide the weight of your drawing.
745
00:38:59,708 --> 00:39:01,753
Let me give you a tip.
746
00:39:01,777 --> 00:39:03,385
It's good to use it alternately.
747
00:39:03,410 --> 00:39:04,456
What I'm saying is,
748
00:39:04,466 --> 00:39:08,190
if you do it in the order of strong, medium, and weak,
749
00:39:08,214 --> 00:39:10,859
this can also feel too regular.
750
00:39:10,883 --> 00:39:12,912
So the illustration will get boring.
751
00:39:12,978 --> 00:39:14,728
So when you distribute the density...
752
00:39:14,752 --> 00:39:17,157
Strong, weak, medium.
753
00:39:17,182 --> 00:39:19,522
If you mix strong and medium,
754
00:39:19,546 --> 00:39:21,903
you can make the drawing look more witty.
755
00:39:21,927 --> 00:39:24,494
The drawing will look more fun.
756
00:39:28,098 --> 00:39:30,018
It's good to use it when distributing density.
757
00:39:31,191 --> 00:39:33,305
Here, too. As we did before,
758
00:39:34,309 --> 00:39:36,383
I'll strengthen the parts that stick out.
759
00:39:36,407 --> 00:39:38,304
That's it. I'm not going to describe it any more.
760
00:39:39,147 --> 00:39:41,021
I really don't describe it after doing this.
761
00:39:41,832 --> 00:39:45,117
You don't need to describe as much as you think.
762
00:39:46,539 --> 00:39:50,131
So if you know where to describe things exactly,
763
00:39:50,597 --> 00:39:53,638
the amount of time you need for description
764
00:39:53,648 --> 00:39:54,710
will be reduced.
765
00:39:54,734 --> 00:39:56,922
When your process has been optimized,
766
00:39:56,946 --> 00:39:58,396
drawing one illustration a day
767
00:39:58,424 --> 00:40:00,106
won't be that hard.
768
00:40:03,445 --> 00:40:06,742
That's how your speed will go up.
769
00:40:06,801 --> 00:40:09,012
It's about deleting unnecessary processes in the end.
770
00:40:26,918 --> 00:40:30,188
Since I want to add gradation on this side,
771
00:40:30,580 --> 00:40:32,006
if you're not confident with touching up,
772
00:40:32,030 --> 00:40:34,099
use the airbrush to paint the bottom.
773
00:40:42,109 --> 00:40:47,814
If you connect it gently, it becomes easier to describe.
774
00:41:08,867 --> 00:41:09,894
You'll be able to see that I'm describing it
775
00:41:09,918 --> 00:41:11,788
by changing the hues.
776
00:41:11,874 --> 00:41:15,448
It's good that the color doesn't become awkward when you spin it.
777
00:41:15,473 --> 00:41:17,597
Rather than not spinning it.
778
00:41:17,807 --> 00:41:20,505
But it's not like there's no rule to spin this around.
779
00:41:20,643 --> 00:41:24,373
The farther away from the color of the light, the darker the color of the natural brightness.
780
00:41:24,398 --> 00:41:25,705
We can change it.
781
00:41:26,114 --> 00:41:27,835
The natural brightness is
782
00:41:27,859 --> 00:41:31,199
the natural brightness of each color.
783
00:41:33,435 --> 00:41:37,101
If you apply yellow on the same spot, it's this much.
784
00:41:37,580 --> 00:41:40,630
If you paint the same color with blue, it comes out like this.
785
00:41:41,070 --> 00:41:43,082
It doesn't look that different.
786
00:41:43,107 --> 00:41:44,992
If you look at it in black and white, there's a huge difference.
787
00:41:45,016 --> 00:41:46,204
With the difference in brightness,
788
00:41:46,228 --> 00:41:48,208
you can think of it as the intrinsic brightness of each color.
789
00:41:48,233 --> 00:41:51,504
The Eyedropper has the same colors picked, but the brightness is quite different.
790
00:41:51,688 --> 00:41:55,139
So, if the bright part is yellow,
791
00:41:55,164 --> 00:41:57,884
whenever it gets dark, I mix the red colors.
792
00:41:57,908 --> 00:41:59,915
You can think of it as a progression.
