Transcripts
1. Draw Characters 110 Intro: Hello and welcome
to Draw Characters 110, Complete Drawing Demos. This module is
specifically focused on showing you full character
drawing workflows and will be updated regularly with more
workflows so that you can see the start to finish production of
a character drawing. Some demos we'll use
the full workflow, and others will use the
two-stage workflow. But it will give
you a good overview of how you can approach drawing your own characters from start all the way
to clear finish, and implementing all of the theories that we've
learned up to this point. As usual, please watch
through the Demos and then move through them one more
time and do the assignments. I look forward to sharing my
character drawings with you. Many more Demos to come. I'll see you in the
Lessons. Cheers
2. ChronoViper Timelapse 30: Welcome to the Timelapse and
commentary of ChronoViper. This particular character is a female snapper that has the capability to teleport
to three separate places. That's basically
the story of her. She's drawn in a little bit more of an American comic
book top of style, or what to call my normal
kind of solver, our teams, the style AT teams to draw
in naturally, I suppose. And here you can see me
drawing out the forms. And really from the
very beginning, thinking about the tilts and
thinking about the gesture. Also doing some
foreshortening with her gun, which is over her shoulder, and then hiding her left
arm her right arm in fact, behind her form, giving
us that nice overlap. And also just an opportunity to show off the little teleport
module that she's holding, which is kinda one
of the focal points. By putting an
object in the hand, I'm creating another focal
point apart from the head. As we know, the hands are
usually the focal points. And then what I
really wanted to do was give her two
plots in R here and then have the plates both kind of swing
out into two really long sort of plateaued
pony tails in a sense. And it's just pause there for
the moment discussed this. So the reason I
want to do this was two-fold one because
I liked the idea of having these two platted
ponytail is coming out. But the other idea
was that I wanted some kind of element
of the piece to also create a beautiful
graphic shape to give the entire silhouette
and very interesting look. And as we move
through the piece, you'll see that I decided
to take out one of the pony tails because it just wasn't working there
with too many of them. And it actually ends up working
out quite nicely to just have the single circular one cell moving
around the piece. Now, the reason I'm
mentioning this, the reason it's important is
is that you and your pieces, you will want to think about both the design of the piece, but also the overall silhouette
look of the piece, right? The overall silhouette, but
also the overall sort of graphic nature of the piece. As we have this circle
coming behind her. In a sense, we also have
this snapper ruffled, breaking the parallel of that circular shape of
the ponytail happening. And as for the drawing
workflow itself, I've started as usual with
just basic dynamic forms, but roughing them in and adding a few little features
here and there. Nothing overly descriptive. Trying to get the basic shapes, the flat shapes to read and
the silhouette to read. But still I have to
think about form. And so you see there's a lot
of this duality happening. We're thinking about
shape and form simultaneously and sometimes
we're adding in details. Just because of the detail may affect the shape of the former. And everything of
course is going to come back down to shape. Do the shapes read well,
do the shapes look good? Does the silhouette read? As we know when we think
to our triangle shape takes the biggest part of
our Art fundamentals, right? Let's move on here. And I really very similarly to a lot of
the Demos you will see, strive to get the
big forms to read, to get the anatomy to be correctly proportioned
into read well, so that her legs
and her head and her body all seem to be in
the correct proportions. And what I did here is I don't really draw a lot of industrial
design stuff very often. And so I wanted to
create some kind of initial idea for myself of what the weapon
might look like. It didn't actually work out. I went with a plank
in the beginning. I just kinda imagined a
plank and sit to myself. I'll just kind of bold, interesting forms and
shapes onto that plank to get that weapon to read. And she has a sniper
rifle saw nude. We have a long barrel and needs to have a bunch of some sort. I'm not really a weapons expert, but I was just using
my general creativity. Now she's called
ChronoViper, the vapor pod, really just alluding to the
fact that she's a snapper and that she's going to
be snapping people. And the corona pod referring
to the kind of technology, time-space bidding technology
that had teleport pads use. I wanted to emphasize
the teleport pads. And so we have two of them additionally on her
right leg here. And I mean, of the topics I'm talking
about at the moment, we switching and bear in mind as you watch
this to think about what category of topic am I referring to when
I'm talking about, for example, showing
that teleport pads. I'm really talking about character design
oriented things, not really drawing
our intent things. But when I'm talking
about roughing in shapes and doing forms, then we're talking
about character drawing really things are
workflow related things. Is that work-related
thing related to shape or is it
related to former? Is it related to, to detail? As we move through the
drawing of the gun here, I use a straight line
just to guide me to make sure that I'm keeping everything kind
of very parallel. When you're dealing
with man-made objects. Ensuring that your
straight lines are parallel is crucial. If they are a little bit
skew or a little bit off the entire
industrial design, whether it's a weapon
or in some kind of machinery, a car, a vehicle just looks
really, really bad. It looks really badly drawn. And so keeping the straight lines parallel to one another, obviously where they need to be parallel to one
another is quiet, pivotal and quite important. Because I feel I have a very strong
foundation to the piece I've rotated ahead slightly, I've tilted her head slightly. We're doing more of a bus shot. Yes. We don't have her
entire body in as well. It's much easier for me
to go in and add details. And a lot of the last stages
that you're seeing of the rough ER is meat trying
to finalize elements, finalize the big details. Okay, So she's got the
teleport strap and she's got a bullet
strep and she's got to teleport thing
in our hand and she's got her weapon behind
and she's got a ponytail, and then she's got her
head and her body and her legs and all those
things gesture incorrectly. Do I have the horizontal
tilts and vertical tilts, the MR. Twisting, do I
have foreshortening? I do a little bit in the gun, a little bit in the hair. Because the solid
foundation is there. You'll see that a lot of this section that
we're looking at now is really just
adding in details, in fiddling with design things, not really drawing things. And I played with the idea of having a top a little bit open, but I kinda felt like I
wanted to keep her more of a body suit tub and makes
it look a little bit more serious like ever
suits, not open. It means that she's actually
ready for business. She's ready to go
out there and snaps and bad guys or whatever
the case may be, where the shot
looked a little bit. Casual. Suit was open. I suppose you could do it. That's just my personal
