Character Drawing ▶️ Part #6 of Adobe Photoshop Drawing Course | Xenia Sorokina | Skillshare

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Character Drawing ▶️ Part #6 of Adobe Photoshop Drawing Course

teacher avatar Xenia Sorokina, Illustrator & Graphic designer

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:16

    • 2.

      The Basics of Character Drawing

      10:30

    • 3.

      Basic Human Figure, Proportions & Scaling

      10:28

    • 4.

      Action Lines: A Guy

      10:07

    • 5.

      Action Lines: A Girl

      4:52

    • 6.

      Introduction to Concept Art

      2:46

    • 7.

      Visual Associations

      0:38

    • 8.

      Final Drawing: Base Preparations

      5:29

    • 9.

      Final Drawing: Working on Concepts

      5:18

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About This Class

This is the 6th and last part of the Adobe Photoshop drawing series

In this class, we’re going to be exploring Character Drawing.

During the class, we'll discuss the basics of character drawing such as:

  • working with reference pictures;
  • learning about a basic human figure, its proportions, and types;
  • finding out how to make the poses more lively;
  • having an introduction to the concept art.

Through the class, we’ll have a few practical exercises and we’ll also learn some tricks.

At the end of the class, in order to apply the received knowledge, we’ll complete the final full-fledged work

For the final work of this class, we’re going to be creating a knight illustration. Into this assignment, we’ll need to use and reinforce all the knowledge we gained from the previous classes of this drawing course, however, mainly, we’ll be focusing on concept art.

For this class, and for the whole course in general, ideally, you should have Adobe Photoshop and any kind of graphic tablet.

                                                                                                                                                                        

If you haven't seen the previous classes of this course, please, check them out first, because the knowledge we’ve gained there would be needed in this part, as well. 

Previous parts of the course:

▶️ Part #1: Linear Perspective

▶️ Part #2: A Theory of Light And Shade

▶️ Part #3: Materials Study

▶️ Part #4: Color Theory

▶️ Part #5: Composition

Meet Your Teacher

Teacher Profile Image

Xenia Sorokina

Illustrator & Graphic designer

Teacher

Hello there!

I'm Xenia, and I'm an illustration and graphic design enthusiast. I know firsthand how complicated and confusing the new software, tools and simply learning new skills could be, so I'm here for all the neophytes and enthusiasts to help you with learning new things.

So if you want to learn something new or refresh already known but forgotten knowledge about Adobe Illustrator, Photoshop, Procreate and digital illustrations in general - you're more than welcome to join the creative journey!