793
00:42:03,774 --> 00:42:07,101
I'll tell you this one more time
794
00:42:07,125 --> 00:42:08,399
when you draw the portrait illustration later.
795
00:42:09,078 --> 00:42:11,710
It's because the concept of changing colors is
796
00:42:11,791 --> 00:42:13,218
important here.
797
00:42:13,242 --> 00:42:15,825
It's close to a sensual feeling.
798
00:42:16,386 --> 00:42:18,246
If you do something wrong, you might forget.
799
00:42:18,271 --> 00:42:20,271
So you'll need a little reminder from time to time.
800
00:42:20,572 --> 00:42:22,396
If you don't change the color,
801
00:42:23,391 --> 00:42:27,413
and continue drawing,
802
00:42:28,608 --> 00:42:32,221
the illustration will get a bit murky and it's hard to build up a good contrast.
803
00:42:32,246 --> 00:42:34,314
So, you'll end up giving strong contrast.
804
00:42:36,976 --> 00:42:39,544
If you give it a strong contrast, the picture will look like it's burnt.
805
00:42:39,568 --> 00:42:41,289
That happens a lot.
806
00:42:47,388 --> 00:42:49,609
Especially, when you make shadows like this,
807
00:42:49,633 --> 00:42:51,888
the bright part has an orangey color.
808
00:42:51,912 --> 00:42:53,919
If the dark part feels blue,
809
00:42:53,944 --> 00:42:56,494
that alone makes the difference between the two quite big.
810
00:42:56,518 --> 00:42:57,606
There's a difference in color.
811
00:42:57,631 --> 00:43:00,316
So when you look at it in black and white, and even if there's no big difference in the brightness,
812
00:43:00,341 --> 00:43:02,998
you can definitely tell that there's a shadow there.
813
00:43:03,023 --> 00:43:04,582
If we go with the same color,
814
00:43:04,606 --> 00:43:06,354
it's hard to make a difference.
815
00:43:06,378 --> 00:43:09,104
So you would automatically lower this shadow tone
816
00:43:09,284 --> 00:43:11,503
while hoping there would be a big difference.
817
00:43:11,694 --> 00:43:13,518
And in the process, the picture gets burned out.
818
00:43:14,110 --> 00:43:15,795
Then, there will be more contrast.
819
00:43:16,906 --> 00:43:18,492
The illustration will get too dark.
820
00:43:21,497 --> 00:43:23,009
To prevent that,
821
00:43:23,033 --> 00:43:25,388
I think it's good to keep changing colors.
822
00:43:25,493 --> 00:43:26,829
Take care of that.
823
00:43:57,978 --> 00:43:59,303
Before,
824
00:43:59,405 --> 00:44:00,497
and after.
825
00:44:02,760 --> 00:44:03,986
The quality keeps getting better.
826
00:44:04,010 --> 00:44:05,508
You'll be able to see what's going on.
827
00:44:12,262 --> 00:44:14,383
Like this, with the illustration,
828
00:44:14,407 --> 00:44:16,500
we're approaching the completion stage.
829
00:44:16,524 --> 00:44:18,217
Once it's been made,
830
00:44:18,241 --> 00:44:21,313
it's good to check it once in the middle.
831
00:44:21,601 --> 00:44:23,519
Let's see if it's going well.
832
00:44:24,894 --> 00:44:26,698
It's going well as I intended.
833
00:44:26,722 --> 00:44:29,216
It's similar to the first one.
834
00:44:29,240 --> 00:44:32,696
It's good to keep looking at it by turning it off and on.
835
00:44:38,398 --> 00:44:41,091
One of the things that happens a lot when you draw is,
836
00:44:41,115 --> 00:44:43,194
if you were so focused on one part,
837
00:44:43,218 --> 00:44:45,202
you'll forget to describe the other sections.
838
00:44:45,495 --> 00:44:47,509
You have to be careful not to do that.
839
00:44:52,796 --> 00:44:55,520
I'll highlight each eye.
840
00:45:28,606 --> 00:45:32,130
Let's continue to put in Occlusion Shadow to improve the quality.
841
00:45:45,837 --> 00:45:47,215
This Occlusion Shadow,
842
00:45:47,239 --> 00:45:49,619
it acts like a line.