feeling on it, but yeah. I was just roughing in the
basic shape, therefore, the platted up, up do hairstyle. And then also
playing around with some ideas to modify the
silhouette on her back, maybe giving her a teleport, a pack or something. When I was using some
kind of piston designs, one of my favorite
artists tends to use piston designs quite
alanine is working with, tended to use it back when
he was doing certain games. But anyway, then the
hourglass shape, I know it looks like
a black widow shape. I've implemented a
few terms just now, just in the weapon design
and stuff, but I raised it. But I was trying to seal
the idea of we've got pose, we've got expression,
and then we've got the advent and accessories. And I wanted to seal the
theme of the world in, by adding a clock
or adding in those. And the symbolism for the hour glass and
things like that to try and just kinda
reinforce her name. She's called ChronoViper. She's a sniper with
time-space warping portals. Is there a way that I could emphasize this particular
theme in her design, but obviously not do it in
too much of a cheese way. I didn't want to put
clocks everywhere. I didn't want to integrate
a clock into the gun, for example, or Viper
teeth everywhere. And you can see way
back in the beginning of the Timelapse and you'll see this in the full
dimmer as well. I drew an entire sort
of head unit on her. Right. So that heads via teeth. But I just felt like I wanted to take it a little
bit more subtly. If you start doing
things in too much of an obvious or overt way, then she ends up looking a
little bit Fisher Price, a little bit kitty like to, to, Easy to read, too
easy to understand. The viewer doesn't even
have to think too much, but you kinda bring it into the world of realism when you're thinking about more subtle
ways to integrate this. And so they you've just
seen me just checking, doing my checks,
checking my tilts, checking my overlaps, and so on. I also do sometimes
I do form check. So I'll actually just
put a layer on top of the rough layer and literally just drawing
the basic forms, the head form the
torso, the stomach, the pelvis and the legs, and also checking
the lines of action. And this is something
I would recommend you do as well. Check, check, check. As long as you're in the
rough, you're free to fail, you're free to make mistakes, you're free to make changes. The only thing you have
to realize is that when you go into the refined stage, it may become a very difficult for you to
make structural changes because you're trying
to now be neat and think very creatively
and be very loose. And when you're doing that, you're trying to
add the stress of all the structural thinking
to try to be neat as well. It becomes too much, it
becomes too overwhelming. So make sure that you're
iterating freely in your rough. But try to make sure
that the RAF is very, very solid and you're
very happy with it compositionally in terms
of the shapes phone-based, and making sure that the anatomy is wrapped the
proportions of correct. The hands or the size of the
face, generally speaking, the head in the body
proportions makes sense in the style that you're working
in, so on and so forth, that logical things
happening the piece, if there's wind blowing, everything is blowing
in the same way, for example, that
she is in fact, or your character is in
fact balanced, right? Don't forget the things
we've learned about balance. There's all these things to
take into consideration. Just carry on here. So what I do, do with this piece is there I'm
busy checking overlaps. What to do with this pieces. I use digital tools quite a bit in terms of getting the platted
hairstyle down quickly, I could hand draw it,
but it's going to take a lot of time for
really no good reason. The plots are these two shapes we did covered in the
hand design section. And to replicate them along that long strand
of hair accurately, especially in our advanced age, was going to take forever. So you will see me using
digital tools basically just select and transform of a pattern that I make to
get it in very quickly. And it's pretty cool that you're able to iterate
and create stuff. There's quickly and design and add in these types of
details very rapidly. At this point, I've
got in the basic Formation of her face, the basic proportions or in
basic design of a faces. And I felt it was a
little bit pointy, so I'd change that later on. Also to keep in mind that
head was tilting down, which means that her ear
would move up slightly. I was feeling like the
piece was a little busy. Now, now that I look at it, post the final, am, I feel like it probably
wouldn't have been the end of the world to have that
second piece of hair. And it looks quite interesting. She looks a little bit
octopus like I suppose. But nevertheless, I did take it out just for the
case of simplicity. And there are tried
to subtly indicate the fangs of the Viper with the two sort of tattoos
under her eyes, which I'll go on to expand
a little bit later as well. Here I'm toying again with changing the silhouette
of the back area. But the negative space
shapes are pretty cool. Anyways. There are add a, a bayonet, I think it's called a Burnet to the front of a gun, which at one point I
decided is too large. So I'll make it smaller.
And then when it's smaller, I realize it's not very useful. So I create a railing
that it can actually slide on to punch forward, to stab the enemy
or what have you. And so at this stage, I am actually utilizing
the ponytail. You can see I've raised
the second ponytail. I'm utilizing the
ponytail shape to create a dagger at the
end of a ponytail. But compositionally,
I'm creating a pointer that points
to her face, right? Because when you initially
look at the space, you kind of go head. And then or other hand
is kind of Slotnick, kinda pointing you not
quantity the other hand, but it's, it's kinda
creating a barrier. It's pointing into
the other hand. And then you kind
of the hand with the teleport and you kind
of drifted down the piece. Look around, you
see the belt strap and then you move over to the dagger on her her ponytail and then of course points
you've backup to the head. The Snapper awful while
they're an important element, is not a compositional, it's not a compositional
focal point. It's definitely a
kneaded element. Of course, she's a snapper. Snobbish needs a sniper rifle, but it's really holds
us in the piece. Its angle holds us in the piece of the circular nature
of the piece of how we containing her body
in this circular shape, which makes great, makes this type of piece good
for a graphic loud, like maybe a cover or
something like that, right? Where you want a very strong
graphic image than less of a narrative image
in terms of like a comic book panel or something. Alright, let's move on. So I'm making final tweaks and adjustments to the drawing. I'm adjusting some tilts
because I just feel like that the detailing
is killing the gesture. I was a bit worried when
I was doing this piece that perhaps the tilts were a little bit too
strong in her forms. So I did flip it
quite a number of terms and just made sure that she's still seem to balance
that you didn't seem like her back was
talking too much. You really don't want to
characters back to OK, beyond obviously what
is humanly possible. And just out of
interests and trivia, I was really struggling with
my tablet at this point because it kept disconnecting
my pin for some reason. And so that's why these
particular frames while the footage
is actually moving, you can just see little