See full profile

Level: All Levels

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Transcripts

1. Introduction: Hello everyone. My name is exterior and welcome to the sixth and last part of the Photoshop drawing. Serious, if you haven't seen the previous classes of this course, please check them out first because the knowledge we've gained there would be needed in this part as well. In this class, we're gonna be exploring character drawing. During the class, we'll discuss the basics of character drawing, such as working with reference pictures, alerting about the basic human figure, each proportions and types. We'll find out how to make the poses more lively as well as we'll have an introduction to the concept art through the glass will have a few practical exercises and we'll also learn some tricks at the end of the class in order to apply the received knowledge will complete the final full-fledged work for the final work for this class, we're going to be creating an illustration into this. Assignments will need to use and reinforce all the knowledge we gained from the previous classes of this drawing course. However, mainly we'll be focusing on concept arts for this class and for the whole course in general, ideally, you should have Adobe Photoshop and any kind of graphic tablets. But the knowledge you'll get you'll be able to apply in any other graphic software or even traditional materials. So if you're ready, let's begin. 2. The Basics of Character Drawing: Character draw it. That's probably why we all are here and why we needed to go for all the previous stages and learn the basics for the character drawing. We will need reference pictures for these concrete part, we will be using the FOX pictures that can be found on the Internet. It's always good to use reference pictures because to be honest, you don't know how most of the things look. You have an idea and maybe a very simplified image or icon in your heads. However, you won't be able to transfer it in detail onto your canvas. So reference is there for you to gain information about the proportions, values, edges, and colors. First of all, we need to understand how to build a character. For the first exercise, we will be getting familiar with working with reference pictures. We need to understand that each complex shape, each complex character is made from the simpler shapes, the shapes that we already know how to draw. For example, with these folks, we are not supposed to copy the silhouette of the Cree track coping silhouettes won't give you that much freedom. We need to analyze the complex shape and split it into small pieces which we already know how to draw. In that way it won't be challenging for you to build a character from a different angle. And it won't be that hard to add the right lights and shadows. You already know from the previous parts of the course how to do such things with simple shapes. And there is no such a big difference between drawing a cube or any other simple figure and drawing a character. So how are we going to analyze the pictures? First, we need to understand how to divide the parts into smaller pieces. We're starting by creating an ellipse for the head. And we need to glue this cylinder slash code slash weird rectangle for the most parts to the skull, but the shape is not sitting on the surface. It's kind of cards inside the ellipse shape. Also there are cones for the ears and spheres for the eyes. Take a closer look at the references, and she will see that all of them, despite different angles, have similar shapes which units to recreate on your drawing. Also, we always need to keep in mind that our creatures are not flat or 2D or 3D. So we need to consider the perspective first, as well as we need to consider the lights and shadows in the later stages of developing the character is for the perspective, look at the distinctive features such as ears, eyes, jaws. With characters. It works the same way it worked with a shelf that we were drawing in the fifth part of the course, you need to respect the rules and build your character with simpler shapes following a chosen perspective, the one you see on your references or the one you imagined yourself. It's always good to have not one reference, but a bunch of pictures from different angles. You'll be able to analyze and track how the shapes communicate with each other and how they perspective works in various cases. And that will help you to create a better character. When we discover the perspective and demolished our main form into smaller pieces, we can try to experiment and create a very simplified illustration of the fox. We're gonna be using the reference pictures but not relying on them blindly as we determined before, we need to start by creating an ellipse. Let's go and grab some brush and a neutral color. I'm using the triangle brush from the first classes of the course, try to make as round shape as you can. And if it's not very accurate, That's okay. It's only a sketch and the warm-up exercise. However, if it's not very rounded, you can go to edit, transform and its use, for example, the warp method to achieve a better result with your ellipse when you're satisfied with your lives for the shape of the heads, we will go and recreate this symmetry lines. Our folks is pretty symmetrical. It has a pair of ears and a pair of eyes. And in general that suicides of the body as similar to one another on the references, the line of symmetry is this red, which is present in all pictures. But before adding the symmetry lines, let us define the direction of the folks face. Let's say that the folks will be looking in that direction. So we're going to create the nose or the snout elements looking in this direction. When we determined that it will be easier for us to create this symmetry lines. Let's go across the shape and create two curves, one vertical and one horizontal. We are making the curves and straight lines because we are working with the sphere. When you have this signature lines, Let's add the cone or the cylinder for the nose, figure out the direction first and create the whole shape of a cylinder units to carve it inside the