843
00:45:50,355 --> 00:45:53,695
As there's a clear distance between objects,
844
00:45:53,719 --> 00:45:55,017
when this goes in,
845
00:45:55,190 --> 00:45:57,900
these are obviously different things.
846
00:45:57,925 --> 00:45:59,494
It serves as a boundary line.
847
00:45:59,700 --> 00:46:02,091
Thanks to that, the clarity of the painting increases considerably.
848
00:46:02,235 --> 00:46:05,319
It's actually the most important thing in casual illustrations.
849
00:46:05,343 --> 00:46:07,082
Out of people who are emphasizing that,
850
00:46:07,107 --> 00:46:11,209
some people always emphasize visibility.
851
00:46:13,947 --> 00:46:16,998
Casual illustration is like fast food.
852
00:46:17,684 --> 00:46:20,560
Compared to the realistically drawn illustrations, when you look at it at a glance,
853
00:46:20,589 --> 00:46:22,982
it's important that its charm stands out.
854
00:46:23,006 --> 00:46:24,490
That's what some people say.
855
00:46:24,770 --> 00:46:27,287
Visibility is important.
856
00:46:27,380 --> 00:46:29,235
The things that I want to show,
857
00:46:29,259 --> 00:46:31,103
it's important to see them at a glance.
858
00:46:31,646 --> 00:46:34,571
So, this Occlusion Shadow,
859
00:46:34,596 --> 00:46:36,623
it's a way to increase visibility
860
00:46:36,950 --> 00:46:38,986
so it would be a pretty good fit.
861
00:46:39,091 --> 00:46:42,119
If you use it well, the picture will get clearer.
862
00:46:42,325 --> 00:46:44,002
It makes a strong first impression.
863
00:46:45,216 --> 00:46:48,005
It's easier to see from afar.
864
00:46:48,644 --> 00:46:50,606
But this is very important.
865
00:46:50,652 --> 00:46:52,857
It's because when we're working, right now
866
00:46:52,881 --> 00:46:54,978
we zoom in on this and work on it.
867
00:46:55,002 --> 00:46:56,495
But the people who actually see this painting
868
00:46:56,519 --> 00:46:57,796
will see it in this size.
869
00:46:57,820 --> 00:46:59,275
For those who are looking at it on their phone,
870
00:46:59,299 --> 00:47:00,703
they might see it in this size.
871
00:47:00,727 --> 00:47:02,892
And these people, when they look at a painting,
872
00:47:02,916 --> 00:47:04,595
they won't look at mine for more than 3 seconds.
873
00:47:04,790 --> 00:47:07,322
If you look at an illustration, you look at it for a second and 'like' it,
874
00:47:07,346 --> 00:47:09,388
or just pass by. That's how it is in the end.
875
00:47:10,142 --> 00:47:12,542
So in a way, the success or failure of this painting...
876
00:47:12,566 --> 00:47:15,483
It's safe to say that it's determined in the first second.
877
00:47:15,636 --> 00:47:17,291
So when it comes to my first impression,
878
00:47:17,315 --> 00:47:19,456
the Occlusion Shadow that makes the drawing clearer,
879
00:47:19,480 --> 00:47:22,006
it plays a very important role.
880
00:47:58,773 --> 00:48:02,321
So when you describe a picture, you have to be very detailed.
881
00:48:02,346 --> 00:48:04,185
There are people who say this.
882
00:48:04,398 --> 00:48:05,437
To put it plainly,
883
00:48:05,448 --> 00:48:07,404
you don't have to be as detailed as you might think.
884
00:48:08,641 --> 00:48:11,712
If you think it's okay in 100%.
885
00:48:11,737 --> 00:48:13,302
It's okay to just continue on.
886
00:48:13,524 --> 00:48:15,731
The description needs to be neat.
887
00:48:15,755 --> 00:48:17,322
There can't be anything that's sticking out.
888
00:48:17,346 --> 00:48:18,562
It's not like that.
889
00:48:18,702 --> 00:48:20,358
It's the same when you use it in person.
890
00:48:20,393 --> 00:48:24,406
The images that you thought were in higher quality,
891
00:48:24,730 --> 00:48:26,930
if you download them as a PSD file,
892
00:48:26,954 --> 00:48:30,336
there may be a lot of errors if you look at it closely.