flash of things. Had to fix my pin there. And so there I did a form check Just double-checking the forms. I wanted to make sure
that that ongoing back could actually do that in
some kind of reasonable way. It pretty much could. It's
a little bit of a stretch, but it's not hectic. And as you know, when you see that
the RAF gets lot, we're gonna be moving
into the refined stage, or what I like to call
the drawing stage. This is where we're
going to be drawing the drawing because we've done the planning
of the drawing. So now we're going
to draw the drawing. Now before we go into the
Draw, the drawing stage, let's rewind right back to the beginning again and
just take another look. Just because I want to be
super clear on this workflow. Just like the other
workflows, I want to be super clear of what is actually happening when I'm conceding
the initial drawing. 2 h 12, that's on
the actual speed. That's where we've
stopped at there. So it took 2 h 12 min roughly to get to the point where we're
going to do the drawing. The drawing. So she was quite a long
planning, I must say. She was quite a long planning. She has lots of little details. Let's go right back
to the beginning. Here we see that I'm
basically building the forms. I've got quite a must say, more detail than
usual on that hand. And I think I probably did that. The reasons that I drew
this two or three days ago, I can't quite remember
exactly why did that, but most likely I drew that a handout because it's
so close to the face. I knew there was important
for it to read well, even in the basic form stage. And so I drew it out in
quantity complex way here we, It's quite clear what
then hand is doing. The rest of the pieces that
really is just the head. Some markings for
the proportions, some indication you can see are indicated
the sternum. There So already it's done. I'm sorry. It's the top connection point of the clavicle while the
sternum is just below it. But nevertheless, that's thereby the collarbones where
it meets in the middle. And that helps me as
a marketing point of where to place the breasts. And then I also know
that the other hand is going to be in the
scene somewhere nearby. And how I measure the other
handout is from the bottom of the ribcage on know that the elbow of that far side
arm needs to be near there. So I'll just start really
drawing out the hand. Then I use the same basic shapes that we learned in module three, basic forms that dynamic
forms to draw in the legs and draw in the
pelvis and the stomach. And so here I've
been rough in over that using anatomical knowledge, which you need to
gain from drawing, of course, the actual
bone structure, the musculature, the
skin service structure, and of course, doing
your gesture drawings. But particularly anatomical
gesture drawings can help you advance it
very quickly in this. Let me just say
before we move on, you don't need to do thousands of anatomical gesture drawings. Do 100 and you will
already have leveled up 2345 levels to hundred and
you're pretty much there. So don't think that
you need really need thousands of drawings. Just really pay attention when you aren't
drawing work very intentionally and
be very focused and Mary mindful when you're ordering so that
you're absorbing, you're learning, you're
paying attention to the details of the anatomy. But please don't
get caught up in anatomy learning than
the fundamentals. Good, good at the fundamentals. And you'll see that anatomy,
as I've said previously, is really just rotate learning. Right? And at this stage I'm transitioning into detailing
based on this foundation. So the guns forms
were really in there, but the body's forms
are pretty much an end. They don't change much as we
move throughout the piece. And we slowly move into a
detailing rough stage where we're just adding
an extra elements and I'm figuring out what
elements are 100 body. And you can see there
I'm deciding if she should have some
kind of teleport button on her or whatnot. Nevertheless, Let's move into
our refinement step here. Whereas I'd like to say
drawing the drawing. And I'm gonna once again, and I'll probably reinforce
this every single demo. If I remember too. We want to remember that
when we get to this stage, we have a mindset shift. We shift our minds. We're not in a
constructing phase. We're going to use,
in a sense for less theory in this
phase and we're going to be more free and
more loose in the space. And a dare I say more creative. You can make creative choices yet and you can
make some changes. You also don't stick necessarily 100% to the plan that
you've laid down. Here's where you can really
mess with it a little bit. Not the structure
obviously, but the look. You can mess with the look
and you can get creative with the hair and you
can get creative with the lines and
the line waiting. And so we'll move
into the stage. And with Character work
generally speaking, we wanna make sure that
the eyes are perfect and that their head really
reads as well as possible. The head and the hair
reads really well. Here I was just making
some key binding changes. And we move into the eyes and the head refinement stage or the drawing of the
drawing stage here. And you'll see me in
most of the Demos. And indeed in this demo as well. Going back to the eyes, changing the eyes,
adjusting the eyes, adjusting the pupils, making
sure that squinted center that she appears to
be looking at us. Even add some line waiting in while I'm doing the head
at this stage because I really want to make sure that
hit is right before I go and move on to what is
effectively the easy part, the rest of the
pieces pretty easy barring the hands and
the details of the gun, the rest of the pieces, Just
a couple of loose lines. It's pretty straightforward. It's not too complicated. And so here are kind
of religious to use my intuition to build
up those hair overlaps. Thinking about the
here theory and just doing some basic
lines versus a piece. This is maybe a
little bit quickly. But I'm sure you'll
get the gist of it. Now, something to note
about this particular piece is that I do the general stages, we do the basic lines, and then I go in and
do the line weights. But additionally, I
bring in a bunch of textures using knowledge
that I have of lighting. And this I've done
really because I wanted this piece to just be a
little bit more textured. She's not really going to be painted or have in-depth
Coloring on her. She's gonna have a
very simple coloring when I eventually do that. And the idea was that perhaps
I could use these textures to really bring in a sense of shadow and a
sense of light on her. Now we haven't covered light in this particular course at all. And that's because
lighting of course, is its own giant bag of theory and fundamentals
and things like that. So we're moving quite rapidly through the refinement
stages here. And really just putting
in those lines, thinking carefully about the
positioning of elements. I remember that finger was just deciding that was
physically possible, which thankfully it
turned out to be. And I'm just going to slow this footage down
just a little bit. And what I'm doing
here effectively as a bolt that shape
you see on the left. And I then duplicate
it multiple times. Just get to that area I duplicated multiple
times and then I use what is called Perspective
Warp in Photoshop. And Perspective Warp allows
you to literally beamed this basic flat design
that you've made and conform it to the
shape that you want. So I've bended all around so I can get the
plant really quickly. Now of course, if this
were done, traditionally, would have to go and draw each in each and every
individual plant. I was already, I think, rocking around 3
