Transcripts
1. Draw Characters 102 Introduction: Hey guys, welcome
to draw characters, one or two, Drawing
Fundamentals. In this part of the course, we're going to be
taking a look at some key drawing fundamentals
that you really need to know and learn in order to
draw well from the start, looking at things like
land weights, penmanship, as well as how to use reference images and
many other key topics. As usual, I want you to go
through this content twice, watch it through the first time, and then go through it again
and then do the assignments. I think you're
really going to find a huge amount of value. Even though this module is
fairly straightforward, some of the concepts discussed often not clear to beginners. So I think you're going
to have a great time doing this part of the course. Awesome. I'll see
you in the course.
2. Warmup and Penmanship: Welcome to Module two. And at the start of
this module we're gonna be doing warm-up and
penmanship training. I'm gonna show you a warm-up
exercise that is really designed to help you
improve your penmanship. How you basically draw
lines and how you can basically get a good way to loosen up, draw
with your arm. And it's great exercise. You can do it digitally,
you can do it traditionally doesn't
really matter. So let's get right into it. So the first stage
of this is to really just draw a page of circles. And notice how fast
I'm drawing them. I'm keeping my wrist kind of locked and using my arm and
my elbow to draw these. So all you have to do
is basically say, okay, let me draw circles
without moving my wrist. And I also want you to
pay careful attention to how loose I am being. You can see that here and here and here
and all these areas, the circles don't
necessarily close properly. Now, you want to
strive to have good, perfect circles as
perfect as possible, but not at the expense of
drawing slowly, right? Or anything like that. And we
don't want to draw slowly. We don't wanna do anything
like that, right? So just be very loose. Lock your wrist
and move your arm and do a page of circles, right? I'll try and be as
perfect as I can here. And what I'll often do is just put circles in the circles, smaller circles,
not using my wrist. Once again, don't
use your wrist. So that's what we wanna do as the first exercise at any
layer or get a new page. And what we wanna do after
that is draw some ellipsis. Now, what does an ellipse? An ellipse is a circle
that if rotated slightly, is now in perspective, right? So it's basically
still the same circle, it's the same little,
let's pretend it's a dish. For example. We just rotated in perspective,
That's what an ellipsis. You know, your
ellipses are good. If you can cut them
down the middle here. And this is called the
minor axis for your theory nodes out there.
Whoops, what am I saying? I was going to have mine
a theory and minor axis. If you cut it
through the middle, right on the minor axis, the major axis is
not important to us. That would be cutting it
vertically and you're able to fold one side over
the other and they, they match fairly well
or perfectly, right? This one's pretty okay. Also point to note,
just a side note, the minor axis will
always point to a vanishing point
in perspective. If you know a lot about
perspective, right? Nevertheless, what we
wanna do is a page of ellipsis and just kinda get that all motion of drawing ellipsis. And you can vary the degree
of the ellipse, that is, the spacing in-between
an absurd degree of rotation is happening
to the circle. So you can do very thin
little ellipsis where you can try to do your kind
of bigger ellipsis. The whole thing
is to ensure that both sides really are
the same as each other. Right? Now, what
you can do after you've done a page of
ellipses is just run through and check them and
just put a tick or a cross if you felt it was a good
ellipse or bad ellipse, that one's not super good. This one is reasonable. Ones, reasonable too. Bad. This one's okay. That one's bad. And once again, I want
to reinforce loose, just being loose, physically
loose in your own right. Now, less than coming
up called looseness and dynamism will really go in depth as to what
it means to be loose in terms of physically
loose in your arm. So that is coming up. But nevertheless, I want
you guys to start doing the warm-up exercises already. Alright, let's see if we go
to the EPS is no big deal. It's just a warm-up
exercise. Will rise. The next thing that
you guys should do on the warm-up exercise
and penmanship training is really draw straight
lines as straight as you can freehand very quickly, not slowly at all, and try and keep them as parallel
as possible. This is especially useful when you're trying to do obviously straight
lines in your work. If you're doing any kind of
industrial design drawing. I would just generally
do this a couple of Tom's top to bottom,
bottom to top. Just doing my best,
putting the lands. And very quickly you can see how quickly
I'm drawing this, locking my wrist and trying to get a straight
line as possible. You can see here I kind of veer the lines are not
perfectly parallel. They taper a little bit.
Tapering, tapering. They're kind of converging,
hitting to convert some way. But it's a great exercise. And I'd probably just
do about three pages, two or three pages
where I'm just just constantly training my
arm, moving quickly. And you'll see the
more you get into, the more you focus the bidder
you get as time goes by. And I usually do one of these
entire exercise workflows, warm-up exercises in
about five minutes just before I start drawing. And it helps to really loosen
up the arm because getting nice smooth lines really requires the looseness
of physical looseness. And then last but not least, is the point-to-point exercise. The point-to-point
exercise really is you put about 67 dots on the page. And what you want to try
and do is ghost alone. If you have two, let
me make the cursor a little bit bigger here
so you can see the kind of you want to try and have a straight shot is
straightest line as possible, joining these two
points together. And so I go to the line. Basically I don't draw, just hover my hand to try
and make the shot. Try and go for it.
Didn't quite hit it, but the line is pretty
nice and straight. And then I'll try the next one. Now if you're on paper, feel
free to rotate the page Photoshop you can
hit R and you can then rotate the page like that
because I find that I draw straight lines reasonably
accurately from bottom to top. Ghosting, trying to hit it. Here I will go to
this one as well. Okay. Hit it but I'll
overshot a little bit. But the lungs finished striped. And the overshoots on
the end of the world, you're really just
trying to train yourself to draw very straight
lines, okay? And then once pretty
reasonable, right? So in summary, the workflow for the warm-up and
penmanship training, and I recommend
you do this every day before you start to draw, is do a page of
circles very loosely. A page of ellipses very loosely. Don't forget to
measure them down the middle to check
the accuracy. A page of lines, straight lines, or two or three pages if you wish, if you're
pretty quick at it. And then a single-page of
point-to-point where you want to connect the lines together with as straight
a line as possible, connect the points together with a straight line as possible. That's the end of this lesson. Let's move on to
the next lesson.