893
00:48:30,523 --> 00:48:33,027
As we did before, there are parts where we take a break.
894
00:48:33,051 --> 00:48:35,512
It's used a lot in real life illustrations.
895
00:48:36,480 --> 00:48:37,894
But when you look at it from afar,
896
00:48:37,927 --> 00:48:39,535
so that you can't see those parts from your first impression,
897
00:48:39,559 --> 00:48:41,134
it's just that they're well-placed.
898
00:48:41,199 --> 00:48:43,190
You don't have to insist
899
00:48:43,200 --> 00:48:44,599
on the quality of the description itself.
900
00:48:46,087 --> 00:48:47,504
So, I hope that's why...
901
00:48:47,528 --> 00:48:49,065
Let's say you're scared of doing description.
902
00:48:49,089 --> 00:48:50,904
There are probably people who can't color it well.
903
00:48:51,981 --> 00:48:54,079
Don't be too scared.
904
00:48:54,103 --> 00:48:55,884
There's no need to be so detailed.
905
00:48:56,197 --> 00:48:58,005
If you're not confident with touching up,
906
00:48:58,030 --> 00:48:59,372
you can use a Lasso Tool.
907
00:48:59,787 --> 00:49:01,392
I'm not confident in taking pictures of colors.
908
00:49:01,416 --> 00:49:02,451
But you can use references.
909
00:49:02,876 --> 00:49:04,802
There's a way out,
910
00:49:06,144 --> 00:49:07,291
in theory.
911
00:49:07,315 --> 00:49:10,123
If you can analyze the data and use it well,
912
00:49:10,148 --> 00:49:11,607
you can draw anything.
913
00:49:12,185 --> 00:49:15,626
Even if you don't draw, if you're good at analyzing the data,
914
00:49:16,766 --> 00:49:18,820
even the first drawing can come out looking pretty.
915
00:49:18,844 --> 00:49:21,259
I think it's possible if we give you
916
00:49:21,653 --> 00:49:22,841
enough time.
917
00:49:22,865 --> 00:49:25,872
Are you bringing out the picture as you intended?
918
00:49:25,896 --> 00:49:27,833
You need to keep that in mind.
919
00:49:28,699 --> 00:49:30,199
As long as you're good at it, that's all.
920
00:49:30,444 --> 00:49:34,800
Whether it's my first drawing, the 100th, or the 1000th time,
921
00:49:34,892 --> 00:49:36,576
making a pretty picture...
922
00:49:36,600 --> 00:49:38,875
I think the result will be similar.
923
00:49:40,032 --> 00:49:42,855
Of course, the time you spend in between
924
00:49:43,078 --> 00:49:46,195
and the naturalness of the touch that was applied,
925
00:49:46,219 --> 00:49:48,293
that's where your skills come out.
926
00:49:48,317 --> 00:49:50,425
The viewers will see your skills too.
927
00:49:50,539 --> 00:49:52,422
Of course, those things are important, too.
928
00:49:52,447 --> 00:49:55,778
But you might think you must be bad at drawing
929
00:49:55,802 --> 00:49:57,343
because you haven't drawn for a long time.
930
00:49:57,367 --> 00:49:59,507
It's not for people who think like this.
931
00:49:59,605 --> 00:50:01,517
Even if you didn't draw a lot,
932
00:50:01,541 --> 00:50:03,608
you can analyze the references clearly.
933
00:50:03,632 --> 00:50:05,702
If you can utilize that,
934
00:50:08,436 --> 00:50:10,436
you will be able to draw well quickly.
935
00:50:12,502 --> 00:50:14,190
I told you in the beginning...
936
00:50:14,215 --> 00:50:16,799
Illustration is, after all, is about conceptualizing and actually drawing.
937
00:50:17,592 --> 00:50:19,518
Since we're in the stages of conceptualizing and actually drawing,
938
00:50:19,542 --> 00:50:23,612
the process of thoroughly planning like we did before,
939
00:50:24,190 --> 00:50:25,968
when you created a cute atmosphere,
940
00:50:25,992 --> 00:50:27,975
I told you how to do that.
941
00:50:28,104 --> 00:50:29,716
The process of directing those things...
942
00:50:29,741 --> 00:50:32,081
All of these things have a concept.