shape of the head. Work more on the shape and erase the lines that shoot zone needs if you want. When we have this shape, Let's create the ears checkout the reference pictures, define the shapes, simplify them and put them on the head. Pay attention to that symmetry line. And remember that the ears are carved inside the shape and not glued to the edge. When the base is done, Let's move it a bit down, create a copy and put it as SAT, grab the brush and start cleaning up the shapes, play with them and add the first details. Go back and forth to your references and try to analyze how you can simplify everything. Try to find what works best in your case. Let's add the ice. At this stage, the eye that is near to us will be a bit bigger and the opposite one will be smaller than the perspective in action. If we take a look at this picture, for example, we can see that the part of the eye is hidden behind the nose and we need to recreate it as well because the angle is quite similar and it's also, we need to pay attention to the perspective. Start working on the shapes by defining them in a better way. When you are done with this part, create one more copy, move it to the side and start rendering it even more. Onto this stage, we will go and create the shape for the neck. Start erasing their parts right here inside and around the snout, start working on the whole shape in general and the mouth elements, for example, in that way, we are not striving to achieve a very photorealistic picture. It is an exercise and we are in needs to understand the shapes. This is our main goal. Move on and create one more copy of this illustration, put it aside and try to render it even more. At this stage, Let's erase the lines of an ellipse and add more details. For example, start working on these distinctive folks cheeks and the coloration. Here we will map out the dividing line of two colors and the irises to the ice. With that feature, you can convey a bit of personality. Maybe these folks is a bit Foxy and it is looking slightly up. You can start fixing the shapes even more, work on the silhouette and rely on the references when it's needed. If you want to exaggerate and stylize your sketch, draw the cheek on the right, add some details and erase them needless parts. Remember that we are working in a perspective, focus on it and if it's needed, fix it. I will grant the red color and checkout by using the axillary lines. If everything is okay, fixed, everything that you can. For example, I will work on the ear and the mouth. When it's done, Let's move on to the coloring. I will make ONE this illustration smaller and put them aside. Also, I will create one more copy or the fox, we are not making the final illustration. We are creating some kind of its thumbnail. And what we can do here is sample some colors to find what will look best if we were to finish the picture. If you want to adjust your sketch in any way, go to edit transform and to use one of the methods in the menu, distort perspective, warp, blade with your illustration. And if everything looks fine, Let's create one more layer, put it under the layer with the last sketch and start sampling the colors from the reference pic chars. Or you can pick the colors by using the color wheel. For example, let's start with the chest. Pick the color from one of the reference pictures with the eye dropper tool, you can see that there's a variety of colors. This is great. This is more beige, this is more white. It is your thumbnail and it is up to you what colors to use. I will go with light grayish, and if it feels off, after trying it out on the illustration, I'll use the color wheel to adjust it. Now go along the shapes, big different colors, and add them to your fox sketch. Let's take a look at the eyes on the references. They are a little darker than the fur, so let's pick the dimmer color and edit here. Use the darker color for the nose and maybe for the tips of the ears. Now let's create one more layer and put it above all the layers. You can add the highlights for the ice and maybe a few more details. Remember, it's only at some nail so we don't need to fully render it with all the lights and share those rules. But if you want, you can add some shading strokes and highlights strokes and a nice statues to make it known that flat. If you want, you can make a copy of your final thumbnail and play around with different color combinations. Makes some of the copies lighter, some of them brighter. Find what you like the most. Play with saturation and Hughes. Also, if you want to practice more, draw a few more focuses from different angles. For example, straight look at a site. Look, use the same principles as we use for drawing our first Fox. Start by defining the simple shapes, angle directions, and perspective. Work on the shapes and simplify what you see on the reference pictures. Get rid of all the lines that you don't need and end the colors with its arch of shadows and lights. That's it for our first exercise, we analyze the shapes and created a very simply done folks. In the next part we will be talking about the human figure. 3. Basic Human Figure, Proportions & Scaling: The human figure is the hardest thing to draw. We used to look at people on everyday basis. So the slightest mistake in image will be noticed about for us, it's necessary to understand the structure of the human body and its movement mechanics. Because our task is to convince the viewer that the character is real and you can hide the lack of knowledge behind the style, it will negatively affect your artistic flexibility. Of course, it doesn't mean that all your characters must have realistic anatomy. But even if your character has noodle arms and legs, the viewer should be able to imagine the skeleton structure. And this brings us back to the importance of understanding the basic simplified anatomy and body movements. If you compare a dozen of artists, you'll see that there is no universal method of making the right body. Of course, if we're not talking about the academic drawing, painting, and sculpture. But even so there is no universal method, any approach to drawing a body will be