Transcripts
1. Class Introduction: Have you ever wanted to draw
characters that feel alive, characters that are just
brimming with personality? Learning to draw expressions just might be the
way to do that. My name is Andreas Provost, and in this course, I will be teaching you how
to do just that. We'll go through a
drawing project together, where you will learn
how to draw emotional, and expressive characters
like never before. You'll learn how to
use these skills in a way that is freeing, and exciting, but still very
practical, and applied. In addition to that, there will be some extra exercises in every lesson to help you continue learning
if you want to, all you need for this course
is something to draw with, and something to draw on. I will be working in
Clip Studio Paint, but you absolutely
do not need to get it if that's
not what you have, anything you can
draw with is fine. If you want to stop drawing characters that are
static, and lifeless, and you want to start making
them feel like real people, well, join the course, this is the class for you. I hope to see you inside.
2. The Story and Idea: Welcome to the class. Naturally, the first
thing we need to do, is we need to decide what
we're actually going to draw. There's a certain way that I
would like to go about that, but I would also
like to explain to you why I'm choosing
the way that I am. When people typically talk
about drawing emotions, they talked about something
called the base emotions. These will be something
like anger, joy, happiness, sadness,
envy, and disgust. Sometimes there's six, sometimes there are five,
sometimes they're seven. But the most important
part is that they try to take the entire complex
spectrum of emotions, and boil them down into
a few select boxes. Now, I don't really like this
system very much because I think human beings are much
more complex than that. I think that as artists, if we reduce all the
beautiful richness of emotion down to the
single select boxes, or maybe start mixing
and matching them. We're losing what's
most important here, which is the story. I also think it gets you
focusing on the wrong things. If you're trying to
wrestle every eyebrow into position and making sure that
the lips curl just right. But you're not considering how the character
actually feels. I think you're losing
the plot and placing importance where
it shouldn't go. If you're in sync with the
emotions of your character, that will automatically
show through your drawing. The way that I want you to
start thinking about this is an idea I'm going to
call a thousand smiles. Imagine as an assignment, I told you to draw a smile. What would you draw?
While you might draw something
incredibly simple, like an actual smiley face. Or you might just draw somebody
who is generically happy. But I believe that a smile can say 1,000
different things. Let's go at it at
a different angle and think about
the story instead. Let's say we have a
character called Alice. Alice has been training for years to become the chess
champion of her country. The day of nationals
finally arrives, and she makes it way further
than people had expected. She's playing well and she wins. She keeps winning until finally, she is in the finals after a nail biting match
full of tension, surprisingly, she wins. What would Alice
smile look like? I'd wager, it might look
something like this. An elated smile, a joyful smile, a smile that feels
like a big payoff for all the trouble that she's
been through to get here. That on that day
is Alice's smile? But we can also go at it
from a different angle. Imagine her opponent, she's
been training just as hard. Now that the day
is finally come, she takes second place. She's devastated.
Sometimes being really close to winning can feel a lot worse than just
straight up losing. So she heads off the podium, walks back to the family that
came there to support her. Luckily enough, her
boyfriend's there who always knew how
to make her laugh, despite the fact that she's
devastated with her loss, her boyfriend cracks
a stupid joke and she just can't
help but smile. Her smile might look
something like this. It's a smile of mixed emotions. A smile that clearly cares for the people that she's with, but also a smile that came in a very difficult time.
