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These are the user uploaded subtitles that are being translated: 1 00:00:01,690 --> 00:00:07,740 In this lesson, we're going to take a look at looseness and dynamism in character drawing, and this theory really 2 00:00:07,740 --> 00:00:12,200 forms part of shape, so you want to think about this in terms of the shape category. 3 00:00:12,200 --> 00:00:18,630 All right so you may have found that when you're drawing something, it may tend to look very stiff and kind 4 00:00:18,630 --> 00:00:20,860 of may lack dynamism, just in its feel. 5 00:00:20,880 --> 00:00:21,650 Right. 6 00:00:21,690 --> 00:00:27,000 And so there are two categories that I want to talk about, and want to teach you, the one 7 00:00:27,000 --> 00:00:29,160 would be looseness and the other is dynamism. 8 00:00:29,220 --> 00:00:29,830 OK. 9 00:00:30,150 --> 00:00:31,410 And they're both, 10 00:00:31,470 --> 00:00:33,140 they're both applied in different ways. 11 00:00:33,150 --> 00:00:35,240 So let's talk about looseness first. 12 00:00:35,250 --> 00:00:35,910 All right. 13 00:00:36,120 --> 00:00:38,940 So looseness is very physical. 14 00:00:39,250 --> 00:00:44,420 So let's just write some notes here. Looseness and I'll put dynamism on the other side. 15 00:00:47,770 --> 00:00:50,350 Looseness is about physicality. 16 00:00:50,380 --> 00:01:01,870 And what I mean about that is literally your arm. Physicality. And dynamism is about movement and flow 17 00:01:03,010 --> 00:01:04,690 and shapes. 18 00:01:04,690 --> 00:01:07,370 So that's the basic theory of it. 19 00:01:07,600 --> 00:01:09,400 Let's stick to the looseness side. 20 00:01:09,790 --> 00:01:15,640 So, when you're drawing physical lines, like when you're physically drawing lines, when you draw lines slowly, 21 00:01:15,700 --> 00:01:19,310 so for example I'll draw a line slowly here, 22 00:01:19,760 --> 00:01:25,360 OK, versus when I draw a line quickly. 23 00:01:25,360 --> 00:01:28,030 There is a fundamental difference between the two lines. 24 00:01:28,030 --> 00:01:29,570 Now apart from straightness, right, 25 00:01:29,570 --> 00:01:31,680 that's the obvious difference, 26 00:01:31,690 --> 00:01:36,060 the one line has directionality, and the other one sort of doesn't. 27 00:01:36,060 --> 00:01:41,740 So if you kind of look at the ends of this line over here, it just ends first of all, and second of 28 00:01:41,740 --> 00:01:46,370 all, because of it's sort of wonky path, because I've drawn it slowly. 29 00:01:46,630 --> 00:01:50,590 It doesn't really appear like it's going anywhere, it seems very static. 30 00:01:50,590 --> 00:01:51,240 Right. 31 00:01:51,670 --> 00:01:53,560 So this would be bad, right. 32 00:01:53,620 --> 00:01:55,190 We want loose lines. 33 00:01:55,480 --> 00:01:59,480 So, in terms of looseness, what we have is a taper on each end. 34 00:01:59,480 --> 00:02:00,060 All right. 35 00:02:00,220 --> 00:02:04,750 And then a kind of a more arced appearance of line, whether it's more or less straight, it doesn't 36 00:02:04,750 --> 00:02:05,250 matter. 37 00:02:05,410 --> 00:02:07,090 It's just very smooth. 38 00:02:07,540 --> 00:02:13,360 And what this means is that loose lines, and that therefore lines drawn quickly; 39 00:02:13,420 --> 00:02:20,500 they have a sense of directionality, so the lines seems to be moving this way, and that way. Even more 40 00:02:20,500 --> 00:02:30,160 so when you start having curved lines drawn loosely, right, versus curved lines drawn slowly. While 41 00:02:30,220 --> 00:02:36,280 you have now achieved a sense of directionality in the slower line because of the curve, right. 42 00:02:36,400 --> 00:02:40,490 You still lose the directionality at the end 43 00:02:40,540 --> 00:02:46,870 tapers, and then also, these little bumps and nooks and crannies along the way, kind of disrupt 44 00:02:46,930 --> 00:02:51,200 the viewer's understanding of the flow of the line. 45 00:02:51,200 --> 00:02:57,910 Right. Versus obviously, these kind of beautiful tapers that you have on faster drawn lines and just 46 00:02:57,910 --> 00:03:01,480 a really smooth flow and uninterrupted sort of communication. 