the same regardless of the distribution of body mass and relate. So let's take a look at how we can simplify everything every time you should start your drawing by defining the posts. And you should work on the character from larger shapes to smaller ones, from general to specific, or from macro to micro level. If you start from the details, for example, the location of the eyes, the whole result might be unsuccessful, although building the human-like body seems incredibly difficult due to the great number of muscles and joints, the whole process might be broken down into simple steps. In general, the body can be roughly divided into six main parts. Heads, shoulders, arms, ribcage, pelvis, and Lex, if you split the figure into separate parts, it will be easier to see the big picture. Once you understand how to break down the figure into smaller parts, you'll be able to draw the characters with ease and in more attractive and believable poses. Plus you'll be free to exaggerate the proportions and play with style when we're talking about the relief anatomy, women, the parts of the skeleton which determine the surface of the body and serve as a guide to divide the figure interceptors, for example, the thigh area or collarbone, ankles, and risks. Playing with visibility of this part gives an additional expressiveness to the character's appearance. They're realistic human proportions. It can be determined by counting how many heads you can feed into the heights of the character. For example, the height of the average male figure without significant proportional distortion equals seven to eight heads than non exaggerated female figure contains six to 7.5 hats. With these simple rule, you can quickly mark down the entire shape of the character's body will change the proportions of your character. For example, some impressive superheroes could be nine or more heads high. We will check out all the above mentioned a bit later on the examples when you are simplifying the different parts of the body as individual forms, you'll see the structure better, which will allow you to stylize the character more or put it in a more complex poses. Let's take a look at some examples of Bose's contrapposto or opposition. It is a term to describe. A human figure is standing with the most of its weight on one foot. So each shoulders and arms are tilted in the opposite direction from the hips and legs. Dynamic figure here we are again unfold inch, shoulders and hips in opposite directions. These contrasts helps with visual appeal. Now let's move on and checkout the examples. The measurement system using the heads can be a great starting points when you first start learning to draw characters. However, be aware that if you use just this approach, your characters will look pretty the same. In this part, we'll check out the various shapes and sizes of human characters of both sexes and different ages, as well as we'll check out the simplification and heads methods. This is an example of an overweight adult male character bone relieves that we usually see on the body in this case are not that noticeable. So we need to work with simplified, rounded shapes. Instead of using bones as landmarks for building the anatomy of such a character, we need to take into account the work of gravity and imagine how the body weight is distributed relative to the skeleton. This is an example of an underweight adult female character. Pay attention to the relief of the thigh bones, shoulders, rapes and nice. That makes the whole figure look more angular and bony. This is an average adult male character. The classic masculine look suggests angular shapes, wider shoulders and narrower hips. And this is how a figure might look like on an agent man. And the elderly character might be skinny or fool, but the distinguishing feature in all the cases will be the second skin, especially around the neck and abdomen. As with age, the skin stretches. Here's the figure of a curvy adult woman, unlike the overweight character in that case, we don't have to take into account the work of gravity. You can see the hints of bone, your relief, but the hips, shoulders, knees and ankles have rounded shapes due to which the character looks soft. Here's an example of a boy of three or four years old. Unlike adults, a child's height is equal to four hats, so it's head looks large compared to the body. Child character has softened features, so it is best to use rounded shapes. Also, we can see how the simplification works here, all the characters, despite their width and age, will have the same parts of the body that we discussed before. Heads, shoulders, arms, rib cages, pelvises, and flex. The size of the parts is quite different. But anyway, the structure of this part is similar to one another. However, now by looking at the whole picture, we can notice that something is off. All the characters here are the same size and they're not inscribed in the Canvas and composition, they don't relate to one another. Mostly we can say it about the kid. He's too big and can be the size of a grown-up. Adults are looking pretty harmonious than in side-by-side. But if we take a closer look, we'll see that it's not quite that. Let's count how many heads each body can saints, we already know that the kid is foreheads, the curvilinear, The Old Man and the overweight guy are all about six hats and average guy is 6.5 hats. The slender lady is almost seven heads. So let's put them all in line and scale them down in accordance with their height. And now they're looking good altogether standing side-by-side. But what if we'd like to make some of them, let's say nine headstall. Let's see two examples. That's how the overweight guy will look, as well as the slender lady. However, you can notice a little difference between them even now, when there are both nine heads tool, I use this same size of the head for both of them. And if you take a look at the layer, you'll see that her hat is a bit bigger and we need to take this into account. So we need to change the size of the axillary ellipses and make them equal to the size of her head. Her nine heads will be larger than he's nine hats. And