943
00:50:32,385 --> 00:50:35,311
The output is simply the process of pulling it out by hand.
944
00:50:35,436 --> 00:50:36,362
We can't help that.
945
00:50:36,373 --> 00:50:37,995
You can only get used to it by drawing a lot.
946
00:50:38,139 --> 00:50:39,994
But for the conceptual stage,
947
00:50:40,018 --> 00:50:41,387
in the conceptual and output phases,
948
00:50:41,412 --> 00:50:42,800
I said the idea was the most important thing.
949
00:50:42,862 --> 00:50:45,041
If you've mastered those stages,
950
00:50:45,066 --> 00:50:47,787
it's possible to draw.
951
00:50:47,811 --> 00:50:49,296
Though it might not be easy to draw like how you want it to be.
952
00:50:49,401 --> 00:50:51,465
After that, you want to make the picture look pretty,
953
00:50:51,489 --> 00:50:52,726
and strengthen it.
954
00:50:53,958 --> 00:50:56,659
If you have studied humanities in college...
955
00:50:56,684 --> 00:50:58,567
I'm going to draw...
956
00:50:58,591 --> 00:51:00,922
If you're scared because you haven't done it a lot,
957
00:51:00,947 --> 00:51:04,021
Don't be too scared by the conceptual steps.
958
00:51:04,045 --> 00:51:05,318
You just have to make it more clear.
959
00:51:05,682 --> 00:51:07,767
What others will think about 3 times and move on.
960
00:51:07,791 --> 00:51:09,579
During that process, about 15 times.
961
00:51:09,603 --> 00:51:10,924
You just have to think about it before you go in.
962
00:51:11,985 --> 00:51:13,244
It's a bit stupid, but
963
00:51:13,268 --> 00:51:15,677
sometimes stupid methods work best.
964
00:51:18,391 --> 00:51:19,713
If you don't like drawing,
965
00:51:20,190 --> 00:51:21,779
what do you do when you draw the human body?
966
00:51:22,040 --> 00:51:24,806
When you draw the human body, you look at yourself in a mirror and take pictures.
967
00:51:25,700 --> 00:51:27,580
You might take a pose.
968
00:51:28,319 --> 00:51:30,193
Isn't it a stupid way?
969
00:51:30,701 --> 00:51:33,251
But there's no other way to connect things as well as that.
970
00:51:33,276 --> 00:51:35,189
We actually use that method a lot
971
00:51:35,989 --> 00:51:37,146
Drawing is kind of...
972
00:51:37,173 --> 00:51:39,510
There are times when stupid methods are the best.
973
00:51:47,704 --> 00:51:49,723
Now that we're done with it,
974
00:51:49,748 --> 00:51:52,722
if the drawing is complete,
975
00:51:52,746 --> 00:51:55,000
we should edit it.
976
00:51:55,024 --> 00:51:57,717
Let's talk about this editing briefly.
977
00:52:10,824 --> 00:52:12,488
When I edit this later,
978
00:52:12,512 --> 00:52:13,926
how does it go in?
979
00:52:13,950 --> 00:52:15,053
Let's take a look.
980
00:52:15,078 --> 00:52:17,614
There are effects that are used a lot in illustrations.
981
00:52:17,639 --> 00:52:20,967
I usually use shiny textures
982
00:52:21,460 --> 00:52:23,870
or Lens Flare.
983
00:52:25,248 --> 00:52:26,623
Let's use them.
984
00:52:26,758 --> 00:52:28,514
I usually use Google.
985
00:52:28,539 --> 00:52:31,385
If you search for glitter textures on Google,
986
00:52:31,409 --> 00:52:33,510
There are a lot of good materials that come up.
987
00:52:33,597 --> 00:52:36,878
Among them, I use a lot of pictures of the night sky.
988
00:52:36,902 --> 00:52:40,393
Let's say that I take these pictures of outer space.
989
00:52:40,987 --> 00:52:43,034
If I take all the pictures of outer space,
990
00:52:47,283 --> 00:52:50,585
I'll put this on top and apply the Screen effect.
991
00:52:51,095 --> 00:52:54,091
I'm going to apply only the bright parts of the Screen Layer.
992
00:52:54,116 --> 00:52:55,510
It's a concept that gives light.