47 00:03:01,650 --> 00:03:02,520 OK. 48 00:03:03,280 --> 00:03:08,740 So looseness is about drawing loosely physically. Now you may have heard advice by people saying, you 49 00:03:08,740 --> 00:03:11,290 know, "draw with your arm, don't draw your wrist". 50 00:03:11,380 --> 00:03:12,580 And this is good advice, right. 51 00:03:12,580 --> 00:03:17,200 So definitely try and draw with your arm more for the bigger shapes, but of course smaller shapes you're going to 52 00:03:17,200 --> 00:03:18,370 need to use your wrist. 53 00:03:18,430 --> 00:03:25,060 But the idea is that you don't kind of pander to the lines in a way where you're kind of like you know 54 00:03:25,130 --> 00:03:30,250 hyper sketching like this, which is called chicken scratch lines. 55 00:03:30,250 --> 00:03:33,120 You know, you don't want to draw like that. 56 00:03:33,160 --> 00:03:39,400 And nor do you want to draw really slowly like this, because you're losing dynamism. 57 00:03:39,730 --> 00:03:40,110 Right. 58 00:03:40,120 --> 00:03:44,860 Well sorry, you're losing looseness in the lines, you want to really just be as quick as 59 00:03:44,860 --> 00:03:45,300 you can. 60 00:03:45,310 --> 00:03:47,070 I'm using shift key there, but it doesn't really matter. 61 00:03:47,290 --> 00:03:54,280 And yes whilst you're having these overlaps, the shape feels more dynamic overall, right, and more appealing 62 00:03:54,280 --> 00:03:56,350 and also more professional looking. 63 00:03:56,680 --> 00:04:01,120 And that is one of the ways that people get a professional look in their work. 64 00:04:01,180 --> 00:04:03,900 It's by having very loose strokes. 65 00:04:03,970 --> 00:04:09,310 Now incidentally, this also applies to painting, although depending on how you're painting, it's not necessarily 66 00:04:09,310 --> 00:04:12,640 the tapering part, but just being loose, physically loose. 67 00:04:12,720 --> 00:04:13,000 OK. 68 00:04:13,000 --> 00:04:18,850 So when we talk about looseness, we're talking about physical looseness in your arm, and one of the key tenants 69 00:04:18,850 --> 00:04:23,200 of that really is drawing fast, OK. 70 00:04:23,500 --> 00:04:27,310 So just going to write it down here, draw fast or faster. 71 00:04:27,340 --> 00:04:37,510 Right if you're not that fast, to faster and be loose. It can be hard to understand but 72 00:04:37,510 --> 00:04:39,600 it's basically to be physically loose. 73 00:04:39,870 --> 00:04:41,480 OK, so be loose. 74 00:04:41,500 --> 00:04:46,030 Draw faster. OK, that is basically the theory of looseness, It's not hard to do, but you're going 75 00:04:46,030 --> 00:04:49,720 to need to practice, this so there will be practice exercises 76 00:04:49,730 --> 00:04:56,500 for looseness. OK. Dynamism on the other hand is a completely different topic, it's not got to do with physicality. 77 00:04:56,740 --> 00:05:04,360 It's got to do with theory and understanding the difference between something that is static and something 78 00:05:04,360 --> 00:05:05,370 that is moving. 79 00:05:05,420 --> 00:05:06,230 Right. 80 00:05:06,540 --> 00:05:07,620 And just take that away. 81 00:05:07,870 --> 00:05:08,570 OK. 82 00:05:09,010 --> 00:05:16,480 So when we're talking about Dynamism, right, I'll give you an example, let's draw a triangle, let's 83 00:05:16,480 --> 00:05:23,620 just pretend this is a perfectly symmetrical triangle, right, If I had to ask you what the directionality 84 00:05:23,770 --> 00:05:30,160 is in this triangle, you would probably say "Well it seems to be pointing out in all of these different 85 00:05:30,550 --> 00:05:31,680 directions". 86 00:05:31,960 --> 00:05:33,470 Right. 87 00:05:33,910 --> 00:05:37,860 Which you know, technically speaking, if that is indeed the case, 88 00:05:38,170 --> 00:05:39,490 it's not moving anywhere. 89 00:05:39,490 --> 00:05:45,220 It's kind of just staying here. There is it's center of motion if you will, or it's you know, it's just, 90 00:05:45,300 --> 00:05:47,670 it's not really moving, it's static. 91 00:05:47,680 --> 00:05:53,410 However, if we took the triangle and we gave it a definitive direction. 92 00:05:53,650 --> 00:05:54,220 Right. 93 00:05:54,400 --> 00:05:57,420 And notice how I've curved these sides. 94 00:05:57,580 --> 00:05:58,970 Right. 