3. Drawing in 3D and Drawing Through: In this lesson, we're going
to look at drawing in 3D and drawing through forms. And we are realist artists. So we are drawing things in such a way that they can be believed to exist in a 3D world. And as such, we need
to move our minds away from drawing simple
shapes, right? And instead toward
drawing forms where the viewer can perceive multiple sides of
an object, right? So in this example here we've
taken this square shape, squarish shape and
added some sides to it. So now we have a front side and a bottom view of the object. And it is much more believable looking three-dimensional
in a sense, right? Even if it's very
simplistic, 3D. Drawing in 3D helps us convince the viewer and
persuade the view of the believability of
what we're drawing. Now this method I've
done here is kind of a shorthand for getting something to look
3D very quickly. You can take any simple shape and add an additional
line to it. And it gives it the
perception that it has multiple planes, multiple sides. So on the so-called,
this might be a button. We've turned the circle
Enter button by giving it a front view and a side view. You can also use this method for other objects, multiple objects, such as a rock, no one would viably believe
that this is a rock. However, if we take this particular shape
and we simply give a, another line to it, for example, through here. Now we're indicating
additional planes, right? That the viewer
can see more sides of the object. Let's
arguments save it. Say that's the
front and the side. And when you then detail these types of
shapes a little bit more, they become quite convincing in their portrayal of what
they're supposed to be. So I'm kinda be raised
the line a little bit, put a little shape
there and dots, some dots, and maybe give
it another little plane. And it becomes a
fairly convincing, if slightly cartoonish
looking rock. So this is a simplistic method where you're simply
saying to yourself, I don't want shapes in my piece. I want forms. You're taking simple
shapes that you may be drawing and just adding
additional planes to them, bringing them into a 3D world. Okay, so that's the
first basic way that you can understand how to move from someone who perhaps sticks to very
2D flat looking work. How you can kind of start bringing that work
into the 3D wrong. But I wanted you
guys to know this, but this is not the primary way. I want us to think
about drawing in 3D. Primary way I want us to
think about drawing in 3D is what is called
drawing through, or drawing through forms. In the real-world, there
really aren't such things as 2D flat shapes per say
everything's 3D to some extent. Even stickers, stickers
are completely flat. But if you look at them
with a microscope, you'll see that they
do have a width, hot length and so on. And there are three-dimensional. Nevertheless, drawing
through, drawing through, drawing through forms is really imagining the other sides of the object as you
attempt to draw it. Over here, I'm imagining the
other sides of this box. And drawing these
elements in helps me feel out all the
different sides of the box. So here we can see all
six sides of the box, 12345 and the front 16, right? So we can imagine all
six sides of the box. And similarly with
spheres as well. This is just a circle, but by drawing a contour line. And this would be done in your
construction phase, right? It helps us as the
oddest to feel out the three-dimensionality of the object that
we're drawing. You can add contour lines on
the surface of the objects, as well as drawing
through the forms to help you figure out the
volume metric, kind of mass of the object or the object fields in 3D,
right? Not the exact mass. Obviously. A very popular shape for drawing
through and helping you, especially in character odd
is the simple cylinder. So to draw a cylinder
effectively, I draw two ellipses, kind of connect them. And this would be the background
drawn a through line. And when I do the
final clean drawing, I'll only keep the sides
that I wanted to see, right? So it would be that bottom
section and that top section. But let's just say this is the bottom and it's just
say this is at the top. But drawing through as helped me establish a convincing
outer edge here. Because I've used an
ellipse to guide me. And so I have a really
appealing 3D cylinder shape. Alright? When we start adding
dynamism to this, which we'll look at
in the next lesson. So we take a cylinder and then we add some dynamism to it. We can start getting
much more complex forms. So here are some contour
lines help us understand, and I've drawn
through the shape. So here we can basically see
both entrances to the horn. It looks like some
kind of horn, right? And so that's
possibly going down. But ultimately, these contour lines help
us imagine the form. So this is effectively what drawing through is your
drawing through forms. You're imagining objects
in three-dimensions. Now let me say this. There are very few things
that are really going to push your brain as much
as trying hard to, especially if you're a beginner, move away from this
two-dimensional idea of drawing and forcing
yourself to think sculpture really incense and to
think about forms of objects are basic shapes that you want to draw a
basic 3D shapes. And you really have to get
your mind around this. And it does take some practice. Although it doesn't
take too much time if you're doing the
practice exercises, we start getting used to it. And the great thing
is when you can imagine multiple sides
of an object, right? When you start thinking in 3D and also looking at the
world around you and imagining all the planes and all the different sides
of objects, right? Getting a deeper view
of observing the world. You're then able
to easily rotate objects around in the
virtual space of the page. So take a cylinder for example. Let's just assume
this is us directly looking at the Senator from
the bottom, front on view. On that note, front views
and direct front views. Indirect side views are
things we do not want an odd let me reiterate that we do not want direct
front on views. We do not want drink soda abuse, unless they're
specifically being designed for the purposes of blue printing or character spec sheets
or something like that. But generally speaking, for an appealing piece of artwork, you don't wanna direct
front or side view, especially in illustrative work. But nevertheless,
this is our cylinder. It doesn't look like much
of a cylinder right now. Let's rotate the cylinder
slightly to the right. Just flattening I'm doing is
I'm drawing through here. And this is becoming
the lips can't be a circle anymore because it's rotating in
perspective slightly. And through drawing through, I've rotated the cylinder
slightly to the right, slightly to the left margin. So it's rotated that way.
We've moved it that way. Let's do more of an
extreme rotation. And I'm going to
draw through again. And here is me rotating the cylinder to even more of
an extinct left or right. And eventually we'll
probably end up with a side view that looks
something like this. Right? It's like that would
be a direct side of you. And we've continuously
rotated it. And we can then
take that further and basically do the
opposite of number two here and rotate it
even more lift. And that will have us, have our cylinder kind of going backwards now. Will rise. And that's not quite as
rounded it shouldn't be, but nevertheless, it has rotated even more
in that direction. And then we can kind of
bring it back to a slightly, just a very slight rotation. It looks a little bit
strange, but nevertheless, and as we doing this, we're drawing through the forms
except for the side view. I mean, don't really need
to draw through that one. The direct side view,
same as the front view. And we are getting a sense of the dimensions of
the object, right? Just putting this dot
on the side to help us feel out the planes that we're seeing as the
cylinder rotates, right? So effectively that's
what drawing through is. The concept is pretty
straightforward, right? The concept is pretty
straightforward. To get it ingrained
in your brain is going to take some practice, especially if you've never
done this before, right? I'm gonna do a cube
here, one more term or a box, it's just sandbox. And basically I'm
just drawing through, I'm imagining all the sides and I'm just connecting
them together. Another key thing before
we end this lesson, another key thing to realize is that all of the complex forms, you imagine arms, you imagined
legs and hands and feet. And these things just
seem immensely complex. And there's anatomy and
this skin surface and muscles and skeletal systems to take into account and so on. But really fundamentally, most of these things are really
just made of boxes. They're made of cylinders and various kind of
triangular forms, but very basic triangular forms. They don't make
anything super complex. And what we do as artists, as realist artist is we have
a workflow that we follow, a structural workflow that
we follow to build things from shape into
form, into details. And that is how we get
our completed rough, which we can then refine up
to completed piece of work. So we use these kind of
basic types of shapes, whether it's any type
of cuboid shape, any types of cylindrical shapes. For example, we may
bend the cylinder as well to get certain
limbs, right, but still drawing through
to feel that form, putting contour
lines on top of it to feel the forms
out if we need to. We're not perceiving
it well enough, right? Using spheres to connect joints and other things
and to draw heads, for example, my Droid
cranium as a sphere, then attach a jaw section to it. Right? So we're constantly
thinking about forms and drawing
through the forms and imagining the volume and the
mass of the forms, right? So that's drawing in 3D
and drawing through forms. Please definitely
engage hardcore into these particular exercises. Because once you get
this, the basic, basic foundations of drawing in 3D will be installed in you. That's the end
of this lesson.