How about this one? Alice, overloaded with joy also heads back
to her family. It's only her mother
who came to watch, but she is intensely
proud of her daughter. Her smile might look
something like this. It's a tender smile, a loving one and
a very proud one. These three smiles tell a
drastically different story, even though they all took place within the same situation. Hopefully, you can see now how having an understanding of
the story that you're about to tell is really
important to deciding what the emotional presentation of these characters
should look like. To help you consider the story, you can use the
following questions. What has just happened? What is currently happening? What is about to happen? Try to put yourself in
your character's shoes and think about what has just
transpired around them. If you don't yet have a story
idea that you want to draw, it might be worth just looking at a random word generator. by cycling through
these random words and thinking for a
few seconds on each, seeing if any ideas
come to mind. Sometimes you can
spark stories where previously you had no
inspiration at all. Now the main thing we looked
at so far is the situation, what is happening
to the character? But of course, the
actual personality of our character is
also super important. Even if we just take
Alice's position of winning the championship. There's different
people that might have responded very differently
in that same situation. Alice was joyful and elated, but maybe a very cocky
and confident character, well, would have never
even doubted the outcome. Maybe you have a
character that's so wicked good at
chess that they are just completely bored with it because there's no more
mountains to conquer. Their victory feels
a bit hollow. Maybe all your character does, It's just breathe
a sigh of relief knowing that all the
stress is over now. To practice this
kind of thinking, I wanted to give you
an optional exercise called three smiles. And it basically involves just doing what we did in the demo. Pick an emotion and think of a story of moment that
might involve that emotion based on the different
perspectives and different personalities of
characters in that story. See if you can draw that
emotion three different times, but presenting in a
different way each time. Just like how in the example
we had a winner's smile. We had a proud smile
and we had a sad, tearful, cheering up smile. You can do the same thing with any of those other emotions, anger, sadness, fear, and when it comes to actually
drawing these emotions, the biggest tip I can give
you is to just act it out. If you act angry what
happens to your face? What happens to your
shoulders, your hands? Look at yourself in
a mirror and see your body language and
your facial expression. It can also help to
Google the emotion and get the appropriate
references. See what happens
in people's faces, and how little tweaks to that can give very
different impressions. But like I said, acting it out yourself is one of the
best ways to do that. With that said, have a go of
the exercise if you want to. But in the meantime,
we're going to get started on the first
part of our project. All right, so first
off is the thumbnail. For this one, I'm just going to grab a bit of a scratchy brush, use a simple paper texture just because I don't like having a pure white canvas
and I'm just going to stand that's what I
want you to do as well. I don't want you to spend
too much time thinking about the exact
perspective of things. I don't want you to construct
a realistic figure. I just want you to get started getting some
ideas onto the paper. Again, try to consider the story by thinking about the situation and thinking about how
the character you're drawing would respond
to that situation? What expression would they have? What's their body language like? Don't stick with a single thing, but explore different options. Tilt their head one
way or the other, are their hands touching
their face or maybe not? This is your playground. This is where you get to just explore and try out what
works and what doesn't. Don't be afraid to be messy, and be willing to throw away any work that
you're doing here. You don't want to be precious
about what you're drawing, but you want to just explore
anything that helps you feel more free to just try what you want is something
that you can use. There's no rules
here whatsoever. The story I'm going with is a call center worker who just
has too much on her plate. I imagined her being
on a call with a particularly frustrating
customer already having been on that
call for ages and just wanting to be out
of that situation. I wanted to capture
that mixture of frustration and stress and I wanted her body language
to feel the same way. Again, I'm not worrying
about proportion at all, but I'm just exploring what the final image might look like. Everything we draw here, we are going to just
entirely redraw anyway. You don't need to
worry about keeping everything clean or precise. It's a process of iteration. On one sketch you might have
one aspect that you like, and another aspect
that you don't. Maybe for example,
the camera angles good but the pose
doesn't quite work. Or you've got a good
facial expression, but the body language
doesn't quite match it. In these cases, you
just want to go through and see what
options you have. Remember, if you're unsure of how to capture
these emotions, one of the best things
that you can do is to actually act it out yourself. What does your body naturally do when you try to
channel these emotions? If you put that into
your characters, they will naturally start
a few more expressive. Try to force yourself
to try out some ideas, even if at first you feel like they probably aren't
going to work anyway. You can see me trying some
different camera angles, some different perspectives
and in the back of my mind, I'm thinking I'm probably
not going to use these, but by trying to
apply them anyway, sometimes you get
some amazing ideas that you otherwise
wouldn't have had. I'm trying a more
close-up angle. I'm trying some different
poses for the arms. And I even try one that's
more over the shoulder, getting a complete reverse
view of the situation. Then at the end, I put all of the sketches together
into one page, just so I can see which
ones I think work best. And again, it's fine
to mix and match here. If you have parts
that work and parts that don't see if you can combine them to make
something that's better than either option. In the end it's
these two thumbnails that I think work best. I'm going to work with some
combination of the two. Have a go at this yourself. Make a page of thumbnails, try different options, try different angles and poses, and just see which
ones look best to you. Don't get stuck in
technical details and just explore freely. Then when you've done that, I'll see you in the next lesson where we're going to look
at how to refine this.