993
00:52:56,324 --> 00:52:58,388
The light in the purple part of the background,
994
00:52:58,412 --> 00:52:59,432
comes in like this.
995
00:52:59,443 --> 00:53:01,889
But if you look at it like this, there's a square border.
996
00:53:01,914 --> 00:53:05,510
This dark part isn't the black that I used to have.
997
00:53:05,534 --> 00:53:08,590
People perceive it as a really bright color.
998
00:53:08,614 --> 00:53:09,683
That's what happens.
999
00:53:09,711 --> 00:53:15,797
If it bothers you, you can adjust the Levels
1000
00:53:16,222 --> 00:53:18,992
to make a big difference between the bright and dark parts.
1001
00:53:20,140 --> 00:53:22,421
Especially, if you lower the dark part,
1002
00:53:22,537 --> 00:53:24,992
the edges on this side disappear quickly.
1003
00:53:25,710 --> 00:53:27,492
Then only these glitters are left.
1004
00:53:27,992 --> 00:53:31,214
You can change the color of this character as you want,
1005
00:53:33,834 --> 00:53:35,073
and adjust the size,
1006
00:53:40,510 --> 00:53:42,027
change the location,
1007
00:53:47,881 --> 00:53:50,996
and by changing the size using Ctrl+T,
1008
00:53:55,462 --> 00:53:58,320
you can adjust it until it feels like you want it.
1009
00:53:58,441 --> 00:54:00,508
I usually use this procedure,
1010
00:54:00,533 --> 00:54:02,304
and use a lot of glitter.
1011
00:54:04,699 --> 00:54:06,312
It's pretty after you put it in.
1012
00:54:31,960 --> 00:54:33,499
By changing the colors,
1013
00:54:35,091 --> 00:54:37,751
the glitter texture is literally
1014
00:54:37,775 --> 00:54:40,216
point elements.
1015
00:54:40,241 --> 00:54:43,034
It's a very helpful element when you want to raise the quality of your drawing.
1016
00:54:46,534 --> 00:54:48,296
Of course, if you abuse it too much,
1017
00:54:48,715 --> 00:54:50,836
it kind of feels like pepper on the illustration.
1018
00:54:50,860 --> 00:54:52,255
So it won't be good.
1019
00:54:52,289 --> 00:54:54,124
It's important to use the right amount.
1020
00:55:08,861 --> 00:55:10,926
If you've added some glitters like this,
1021
00:55:10,950 --> 00:55:13,523
after that, I'm going to use the Lens Flare.
1022
00:55:13,594 --> 00:55:15,866
The name of Lens Flare comes from
1023
00:55:15,891 --> 00:55:17,860
when we film the sunlight with our camera,
1024
00:55:17,884 --> 00:55:19,332
the light spreads through the lens,
1025
00:55:19,356 --> 00:55:20,998
and that's what they call a lens flare.
1026
00:55:21,022 --> 00:55:22,843
There are many types of lens flares.
1027
00:55:22,867 --> 00:55:25,909
Today, I'm going to use the horizontally long ones.
1028
00:55:27,132 --> 00:55:28,819
They're like this.
1029
00:55:30,913 --> 00:55:34,206
It's an expression that's commonly used in in-game illustrations.
1030
00:55:36,901 --> 00:55:38,284
I'll put this up like this.
1031
00:55:38,467 --> 00:55:39,991
The sunlight is coming in from the back,
1032
00:55:40,016 --> 00:55:41,917
so let's put it in this section.
1033
00:55:45,291 --> 00:55:46,690
It's too bright.
1034
00:55:48,092 --> 00:55:49,354
So I'll control the contrast.
1035
00:55:50,072 --> 00:55:51,248
Adjust the brightness.
1036
00:55:53,071 --> 00:55:55,612
And since the light from the back is yellow,
1037
00:55:55,637 --> 00:55:57,393
it'd be good if this one turns yellow, too.
1038
00:55:58,081 --> 00:55:59,511
Or maybe reddish.
1039
00:56:04,276 --> 00:56:05,878
According to the feeling you want,
1040
00:56:08,287 --> 00:56:09,698
by controlling the intensity,
1041
00:56:14,373 --> 00:56:16,710
you can use it while adjusting the angle.