4. Looseness and Dynamism: In this lesson, we're
going to take a look at looseness and dynamism
in character drawing. And this theory really
forms part of shapes. So you want to think about this in terms of the shape category. Alright, so you may have found that when you're
drawing something may tend to look very stiff and may lack dynamism just
in its field, right? And so there are two kind of categories that I want to
talk about and want to teach you that the one would be looseness and the
other is dynamism. And they're both, they're both
applied in different ways. So let's say when
looseness first. Alright. So looseness is very physical. It's just write some
notes yet and looseness. And I'll put dynamism
on the other side. Okay. Looseness is about physicality. Okay? And what I mean about
that is literally your arm. Physicality. And dynamism is about
movement and flow in shapes. Okay, so that's the
basic theory of it. Yeah, let's stick to
the looseness side. So when you drawing
physical lines, like when you're
physically drawing lines, when you draw lines slowly. So for example, I'll
draw a line slowly here. Okay? Versus when I draw
a line quickly, there is a fundamental difference
between the two lines. Now apart from
straightness, right? That's the obvious difference. The one line has directionality and the
other lens doesn't. So if you look at the ends
of this line over here, kind of just aims first of all, and second of all, because
of its sort of wonky path. Because I've drawn it slowly. It doesn't really appear
like it's going anywhere. It seems very static, right? So this would be bad, right? We want loose lines. So in terms of looseness, what we have is a
taper on each end. Alright? A kind of a more OCT, appearance of the land, whether it's more or less
straight, it doesn't matter. It's just very smooth. And what this means is that loose lines and that therefore
lungs drawn quickly. They have a sense
of directionality. So the lungs seems to be
moving this way and that way even more so when you start having curved lines
drawn loosely, right? Versus curved lines
drawn slowly. While you have now
achieved a sense of directionality in
the slower line because of the curve, right? You still lose the directionality
at the end tapers. And then also this, these little bumps and mux
and crannies along the way, the kind of disrupt the
viewer's understanding of the flow of the line, right? Versus obviously these kind of beautiful tapers that you
have on foster drawn lines. And just a really
smooth flow and uninterrupted communication. So looseness is about
drawing loosely, physically not you may have heard advice
about people saying, draw with your arm, don't
draw with your wrist. And this is good advice, right? So definitely try and draw with your arm more
for the biggest shapes, but of course,
smaller shapes are going to need to use your wrist. But the idea is that
you don't pander to the lines in a way
where you're kind of like hyper sketching like this, which this is called
chicken scratch lines. You don't want to
draw like that. Nor do you want to draw
really slowly like this. Because you're losing
dynamism, right? Well, sorry, you're losing
looseness in the lungs. You want to really just kind of like be as quick as you can. I'm using Shift key there,
but doesn't really matter. And yes, whilst you are
having these overlaps, the shape feels more
dynamic overall, right? And more appealing and also
more professional-looking. And that is one of the
ways that people get a professional look in they work is by having very loose strokes. Now, incidentally, this
also applies to painting, although depending on
how your painting, not necessarily
the tapering part, but just being loose
physically lose. So when we talk about looseness, we're talking about physical
looseness in your arm. And one of the key
tenants of that really is drawing fast, okay? So I'm just going to
write it down here. Draw fast or foster, right? If you're not that fast, faster and really
kind of be loose. It can be hard to
understand, but it's basically be physically loose. Loose, draw faster. Okay? That is basically the
theory of looseness. It's not hard to do, but you're going to need to practice this. So there will be practice
exercises for looseness. Dynamism, on the other hand, is a completely different topic. It's not got to do
with physicality. It's got to do with theory and understanding the
difference between something that is static and
something that is moving, right? You just take that away. It's bugging me. Okay. So when we're talking
about dynamism, right? I'll give you an example. Let's draw a triangle. Let's just pretend this is a perfectly symmetrical
triangle, right? If I had to ask you
what the directionality is in this triangle, you would probably say, well, it seems to be
pointing out in all of these different
directions, right? Which, you know,
technically speaking, if that is indeed the case, it's not moving anywhere. It's kind of just staying here. This is kind of its center
of motion, if you will. Or it's, you know, it's just, it's not really moving
into its static. However, we took the
triangle and we gave it a definitive
direction, right? And notice how I've curved
these sides, right? But more than that,
we've given this triangle a definitive direction. It's definitely
moving in that way. That shape has gone from
being static, right? To a shape that has
flow or movement. Some people will use
the word energy. Or it's gotta kinetic,
kinetic energy. Right? Now, you might be
thinking, well, this isn't saying how does this even apply it to character Dory? So bear with me here when
you think about a character, well drawn character in say, a three-quarter angles
so they're not facing the camera frontal side that
kind of slightly rotated. The shapes that make up that character are
largely asymmetrical. In fact, most of the time they're all going
to be a symmetrical. And asymmetrical basically
means that though, while we understand, say, human beings being symmetrical from left to right, for example, that when they're put into
perspective and rotated, there is no symmetry
in the shape. So understanding
particularly that we want to have
all of our shapes, our basic shapes, to read
in this way that they have directional flow is
extremely important. So let me give you
a brief example. Let's use a cube. Let's say we decide and we'll do this more
in the anatomy section. So you'll see me doing there. Let's say we decide, okay, we want to have some
basic building blocks for the form of a human, right? So we circuit,
we're going to make the chest a block
like this, right? So we're gonna make it a square. So if you can imagine with me, we might draw the head and that's a bit weird
proportionately, but anyway, and then we
might draw some joints for the arms and have some spheres
for the arms and stuff. But anyway, bear with me. We're going to, this is
like the whole care. But anyway, we're going
to have the square. So we decided, okay, we're
going to use this cube, sorry, as our base
for the chest. That's all good and well, because we're getting
the forms down, we can see that there
are three sides to this cube and that's great. But the problem is that
this former now right, legs directionality
in its shape. So when you look at its shapes, which would be its
different sons, there's no directionality. Now, don't get me wrong,
Don't get me wrong here. I don't want you guys
to build the forms in a way where you're trying to turn each side into a directional shape
that would be weird. Know, what you want
to Raul to do is take that form and kind of start
bending the form overall. Okay. So like you're
curving the sides and you're adding bind to its sides. Okay, here we're going
to see the bottom of it instead of the top. But nevertheless, the
same thing applies. And you're getting a kind
of a directionality, a directional movement through the form because you're bending the sides and you're adding
movement to it, right? This is what dynamism means and what dynamic shapes
mean that you're in, you're ingesting life
into the shapes. Now, you might say yourself,
while where does the supply, does this apply only
to living things? Generally speaking, in the natural world, I
would say differently. And when I say living
things, I don't just mean things that can move. It applies to trees, plants, anything that's alive already has some kind of
directional flow. Things like mountains
and things. You do want them to have
directional flow in them because they were formed in
some way via energy, right? I know that's kind
of, but like I said, esoteric and a bit out there. But nevertheless, the
idea is that to a viewer, when they're seeing
static shapes, it seems Dell and without laugh, when they're seeing
dynamic shapes, right? It seems to be alive. It seems to be moving like there's life there,
like this motion. Okay? So let's just write here dynamic shapes and
static shapes. So the idea is that you want
to make sure in your art, ninety-nine percent of the time, you're working with dynamic
shapes all the time. Now obviously this will
differ if you're doing a direct front view of a car, for example, you'll still
want to dynamic shapes, but obviously they're gonna
be mirrored left to right. Same thing with the side view. Grant. Granted, the side view
generally has no parallels, I mean, no mirroring in it. But hopefully you understand
this concept of dynamism. And we're going to be talking about this a lot as we
move through and you'll see how dynamism defines how we're going to draw
all of our forms, right? We're gonna make sure everything
has done it all the time that obviously this is a
character design course. So we're going to really be
focusing and doubling down on her dynamism, applause,
character design. And if you think of your
typical human being, apart from when we're sleeping, although even when
we're sleeping, but typically, we're
always moving. We're always balancing
and counterbalancing. We're always experiencing
the force of gravity and fighting against the
force of gravity. And that then allows
inside of us, we have this idea. What am I saying? What that means is
that we have energy and directional flow
moving in us all the time, but it's been kind of bouncing. And so we need to, as artists, draw dynamic shapes
all the time, right? So once you guys to think about dynamic shapes and
understand what makes the shape
dynamics that it has a directional flow to it, right? So for example, just a square, just reiterating here, this, this has no directional flow. But if we'd been the
square in a weird way, suddenly it gangs
directional flow is more interesting to look at. Okay, That's it for looseness and dynamism.
Let's move on.
5. Showing Depth in your Drawings: In this lesson, we're
gonna be talking about tangents and what
tangents really are. Or when lines touch
each other and prevent the viewer from distinguishing what is in
front of what is behind. Or it creates a really weird
looking shape to them. So I'm going to use a
very familiar shape here. Perhaps it looks like an M or a logo of a popular
food franchise. Let's assume that these are
supposed to be two mountains. Because of the way the lines
touch in the center here, It's very difficult to tell what is in front and what
is behind, right? We don't know. But when we use
overlap of the lines, take one line and have
it overlap another. Suddenly to the viewer, it becomes quite
obvious that this must be in front and this
must be behind. So tangents are any
instance where objects touch each other in such a way as to create a single shape, or should I say we're
lines touch each other in such a way as to create
a single shape and make it unclear to the viewer
the spatial positioning of elements or lines
if you wish, or edges. So in this instance, these
are two pieces of paper. And let's give them some text. And perhaps it's an open-book seen directly from the top
or something like that. But let's assume it's
two pieces of paper and one is definitely in front and one is definitely behind. To the viewer, their
brain is going to see this entire
rectangular shape, not even the smaller
rectangles inside. They'll eventually get there. But they first, the
first understanding of the shape is really
this large rectangle. And our problem here are
these two tangents, right? We can't tell what is in
front and what is behind. But if we start
overlapping certain lines, we can get a very convincing
effect to add depth, even in very flat 2D kind of icon of graphic
designs like these pages. So now that I've
overlapped some lines, it's very clear which pages in front and which page is behind. The things that
we're dealing with, all that really the
tangents are bad. Okay? Tangents are bad and
overlaps or good. It seems, I think, a very simple concept. But often I see this
in student work. We're really just
something as simple as not having a line overlap causes things to look flat and to be easily
misunderstood by the viewer. It's changed our headline
here to tangents and overlap. All right, so that we're pretty clear about what
we're talking about. The great thing with overlaps,
let me take this away. The great thing with
overlaps is that overlaps can imply depth and
create a sense of depth. So for example,
if I were drawing a leg with the knee
at the bottom. So this is just a
leg design here. As I get to the nice section, I ensure that the knee lines
overlap the back of the leg. And this gives me
a sense of form. Right? So because of these overlapping
lines are occurring here, I can happen in many different
ways in simple forms. If I have a sphere and then
I draw a cube behind it, and then I draw a
cylinder behind that. Whilst I M thinking in a form, since I also know that
these overlaps of these lines help the viewer to distinguish what is in
front and what is behind. And so here we have the line of the sphere overlapping,
the cube formed. And the lines of
the cube clearly overlapping the cylinder form. And this is in a nutshell. What overlapping lines are there lines, it's
simply overlap. They extend slightly past the other objects to show
that the object is in front. Let me say this. It's something we want to
be very intentional about. Do you want to
constantly ask yourself, do I have any tangents? And if you do have tangents, you need to be like a
sniper and eliminate them. They need to go because tangents really have no place in our art. This is the lesson
on tangents and overlaps and the
importance of overlaps. Let's move on to
the next lesson.