h at this point. Nevertheless, wherever they
are digital tools that make your life more efficient
and you are very aware of the fundamentals
of how to do something, go ahead and use
those digital tools. At the end of the day,
particularly in the working world, everything is about efficiency. I'm not talking about
copying other people's work, stealing other people's
work, tracing, overwork, know rather I'm saying if a tool can help you and
help you be fostered in, definitely use that tool. Because at the end of
the day, the drawing is not about in this instance, about the plate's, right. So go ahead and use
digital tools in this way. And of course, let me know if
you want a guide on how to use this particular type
of transformation tool. If you're a Photoshop pro, you probably already
know how to do this. But if you're not, if you're
new to digital or you're generally working
traditional due let me know. I'll be very happy to make
a tutorial for you on that. So as you can see here, I'm bolding these strands and then I'm using the Warp tool to get all of the
little plates in there. And I don't think
that took very long, maybe ten, 15 min tops. You look at the layers
panel on the right side, you'll see that I have. Then I will often sometimes
draw a piece of something on another layer just
so that I can erase the original drawing
underneath so that that piece makes sense. So that's what I'm doing there. So once again of privilege
you have of digital, traditional, I
would have to just basically draw it in and erase. So there are add the
final gun details. And now I'm designing
those teleported pads and design one and I use
copy paste to duplicate it. And I decided to not go with an overly
themed design here, putting in an hourglass
are o'clock or something, could have been a
wasted opportunity, perhaps perhaps would have
been a good place to do it. But I didn't want to have too much focused on
the teleport pads. I wanted to just really
keep the focus on her hands, on her face. And I guess that's pretty
much where I went with that. One of those, that's
the link area for the third one, probably
connects magnetically. And then I decided it would be quite cool to give her some kind of I wouldn't say a ribbon. I can't think of the word
that I want right now. But it starts with
like an S, but anyway, it's kinda like a belt
thing that's made of cloth. I go and add in
the little details and making sure
that asymmetrical. And then I use the liquify tool there just to adjust the angle. It actually didn't
work super well. So I basically just
went in and redrew the pony tails at the top
or the platter, the top. And the reason I did that was a really founded quite hard. I don't think I've ever drawn this type of hairstyle before. And so I wanted the plate's on the top of her head
to read really, really well, especially
the outside silhouette. And you'll see when
our learn weight, the section of a hit as well. I'd take care to make sure that you can see
multiple bumps on the top of a head so
that those plants actually read quite clearly. I've labeled that
layer learn weights. And so we move into
doing line waiting here. Know that the plant has
to read pretty clearly. And right now I am thinking primarily about what are
the big elements in front? The hand is in front of the gun, the head is in front of
the neck and the gun, those guys need some
good lung weights. The overall silhouette
of a body needs a nice the gland weights so that it's well perceived in
the negative space. And of course, the
hairline here that I'm working on a do end up
changing a little bit. Also needs to learn weight. Lift legs in front
of the right leg. Give that some line waiting. The belt of bullets is
in front of the leg. So I'll wait that up
and so on and so forth. I move through the piece doing these various line weights. And here's where
I'm really focusing on those halon weights. And I do think I come in here at some stage. I'm not
sure if it's now. And I just kinda clarify
the overlaps in the middle parting in her hair because I think I may have done that already actually looking at it. Course, the lower part of
that belt needs to be darker. And of course, all the increases
in the plants need to be done as well as the
little braid holder, things that familiar with the names of these things that hold the hair,
but nevertheless So what are finally
do ending off here, I think I'm gonna
get there now is this is where are
basically draw shapes, shapes for light and
shapes of shadow. This is very comic book
inspired way of doing. I really like it.
I think a lot of my future work is
going to include this. I've only really just started
to do this type of work, but it gives the piece
of nice texture. It is more of an implied detail, not an explicit detail. So I've only drawn the very basic level of
lighting knowledge here, although I do have some
reflected lining and whatnot, but basically empty
shapes are in the light and the darker or the shaded shapes are
generally in the shadow. And because she's kind
of in war or whatever, it really does give her a
bit more of a gritty look. And let me say this as we
near the end of this demo, really that the
core of your work, the bulk of your work, you want to make sure
that you're getting all of the
foundational stuff in, in the rough in right? You want to the rough
to be your focus, the rough to be where
you're thinking. Anybody can technically
finish a piece, well, right? More or less. Obviously this is the most
glamorous part of the work, even to a secondary viewer. This is the most glamorous
part she's looking. So I don't know superhero
we or snobbery. And she's looking
great and clean and finished in the
lungs are wonderful. And I've even done the soft, the land softening effect there that are
taught to you guys. And as glamorous as this is, if you want to be hardcore, you want to be serious, you're
serious about your work. You have to look at this phase of the artwork as
trashed to you, right? Look at it as meaningless
trash worthless to you. And know that you need the
fundamentals to get to here. Alright, taken very seriously. Take what I'm saying
very seriously. Do not focus on
creating pretty work. You know, all the various gotten instead of
giving you through the course has been foundations, foundations, foundations. And I don't want you at this
point to be overwhelmed by the refinement stage or the drawing of
the drawing stage. The planning of the
drawing is where it counts the Bolding
of the building, the cooking of the food
to use those analogies. That's where it counts.
No one wants to eat uncooked food, right? No matter how well it's
laid out in plate. Raw meat, raw chicken for exam, it's gonna make you sick.
It tastes disgusting. It's kind of another analogy. So foundations build
strong foundations. Then you can enjoy the
fruits of doing all this detailing on those
strong foundations. Don't polish it. 3rd Guards. I didn't want to have to
use that phrase again, but don't polish towards makes sure that your rough
is really well drawn. I do hope that you guys enjoy watching the long
version of this. You'll see all the multiple
different decisions and roots that are take
while I'm drawing this, it is quite a long Demo. And so once again, definitely put a movie on in the background or listened to some music while
you're watching that. But it's definitely
a worthwhile Demo to go through because it
follows the process is quite in depth because I
took this one a little bit slower and that's
why the Demo is a little bit longer, right? Thanks for watching guys. I hope you've enjoyed this demo.