95 00:05:59,350 --> 00:06:06,130 But more than that, we've given this triangle, a definitive direction, it's definitely moving in that way. 96 00:06:06,310 --> 00:06:16,650 That shape has gone from being static, right, to a shape that has flow or movement. 97 00:06:16,660 --> 00:06:25,520 Some people will use the word energy, or you know, it's got a kinetic, energy. 98 00:06:25,520 --> 00:06:29,350 Right. Now you might be thinking "Well this is insane. 99 00:06:29,350 --> 00:06:31,890 How does this even apply to character drawing?" 100 00:06:32,620 --> 00:06:33,670 So bear with me here. 101 00:06:33,670 --> 00:06:38,800 When you think about a character, a well-drawn character, in say a three quarter angle, so they're not 102 00:06:38,890 --> 00:06:44,920 facing the camera front or side, they kind of slightly rotated. The shapes that make up that character 103 00:06:44,920 --> 00:06:46,810 are largely asymmetrical. 104 00:06:46,840 --> 00:06:52,480 In fact, most of the time, they're all going to be a symmetrical. And asymmetrical basically means that 105 00:06:53,350 --> 00:06:59,860 though while we understand, say human beings, being symmetrical from left to right for example, that when 106 00:06:59,860 --> 00:07:05,110 they're put into perspective and rotated there is no symmetry in the shape. 107 00:07:05,110 --> 00:07:11,980 So understanding particularly that we want to have all of our shapes, our basic shapes, to read in this 108 00:07:11,980 --> 00:07:17,410 way, that they have directional flow, is extremely important. 109 00:07:17,410 --> 00:07:20,990 So let me give you a brief example. 110 00:07:21,130 --> 00:07:22,950 Let's use a cube. 111 00:07:23,410 --> 00:07:26,950 Let's say we decide, and we'll do this more in the anatomy section, 112 00:07:26,950 --> 00:07:28,490 So you'll see me doing it there. 113 00:07:28,950 --> 00:07:34,980 Let's say we decide "OK, we want to have some basic building blocks for the form of a human". 114 00:07:35,120 --> 00:07:38,110 So we said "OK, we're going to make the chest 115 00:07:38,500 --> 00:07:40,620 a block like this" 116 00:07:40,690 --> 00:07:41,370 Right. 117 00:07:41,410 --> 00:07:43,700 So we're going to make it a square. 118 00:07:44,890 --> 00:07:50,490 So if you can imagine with me, you know, we might draw the head, and that's a bit weird proportionately, 119 00:07:50,530 --> 00:07:51,130 but anyway. 120 00:07:51,250 --> 00:07:54,660 And then we might draw some joints for the arms and have some spheres for the arms and stuff. 121 00:07:54,670 --> 00:07:57,480 But anyway, bear with me, we're going to, this is like the Hulk here. 122 00:07:57,520 --> 00:08:02,830 Anyway we're going to have the square. So we decided "OK we're going to use the cube as our base 123 00:08:02,830 --> 00:08:04,640 for the chest. 124 00:08:04,720 --> 00:08:08,920 That's all good and well because we're getting the forms down we can see that there are three sides 125 00:08:08,920 --> 00:08:11,050 to this cube and that's great. 126 00:08:11,410 --> 00:08:14,530 But the problem, is that this form now. 127 00:08:14,530 --> 00:08:15,200 Right. 128 00:08:15,400 --> 00:08:18,550 It lacks directionality in its shapes. 129 00:08:18,580 --> 00:08:21,580 When you look at its shapes, which would be it's different sides, 130 00:08:21,590 --> 00:08:23,120 There's no directionality. 131 00:08:23,380 --> 00:08:27,610 Now, don't get me wrong here, I don't want you guys to build the forms. 132 00:08:27,730 --> 00:08:31,650 in a way where you're kind of trying to turn each side into a directional shape. 133 00:08:31,660 --> 00:08:37,539 That would be weird, no. What you want to rather do is take that form, and kind of, start bending the 134 00:08:37,539 --> 00:08:39,140 form overall. 135 00:08:39,740 --> 00:08:40,110 OK. 136 00:08:40,120 --> 00:08:45,930 So like you're curving the sides and you're kind of adding bend to its sides. 137 00:08:45,940 --> 00:08:48,440 OK, here we going to see the bottom of it instead of the top. 138 00:08:48,460 --> 00:08:49,990 But nevertheless, the same thing applies. 139 00:08:50,290 --> 00:08:56,200 And you're getting a kind of a directionality, a directional movement through the form because you're 140 00:08:56,200 --> 00:08:59,770 bending the sides and you're adding movement to it. 141 00:08:59,770 --> 00:09:00,550 Right. 