6. Avoiding Parallels: Alright, in this lesson, we're going to
look at parallels. And what are parallels? Why do we need to
know about parallels? Why do we need to
avoid parallels, et cetera, et cetera, right? So parallels really, and I think I like
the double L here. It's a good memory tool. I'm really are parallel
lines when you're drawing or in terms of the visual
communication of a piece, even the symbolic communication
with peace parallels can also be parallel objects. For example, a
character's standing and their arm position. Even though it's at a
three-quarter angle there on position is basically
the same on both sides. So this is a visual parallel. Sometimes this is
called mirroring. And then parallels are also equal numbers of
objects in a piece. So for example, you
have a scene and there are some trees
in the background. If you have two trees, that's considered
parallel, and it just feels too balanced. And balanced in a bad way. It feels to engineered, right? So there's sort of two
trees in the background. And so what we want to be constantly doing in
our work is making sure that we are breaking
the parallels, right? So obviously what is the
opposite to a parallel? While it would be something
that converges, right? And in this instance
where we've got these two lines next to
each other quite parallel. The difference between this parallel and
the converging lines is that the
converging lines have a sense of
directionality, right? They have a sense
of directionality. Now, that's in terms of a literal parallel where
maybe you've drawn a leg. For example, let's imagine
I'm drawing the leg here. And I've made the lines
on both sides of the leg, even though there's
directionality in these lines. This is a literal parallel
between the actual shapes, if you wish, or the lines
so that they really mirroring each other
and creating parallel. So this fits more into
the mirroring category. Say here, one is a literal, parallel literal
too is mirroring. And then three is, I'd say this is more symbolic. It is actually symbolize
symbolic parallel. This is mirroring. A lot of this is taking
not a literal nurturing because literal mirroring would then be a front view. And you have this
really literal symmetry that you're seeing in the piece. Nevertheless, in general, I'm
sure you'll start getting the idea of what a parallel is. Not just in character art, in all kinds of art, you know, you have two mountains in
the background of a piece and dividing the page
equally like this. Something like that. It's very, I'm
distracting to balance, awkward to engineered
for the viewer. So we want to avoid parallels. At all times. We hate parallels. Parallels must not be in our piece whether they're
literal parallels, whether they're symbolic
parallels, for example. Another example of
symbolic parallels is, let's say you're
drawing a character and the character is
wearing a shirt. And you might think,
well, this is crazy like how can you say
what he's about to say? Well, you'll see, let's say
he's wearing a shirt here to collared shirts and ask colored shirt and you're putting the buttons
down the shirt. I'm saying definitely
don't put eight buttons. 345678. Okay. Maybe a little hectic. Let's bring that number
down to six, right? I would say definitely
don't do six buttons, do seven or five, right? Because odd numbers are more interesting and
because odd numbers can't be divided equally, they are not paralleling
each other in a sense, right, in a symbolic way. And so the piece
feels more natural. There is a saying,
I don't know where the name comes from,
so I do apologize. There's a saying that goes with God doesn't draw straight lines. So things that are natural, they're just on strike. They aren't balanced, that
aren't mathematically equal to them in the
natural world, really, everything was
formed by natural, in natural ways, in terms of the world
and so on and so on. I mean, what I mean
to say is there was energy behind the
formation of these things. And so things, you
look at mountains and mountains of very
random in a sense, although they have a sense
of directionality to them and probably from the
energy that formed them, but they are really
kind of random. There's nothing like
exactly four mountains. Now, of course, there are
instances where there are exactly four ounces
or exactly two mountains and those are usually
tourist destinations because it is unusual, right? It's, it doesn't seem natural, it seems unnatural inserts, there is an appeal in
that sort of thing. But when we're trying to make a natural looking scene or
natural looking character, we want to avoid
literal parallels. So we definitely
don't have a one out. Arms are our limbs or
clothing or anything to have literal parallels
in it like this, right? And we definitely want
to avoid mirroring. Why have both of
the characters arms down at the same angle? Y have the same pocket
on both sides of a shirt, et cetera, et cetera. I mean, you can really
do that if you want to. But you have to ask yourself, does it feel to balance, does it feel to engineered, or does it feel natural? End cool, right? So we want to change the direction and
instead of mirroring it, we have one arm that
way and maybe the other arms reaching out for
something or on its, on the hip or
something like that. This way we achieve a
nice natural field. Okay, so this essentially, this is essentially is
what parallels are there. Parallel literal parallels,
mirroring parallels, symbolic parallels,
and the opposite to parallels really is asymmetry. We want asymmetry in
everything that we're doing. And we'll look at
asymmetrical shapes again later on we have
covered a little bit, we'll look at it again later on, just to drive the
point home over how much we need to avoid
parallels in our work. Alright, that's the
end of this lesson.
7. Line Weights: Welcome to the lesson
on land weights. In this lesson, we're going
to learn and understand more about why we need to learn. Wait while we
should learn, Wait, what line weights are and where land waiting comes from the
concept of land waiting. The first thing that I
want to teach you about is something called
atmospheric perspective. The concept is pretty
straightforward. Basically, in the real-world, air builds up between
two objects, right? So there's just a bunch of
air between the two objects. And this happens to
varying degrees. Obviously when things
are very close to us, there is air there, but
the buildup is not much. Further back, things go, things tend to build
up a little bit more. When the air builds up its
teams to lighten the values, that is the brightness
and darkness of the object as it goes further
back in the distance. And you see this when you're
looking out on top of, when you're sitting
on top of a mountain, you're looking out on a city. And you see that the
further back things go, you can kinda see
that atmosphere. You can see that air. And that, that perception
of that air buildup helps you gauge the distance back
that those objects are. Because the further back we
go, the latter they get. And conversely, the
closer things come to us, the darker there get, right, the more
contrasting they get. And you could also
say the more detailed they get because
they're not being blurred out by the air in
between the objects, right? In a nutshell, that is
atmospheric perspective. Let's call this one,
close, this one far. And then just to kind
of push the point, the far object would
be somewhat lighter. Alright, so the air builds up. And that is what
atmospheric perspective is. I see, I forgot the c here. It's going to pop
that in there, right? Atmospheric perspective. Closer objects are darker, further away,
objects are lighter. And we're going to use
atmospheric perspective to inform how we come to
understand line waiting. Line waiting isn't
just something that we want to use
an inking stage. We want to try and implement
line waiting all the time. So let's talk about
line weights. Okay? Lan weights or line
waiting, right? So, so far we've learned about few techniques for achieving
a 3D look, right end. One of those techniques is
drawing through, right? We want to draw through objects when I imagined the
other side of them. And the other
technique that we've learned is overlapping
lines, right? So even in 3D shapes
or 2D shapes, when we start overlapping lines, we can achieve a sense of depth. And what line waiting does in many respects is it enhances the overlaps and introduces atmospheric perspective
into the piece. So line weights really are degrees of weighting
of the lines. Thicker lines come forward
and thinner lines receipt. Okay. So thicker lines come forward and thinner lines recede in back
into the distance. Pretty straightforward
concept, I think, right? And so when we're
drawing something in the foreground and we have
an object in the background. What we can do part
from the overlaps, apart from drawing through
the forms to help us imagine the forms
and the structures, is that we can wait
the lines where they overlap on the
foreground object, make them thicker and
make them darker. To reinforce that this object is in front of the
object behind it. What we can do is
we can even darken just slightly the origin of the background points line
to kind of hint at a bit of, a little bit of a shadow that's happening there
from the overlap. Okay? So the basic rule really is that if an
object is in front, it should have slightly
thicker lines, then the object behind it. So for example, an arm