4. Carmi Timelapse 20: Welcome to this
Timelapse Demo of Kami, which is the magic girl. And we're going to take
a look at her now. And we're going to really
move through the piece, posing it points
just to kinda take a look at what is happening
during the workflow. As I've started
working here on her. Usually I always start with
the head and we would want to start at the head usually because it's a good
at measuring tool, we can get the proportions down. So I started
measuring out. This piece ended up
being a lot more rough than usual for me. I don't know what
mine space I was in, but it was extremely
rough at the beginning. And design wise, it was gonna go with spectacles
on the character. It's important to note this
particular character was inspired by a,
another character. She was designed
as marketing Art for a mobile role-playing game. This particular character was designed to have a bit more, a slightly more
Western look to her, just to appeal to
Western audiences in a particular
marketing of that title. Here, in terms of
the head shape, you can see I initially
started with a round shape. I moved to an S curve
over her forehead and then wants to
bring in a nice bit of asymmetry into the hats to eliminate any kind of
parallels in that shape. Just felt that those red better. In terms of the drawing, shares quite a revealing cleavage area that was actually slightly modified in the final painting, this character when all the way from drawing through Painting, just because we felt
she was a little 2-AG. And so I went in there on the final painting
and added additional strips. And it actually kind of brought
her edginess down just a little bit sometimes based on if a project
you're working on. And also while you're drawing, you're trying to achieve something and you'll
kind of exploring, look while you're doing it. And I think sometimes
you may be edgier than you intend to
be just because you're thinking
about the anatomy, the structure of the
anatomy, so much. Otherwise, of
course, some people obviously are being sag
as they want to be, depends on the purpose of it. But, but this particular piece, my goal was really to bring in a cute character that had a little bit of sexiness to her. But I didn't want to
overdo it because the particular video game is not really a hectic
kind of video games, more of acute style
role-playing, top of game. And so here I move into doing the leg anatomy and then putting in the stockings
and another S-curve there for the skirt bottom. And you'll see me do
this quite often. It's nice to use as curves in that way because
there's no parallels. If you just use a C curve one
way or the other symptoms, you can look a little bit flat. And just kind of solidified
structure of a pose. I do a slight rotation here. Using the selection tool,
selecting the whole form, hitting Control T to transform and just rotating a little bit. And you'll see
throughout the Demos where I use selections to turn elements or to add in those horizontal
and vertical tilts. And really that is one of the
strong points of digital. It's saved so much time. In terms of making these tweaks, making
these adjustments. There are a lightly erase
in comic book terms, this is often called ghosting. You kind of erasing
your lands to very large and drawing
over them yourself, still only working on one layer there in the bottom-right. And actually suddenly moved into a refining the rough stage, even though this is falling under the umbrella
of just rough. And just looking to solidify
the pose and the forms. And then adding in the relevant
details to her clothing, getting her outfit
looking right. It's another rotation there. And we want to remember as
well at the stage that if you don't exaggerate your
gesture as you add details, the details teens to have
this effect of killing off the drama of the pose. And so you'll want to
constantly be tweaking the tilt specifically because the tilt suffer a lot in the
lines of action, suffer a lot from detailing. Constantly be mindful of that. And so at this stage I'm pretty happy with the pose overall. Her stance, I'll probably end up rotating or a
little bit more. I think she filled
in selection you steroids it a little
bit to the right. And I just proceed
with just adding in just general details
things to complete her look, make an adjustment to that hand there so that's
easier to render, want to get to their
cleanup phase. And you'll see I'll also work
on the right-hand as well. Just so that when I
do get to clean up, I will be able to draw more quickly without
having to struggle. I think as well as
you want to keep in mind to draw everything in 3D. If you look at the little men, a potions and things on her belt Here, particularly this one, you can see that
it has two sides. We can see a little bit of the
bottom and a little bit of the side here, necrosis? Yeah, a little bit of the
bottom the top lit area. And suddenly with this
button on her head, it's intentional that you can see the front
side of the button. You can also see a little sliver of the
side of the button. And as much as possible, you want to try and
draw everything in 3D. It goes back to that using
all the buffalo mantra. So try as much as possible
to draw as many elements as possible in 3D or show multiple
sides of those objects. Moving the lung.
And now I'm getting to thinking about the
expression a little bit. Getting a bit of an idea
of the face shape in here, I wouldn't call it the
final phase shape, just placeholders and getting the hairstyle in a little bit, a little bit more as well. And then I'll start
working on that hand. Thinking about the
position of the hand way with the pinky be, and the pinky usually
has pinky drift, right? We don't forget about
pinky trip to kinda its own mission and wants
to do its own thing. Alright? And so at
around this point, I do my own checks. I have a checklist in my mind. Actually, before I
talk about that, here, I put this scarf piece
which is coming from her. If she had a cape or it's actually just a
scarf piece though. It's kinda coming off
the back here and it's intentionally having multiple
levels of thickness. So it starts kinda
thick and it goes a little bit thin and
a little bit thicker, and then back to thin again. It has a nice AS curve and
striving for that asymmetry and also giving that sense
of secondary action, right? Is there a wind blowing on her that is pushing
this scarf at? And also in a sense, having these belts traps
flying off the gloves, right, so that there's this
feeling of life in the piece. Anyway. So I go and I check, particularly things we've
learned in module six, those five key elements
of character posing, I'm checking lines of action
of kicking object overlaps. Do I have enough? I'm
checking for in which I don't think this piece
has any foreshortening and you don't always need it, but it didn't have any in it. And of course, twisting as well. Who hit is of course
it's rotating in a slightly different angle from her chest and even a
torso seems to be I mean, her pelvis seems to be rotating a little bit of a
different angle. And so what I'm doing here is I do the rough at whatever size. It's not an important thing. But then when I need to
do the final drawing, I get a much larger
resolution page. So this is actually
an A3 size page, probably more than likely. And I've been proceed to
do the clean lines on top. Here we go, usually in all the workflows and
all the Drawing Demos, you'll see at some point, the drawing will get