3. Developing Your Drawing: Now it's time to take
that rough sketch and turn it into
something that resembles a finished drawing. We're going to look at
how to refine your sketch and how to apply some
structure to your methods. What I will say though is, I don't plan to teach
you the Loomis method or the Asaro method or any type
of head construction method. I think these methods have their place and can
be very useful, but I also think that for
what we're looking for, they're just a bit
too restrictive. I want to encourage
you to explore and to push things a little further
than you think they can go. Using these construction
methods sometimes just discourages
you from exploring. There are no real rules here. You can work in whatever style
and proportion you want. You don't need to copy my
style or anyone else's style, but there are a few effects
that it helps to be aware of. For example, no matter what
style you decide to work in, you can still push
your characterized designed to push certain
characteristics. A common example here is age. To differentiate
between a young person and an old person
in your drawings, it can help to be aware of ideas like relative proportions. The relative proportions
of the face tell us a lot about the ages
of different characters. Older people will typically have a relatively larger nose, larger ears, and smaller eyes. The forehead can sometimes also seem larger as the
hairline recedes, and there will typically be more surface details as aged
skin starts to get wrinkly. One way to boost
your ability to draw different kinds of
characters is to learn to identify characteristics
and infuse your drawings with
those characteristics. The idea of showing age through relative proportions is
a good example of this. If there's a portrait that we've drawn that we want
to feel younger, we can figure out
how to do that by looking at the youngest
type of humans. Babies, once we've got
our initial sketch, we can look at what
makes babies look different from other humans, and then all we need
to do is infuse our character with some
of those characteristics. We can tweak the
shapes to soften them and make them rounder. We can enlarge the eyes to change the proportions
of the face. As we push these characteristics
into our character, our character will start
to take on some of the qualities of the thing
that we're referencing. This doesn't even need to
be limited to just people. Although people are often
a good starting point, especially if you're drawing
humanoid characters, you can find inspiration for
this in all kinds of places. Here I'm sketching a portrait of an older man that I wanted
to feel more rugged. So while I did find references
of an older man and a man who just looked
closer to what I wanted, I also included a
reference for a tree, and a references for some hay. I wanted to see if I
could give his face a bit more character
by converting the smoother and rounder
simple lines into something a bit more like
the gnarly curves that you find on an old tree. Similarly, I wanted to add a
bit of Bristol to his beard by mimicking the shapes
that you find in dry hay. For this type of
characterization, feel free to reference
whatever you want. For example, maybe
you can think about the outfit that your
character is wearing. What would their
teeth look like? Do they care a lot about their
appearance or do they not? If you're not yet sure
what kind of things to change to push these
characteristics, it can help to look around
you in the real-world. Look at actors that might look like the character that
you've seen in your head, or maybe you can look at photos of people that
you know in real life. Of course, you can
also reference existing character designs and other artists works
to see what they've done to push their characters
to look a certain way. You can apply all these ideas by trying to draw two portraits of different characters with the
same pose, the same angle, but see if you can push the
relative proportions and their physical
characteristics for them to still feel
significantly different. But even though I'm not
going to talk about any specific head
drawing methods, I still want to give
you a few tips to get your structure's sorted out. Unless you're working in
a very stylized matter, it still helps to be able to draw your character
from every angle. So while I don't use the
full-on Loomis head method, I still use crossing
lines to help me get to the angle that I want. If we draw two lines on
a sphere that go all the way around and are
perpendicular to each other, the cross that we see on
the front side gives us a very good idea of at what angle we are
seeing that sphere. This works for pretty
much every head shape, add a nose to this,
and you'll always know which way the
forms are facing. So this is what I'm going to
recommend you do as well. Use this crossing lines
method to figure out exactly where you want
your head to point, then when you place the nose where it needs to go [NOISE] you will have clarified exactly