crossing over chest, even in a rough view like this, Here's the arm crossing
over the chest. This arm would be thicker line and have a thicker waiting
to it. In general. Then the lines that it's
covering, for example, there are some short lines
here would be lighter, etc. Now another tip for
this as well is to keep inner details for
the smaller shapes, the details things like
shirts and buttons and creases and
folds and things in details usually keep them at thenar lines and keep
the bigger shapes, the bigger forms having
thicker darker lines. But nevertheless, the
fundamentals of line weights really are that foreground
objects have darker, thicker lines and background
objects have latter lands. Now, I don't only just
have this theory for you, I want to show you an example. This is an arc piece
that I've done. Here you can see a multitude of varying land
weights in the piece. Let me get a red pencil here, and let's deep dive. The line weights a little bit. So here we can see inner details like those
little tattoo marks, the little hairs on his chin and his muscular lines of the
sternocleidomastoid there. And many inner details have quite thin lines and also
quiet lad lines, right? And then the bigger objects such as his head, for example, which is overlapping his neck, you can see that there is a
thicker line waiting applied. Just in general, as
these elements overlap, overlap the objects behind them. Thinner lines in the
background elements, thicker lines in the
foreground elements. Another point as well is that foreground objects
generally being darker means you can use darker lines in the foreground objects
and you can press lightly on your pencil to get
thinner and lighter lines in the background objects. So here you can see how
even though this line is, then over here,
it kind of tapers off and goes pretty light as
it comes to the edge here. I mean, that's not
a general rule that things get louder
as they go, right. But I'm just acknowledging that there isn't a more
lightness here. That's basically also really just implying detail
to the viewer. This isn't a main focal
point of the piece. You just let it be,
let it be thin, little bit loose, but it's okay. Here is we have the hand
coming into the foreground that's holding the
sword over here, that the line weight is
emphasized as we move around. This particular form, right? And so it's whole
age is made thicker and much darker to
help the viewer realize and understand
that this is in front and the other
objects are behind. To add depth. Line waiting also adds a very
nice sense of character. The piece. It makes the piece
look quite professional, makes the piece
look quite slick. And so you want to always be trying to engineer line weights, stacking the theories
on top of each other. Second form with line overlaps. So drawing through, making sure you've got line overlaps
and then making sure your line weights
are reading that foreground objects
have thicker lines, that background objects
have thinner lines. And then remembering
always also to draw loosely so that you
get these nice type is at the ends of your
lungs and that lands are looking natural and they
have directionality to them. Alright, that is the end of
the lesson on land weights.
8. Drawing Thinly and Lightly: Welcome to the lesson on
drawing the knee and lightly. Now, usually when we draw, sometimes we can be pretty
heavy-handed, right? We may use a very thick lines. We may press really
hard on the page and get very dark lines
and what we're doing. And this lesson is really
about encouraging you to lean towards drawing thinner, lighter lines in general. In general, drawing
thinner and lighter. For example, I'm going to
press really lightly here. I'm going to draw a head using thin lines and as light
lines as possible. And what this does
is it gives me the freedom to make corrections. First of all, by pressing
harder where I need to. So let's say I misaligned
the ear, No problem. I'll draw another ear
and press harder. And because of the
increased contrast and the darkness, in a sense, my brain no longer acknowledges the latter lines and it's as if they don't really
even exist anymore. And so drawing thinly in that sense helps me to
make corrections and not have to erase as much when I'm busy trying to work
out a sketch, right? Workout the rough of the sketch. Secondly as well,
drawing the knee helps me control the
line weights more. It's very hard to make a thick line that
you've drawn thin. So if I drew this line
over here for the chin, for their jaw really thick, and then I decided that I
actually wanted a little bit thinner because I wanted
to enhance the line weights. It's quite a lot of trouble
to drive the eraser. Make sure that I'm on the right type of brush and then kind of trying to come in here and thin the line
and then I'm ruining my line flow and the nice looseness that
I had in the stroke. And it's just, it's not something you want to
have to struggle with. Vs. drawing it firmly in
the beginning allows me to, Let's just erase
this whole length, allows me to control
the line weights. Much better. So let's draw this in again. I'm going to use
a nice thin line. And now I want to control the waiting and I
want to say, okay, fine here by the neck
where it overlaps, I want this to be a thicker, darker line and let that kind
of taper off both sides. And then perhaps here where the jaw kind of comes and
curves around over the neck. I want that to be
thicker and you can have a lot more control
over your lines when you're leaning more
towards drawing thin, thinly and drawing lightly. So that you can easily
modify your construction. So that you can easily control the land weights and thicken
them where you need to. So in a nutshell, that really is what drawing thinly
and loudly is about construct with thin
light lines and then enhance your line weights
and have more control over your line weights
and easily adjust without having to
erase too much. You just press a
little bit harder. Okay, that is the lesson on
drawing thinly and lightly. So really I want you
guys to remember this. This is an often ignored
lesson and then we end up with these really hectic
the doc drawings. And they just look very crazy. And even I myself don't always remember to draw
thin and lightly, but let me encourage you. Please lean towards the
knee, drawing lightly. I'm obviously talking too much. This is lightly over here, drawing thinly and thin knee
joint the knee and lightly. I will see you guys
in the next lesson. Draw thin enlighten
me, please. Thank you.
9. The Importance of Drawing Fast: Alright, if you are a beginner, you probably struggle
to draw quickly. And that could be related
to not being loose. There could be
related to fear and struggling with how to draw
first and what to draw first, want to think of and so on. Nevertheless, in this lesson, we want to talk about the
importance of drawing fast. And really I'm just going to
give you a few key points that just to help
motivate you and help you to think about
why drawing faster, faster is a very,
very good thing. So first of all, when
I say drawing fast, I literally just
mean, go for it, be loose, go for it. Go crazy with your roughs. Draw really quickly. Just draw as fast as you can and always try to draw quickly, not at the expense of accuracy, but to try and go
as fast as you can and be as accurate as you
can at the same time. And when I say accuracy,
I don't mean accuracy as in micro little details. You know, you're
busy kind of getting a little accurate details
now I just mean accuracy in terms of making sure
the shapes kind of read in an accurate way. But try and be Foster
about it, right? And that fastness
is gonna be very useful to us when
you're drawing quickly. One of the great things is that speed usually equals
looseness, right? If you're struggling
to be loose, just draw a little bit
faster and you can't help but be loose when
you're drawing at somewhat of a faster pace. So that's the first to
speed equals looseness. And looseness is very good because it has a nice
natural look to the piece. And as professional
look to the piece, there is no fear and
slow little crazy lines. They are just loose,
beautiful lines. Okay? The second is that
drawing fast is an asset. And the faster you get
a drawing, the bidder. So drawing fast is an asset. And the reason it's an acid is because the faster you draw, the more drawings you do, the faster you draw
equals more drawings. And the great thing
about that is that if you're doing more
drawings, That's right. You're making quick progress and you're advancing your skills and your aunt level much faster. Okay? So drawing fosters a lot of
things behind it, right? And the more progress you make, the sooner you will
reach your goal. And it's crazy. How much of this is
really related to drawing fast or drawing faster? So I want to encourage
you draw faster, be more free beam or loose. Correct. And your
refinement stage, and we'll talk about rough
and refinement just now. But really encourage
you to draw faster, draw fast for these reasons, right? New drawing fast. Give you more drawings. And more drawings
will mean you'll progress quicker
and progress and quicker means you will reach your goals and the
level you want to reach Foster, okay? And at the end of the
day, you then also get many more drawings. So it's really a
win-win to draw fast. I don't encourage you
again to draw quicker, drill fast. Don't draw slowly. Let's move on.