1042
00:56:28,352 --> 00:56:30,161
Besides lens flares,
1043
00:56:31,010 --> 00:56:33,798
it'd be good to use the round lens flares
1044
00:56:33,822 --> 00:56:35,015
and things like that, too.
1045
00:56:38,365 --> 00:56:40,907
Through the color adjustment,
1046
00:56:40,932 --> 00:56:43,009
you may change it to an orange color,
1047
00:56:48,517 --> 00:56:49,989
or using contrast adjustment,
1048
00:56:50,970 --> 00:56:52,305
balance it out.
1049
00:57:00,786 --> 00:57:04,075
If you do this, you can create a pretty bright sunset.
1050
00:57:14,132 --> 00:57:16,384
Create another layer here.
1051
00:57:16,532 --> 00:57:19,118
The layer I'm going to use this time is an overlay layer.
1052
00:57:22,564 --> 00:57:25,837
Using the orange light on the bottom left side of the light,
1053
00:57:25,862 --> 00:57:27,509
I'm going to give it a light that spreads out.
1054
00:57:27,536 --> 00:57:29,423
It's called scattering light.
1055
00:57:29,754 --> 00:57:32,486
If you adjust the scattering light like this,
1056
00:57:34,786 --> 00:57:37,294
you can make it feel like the light is spreading out more strongly.
1057
00:57:43,668 --> 00:57:45,056
You can express reflective light,
1058
00:57:45,080 --> 00:57:46,676
coming up from the bottom.
1059
00:57:53,656 --> 00:57:55,656
If it's edited like this,
1060
00:57:55,681 --> 00:57:57,255
When you see the before and after,
1061
00:57:58,683 --> 00:58:00,548
the illustration definitely would
1062
00:58:00,902 --> 00:58:02,696
become more flashy.
1063
00:58:02,891 --> 00:58:05,516
I'll tell you one thing that I use often.
1064
00:58:05,541 --> 00:58:06,843
For those who use Photoshop,
1065
00:58:06,867 --> 00:58:08,384
it's easier to follow.
1066
00:58:08,408 --> 00:58:09,946
After everything is done,
1067
00:58:09,973 --> 00:58:11,594
merge the layers that we can see.
1068
00:58:11,903 --> 00:58:13,098
And paste it on the top.
1069
00:58:13,786 --> 00:58:17,196
If you press the FX button on the bottom right,
1070
00:58:17,220 --> 00:58:18,794
there's Blending Options.
1071
00:58:18,818 --> 00:58:21,016
If you go into this Blending Options tab,
1072
00:58:21,090 --> 00:58:24,020
a window pops up and there's RGB.
1073
00:58:24,048 --> 00:58:25,497
Please turn off one of them.
1074
00:58:25,521 --> 00:58:28,074
You can turn it off depending on the color of the illustration.
1075
00:58:28,179 --> 00:58:31,899
After you turn it off, if you turn it around,
1076
00:58:32,625 --> 00:58:35,281
it's like the color is breaking.
1077
00:58:35,562 --> 00:58:38,587
I call this a digital effect.
1078
00:58:40,813 --> 00:58:43,448
The color changes depending on which RGB you turn off.
1079
00:58:44,537 --> 00:58:47,403
So you can adjust the result to the one you like.
1080
00:58:54,521 --> 00:58:56,247
Because of the color breaking,
1081
00:58:56,272 --> 00:58:58,709
there's a bit of a density in the illustration.
1082
00:58:58,752 --> 00:59:00,986
As density is added,
1083
00:59:01,010 --> 00:59:03,010
the particles in the illustration get smaller.
1084
00:59:03,146 --> 00:59:07,108
The smaller the particles, the higher the quality of the illustration.
1085
00:59:07,259 --> 00:59:09,583
So, you can make the particles smaller
1086
00:59:09,616 --> 00:59:11,385
so that the quality of the illustration can be enhanced.
1087
00:59:11,409 --> 00:59:13,186
It's one of the elements that allow you to do that.
1088
00:59:13,384 --> 00:59:14,796
To put it simply,
1089
00:59:14,821 --> 00:59:17,464
if you do this, it looks like there's a lot of color in it.
1090
00:59:17,489 --> 00:59:19,593
It looks like there are various colors in it.