if we put them side-by-side, she will be taller. We always need to keep in mind the size of the hats. It would want to make the kid nine had sold. First, he'd be very terrifying. And the second will need to use this size of his exact hats. When we've taken a look at MIT types of bodies, let's discuss one technique that will help you to create better poses instead of starting strangely by drawing the head than the torso, legs and so on, It's always good to use an action line that sets as dynamic posture. The line of action is a curved line that runs a loan. The character spine, which serves as a guide for creating and expressive boasts, depending on what you want to show with your drawing in general and with your characters specifically, the direction of the action line may vary. Usually it takes they see or S shaped direction following the natural line of the spine and the curvature can vary as well. When you are just learning these things, you will probably start doing the action line straight and it's not the best way of using it. Even the title action line gives you a hint that there should be some action. If you're drawing a straight line, the posts will remain motionless and Steve and probably a bit boring, the span is pretty flexible. That's what you need to keep in mind. The action line will serve as a basis for building the pose. That's why you need to consider starts in your drawing by defining it, the line of action is easy to follow. It starts from the characters left or right, food and trans along the spine. Let's take a look at a few very quick and schematic examples and try to find the de France. This person is scared or overwhelmed, but we don't quite see it. The span is almost straight here and the legs don't follow the general movement of the character's body, hence allocated close to the ribcage. So as a result, you get an unconvincing and unclear silhouettes. And so these quick sketch, you see an expressive gesture. The line of action repeats the bands of the spine and it continues further, setting the direction of the entire pose. In this case, the line of action is dictated by the location of the left hip and heads angle. Now let's compare these two poses. In this example, you see a heroic pose on the left. The chest on the character is raised, which speaks of bright and strength, and his legs are spread wide to show his confidence. On the right is a less successful version of the heroic pose, which shows the common flows. The spine is stretched out in a straight line and the shoulders and hips are parallel to each other. They boost is static and Visually boring. Ideally aligned parts of the figure create a sense that something is off and it's not working within nature of the human body. So with that knowledge, let's combine the simplifying part with the action lines and create two lovely figures. 4. Action Lines: A Guy: During this exercise, we'll create two figures from scratch by using the simplified method and action lines. Now you can see the first action line which we'll use for creating the guy character. Let's discuss this example in more detail. The first thing that we need to do while creating the character with the help of the guiding line is to define the basic shapes of the head, torso, and pelvis. For the heads, we can use a circle or an ellipse. Let's go over the top and draw a shape not too big and not too small. When the head is ready, let's move down and make a trapezius sheet for the torso. Find the convex part of the curve and draw up tilted trapezius shape. Don't forget that you can always use an eraser tool angle back and forth to adjust your elements when the torso is quite ready, Let's create a pelvis with a rectangle shape. Let's add a bit more of a dynamic and use a different direction for the pelvis when we have the basic shapes, Let's work on them a bit more. I'll make the rib cage and pelvis smaller, readjust their its yield level, work on the shape of the hats and just balance everything out in general. Now, based on these simple shapes, we can create our first very simplified sketch. Let's start from the head. Firstly, let's find the center lines, one vertical and one horizontal, continue by defining the ear and chin areas. Now just a schematic image. So don't worry if it's not looking very nice. Let's move on and continue working on the sketch. Follow the line of action and wrote two lines to define the neck. Try to use the curves instead of the straight lines. Now, define where the shoulders are gonna be and draw two circles while creating your first sketch, try to think and work with the shapes and not the lines. But if it's easier to define the direction of the elements, of course you can map it out with the lights, but remember it's not a sticky figure. We already know what shapes we should use to create certain parts of the body. So use the shapes while building the figure. I'm keeping in mind what I want to translate with the posts. In that case, I wanted to make a very lively, kinda relaxed, but in the same time very confident pose. If you are struggling with a simplification and with building the elements in general, don't hesitate to get back to the scheme that we explored before to clarify what shapes you need to draw, also remember that what you're doing now is not a linear process. If you see that something is off, get back and fix it, switch from one element to another experiment if you want, I decided to make a point in finger, again to add some action and energy. And also put the second arm on the waist, which will justify these bands in the spine. Now let's find the center lines of the sources and then go down by following the action line and add the legs. And when we have everything, It's time for adjusting. Grab the lasso tool, select the elements, use the Move tool and fix the element following your vision and the general composition, work on the shapes, make them smaller, bigger rats ate, move them, even redraw some parts if it's needed to find what works best for your drawing. At this stage, you just need to take a maximum from your obit, ugly sketch and fix it as much as possible to create a better picture