10. The Two Stage Workflow of Rough and Refined: In this lesson, we're
going to look at what is called the
two-stage workflow. And it's not a workflow that you're immediately
going to do, especially if you're a beginner. But it's important to know right now at the
beginning of the course, while the two-stage
workflow is and how you eventually want to be working when you're
creating your drawings. So first of all,
what is a workflow? Workflow really is
just the order and the steps you take in order
to get the work done, right. So step one, step two,
step three, step four, until you get to Step ten
maybe, and you're finished. Now this two-stage workflow
really involves two parts. The first part is
called the rough and the second part is
called the refined. And this and this
is in regards to the rough drawing and
the refund drawing. And the rough drawing really
is the phase where we want to make sure that the
foundations are solid, right? The foundations are solid. That the bulk of the theory
is being implemented. And I've got some examples, so we'll look at some
examples just now. And it's our planning or
our blueprint phase, right? Planning or blueprint phase. Okay, just a way to think about the rough phase of a drawing. It's also very loose
and it's very carefree. Carefree. Let me also say that the rough stage is
usually very ugly. Okay. And that's important. It's okay for it to
be ugly because it needs to check some boxes. That's its goal. It's not its
goal is not to look pretty, it's not to look
like a good sketch. It's meant to be ugly. It's meant to look like a
construction site, right? All the stuff that happens
with the construction side is very different to what
happens to the building. In this example, when the construction is finished and in the interior designers come and the gods who design the facade come and they make it look beautiful
on the outside. But really you can't do
all of that stuff which then would all fall into
the refund stage, right? You can't do all of that
stuff unless you have solid foundations in bulk
of your theories in there, you've got the planning
and the blueprints. It's loose, it's carefree. It's ugly, but it works, right? Everything needs
to work. It works. So everything works. Just move this page up a bit. This is the rough
stage and how I want you guys to feel in your
hearts or your minds or both when you're
working and doing the rough stage is to
really just be carefree. Please don't worry about
what the work looks like. Now you might say, well
that's, that's kinda crazy. Like, isn't this a drawing? Isn't supposed to look good. The good looking part of it does come in the
refund stage, right? But the rough stage
is really planning, making sure everything is
in its proper perspective. Yeah, I'll get to the
examples just now and it'll make more sense. Nevertheless, the refined stage is really about professionalism. Neatness, professionalism, neatness, cleanliness,
I guess, right? Neatness, neatness
and cleanliness. Good presentation. And really the, the
general prettiness of it. The general prettiness. Applying filters, smoothing
out the lines a little bit, doing clean lines, doing inked type of clean
lines and stuff. None of these things can
be done without the rough, so that's always primary. But really the refined stage is where you make the
work look good, right? This is where you make
the work look good. But more important than
making the work look good is this is really the stage where you can be the
most creative, right? So you can be free and be the most creative,
that you can be. Be the most creative. And the reason is because when you've
built this rule system, if you wish, or the
solid foundation, or imagine you were
building a house, you built a structure
of the house. You built the wall, you
built the floor as you will put the doors
and everything's in. You can really be free in your
decorating of that house. Choosing the color,
choosing the pain, choosing the furniture where you're going to
hang the pictures. You don't have to worry about structural Suffolk
technical things anymore. You can just worry
about creative things, cool lines, trying
things with the colors, trying things with how
you might paint it, or might do the lawn waiting a different way or trying
some new things, right? And so the refund stages, we really where you can
be free and be creative. And so just as I spoke about the posture of the rough
stage where you're not worrying about the
prettiness of it, right? The refined stage
is where you can worry about the prettiness
of it and you're free to do the fun, creative, decorative things to
the piece where you, where you know that
you're building this stuff on the solid, rough So as we move
through the course, you'll learn to distinguish
what makes it rough, good and right based
on the theory. And then how to
refine and refine. And really, I mean, if we have two triangle that
rough and refined, It's gonna look
something like this. Everything is done in the rough, all the theory is
done in the rough. Everything is pretty
much done in the rough. And then the refiners, like just finishing it off. Ironically, this takes 20% of the time and this takes 80 per cent of the
time to do, right? So that's the 8020 rule. In terms of rough and refund. Hopefully we're pretty clear on this two-stage workflow
of rough and refined. So let's take a look
at a few examples. And this is going to
shock you, I think. So here is a piece I did of
a blood LTE top of mage. And on the left side
you can clearly see my super beautiful rough just
going to mark it out there. And then my super
beautiful refined version. Alright? And you can see, well, probably it may look crazy, especially if
it'd be in the middle. Crazy like how did I
go from this to this? Like that just doesn't make any sense in your mind.
How did that happen? And we'll cover this
through the course. But in terms of the
two-stage workflow, this is pretty much what a
two-stage workflow looks like. You have rough
structural drawing where everything
is in its place. Over here I was marking out the spell because
I've painted that in. This ended up being a painting, not so much of an
illustration per se. But here everything
is just rough, but everything's in
its right place. I've kind of worked out the
technical details of things, in the positioning of things
and the structure and the forms of things felt out. And I've applied all the
theories to make sure that this feels right in a
structurally right. And I know that
once this is done, it's actually quite
easy for me to come on top and kind of do what? A lot of big dinner
stopped doing. Kind of adding the nice lines, adding the detailed eyes and the details and the
nose and stuff. But generally, if you
start with a refund stage, it's just bolt on really weak foundations and
it just horrible, right? It ends up looking bad. And then the oddest can understand why the work looks poor
is not working yet. You're doing the line
waiting and all the cool things you see your
favorite artists doing. So that's one example
of referred refund. Here's another example. It's just a portrait and it's basically the
same thing, right? It's basically the same thing. We've got rough
on the left side, refund on the right. And we'll go through what I'm about to say in more detail. But what actually
is key to remember here is when we think
about the shape, form, detail, structure of how artists
theoretically structured. And it's going to
Example mode on that. Right. The structure of how we think about ares
shaped form in detail, actually implies a
workflow, right? It implies a workflow in that
we will start with shape. Well, that we have shape
and form and detail. Kind of structurally placed. And then we move onto refining all of these
together, right? In really a refinement
workflow, we're, we're still thinking about
all of these elements, but our mindset is different. So what I mean by this, if that was a little confusing, is that our global category or I global workflow
is rough and refund. Sure. But as a beginner, you're not gonna
be able to do this off the bat because
there are actually a multitude of
theories that needed reapplied the rough stage. And we will go through definitely great solid
workflows on this is actually made up of
a few stages itself. And these stages are
broken down into shape, form, and detail. And then we move on
to the refund stage, which has its own theories, but they're nothing crazy like what is found
in the rough stage. And then here we talk
about things like gesture, which we've got entire module
and gesture to go through. And form involves anatomy
and the structure of things. And gesture going back to shape also has got to do with
character composition. That's both symbolic
and rural composition. And then details is
really detailing. Detailing things, start
stylizing of things, etc. Even though some of
the stylistic elements are also in the shape stage. So hopefully this isn't too
confusing for you right now. But just know that
the rough stage and the refined stage or
the global workflow. Once you've had a
bit of practice, you'll be able to do all of
the theoretical things in the rough stage
and then work them up and make them beautiful
in the refund stage, just as we see in
these kind of demos. So while it may look like
kind of pretty rough. And although you know that structurally
everything's in its place, there is a lot of theory happening in the rough
side of something. A lot of theory, in fact, pretty much
all the theory. And that's a lot of
what the course has. God is all these theories that help you build
a good, solid rough. Because generally
speaking, I want, I don't want to say
there's a global rule, but it's quite easy to finish up something that is
fundamentally strong, right? You can't finish up something
that's fundamentally weak because then
it's still weak. Alright? So that is the rough and
the refund workflows. And we'll get more into
it as the course goes on. But I wanted to introduce
it to you now so that you start thinking about
the stage of drawing. And also that as you're doing, as you're drawing,
that you strive to work in these two stages. And that you all feel us and crazy and are not holding
back in the rough. That once you're
happy with the rough, then and keep it rough doesn't need to
be crazily detailed. Then you can go into
the details stage and build on it and
make it look beautiful. So always working in
these two stages. Let's move on.