1091
00:59:19,683 --> 00:59:21,671
So the quality of the drawing
1092
00:59:21,695 --> 00:59:22,683
looks higher.
1093
00:59:22,905 --> 00:59:25,964
Noise effects are used a lot, similarly.
1094
00:59:25,992 --> 00:59:29,385
Here's [Filter] [Noise].
1095
00:59:29,410 --> 00:59:32,113
There are [add noise/ decrease noise], things like this.
1096
00:59:32,503 --> 00:59:34,098
For example, if you add noise,
1097
00:59:34,335 --> 00:59:36,363
and if you don't zoom in, you won't be able to see it.
1098
00:59:36,388 --> 00:59:38,388
If you zoom in here,
1099
00:59:39,027 --> 00:59:40,684
the illustration breaks like this.
1100
00:59:41,234 --> 00:59:44,106
What's good about these cracks?
1101
00:59:44,405 --> 00:59:47,523
Since casual characters are simple to describe,
1102
00:59:47,548 --> 00:59:49,160
the particles are
1103
00:59:49,184 --> 00:59:50,578
kind of big.
1104
00:59:50,602 --> 00:59:54,036
So, as it went in, it felt like the particles got smaller.
1105
00:59:54,060 --> 00:59:55,069
Thus, the quality of the illustration
1106
00:59:55,080 --> 00:59:56,926
looks better.
1107
00:59:56,951 --> 00:59:59,957
In the past, when I was drawing,
1108
00:59:59,981 --> 01:00:02,582
I drew in a big size and reduced the size.
1109
01:00:02,606 --> 01:00:04,903
I often did it to break the illustration on purpose.
1110
01:00:05,141 --> 01:00:06,488
That's similar to this.
1111
01:00:06,512 --> 01:00:09,562
If you break the illustration, it'll break into pixels.
1112
01:00:09,587 --> 01:00:11,254
So the character looks
1113
01:00:11,278 --> 01:00:12,684
a bit more high-quality.
1114
01:00:12,840 --> 01:00:15,517
So, using these parts,
1115
01:00:16,418 --> 01:00:19,411
if you edit the picture, the picture becomes very fancy.
1116
01:00:19,436 --> 01:00:20,726
Before and after.
1117
01:00:22,156 --> 01:00:26,691
What we did today is how to make it more descriptive.
1118
01:00:27,297 --> 01:00:29,256
And when we were doing the description,
1119
01:00:29,280 --> 01:00:31,406
we went through the things
1120
01:00:31,431 --> 01:00:33,406
that we have to consider.
1121
01:00:33,509 --> 01:00:36,625
You have to think about density distribution when you're doing the description.
1122
01:00:37,058 --> 01:00:38,598
And the contrast,
1123
01:00:38,622 --> 01:00:40,683
depending on the lighting, you need to think about the contrast,
1124
01:00:40,708 --> 01:00:42,531
and the density distribution,
1125
01:00:42,556 --> 01:00:45,598
changing the color,
1126
01:00:45,731 --> 01:00:47,199
you have to consider a lot of things.
1127
01:00:47,649 --> 01:00:50,808
Other than that, there are highlights,
1128
01:00:51,171 --> 01:00:54,905
and how to describe with materials.
1129
01:00:55,361 --> 01:00:57,710
And after that, through the editing process,
1130
01:00:57,735 --> 01:00:59,770
you can improve the quality of the drawing.
1131
01:01:00,153 --> 01:01:03,113
Then you'll be able to finish up your illustration.
1132
01:01:05,381 --> 01:01:08,609
If you look at the before and after,
1133
01:01:08,902 --> 01:01:10,734
this one is before,
1134
01:01:11,773 --> 01:01:15,125
and this is what we edited today.
1135
01:01:15,570 --> 01:01:19,152
By checking these details,
1136
01:01:19,176 --> 01:01:21,624
I hope we can finish it well.
1137
01:01:21,709 --> 01:01:23,726
I'll finish this drawing later,
1138
01:01:23,750 --> 01:01:25,576
I'll make a note of it somewhere.
1139
01:01:25,670 --> 01:01:27,771
That's all for today.
1140
01:01:27,773 --> 01:01:29,226
Thank you for your attention.
86308
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