in the future. When you are generally satisfied with your first sketch, Let's make a copy of it, put it aside, and now we will be cleaning up everything and creating this simplified scheme. We need this to make sure our first sketch is not so wrong. We'll go over our first sketch and define the pars following this scheme will simplify everything. I'll decrease the opacity level and create a new layer above it for a simplified sketch, start making your simplified scheme. There is a lot to process and to keep in mind action volume perspective proportions. So always get back to the example, analyze, compare, and try to capture it on your drawing. Don't hesitate to use the lasso and move tools to fix your elements. If you see that some parts, directions or sizes are off, you are welcomed to fix them. It's one this part is all about, remember that the same parts for arms or legs on different sides should be equal. This center line into the accounts and create the parts following ads. If you accidentally overlap or weirdly connect to some elements, for example, like here with a hand and ribcage, you can exaggerate LFO and place one element, in that case the hands differently. Let's take a look at the stomach area there right side is stretched and that means that the other side will be squeezed. Use the curves and straight lines. Work on the cuffs, make them convex if you want or leave them as they are on this scheme. Vary the size of the food if you want. When you have ever been, you need to take a look at your picture and checkout whether you need to fix anything and adjust everything you want. When you're satisfied with everything. Let's make a copy of this layer and move on to work in more in-depth on the character. I'll decrease the opacity of this layer and create one more layer above to work on the character. Now we're going to be creating the character based on this simple shapes we have here. We'll end the face features, expression, hair, some clothes and so on. It doesn't need to be too complicated. It may be very simple and cartoony. And if you want, you can use some references. So I will go over the base and we'll create a cool guy in a jean jacket. You are welcome to create any character you like with these posts. For now, just define what you're gonna be making and create a sketch. Don't publish it. When you're done with your first sketch, Let's make a copy and clean up the lines. The final stages, take a look at your character from the distance that will help you to see the mistakes. If you have some end fixed that if you want, you can add some shadows as well. Maybe if it's needed, use the warp tool to make some adjustments. When we're done with the boy, let's create one more character by using a different line of action. 5. Action Lines: A Girl: Now let's draw a girl. We'll use the same principles we used with the boy. The only difference is that we won't use different shapes to create the hat, dorsal and pelvis. On the first stage, here we'll be using just the circles or ellipses of various sizes. Remember that the first sketch could be pretty ugly. Here. You're just defining what you're going to be drawing and figuring out how to put it all together in a nice way. We are creating stylized pictures and not aiming to 100% anatomical correctness. Adjust the shapes, erase extra parts, and when you're satisfied with your ellipsis, Let's start building our character. Starts from the hats, go along the line and start building a pose. Use the instruments that can help you with creating the shape. Go to Edit, Transform, Warp, use the lesser tool and the move tool. When you're satisfied with your first sketch, Let's make a copy of it and put it aside, change the opacity level and create one more layer above. Now our goal is to create a correct and simplified scheme that later on weekends or an insert a character the same way we did with the boy. Let's go over the first sketch and create better shapes. Get back to the scheme when you need to analyze it and try to show it on your drawing. Keep in mind the perspective and remember the true character is 3D. Remember that the same parts on both sides should be equal to. Remember that if one set is stretched, the other side will be squeezed. Remember to prioritize the curves over the straight lines. When you're satisfied with your second simplified sketch, Let's make a copy and create a character. Now we're going to be creating the character based on these simple shapes we have here. The same way that we used to do it with the boy and the facial expression, hair, some clothes, and don't make it too complicated, if you want, you can use some references. So I will go over the base and we'll make a girl in a summer dress. You are welcome to create any character you like with this books. For now, define what you're gonna be making and create a sketch. Don't go into detail. When it's done. If you want, you can make one more copy and polish your sketch, add more details, glean them the lines, add the shadows at the ends if you want to. We're done with this exercise. In the next part, we'll take a look at concept art. 6. Introduction to Concept Art: In all the previous parts, we will mostly talking about recreating something or drawing something from references, grading something from real life nature and so on. In this part, we'll have an introduction to Concept arts. And the main goal of concept art is not to draw something, but to invent something better if it's something new, we don't want the illustrations to be cliche. We want them to look some kind of different from other artists works. But the problem is, there is nothing new left in the world. All the ideas have been made and shown before most of the time, creating something new means, combining different ideas and working with the results. You all have heard the expression a steal like an artist. It doesn't mean you are tracing someone's work and pretending it's yours. It's actually stealing. Know you are rewarding the ideas. Imagine you have two different ideas, the mama idea and the PABA idea. These ideas have their own features. By combining them, you'll have a baby ideas that will