11. What is Style?: In this lesson, we're
going to answer an age old question. What is style? Particularly if you're
a beginner at Arts and you may well be style, could be something
that you're worrying about, your personal style. Do you have a style, how you're gonna get a style? And it's, it's very
common question. It's a very common question. What is style? How
do I get to style? Should I be working on
my style, etc. etc. And the truth is the answer
to that question is really, don't even worry about it. We're going to look at it
when we talk about style. What is style? You really get two
types of styles. You get stylistic genres, right? Stylistic genres. And then you get
your personal style. Your personal style, or even someone else's
personal style. But nevertheless, it's
their personal stuff. And we're talking about
stylistic genres. We're really talking about a proportional rules and some design rules that make particular artwork
look a particular way. So for example, an example of a stylistic genre
would be Disney. The Disney style has a very
distinctive look to it. There are certain proportion
size of the head, so the eyes and measurements that would make
something look Disney. And we know that when we
see something Disney, we acknowledge it as being
Disney because of its style. Alright? Another example of a
stylistic genre is manga. Now, obviously there are many
subsets of the manga style. It's not just one style, there's no one manga style. But we do get a sense of an aesthetic that
seems very authentic, very Japanese are
very mango like. And again, it's going
to come down to proportional rules
and design choices. Now they're not all
the same and you have the ability to make your own
style within these styles. But we do recognize manga as being a sort of stylistic genre. Let's do another example. Which would be, let's say American comic book,
be very specific. American comic style. Once again, it's the
same thing, right? It's, it's a stylistic genre. And it has certain
proportional rules and design choices that make
it look a particular way. And a lot of time
we could look at a Marvel comic or a
DC comic and say, well, that's American
comic book style. We look at some manga and say, well that's Japanese
manga style. And look at some
Disney movies are some Disney artwork in
books and things and say, well look, that's very
much Disney style. So these are kind of
stylistic genres. And in a general sense, really style can move along
this line of realism. Like super realism, realism all the way to what is
called a super deform. I'm just gonna put
it in ASD, yeah, but it's super deformed. These styles all tend to fit
somewhere along the line. And for example, something
like Dexter's Lab, which is very flat, is more on the super deformed side
of a stylistic genre. And then sort of photo realism is right on the realistic
side or when you're doing drawings and such
that are very realistic. These are stylistic genres. So you want to think of style in terms of stylistic genres. Now in terms of personal style, this is really something that
develops on its own, right? So it develops on its own. You don't even have
to think about it develops on its own. And really it's going to come from things that
you'd like to draw, things that you'd like to draw. Now, assuming you like to
draw in the Disney style or a manga cell or a
comic book seller would ever saw that you really like. Or even if you want to
make up your own style. What ends up happening
is that you start putting part of yourself in
a sense into that style. That it's unmistakably
a stylistic genre. And yet unmistakably
your own style. Or if you've made your
own stylistic genre where you've defined
certain rules, sets and things you
want to follow, then it's all fully
yours and you have your own stylistic genre and
your personal cells in it. But assuming you really liked isn't even
really want to work at the comic book industry or the American
comic book industry, or you really want to
be a manga artist, you will inherently insert
your personal style into that. Even if you're borrowing
and borrowing and taking things from different artists are different
art styles, different genres or hybridizing, end blending styles together. But the main key here is that
I want you to realize that your personal style is
really just going to happen. Anyways, you're going to do
the art that you like to do, the art that pleases you. And your personal
style is just going to naturally grow and
come from that. And you'll start forming
habits of the way that you perhaps tend
to draw the eyes, the way you obtained
to draw the hair, the way you tend
to draw the ears. And it may or may not fit into that stylistic genre or a set, particular set stylistic genre based on what you wanna do. And so the key here,
really in many senses is, don't worry about
your personal style. And in terms of
stylistic genres, if you want to work in
those genres, do so. If you don't want to work
in those genres and make up your own style and
way of doing things. But nevertheless, you
don't need to worry about it and worry whether
you have a style, you inherently will
always have a style. Things that you draw
because you've drawn them, have a piece of you in
how they're implemented. So ultimately, that
is what is style. But now, when we think about
style in terms of theory, let me add one more
point to all of this. And that really is, that style is a really
thin little layer, right? A very thin little layer
of the massive cake. That is fundamental
theory, right? So let's say fundamental
parts theory style is really just a
thin little layer on top of the fundamentals. Because when you know
fundamental art theory, you can draw in any style. You can adapt to any
style because you understand what
style actually is. And it's really some tweaks. In a nutshell. It's really just tweaks
to proportions and certain design choices with design trends that
are being adhered to. So it's got a lot to do with proportions and design trends. For example, how
law not maybe done, how the line waiting
maybe downwards, more thicker lines, thinner
lines, etc, etc, etc. And that's really what style is. But please know it's this
thin, thin, thin layer. It's not a massively
important crazy thing. The fundamentals are
very, very important. So that's really is a
summary of what a style. I hope it's been useful
to you and let's move on.
12. How to Use Reference Correctly: In this lesson, we're going
to deal with and talk about how to use
reference, right? It's a very contentious, some people feel it's cheating. We're going to talk
about these topics and also really cover in depth what it means
to use reference. And we're going to talk
about it in two ways. And talk about it
in terms of design. And I'm going to talk
about it in terms of study or learning. Let's first talk about study
and learning first, right? When we talk about
using reference in terms of studying
or learning, usually that involves
copying and observing. Copying and observing. What we're doing is we'll
look at the reference. And here I have this
reference image of this girl in class. And we will really just perhaps, let's say we want to learn about values and we want to
learn about lighting. We want to learn just about the structure of the
composition of the shot. We would then copy the entire
piece exactly as it is. And as you know, this
will then form it fall into observational art. And what we can do by
copying is we will learn certain elements
of the structure, certain elements of the anatomy. We can look at the anatomy, copy the anatomy shapes, and commit to memory these things that we're
learning by copying and observing when we can use reference for studying
and learning, right? But we don't want to
use reference, right? We definitely don't want
to use reference to be the artwork, right? The artwork or the
basis of the artwork. Where someone can
tell that we used, that we really just
painted over photo drew are traced or
something like that. These are things we
don't want to do. This is not how we use
reference tracing as well. This is not how
we use reference. So these are things
we don't want to do. That's not a good
use of reference. So when we're using
reference in terms of studying and learning,
we're using it. We're using it to copy it, to learn something about the reference or the object
in the reference image. And we're also using
it to learn to see, see better, to observe, better to make notes to learn. Then copying is fine when you're using it for
studying and learning. But it's not fine too
presented as artwork, the basis of an artwork or
even tracing of it, right? Which is basically the
base of an artwork or using it as an artwork. But anyway, so when we're using reference for
studying and learning, we can observe these
various things, right? And particularly
you will use a lot of reference in terms
of gesture drawing, in terms of drawing
anatomy and learning to draw anatomical elements, musculature, skeletal
system, and so on. And we will literally just copy the reference and do a
million different versions of similar references and
different camera angles so that we can learn the structure
of that anatomical thing. But the primary way
that we actually use reference is for design. When you're referencing design, it's a completely different way of looking at the reference. No longer are we concerned
with copying what we see, but rather we're
looking at things in fundamental and
structural ways. For example, if the top
of my head we could reference from this
image the colors. They're very pastel
like and light. Let's kind of semi color
here of the book kind of matches very well with this kind of Latin minty green color. So we could reference the
colors and say, well, you know, in that reference image, I really like the color. I want to reference the color. We could reference her
expression, for example. And so we're not going to copy this exact expression on our
drawing in this exact pose. We can just kind of reference her expression and say, Okay, she's got a cheery smile and interested smile and who won eyebrows down and other ones up. And we can replicate
those things in our work. But we're not copying,
we're referencing, right? We're borrowing if you
wish, from the piece. You could certainly
referenced the pose, right? Reference the pose. And by referencing the pose, maybe your character
is tired after a hard day at college or
university or school. And you really just
borrowing and the structure of the hand under the
chin and the arm, the torso at this angle and maybe the other arm on the desk. You could reference the pose, you could reference
the composition. You may dislike the whole
composition of this lady in the background and another lady there and then the
main character here, and just the whole general
composition of everything. So you can reference
the composition. And depending on
what you're drawing, if you're drawing mechanical objects
are man-made objects. You could reference
mechanical operation, you could reference
design choice. You could reference
so many elements, so many theoretical
elements that you could arguably reference when
you're painting and stuff. You can reference values, that is the bright and
dark values on the piece. You could reference
the camera lens if you wish. Camera lens. So here they're using a very low f-stop lens to get that nice background blur
and sharp foreground. So this is what really, when we talk about reference, most of the time, is
what we're talking about when we're doing creative
work or imaginative work. And so referencing for
design falls solidly in imaginative, creative work. And referencing the study
and learning is really on that observational
OT, side of things. Where we were observing, to learn, to study, to grow in our understanding
of the world and of how light works and how the anatomy works
and so on and so forth. But when we're
referencing design, we're borrowing elements
that we appreciate that we like and we may mix with other elements and
thrown out own designs. And when you're referencing for design generally speaking, and hopefully this
should be the case. 9.99 times out of ten. If not ten out of ten times, your your work looks nothing like the work you've
referenced from or the pieces that you're
using for reference the multiple photos or objects or trees or backgrounds
or what have you. Because you're referencing
design elements, you're not referencing
the actual image itself. And so that really sums up this lesson on how
to use reference. And I think that's about it. Let's move on.