really light like this. The rough will get really light. And I will go into doing
the roughened stage. And the key thing here is
shifting your mode of thought. So you're not super worried about structure at this stage. You're more worried about
having your line overlaps, read your object overlaps. Read your lines being loose and clear and clean depending on the look that
you're going for of course, but always loose. And also going into more of a symbolic design
or graphic design, MSF being a little
bit more creative, having FUN with the shapes
that you're putting down. But always thinking
about the shape, the shapes that you're making, or they're asymmetrical,
or they Dynamic, do they read well? And so I like to think that cleanup tool a lot of
the time is really a rinse and repeat stage because
you're really putting down clean lines and depending on the
workflow you're using, but generally speaking, you will do all the basic lands first and then go in and do
your line weights on top of that and whatever
style you're going for. As I do the Rs here, I will always spend more
time than necessary or more time as much time
as I need should I say, making sure that the eyes read and that the
eyes look good. I think in this piece, I got lucky in that. It didn't take very
long to get the basic I looked down
that I wanted. But a lot of the
terms I would work even 20 or 30 min
just on the US. Not even worrying about
the risks of the piece because the eyes
have to read well, they absolutely
have to read well, they've got to be exactly right as you want
them to be, right. If you mess them up, will
mess up the whole character. And so I spend as much
time as I need on the eyes getting them to look the way I
want them to look. There. I'm using some
move adjustments. And let me say this point as well on
this particular piece, I'm using a very thin lines. You can see I'm drawing in one pixel lines here in Photoshop. And the reason for that
is because the aimed goal of this piece is not just
to be a lined Illustration, she's meant to be painted. I will want to paint over the lines and make
them disappear. They don't completely disappear, but to make them not
really that visible. So The actual line on itself, it shouldn't be that visible. But I also really like a
clean lines to work with. So I wanted to do
do thin lines so that can make them
disappear a little bit later on. And I
certainly a little bit. But she was drawn in as using such thin lines because she's gonna be painted, not colored. She's, she's not going to have
simple character Coloring like Manga or comic books. She's going to have
actual painting over happening on
the actual figure. And as I work here, particularly with the hair, looseness is absolutely pivotal. And it's so crucial and
the overlaps as well, I need to draw them quickly. I need to be loose with the overlaps and
the chunks of here, the volumes need to make sense. To you can see I go back to the eye and really just trying
to make everything read. I'm moving them, the pupils
a little bit closer. And I'm doing a
stylistic choice yet, but almost adding to irises, it's not quite to irises is actually any one
hours in one people. But there's this extra
circle in the eye. That's my personal
stylistic preference. There's 1,000 ways
you could do this, and that's my way
I would like to think of doing the eyes. Also notice how I
zoom in and out constantly and read the distance is something we want
to be very aware of. If you constantly drawing
very close up and zoomed in and you're not zooming out to look at the overall picture. Does the overall picture read? You might find that you tend to make a lot of weird
mistakes or the drawing, this doesn't look right
when you zoom out. And it can be an issue. So constantly vary your zoom. Zoom in when you need
the accuracy would constitute zoom out to
the reader distance or the distance that the
image is meant to be read at or looked
at and check that it reads well there
because that's ultimately what matters
most no matter how well, you may have drawn
an eye up close. And so on that button, I used copy and paste of
an ellipse that I had drawn to really build that
other side out very quickly. Again, that's the
advantage of digital. Now, the thing is, as well as if you'd like traditional
all we're gonna, and I love traditional
drawing. The workflow. Tricks are a little
bit different, but ultimately it's
the same thing. I would do a rough on a
clean piece of paper, write, rough it out, and
then I might use a second piece of paper
to do a refund rough. But when it does come
to doing final lines, you want a very finished
and clean, refined rough. So you might do a very
finished, clean, refined rough. And really you're inking
stage, if you will. Clean land stayed on another
piece of paper using a lightbox underneath is usually really just
about tracing. Tracing on top of that refund rough less than it is about. As you can see in this
particular workflow. This is about designing
the elements so much because you will see that a lot of elements here very
rough right there undesired. And I will put a
gym around her neck just now in that
elliptical section. And that's been designed as
I draw on top of this rough. And suddenly you can do this tradition as
well as nothing stopping you from doing
it traditionally. It's just going to mean
that you're going to need an additional phase
with a super clean, clean up where you can
combine this and to clean up and drawing on
traditional, I mean on digital. But granted, the
better you get it. Traditional, which I just mean in terms of the practical
application of drawing, your drawing skills as you become more accurate
with drawing lines and being very accurate with your pins
and things like that. You'll be able to do it as well. It's just a little
bit different. One of the downsides to
using Photoshop when you're doing clean lines is it doesn't
have line stabilization. There's nothing to really help
you get these clean lines. And so the way I've grown into doing these green lines
is practicing really, just really practicing
constantly using sweeps, doing undoes where I need to. And I've practiced quite
a lot, To be honest, that I probably require less
undoes now than I used to. So for example, perhaps two
or three or four years ago, I was undoing, do a line for an arm or a
line for a piece of hair. And I do it ten or 15 times. Now I'll probably
do it three to five times because I'm more accurate now in my handout
coordination has improved a little bit just in terms of
getting the smooth lines. Another thing is, let me
just remind you as well. Drawing is not about
being good with your arm. Obviously, it's about
applying the theory and the practical in combination
with each other. But it's not it's not
really much reliant. Can you draw on Yes. Can you draw a curve
and S-curve a C curve? Yes. Well then you
can pretty much draw. So it's really so theory heavy. But in terms of cleanup, you do need those clean
lines and it's going to take practice to move quickly and get those
sweeping lines down So I'm going to
move our footage a little bit further along here. I basically continue to
do the thin lines stage. Will my basic lines stage. And once that's done, I take the rough away. I'll pause this in a moment. And over here. And then I start working
on the line weights. So you can see the image is pretty flat without
the line weights. It's still a good image.
It's still kinda reads FUN. But it really needs some differentiation
between what is in front and what is behind. The line weights.