which angle you want. The angle does matter a lot. Even if we keep a
character's design the same, but we see them at
two different angles, it can still tell two
different stories. So with that said, I'll
show you now how I'm taking my thumbnail to a
more refined sketch so you can do the same thing. Next step it's time
to refine our sketch. I think that one
of the best ways to get started with this is before you start
drawing the specifics, actually take some time to
find some relevant references. There is an amazing
program called PureRef that you can
actually download for free which will allow you to gather and organize
references beautifully. I use this program on pretty much every single
project I make. By opening a PureRef window, putting it off to
the side and simply browsing through a
stock photo library, I am able to find a lot of relevant references for pretty much every
part of the image. What kind of things
can you reference? Well, you can start with the emotion that
you want to depict. Maybe you want to
reference some people that look like the character
you're trying to draw. Or maybe there's objects or technical details in
the scene where having a reference can just
help you figure out what exactly those
things look like. Generally, if we try to draw all this stuff
from our head, we leave out a lot
of little things that help make the
thing feel real. So to avoid that, having relevant references
is really important. When you have the
references that you want, you can simply
select the images, right-click and go to
arrange and then to optimal to instantly have
a beautiful spread of all the references
that you've collected. Now we've got our references and it's time to actually draw. What I've got here
is a simple Canvas, again with that paper texture, and I'm just going to start
making some rough marks. The difference is that unlike
with the thumbnail, now, I'm actually starting
to think about the exact angle from which
we're seeing things. However, to keep things
feeling spontaneous, I'm not too worried
about getting everything right first try. I personally find it's
often easier to get a correct looking drawing by
just putting some stuff on the page and seeing if you can correct it rather than just trying to conjure something that is already perfect
out of thin air. I'm just making a
mess so that my brain actually has something to
grasp, something to hold on to. You'll see me remove parts, erasing them and redrawing them. In doing so, I'm trying to get the best option for
every part of the image. I want everything
to work together. I want the hands to feel
like they have some tension, I want the face to
feel expressive, I want the body
language to work, and I want to make
sure that we're seeing it from an angle that makes sense and
further elevates the mood. Some artists use a lot more
construction than I do. The reason I'm not doing
that right now is because I want the drawing to
feel spontaneous. But if this type of
free-form sketching doesn't come naturally to you, you can either use a more constructed approach or just try and see what
you can learn from it. Just stay open to
the possibility that this can often help
you loosen up a bit, and loosening up is
the key to getting a nice emotional and
expressive read. Here you can actually
see me erase and redraw the face at a
completely different angle. That's because I really
like the dynamic feel that the upwards head tilt of one of the thumbnails
was giving us. Although you can't see them, I have my thumbnails open on the other screen and
I regularly look at them to make sure
that our sketch still retains that same energy. Ideally, at the
end of this stage, you want your drawing to feel better than the rough
sketch you made. The way I'm going to clean up the perspective is by
going up to layer, hitting "Ruler/Frame" and then clicking "Create
Perspective Ruler". This is an amazing CSP feature
that essentially guides all the lines that
you're drawing towards the vanishing
points that you created. It really makes creating
perspective a lot easier. Once I've got my rough pass, I'm going to go
over the top of it, trying to refine it and make it look a little more
like a finished image. The thumbnail is our first idea. Then the rough sketch
gets us a little closer to what that
idea should look like, and then this refined
version is basically our first attempt at actually
creating the final work. Now I think our sketch
is starting to look a lot more like a
finished illustration. But you might be noticing the same thing that
I was noticing. Our sketch right now has
lost a lot of its energy. This is a problem I see people
experiencing all the time, it is so incredibly
difficult to maintain that energy as you make your piece into
something more finished. But don't worry because
in the next lesson we're going to look at
exactly what you need to do to get all that back. So I'll see you there.