inherit the parental features, but at the same time will be pretty unique. For example, you have a vision of your character with big arms. But if you just add the big arms, there are a million other characters with big arms. But you saw somewhere a character with a flame arms or rock arms or melting arms or any other arms, ensure combining these two characteristics and getting something different from the original idea. That's how you are adding the layers and details to make something new. That's the variability. However, now we need to understand what we're against steel and what is not allowed to be stolen. So the parts of the drawings are the idea, composition, perspective, angle, shapes and proportions, colors, patterns, etc.. And what we can still is only the first item from this list because still an other things will lead us to copy the image. Now let's find out where to get the ideas. First. Let's think about how we can derive the ideas from the pictures we've already seen. Mostly we can do it by using the description methods. You saw a picture and you liked it a lot. Now, not to copy it, you need to take your notebook and describe what you saw, the idea. And you need to do it with words without describing the composition, shapes, colours, etc. It's some kind of broken telephone game, but it's only you and your notebook. When you describe the idea, close your notebook and wait till you forget the picture. You probably don't have a photographic memory. In a couple of days or a week or so, you will only have a glimpse of what you saw. And that's when you can get back to the idea and draw it. 7. Visual Associations: Another way to find new ideas is through visual associations. With this method, we are talking about the prompts. Prompts are good when you are getting out of ideas or want to try something non generic, you can find a little prompt list in the resource tab. There just 20 prompts, but the number of different non-repeating combinations you can make from them starts from 190. If you use just two words for one idea, each word will spark an idea or an image in your heads, and that could help you to create different concepts. Let Chicka, this visual association method in practice. 8. Final Drawing: Base Preparations: But first, we need some preparations into this file. You'll see lots of layers. I'll show you quickly how we're gonna be working with that. Generally speaking, we are using the same scheme over girl we were practicing drawing in the previous exercise, but we added some additional elements such as MAC and a dragon, and thereby would edit a story and a composition. Here I invite you to create a character of your own by using the theme you like. For example, I'm gonna be showing a night after having this scheme, we need to make a thorough sketch with all or most of the details we would like to have on our drawing after having a sketch, we had closed and clean lines. It will be very useful if you'd like to use the magic one tool. If it's not a border for you to color and recolor everything manually. You of course can skip this step. The lines I have here are not separated from the background. The background here is white. It seems transparent because the blending mode of this layer is set as multiplying. We are not separate in the lines from the background because if we'd like, we could use the liquify method to adjust our illustration. Also, you can see that the transparent pixels on this layer are locked. This is needed because if we'd like to erase or somehow fix the lines on a sand layer without locking the transparent pixels, we will be erased and everything that we have on this layer. But if you lock the transparent pixels and if the background color on the color panel will be set as white, you won't have any trouble erasing the lines. All the lines will be turned into white backgrounds. With that said, let's start working on our final illustration. We will be adding colors onto the layer color that is underneath the lines. The main goal here is to use the same color scheme for all the elements you have in your drawing. Translating the design from a simple element which has an egg to a complex which is deleted, make a story from it. Think of different characters as they are stages of one character's growth. Grab the brush, beak, the color, and let's try it out on one area. You can see with this brush that the color is not solely it. And if it's not what you need, Let's do one more thing. Hit F5 on your keyboard and she'll get the brush process options. Uncheck the transfer checkmark, and she'll have this solid brush. It isn't permanent when you change to a different brush only settings, we'll get to default. That technique to recolor an area is to deal with the perimeter first and then add the color in sites, use the brush or Paint Bucket Tool. The paint bucket tool might be a bit tricky and could leave a little white outline between the colored areas, but it is solvable by doing the following. Select the area inside with a magic one tool, go to select, modify, expand, and expand your selection by a few pixels, then get your paint bucket tool and fill the selection. You might need to click a few times until the line is gone. You also can go to the layer with the lines and use the magic one tool to select the parts and color them on the layer with the color and expand the selection, fill the areas and fixed manner Ms colored places with the brush. Select multiple areas by going to the top panel and turning on Add to Selection. Try to color everything nicely and neatly because in the future it will really easier life. You will be able to work with each part separately. When you are done defining different colors, I highly recommend you to make a copy of the colors layer and put it underneath. That will be useful a bit later. Now let's add some basic lightning to the picture. Use the magic one x2 and change the tolerance, for example, to it's Wednesday, separately select one color if they're moving, dashed lines are bothering, you hit Control H to not select every same colored parts separately and check the contiguous checkmark on the top panel than well, selecting