So quite crucial. Even if I am painting it later, the line weights are
crucial in helping me see what is in front
and what is behind. And also it allows me
to FL1 to iterate on the different types of styles of Coloring or
Painting that I wanted to do. And I, because the drawing is so solid and we want to
keep in mind as well. If you have a good drawing, but you painted badly
or you color it badly, it's still
a good drawing. But if you have a bad drawing and it's colored really well, painted really well, it's
still a bad drawing. So you wanna make
sure that the drawing really works and is work and it's really looking
good as looking at peeling. It is convincing the viewer
of the characters in motion, of the theme of the
character that outfit, the costume that
opposes reading. Well. So here I just go in and I
start line waiting using our principles of if the object is in front,
it has a thicker line. If it's behind, it
has a thinner line. If it's in front of
it as a darker line, if it's behind it
has a lighter line. Usually internal details
have thinner lateral lines. External silhouettes
have thicker, darker lines, slightly thicker, obviously, depending on the kind of work you're doing,
the style you're doing. Putting in that hook shading to show the overlaps
like they're on the hair pieces coming
from the lip of the hat. And so on. Move
through this piece. Learn waiting where I
needs to learn weight. And you can see already
the difference that it makes to this focal
point of the head area. And on that note, really, when you're splitting
your time up in cleanup between important
areas of focus, obviously you want to
work the focal points. Put your most time investment
in the focal points because if the other areas are a little bit looser,
a little bit rough, it's okay because the
view is being directed by how you've composed the
character to the face, to the hands, into any
other focal points that you've set up in the piece. And this particular cleanup
that I'm doing here, I'm using because I'm
using such thin brushes, I can be a little rough, especially because
the resolution of this page is quite high. I can be a little rough
because when you zoom out, you just don't see
any line areas. It doesn't look
sketchy or rough. And you can see as
we zoom in closely, there are some areas with
overlapping lines and there are some areas that are not
super perfectly clean. And of course you can go for super clean line on that
is a particular style. Typically look that is great. But you don't always
have to based on the purpose or the end
goal of the piece. I'm going to move this just
a little bit forward here. And so as we approach
the end of the piece, really just
emphasizing overlaps, emphasizing those line weights. And at the end of the day, ending up with a fairly appealing character
drawing, right? And that is Comey. The major sees a major and a role-playing game called
League of defenders. You can check that
out if you want to. And I'll see you guys, I guess in the next demo, please do enjoy the
full demo of kwame. You can go and watch
this in real time. I think only have
clean-up stage is slightly Timelapse.
So do enjoy that. And I'll see you guys
in the next demo. Thank you for watching
5. Roderick Timelapse 14: Welcome to the
Roderick Demo drawing. And in this demo we're gonna
be looking at Roderick. He's N your typical cliched
burly Ahmed warrior guy. And he was designed to be the westernized version for an RPG game from China for the marketing Art
very similar to Kami, same game in fact. And so you see that I
initially started with those three thumbnail drawings and I don't have the
footage of those. Each one of those took
about two to 5 min. And then we're basically
done just to get the basic silhouette that we wanted in the marketing Art down for that particular title, we went with the number three, which is this particular pose. And you can see me
here immediately blow up the thumbnail
drawing and kind of stopped doing rough
rough detailing and sort of rough refinement
on top of this thumbnail, you might say, Well, where
are the dynamic forms? And the thing is really that I'm drawing the dynamic forms. I'm not drawing
the dynamic forms. I'm imagining the dynamic forms as I'm drawing out
these elements. And I must say on this
particular piece, it was kind of a time crunch
to get him out quickly. And sometimes when I do need
to draw very quickly and may just forego drawing
the dynamic forms. Not because I'm in a
bit of a rush and you'd rather just relying on my
ability to imagine them in, draw the, refund, the rough details on top of
these imagined dynamic forms. Now this doesn't always work and a lot of its terms you'll see me probably in
this demo as well, correcting elements because I didn't draw the
dynamic form first, I didn't have a solid
enough grasp of what I wanted to draw on that
particular element, whether it was the arm,
the leg, or what have you. His right hand arm, for example. And that said you will
see undergo many changes. Let me talk about another topic while you are
watching this time, let's go through which is the
idea that you have gained a particular level
of drawing skill doesn't mean every drawing you now do is going to be awesome. Alright? Now of course
you want to put only your best work
in your portfolio. That's something
else. But it doesn't necessarily mean that every
piece you do is great. And I don't consider
this piece to be one of my bidder works. And could have been
the tongue crunch, could have been that I
don't think I planted particularly well or I
fiddled with him too much. He's okay at the end of the day, he he's okay and he
got the job done in the project
continued and whatnot. But just realize as well
that like everything, just like a music artist, she may release an album, but you're only going to have maybe 123 hits and the
rest are gonna be, okay. So one, put your best
work in your portfolio, but also be realistic. Not every single piece
you do is gonna be amazing or blow people's minds. But every piece you
do is definitely always a mark of progress. Every piece you do is
just another piece on the road to you getting
better and better and better. Here you can see me in a sense, struggling to get that sorting, struggling to sort the format. And there'll be multiple
proportion changes that I do through the
course of this piece. And I think again, I wanted him to be
very big and burly, so I change the size of his head to being
a little bit smaller. That makes him look a
lot more dominating. But at the same
time I was really messing with this
overall proportions. This top of drawing
where you see me moving a lot and moving lot of
elements and erasing, redrawing, erasing,
redrawing, raising drug. It's very chaotic and
sometimes you can get into a rut with
this sort of thing. You get it into a rut of drawing where just things don't
feel like they're working. And to be honest with you, if I had to be very
critical of myself, I would say that it's
primarily improper planning, the fundamental level that's usually what's going
to come down to. You haven't planned
fundamentals properly. So because you
haven't done that, everything's kind of
like you're stumbling along as you're moving
through the piece, trying to make things work. And you'll see I do
multiple AMA designs and multiple detailed changes on the piece and things
just don't seem to work, but it does fortunately come together at
the end of the day. And the real-world does time
to your work sometimes too, where there's a time crunch, you need to get the job done, do the best you can
and the time you have. That's all you can do
and just get on with it. So that's what I
did at that stage. And I do think if I wasn't
on such a time crunch, it would have planned
it a little bit better. So here I've used some cues from the original
Character Design, which is very TB look. Mainly their helmet
which infect two didn't really end up being
so good in the final. That's probably why
you've never seen the actual posted final? I didn't I wasn't
really proud of it. But as for a Drawing Demos, this certainly is a
demo of how things can go and also does follow
the general processes, particularly here we're
working the rough stage. You can see that I'm