4. Exaggeration: Making Your Character Feel Alive: Welcome back. As I
said in the last demo, I feel like we lost some of the energy in the
structure part. This is something I see
happen all the time. I think people typically lose track of what
the intention of the pieces when all
they are focusing on is perspective and form. I want to see if we
can get that back. I think the key here
is exaggeration. Exaggeration is not the
same as distortion. The important part here
is your intention. For example, if we want to make this character feel
more burly and sturdy, just moving the parts
of the face around randomly is not really
going to help us with that. What we want to do
instead is identify the characteristics that
make something feel burly, and push the different parts of our portrait closer
towards that. Some things I was thinking of, for example were a thick neck, a square jaw, and a
very strong brow line. Think back to the
previous lesson where we were talking about extracting characteristics from different kinds of images. What we were doing there is basically a form of
exaggerating design. In this video, I want
to look at how to exaggerate movement and emotion. But when we specifically
think about what parts we want to exaggerate
for a certain effect, we can actually make
the drawing feel right. Now that's an important idea. A lot of the time drawings should be right and
all the pieces are in place but we don't really feel the impact
that we intended. I think that's because
within drawing, because of the lack of realism, we often need to push
things a little further. If we want to draw two
characters punching each other, just tracing on top of the photograph is often
not going to feel right, even though the shapes are exactly the same as they
would be in real life. When we're drawing anything, we typically need to design
it and we need to push things a little further to still get them to
feel the same way. Not just to look right, but to feel right. But how do you know what
parts to exaggerate? Well, let's look at
facial expressions. It can help to start
off by knowing what parts of the face can
actually move the most. If I were to heavily simplify
the anatomy of a face, it would just be a
skull with a bunch of stuff on it and a bunch
of stuff inside it. If we look at where the actual facial features would go here, the eyeball would go inside, the lips would go on top here. The eyebrows would
go on top here, and the nose is actually
baked into the face. This part is actually
the start of the nose and from here on out
it's mostly cartilage. If we're looking for things that makes sense to exaggerate, we want to look
at the parts that move most easily in real life. That means that we can get
a lot of exaggeration from the eyes and we can get a lot of exaggeration
from the mouth. Of course, the nose
can change as well, but it's mainly affected by
the muscle surrounding it. The nose itself doesn't actually cause that
much of that action. Keep in mind, there's
still no real rules here. Plenty of styles break this
kind of stuff all the time. If you want to make all
the features of the face just drift off to one
side for comedic effect, you can totally do that. Depending on how
stylized you draw, you might have more or
less space for details. But no matter how much
detail you decide to use, it can still help to be aware of how wrinkles form in the face. Especially during very
intense emotions, having these wrinkles
increases show up really helps drive
the point home. Creases and wrinkles are caused by skin being pushed together. As the muscles of
the face contract, different parts of skin are being brought closer together. But of course all that
skin still needs to go somewhere so it creases
and bunches up. An easy way to simplify
how wrinkles form on the face is to think about
pushing a piece of fabric. Here you can see me
apply some pressure to a shirt that is held
down by a heavy weight. You can see that as I apply
pressure in one direction, these rippling forms start
to follow my finger. The same thing happens
on the face when the corners of the mouth
move out into a smile, you see the same thing
happening there. Similarly, when the
eyebrows move into a frown, the same thing is happening
in the center of the face. The exercise I'm going to
recommend you to practice this is called push, push, break. Start off by drawing
a neutral face. It can be whatever style
you're comfortable with and any type of character. Now choose the emotion that you want this
character to convey. This would probably also be a good time to
get references. Simply try to draw the same character
expressing that emotion. Simply draw this emotion to
the best of your ability, but don't think
too hard about it. When you're done
drawing, compare the two drawings and see if you can analyze the differences. What is it that makes
the second drawing feel a certain way where
the first drawing just feels very neutral. If you want to just
write down some notes, it can really help
you to observe. Now that you know what changes cause this portrait
to feel certain way, I want you to exaggerate
those differences. If the eyebrows move up, move them up further. If the corners of the
mouth are moving out, move them out further. See if by exaggerating
those differences, you can create a more
intense version of this emotion and then when
you've completed that sketch, do it again, and go a little further. This exercise is finished when you've reached the
breaking point. The point where you feel
the drawing just doesn't really work anymore when