one color. It will select all these similar covers, grab the soft brush and add very simple volume to the separate planes. The copy of the colors layer will help you to select the parts because you won't be able to do it while having different zones for lights and shades. Use the hue, saturation and brightness to play with colors. That's how you can experiment with color in the details. After you are done experiments in width your picture, you will face the problem with the backgrounds as the lines are in separate it, you won't be able to work properly on the background here. So let's solve this problem. Let's copy the layer with the lines and the layer with the color, and then we will merge them together. Now pick the magic one tool, select the background and delete it. If there are some minor white lines remaining, use the eraser to get rid of them. All. The final rendering will be done with the merged layers, which contains getting rid of the lines, inscribing the character into the background and so on. And that's it for the basic understanding of how we're gonna be working on. In the next part, we'll discuss the visual association methods. 9. Final Drawing: Working on Concepts: When the base is done, it's time to play. Here we'll explore the visual association method in detail. This method really helps to avoid cliches and it also helps to find new and better ideas. In the last part, we made a very basic nights. If someone asked you to draw a female night, you'll draw something like that. But what if they asked you for a more exciting look and you are free to do absolutely everything that Ruth is working with. No clear understanding of limits is heart. It only feels like, oh yeah, I can do everything. But when you start drawing, you hit the depth ads. Visual associations help to set the boundaries but not limit your creativity. For example, you choose four different words. Let's pick white, line, flame, and feather. Every word has a visual association. It might be some general understanding, icons or even color information, how to implement the words into the drawing. For the first try, let's ease the task and start by Adrian, just one word, whites. Now we're just changing the color. We are not recoloring everything to white. There shouldn't be additional covers. They are needed to make the difference with the background and also we need them to have the comparison. If you have just a single dark elements, are the parts become lighter and the whole picture doesn't look that pale and that easy. We already have two options to choose from. Now let's add one more word that will be the line. Now you need to think of how you can add the line into your drawing. Two shapes, not likely, probably the line elements will go to colorant, some pattern on the armor or on our additional elements. The line also can be drawn differently. It can be straight, wavy, dashed, solid, and so on. For now, let's just make a few lines on the armor and maybe a few similar lines on the dragon and the egg. We'll balance the color out to make sure it's working with a whole wide theme. And now we have three different nights. Let's explore this second pair of words, flame and feather. Flame can add some special ethics like sparks or different colorant because it has a specific color association, es fur feathers. Well, we can add some physical feathers or add a pattern, change some shapes and make them feather alike. Let's not overthink and simply add the feathers under some armor elements. And we won't forget about our other characters. And here we have a very contrast in design. Now you probably got the idea of how the method works. You are picking the very first association with the given words and implementing it into your drawing. And the cliches are pretty much gone. If you try to imagine something just from your head, you probably won't end up with something very different from what you already have. And by using the associations, we got a bit more original upshots. And even when having just four words, we can play with different combinations to find a better option from the variety. For example, let's add the feathers to the White Nights and the lines to the flame nights. White plus feathers give us white feathers and lines and flame give us a regular pattern that easy, we have more options. But what if we'd like to use two words that seem not to be combined together, like white and flame, to Color Association words, it probably won't work if you, for example, we'll add the orange flame to a white character. We can do better hearing it to define the hierarchy of what comes first. Flame isn't that color characteristic in the first place? We can see the flames, we can feel the flames. We know it physically exists and it can exist separately from the color we associated with. So it's not necessarily red or orange. However, WIP can be separated from an object. You can just say white and understand what it's about. It's straight color characteristic. So in that case, the world-wide goes above the flame. But one of the white flame is, if you just color it in white, it won't be clear what that is, a gas and missed or what we can get out of this by making the cold flame, which will be not white, but blue, and these blue will sue the White Nights. In general, you can play with words and their amounts. Use not two but three or four, but try not to overdo it to many different details are no better than a cliche. The optimal amount is two or three. Here are all of our options. Thus far, we can go further and create even more combinations, even just from these four words. After having all the options, you can pick the one you like the most and continue your rendering process. Use the knowledge you gained from the previous parts of the course. Pay attention to the lights and shades, materials and detail in zones. That will be all for this sixth and the last part of the drawing course series, which was dedicated to the character drawing. I hope you found this class and the course in general helpful and if you liked it, please Chicago the other classes, give a follow and leave your review, and thanks for watching.