trying to figure out the details of this
particular character. How does the AMA
look particularly? Now, if you've seen my work, you might notice that
I don't really draw that many gods and it's something I definitely
want to work on. I want to draw more gas And also I didn't draw much Ama, I don't think I had drawn medieval armor prior
to this point. I was really struggling along. And definitely, I would think
I would have appreciated time to have gotten more
research in all medicines, how Alma fits together. I really ring the slack crazy. Nevertheless, you see me
doing a few checks there. I did a few checks just now. And it's the same tricks that we've learned in module six, those five crucial
elements of posing. And of course,
also thinking here about the hand position, the head position that tilts. And perhaps by now, you're probably recognizing
a particular pattern in the Demos you've
seen this far, not all Demos, of course, with Anime as you've
likely seen this far. In that the head angle, the shoulder angle
in the pelvis angle are generally always edit tilde. Sometimes it can be a
similar, similar tilt. Sometimes it's a different tilt. But the key thing is, remember these tilts
try to avoid parallels. It's not the end of the world. If you have a hand
parallel to the shoulders or perhaps the shoulders
parallel to the pelvis. But try been to add in additional overlapping
objects or additional foreshortening,
etcetera, etcetera. Because you want to
get that variant, that dynamic look in
your work the same time. Try to make sure that you are
not doing the same tilts on every single piece in which I do feel that when you
look at ChronoViper, you look at Comi, you
look at Roderick. They tend to have a
similar vibe to them. And I think in this instance, more rotations are needed
amongst this variety of work so that perhaps Roderick could have been
looking the other way, helping the tilts to
be opposite, right? So always think about
ways, even in your work, try not to have too many
symbolic repeating patterns in your work at either because to viewers of your portfolio
views of your work, they might start to feel,
well, everything looks Samy. They might not know
why it looks Samy. They might feel that things
looking saving it could be that your tilts are repeating
in every single piece. So be very aware of that. Here I'm going into slightly
more of a refund rough. There. I'm adjusting his head
to change his proportions. I'm using these digital tools, the selection tools and
stuff to move things around. And I want to get this rough to a point where I'm confident that when
I draw over it, it's going to look
reasonably okay. And at this point is quite
chunky and the rough, but I start moving directly into doing the drawing of the
drawing will be clean. The refined phase, the
clean lines phase. Here I was pretty
intentional to make sure that his helmet showed
a multiple sides, which was a little bit tricky
to draw out of my head, but it just came
out pretty okay. And I just do think that the proportions of
his head were just a little bit too weird if you
consider the top height of the helmet going to
the bottom of the chin, his eyes just seem too low now. And the final piece, this was corrected in the
final painted work, it was corrected
and it looks okay. It's not super noticeable
in the lunch line Art. I mean, you could argue that there's padding
and narrower. He's got a lot of hair in
there or something like that. But you can see there already. There's the sense that I've felt that something
was a little strange. So I had adjusted the eyes. But as we move into
the cleanup phase, it's nothing you haven't
seen very similar to Kami, depending if you've
watched the Kami video before this or you're watching this one first techniques
you should be first crushes, see in these started are, but nevertheless, because he is being drawn to
be painted over, not 100% paint over it,
mostly painted over that. The lines on that noticeable. I use a very thin line. In this instance, I'm using a two-point line and all the basic lands
are being done first. Speaking about workflow
as I go through this, usually when there is a crunch, when there is a time
crunch, It's very, it's a very good idea to
just stick to a workflow so that you can work logically through the working
very quickly. So in this instance, I certainly did do all the lines first,
unlike ChronoViper, where I did a little bit
Elon waiting here and there while I was doing just
the basic land phase here, it was really get the Lansdowne, get the piece done, then do the land
waiting afterwards, and then what my
hands clean of it. Then we'll do Painting
another time or whatever. So when you're
working on the rough, remember that it's that
time to be free creatively. You can think of new designs, think of new things
that you'd like to do on the character itself. Change up things,
add extra sides, two objects, just takes another line to add
another side to something. Resource things move
things, change things, get it looking as
good as possible. Do everything you can while
you're working on stage. You don't want to revisit
the piece 50 times and do multiple post edits
after you're done. Just, it just makes the
piece look overworked What I'm doing there
on that leg is I initially wanted to have
the same omnia zone and both. But here is an example of
where I was thinking of both symbolic and also
shape symmetry. And I didn't want any
symmetry, I wanted asymmetry. So I design a completely
separate shaped armor on his right leg so that the
left and right legs AMA, even though there were
the left and laugh right links where at
different twisted angles, I wanted the AMR itself
to look different, to break the symmetry
to the viewer so that the legs weren't
just a Del, Ponte. And also I was actually sneakily adding the points
on the top of the armor. It's kind of drive the
viewer's eyes backup to the focal point
which was the head. Just looking at his arm there quite a bit of
anatomical knowledge. It's not 100%
anatomically correct, but it takes quite a
bit of understanding of how the muscles
plug into one another. And again, I just want to
reinforce and potent this for you to just do
your anatomy studies. Following the
anatomy study plan. You can watch anatomy
videos or whatever, but no one can really teach
you to be good at anatomy. You have to learn it. You have to learn it off
by heart, by yourself. People can give you tips, tips to learning anatomy, but learning anatomy is
not really drawing, right? Learning and enemies
learning anatomy. Doctors have to learn anatomy. Vets after learn anatomy, autosave to learn anatomy. It's one of those things. So learn the anatomy, it really is worth it. And it's just a,
just an amazing tool in your pocket when
you have got it down. And at this point,
I'm being very careful to make sure that the perspective of the
blade is reasonably okay, right, looks reasonably right. But rather when we're talking
about character drawing, a lot of the times
we're working in a very shallow field of view
or shallow cone of vision. So a lot of times
you're not having extreme perspective
effects happening. You're having kind of basic perspective
effects happening. That's not to say
that perspective isn't useful in character
drawing either. What I'm, what I'm trying
to say is that you want to use basic logic. Things that are closer
to us are bigger. Things that are moving
away from us are smaller. As things go back into space, they narrow and received, right? Just the basic stuff
of how we see. I don't think I made
any major adjustments to the sword as I was
working on the piece. I just felt that because
of it's awkward shape, which was inferred somewhat from the original chubby
style work of the game. That it kind of implied the kind of space
that it was taken out reasonably fund
and plus are also used the slack for shortening of the hilt to really sell the Perspective
angle of the piece. And as we near the
end of this demo, you will see me moving
into land waiting and just making a few
adjustments here and there. And that is pretty much
the end of this demo. I will see you in the next demo. Please feel free to watch
the full length version of this demo. Have a good one?