142 00:09:00,640 --> 00:09:07,390 And this is what dynamism means, and what dynamic shapes mean, that you're ingesting life into 143 00:09:07,480 --> 00:09:08,600 the shapes. 144 00:09:08,710 --> 00:09:10,480 Now you might say yourself "Well where does this apply? 145 00:09:10,470 --> 00:09:15,650 Does this apply only to living things?" Generally speaking in the natural world, I would say definitely. 146 00:09:15,670 --> 00:09:18,220 And when I say living things, I don't just mean things that can move. 147 00:09:18,430 --> 00:09:24,080 That applies to trees, plants, anything that's alive really, and has some kind of directional flow. 148 00:09:24,520 --> 00:09:32,680 You know, it's things like mountains and things, you do want them to have directional flow in them, 149 00:09:33,070 --> 00:09:36,540 because they were formed in some way via energy. 150 00:09:36,610 --> 00:09:37,390 Right. 151 00:09:37,490 --> 00:09:41,000 I know that's kind of a bit weird and esoteric and a bit out there. 152 00:09:41,020 --> 00:09:47,640 But nevertheless, the idea is that to a viewer, when they're seeing static shapes, it seems dull and without 153 00:09:47,680 --> 00:09:50,300 life, but when they're seeing dynamic shapes. 154 00:09:50,350 --> 00:09:50,860 Right. 155 00:09:50,890 --> 00:09:52,120 It seems to be alive. 156 00:09:52,150 --> 00:09:55,320 It seems to be moving, like there's life there, like there's motion. 157 00:09:55,330 --> 00:09:55,840 OK. 158 00:09:56,050 --> 00:09:58,330 So let's just write here. 159 00:09:58,330 --> 00:10:04,090 "Dynamic shapes and static shapes". 160 00:10:04,090 --> 00:10:11,200 So, the idea is that, you want to make sure in your art, 99 percent of the time, you're working with dynamic 161 00:10:11,200 --> 00:10:12,480 shapes all the time. 162 00:10:12,490 --> 00:10:18,320 Obviously this will differ if you're doing a direct front view of a car for example. You'll still 163 00:10:18,320 --> 00:10:22,590 want dynamic shapes but obviously they're going to be mirrored left to right, you know. 164 00:10:22,590 --> 00:10:26,850 Same thing with a side view. Granted the side view generally has no parallels. 165 00:10:26,880 --> 00:10:33,750 I mean, No mirroring it. But hopefully you understand this concept of dynamism and we're going to 166 00:10:33,810 --> 00:10:39,900 be talking about this a lot as we move through and you'll see how dynamism defines how we're going to 167 00:10:39,900 --> 00:10:41,470 draw all of our forms. 168 00:10:41,520 --> 00:10:42,070 Right. 169 00:10:42,090 --> 00:10:46,240 We're going to make sure everything is dynamic all the time. But obviously this is a character design course 170 00:10:46,240 --> 00:10:50,420 so we're going to really be focusing and doubling down on how dynamism applies to character design. 171 00:10:50,550 --> 00:10:55,440 And if you think of the typical human being, apart from when we're sleeping, well even when we're sleeping, 172 00:10:55,450 --> 00:10:57,780 but typically we're always moving. 173 00:10:57,780 --> 00:11:02,610 We're always balancing and counter-balancing, we're always experiencing the force of gravity, and fighting 174 00:11:02,610 --> 00:11:04,310 against the force of gravity. 175 00:11:04,560 --> 00:11:12,780 And that then allows inside of us, we have this idea (what am I saying) What that means is that we have 176 00:11:12,810 --> 00:11:17,660 energy and directional flow moving in us all the time, balancing and counter balancing, and so we need to as 177 00:11:17,670 --> 00:11:21,680 artists, draw dynamic shapes all the time. 178 00:11:21,700 --> 00:11:22,270 Right. 179 00:11:22,320 --> 00:11:27,300 So once you get to think about dynamic shapes and understand what makes the shape dynamic, that it has 180 00:11:27,330 --> 00:11:29,000 a directional flow to it. 181 00:11:29,070 --> 00:11:29,560 Right. 182 00:11:29,730 --> 00:11:35,070 So for example just a square, just reiterating here, this has no directional flow. 183 00:11:35,190 --> 00:11:40,800 But if we kind of bend the square in a weird way, suddenly it gains directional flow, and is more interesting 184 00:11:40,800 --> 00:11:41,620 to look at. 185 00:11:41,840 --> 00:11:42,350 OK. 186 00:11:42,600 --> 00:11:43,920 That's it for looseness and dynamism. 187 00:11:43,920 --> 00:11:44,760 Let's move on. 17960

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