you've gone too far. This is why it's called
push, push break. I want you to explore the limits of how far you
can push these things. Don't be afraid of ruining that final drawing and pushing it way further than
you think it can go. This way it'll help
explore your limits. How far do you want to
take your exaggeration. If you want to, have a go that exercise and
in the meantime, we will continue
our class project. As we just discussed,
it's in the eyes and the mouth that we can
see a lot of expression. That is actually the area
where I'm going to look first. I'm analyzing what her
eyes and mouth are doing and I'm just going to push
that a little bit further. Her eyes are squinting, so I'm going to make
them squint more. Her brow was frowning so I'm going to make
that brow stronger. For the mouth I'm
going to emphasize the grimace by moving
the corners of the mouth further out and
I'm also going to emphasize the wrinkles that
are forming around her nose. We can also exaggerate
things in other ways. Every part of your character is essentially an opportunity
for exaggeration. For example, if I
want to make her feel frazzled and frustrated, I can do so by making
her hair messier. Even though it's not a typical
part of the expression, it still helps to sell it. Another really expressive part
of the body are the hands. I want to make sure
that the hands actually feel like they
have some tension. I'm going to emphasize the lines for the tendons on the back of her hand just to
make it feel like her fingers have more
attention to them. I'm going to try and use
sharp and angular shapes to do this for the same reason. With that same thinking, I
keep going around the image. I'm just looking for
little things that I can do to further
enhance the emotion. I thought maybe adding
some drops of sweat on her face would
be a nice addition. But this feeling of
expression is not limited to just the
character itself. So far we've looked
at expression by exaggerating the
facial expression, by exaggerating the hands and we've also looked
at what we could do to her hair to further
emphasize that feeling. But we can also use
the environment to strengthen that feeling
of stress and overwhelm. I thought we could add
stacks of paper in admin to really make it feel
like there's a lot to do. We are making her emotion read more strongly not by
changing her emotion, but by changing the situation in which she is expressing it. That is actually a nice
teaser for the next lesson. Have a go at getting your
own project to this stage, and then we'll
discuss how to get the entire thing
to a nice finish. I will see you there.
5. Everything Matters: Truth be told, I wasn't exactly sure where
to put this lesson, but I did still briefly
want to talk about it. As you saw in the last demo, we talked about how adding some environmental
elements actually really elevated the
idea of the picture. This is true with everything. The main takeaway that
I want you to get is that exaggerating and conjuring a certain feeling is often not just exaggerating the
face or body language. We can do this in
all kinds of ways. It's the composition,
it's the camera angle, it's the lighting, the color. There are so many other aspects
that come into play that can help you further ramp
up a certain feeling. The thing is if you want to
consider all these things, you have to consider them
from the start of the piece. But because we were so heavily focused on character drawing, I didn't think it right to
place this lesson there. Just keep in mind that every choice you make
within your drawing can have a certain
effect and every choice, therefore, can also be designed to support your main idea. If you think about
cinematography, these filmmakers are really trying their hardest
to convince you that their story is actually emotional or that their
scary thing is scary. They're doing this using all
the tools in their arsenal. Sometimes they'll pull
the camera really close, whereas other times
it'll be further away. The lighting can be
very stark to give something an uneasy
or dramatic feel, or it can feel very
soft and gentle if things need to feel
romantic and tender. There's really no limit to the factors that you can consider. What's the weather
like in the scene? Is the camera pointed
straight or is it tilted? How many people
are in the scene? In what kind of environment
does that scene take place? All of these things
can help and you can use them to shape your story. There really is no
one part that is more or less important
than the others. They all come together to
make a finished product. Just know that whenever
you feel stuck and whenever you want to push your story and emphasize
it just a little more, know that you have choices. You've got a lot of choices
in fact: the environment, the weather, the lighting,
the composition, the camera in your drawing,
the character's pose, the character's design,
your line work, your actual mark-making, the
brush you decide to use. All of these things can emphasize what you
want to emphasize. I hope this doesn't scare or overwhelm you because
there's a lot of choices to make because this means that there are so
many possibilities to explore and there's so
many wildly amazing things that you can do using art. I hope you take that with you. There's so many stories
you can tell in so many different ways of
telling those stories. I'm really excited to
see where you take them. With that said, let's try
and apply that thinking to our work and see if we
can finish it off nicely. The main thing I wanted to do in this final video