13. Visual Library Development: Welcome to the visual
library development demo. Visual library development
is an exercise we do to grow our
visual library. Helping us to not need
references when we're drawing, but rather they
were able to pull the visual information
we need from our minds. It's something that should
be done pretty regularly, especially if you
haven't done a lot of drawing or you're
super new to drawing. And essentially visual
every development drawing involves two observational drawing studies from reference, followed by one imaginative
drawing without any reference using your new
knowledge on the object. All the drawings are done with a two-stage workflow
of rough and refined. Then they're laid out on
the page and numbered 123. Generally, number three always refers to the
imaginative drawing, which is the drawing
from your head. In this demo, I've taken
to Top Hat photos, which I begin to
draw it roughly, and then roughen them
before moving on to a third drawing
from my imagination. Visual library
development, or vl di, is a great way to both grow your visual library and also get a good warm-up drawing
session and watch till the end of the video to
get the gist of VLT drawing and then feel free to engage
in a given VLDL assignments. So at this point of started the refined stage of this
first Top Hat drawing. And I'm busy adding in land weights and
showing the overlaps. Before then when I
was doing the rough, I was drawing through just
trying to grab the big forms, both the
three-dimensional shapes and trying to get the
two-dimensional shapes going. Here, I'm doing my second
visual library development, drawing over the top hat and trying to be as
accurate as possible. I'm pretty messy
personally when I draw. Sometimes I totally break
the thin and light rule. But it's definitely always
best to try and strive to kind of draw us than
me and lightly as possible because it makes
adjusting things a lot easier. Nevertheless, there I managed to get more or less
get the form down. And I then start doing
the refinement on top. Doing this on paper, you
may want to use a light box or a kneaded eraser to
lighten your rough lines. Once you're happy with
your rough digitally, you can just put a layer on top, lower the opacity of
the bottom layer. And then literally just put your top lines and you'll clean lines
on top of the rough. Of course, one of the
great advantages of digital is when you mess up a really long stroke or
a very long smooth line, you can just undo it. So with traditional media like pencil and paper and so on, what you already want to do
is make sure your rough is more more to a refund
level before you do the final lines so that
your final lines really are just almost tracing your original
drawing, so to speak. So here once again, I
finish up the second image. And you may notice
that I haven't really put a lot of shading or shadows into these
collaborative and drawings. And there's a reason for that, particularly one because this is a drawing course I want
us to refocus on drawing, not painting and rendering. And then secondly, it's also because that does take
additional time when you're doing visual lab
redevelopment drawings to then turn your brain into value mode and start understanding
rendering concepts. So here I go into just doing
my own imaginative piece. Relatively imaginative. I'm sure you've seen
a similar Top Hat design some way before. Nevertheless, just go ahead and just use what I've
learned from drawing the top at the two top hats before and just engage in
making my own version. And then once again, I'll go into the
refinement stage using two layers and kind of just
doing some line weights, making sure that overlaps
read and finishing it up. And then I basically
end off by laying them out of the
page, labeling them. And that would be a completed visual library
development exercise.
14. Theory Stacking: Welcome to the last
lesson of module two. And in this lesson I
want to talk about something called
Theory stacking, or at least that's
what I call it. And as its name implies, it has to do with stacking and implementing
multiple theories, particularly in the right order. Now the way that the course
has been structured, it's being structured
in a way that the kind of fundamental
theories are built first. And all little theories stack up together at the base and you implement them all
in your drawing at the same time or whatever
as piece by piece. And as you learn more
advanced theories, you start stacking those
theories up as well as you move through the art theory
triangle, if you will. And so on and so on until you're really building a
finished piece, which is really built up of many different
theories, right? So an example of theory stacking based on what we've
learned in module two, is if I were to draw something
very simple like a box, I would take my first approach
after I've warmed up to really kind of get some
3D going drawing through. I'm going to draw packaging box like from moving
company or something. So here's my box. And I'm drawing through
and I'm thinking about the workflow as well or
rough and refund workflow. And so I'm okay to be messy, I'm not worrying about anything. And then thinking about
well, what are the boxes? Do I need to check? Yeah. Oh, yes. Looseness and dynamism. I think I'm going to have
to be pretty loose in my refined stage to
have these very nice, clean lines that have mass
directionality to them versus slow static lines
that have no directionality. So that's something I'm
thinking about as I do this, thinking about
tangent parallels. Well, a box really is for the
most part, pretty parallel. So the parallel is going to
have to stick in this case. But if I wanted to call tuna for the box, I might decide, well, let's add some directionality
to the sides of the box and make the box look
a little bit more dynamic. We can do that. Also want to think about line weights while
I'm drawing this box, drawing the knee unlikely, which I'm clearly
not doing here. I'm drawing lightly
and then a little bit more darkly on top of it. Then of course, drawing fast. I have started drawing fast and also thinking about
that two-stage workflow. And so what I'm doing is as I'm drawing out this box
and then we do the rough, I'm stacking theories
as I move through it. Maybe there's a flap
here, another flap here. But I don't want them
to, Marisol draw them at different angles. And I'm thinking about
those parallels and it's been to these
lands as well. It will make it look a
little bit more cartoony. You don't have to go
for the cartoon Look. You can have parallels
in man-made objects. And really do my
two-stage workflow. This could be the rough. And then on top of it
I'll do the refund. I'm just going to
do a lot erase of this and then work in
all these theories. So here I'm going to try and
really be nice and loose. And you definitely saw
some of this as well in the visual language
development demo video. And here I am just kind of being very loose with
my arm movements. And I'm playing the theory
of being loose to this. Alright? And I won't need to draw through on the box because
the box is not see-through. Alright? And obviously if this
were on a separate layer, I would have a very
nice clean box instead of the rough
in the background. Nevertheless, this concept of theory stacking is very much a, and for lack of a platinum
Sorry about that, is really a checking
the box thing. As you're drawing,
you want to make sure that you're checking
the various boxes. For example, asking
yourself the question, am I drawing loosely? Do I have dynamic shapes? And all of this stuff is
rough stage stuff, right? Do I have dynamic shapes? Am I doing the two-stage
workflow? In how I'm working? What about, what about,
for example, parallels? Am I checking parallels? And so on and so forth. And you make sure that as
you're doing your drawings, all the theory you've learned, which is really fundamental
theory stuff in module two, you make sure that
you're checking the boxes as they say, right? Checking the boxes. Okay, I'm doing the
two-stage workflow. Great. Okay, I have got
dynamic shapes. Awesome. I'm definitely being
loose with my arm. I'm drawing thinly and
lightly, you know, all the elements that
we've learned in this. So as we move
through the course, make sure that every
theory that you're learning is being integrated
into the work you're doing. Don't do work and
leave out theories. And so it may be very
useful for you as well to build your own
boxes to check if you feel you need something
that's very granular and very specific like that to make sure that
while you're drawing, you making sure, Okay,
This theories in this theories and the theories
in this, there isn't. Let me save this as
R. In this lesson, you can trust in realist
art theory, you really can. The rules really allow your creativity to be free
and to be implemented well? So really make sure you're
implementing the theory. Stack the theory. And as we learn more theory and higher-level
types of theory, you'll just kind of continuously keep stacking the theory and keep continuously implementing
it all all at once almost. And as you get better at art, you just start doing
things naturally. You don't do things
more out of desire then out of necessity because
it's becoming a part of you. That's the end of this lesson. And if you're ready
to move on to module three, I'll
see you there.