is to think about how we can use color and light to really finish
things off nicely. I wanted to think
about how we can get the viewer to look exactly
where we want them to and how we can make the character stand out
in her environment. I also wanted to think about
how we can use elements like color and light to
sell her story better. The thing that I wanted to
do is I wanted to contrast her frustration
with the droopiness and the overwhelm of her job. I thought it might be nice
to do that by keeping her skin tone and
her hair color quite warm while keeping
her environment in quite a muted and cool gray. By giving her some warmer
and intense color, she would stand out
nicely and the heat from her frustration would contrast nicely with
the environment, would make it easy
for the viewer to know what they should
be paying attention to, and it would also separate her nicely from the
world around her. I think the warmth of using some strong reds would really help her
frustration ring through. The way I typically
start coloring these pieces is to quickly block in some color for each of the different tones
that I'm seeing. I'll use one for the skin, one for her top, one for her hair, one
for the chair, etc. I'm just estimating what I think these colors
are going to be. I'm going a little
darker than I expect, because typically when
you're working on a light background
like this paper, it's really easy
to underestimate just how dark everything
could really go. Because you're working on
such a light background, everything looks really
dark relative to that. The first color is you put down are probably going to
look way too dark, even though in the
final piece they might end up looking just fine. I also add a few quick drops of white to make her
sweat drops stand out and also nicely contrast
her against the background. I thought the white looked like the overhead office lighting
you get in a lot of places. I think it fits the
scene quite well. Just to prevent
everything from having the exact same color, I added some quick different
types of paper into the piles by using the perspective ruler to
quickly draw some lines. I eventually decided
that I didn't want to go with only pure flat tones. Using some soft brushes, I added a little bit of
shading to the character. I wanted to keep it fairly minimal and apply
the shading mainly just to her so that it's still very clear that she's
the focal point. The papers and everything else needs to be there
for set dressing, but I don't necessarily want the viewer to pay
attention only to that. I also used a soft brush to further add some red
tone to her face, emphasizing that
feeling of frustration. Remember that whatever
stage you're at, it's never too late to
fix a drawing mistake. Beautiful coloring on top of a very shoddy line work generally still doesn't
look very good. No matter how far you
are in your piece, if you're noticing
a drawing error, it's probably worth
correcting it. One of the final things
you can actually see me do in this demo is transforming the
face just to make sure that it fits the
rest of the body. After receiving some useful
feedback from friends, I decided that, yeah, I did prefer it when the face was slightly
larger on the head. I just quickly transformed
it and then painted it back in to make it
fit in seamlessly. It is never too late to
make changes like that. I typically try to never just finish and leave a piece
in the same session. A lot of the time,
simple mistakes or little changes that make
the piece a lot better, are found only when
you take a break. Even though this is a fairly
quick and rough drawing, I still left it for a
bit just so I could later see if there was anything
that I wanted to change. When I came back, I felt
like the piece could use some very light background
elements and maybe just a little bit of extra shading to help the entire
thing fit together. Once again, using the
perspective ruler, I quickly blocked in
some darker shapes in the background and then reduced the opacity of the layer just so they don't
draw too much attention. Lastly, using a couple
of soft brushes, I added a little bit of glow to the rim light
on our character, and I also added a little
bit of a soft light coming from above and a soft
shadow coming from below. I think a lot of time
people debate between pure cell shading using only two tones or
full-on painting. But I think you can
get very far with just these very general
light adjustments going in with a big
soft brush and just quickly making a couple
of strokes on top. There you have it. That is our expressive
character sketch done. Now it's time for
you to have a go. Finish your drawing
using these ideas. Think about the
lighting and the color, and if there's anything
that you can do to emphasize the feelings that you want your picture to have. Then go in and just finish it to the best
of your ability. Good luck and please share your work with us. I'd love to see it.
6. Closer: That's the end of the class.
I hope you enjoyed it. I hope you learned loads. If you want to follow what I do, I go by @andreasprovoost
on my social media. Before you go, I have
a couple of requests. If you've done any
of the exercises or made the class project, please share it with us here on Skillshare or tag
me on social media because I genuinely
love seeing what you all have made
and it makes my day. If you have any feedback or suggestions or maybe things that you just want
to learn more about, you can let me know
by sending an email to the email address
on screen right now. With that said, I
hope you enjoyed this and I'll see you next time.