Transcripts
1. Introduction to the Class: Hello and welcome to this
course on character design. My name is Martin, and
I'm really excited to show you a really
easy and fun method, the real vector style characters
by kick bashing them. It bashing involves building
a character from the ground up by assembling it
with premade assets. In this case, we'd have fairly large and flexible asset back. There'll be providing.
In this course, we're going to make this
very common type of vector characters that you see all the time in illustration, wherever animation and games. And that worked really well with the tools that a vector
software provides. That's the thing. Because we are working
with vector software. We're building these characters entirely with the
keyboard and mouse. Now needs to know how to
draw or how to use a tablet. This course is
perfect for beginners want to start making
guide us somewhere, but are too intimidated
because they think they can draw this no need for expensive software,
either an antigen, how to use the awesome free and open source vector
illustration software in CEP completely
from the ground up. Along with some basic methods
and techniques you need to assemble and refine
your characters using the provided asset pack. This course, we'll start with an in-depth look at the
basics of Inkscape, as well as the basic principles behind vector
illustration in general. Then I'll be going in
depth into the asset back, explaining how it all
works and how to use it. Then we'll be making these five characters
that you are seeing here in real time,
explaining step-by-step. So you can follow along super
easily and will end up with a lesson on basic
character design to improve the quality
of your designs. I want you to learn as much
as possible from this course. So if you need any help, please don't hesitate
to contact me through the course page and I'll
respond as quickly as possible. I'm incredibly excited to get started, and I hope you are too. Let's dive in and have some fun.
2. Process: In this lesson, I want to talk about how the course is going to go and what you can
expect out of it. First of all, this is
the asset back here. You have everything you need to build a character
from the ground up. All you have to do is just
pick the elements from the list and assemble
them into a character. I'm not gonna go too
much in depth into the particular content
of this document because we're going
to do that later on after you have a firm
grasp of the program, just know that these elements are more than enough for you to build any type of
character you may think of. I went on a deep search studying this style
of characters. And I can assure you the SPAC, We have everything you need. But more on that later when we revisit the asset
back more in detail. And I'd like to talk a
bit more about the style. This type of character
that you see on the screen are a
very common type of vector style character
that you see all the time in everywhere from animation
to marketing campaigns. This is a style of
character has become a bit of a landmark of
vector illustration. And the reason is that they are super easy
and fast to make, especially if you work with
keyboard and mouse like you usually do when working
with a backdoor program. I'm sure you can see how
everything seems to be built of squares and circles. Vector programs work great with this type of
geometrical primitives. They are also really
easy to reuse. Once you make a character, you can isolate each element, like the eyes, the nose, the arms to torso, and please use that to build a completely different
looking character. And that was the
motivation behind creating an asset pack where you have
all the different eyes, noses, arms, torsos, hair. Every cent you may
need to assemble any type of character
in a matter of minutes. Of course, things aren't
as simple as just dragging and dropping elements to make awesome characters. I mean, it can be
as simple as that, but chances are that
you'll want to have more flexibility to build something that
looks more unique. Character with different
body types and body shapes. Something that may
require more variation in acids than the limited
elements you see here. In those cases,
most of the time, it won't be necessary to build that element
from the ground up. Or that you may need to make some simple operations
in the program, like making a limb longer or making some facial feature
bigger or smaller, or just go in and make
some small modifications to some of the assets. And to do that, you need to have some basic knowledge
of the program that we're going
to use. Inkscape. Inkscape is an awesome, free and open source vector
illustration software. You can download at
Inkscape that order. While in step is far from being the industry standard
for vector illustration, in my opinion, is more than
enough for getting started. It is more than enough to do everything you may
want except maybe some of the more
complex stuff that you see in Hagen productions. So yes, except
it's fantastic and you won't regret spending
time learning how to use it, which we will in
the next section. That section work as a
mini-course and includes a fairly in-depth
look at the basics of Inkscape and bacteria
illustration in general. In about 1 h or so after that, you should be more
than capable of tackling the rest of the course. In this section, following that, I will show you how
to assemble a ton of different characters with
different body types and looks. We're going to push the type of character that you can
make with the asset back and you'll see how
flexible the back can be. Otherwise, I'm going to show you some important techniques you should use to smooth things out. And I speed up the process of
coming up with a character. By the end of the course,
you're going to be a master of this
type of character, not just using the asset tag, but also just assigning
them in Geneva. But let's not get a hill. First, we need to
tackle the program. And we're going to do
that in the next unit.
3. Introduction to the Inkscape Section: Hi there, I'm Martin. And in this mini-course, I want to show you the
basics of how to use the amazing free vector
illustration software, Inkscape. My idea is to create a fairly quick and
easy introduction. Not only do this after Inkscape, but also to the wonderful
world of vectorization. Use the vector illustration is considerably different
than the original drawing. That is a whole new
set of concepts. You have the lung that and the fact that you
have to learn how to use a fairly complicated
program means that usually Inkscape courses tend to be really long and dense. Sometimes you don't want
to learn my whole program to take a more exciting
course that uses it. And that's what this
course is all about. To get you up and running with the basics of not only Inkscape, but also the principles
behind vectorization. Of course, if you want a more in-depth view
of the program, I encourage you to check out
my other course on Inkscape. Or if you prefer, I've left
you in the file resources, a list with some of the
best free resources to learn all about Inkscape. The links ranged from full hour long YouTube video tutorials to 20 min up and running
Britain articles. So with that out of the
way, go to inkscape.org, download the latest version, installed it NICU
in the next lesson
4. User Interface: In this lesson, I want
you to get familiar with the user interface. This way. By the end of the
lesson, at least, you'll have some general idea of what each of these
bars and buttons to, or at least how
they are organized. Because I know all
these tiny buttons altogether can get to
be pretty confusing, especially if
you've never worked in a vector software before. But the first step is
getting the program. Inkscape is a free
open-source software, which means that you
can download for free the latest version in the
official page and save that. One style. Does it go to the section
that says downloads? Then you'll see a list of
multiple download options. Just pick the one that
fits your predator system, then download it and install it. Once we opened the program
for the first time, this is what you're
going to see. This is the default
user interface. So what I'm gonna do
now is going to be going one by one
and give you a we can loose idea of what each
of these UI elements do. Later on as we move
on with the goddess, I'll go more in-depth into their relevant bars and buttons. The first array element you're gonna notice
is going to be this big white area with this black
rectangle in the middle. This is the drawing area. This is what you'll be
making your illustrations. This area is way bigger
than it looks in, extends infinitely
in all directions. So you have a lot of space
to draw whatever you want. As far as the black rectangle, this is a guy the
brand creates by default in all new documents. So it's going to appear in
every new document you create. This guy is here because insulin is a vector
illustration software. And this types of programs are mostly used for graphic design. This guide is made for
the creation of PDFs, dad's brochures and
that kind of stuff. Where it's helpful to have
a clearly defined border. But for what we'll be
using it, digital drawing, you can safely ignore it and draw whatever you
want in the white area. This highlighted bile, it's
called the common sweater. And it has a lot of shortcuts to the most common actions
of the program, like open and save files, copy paste, new document, and that type of stuff. This vertical bar, it's
called the snack bar. And it has a lot of options
related to snap him. So you can position
shapes with more accuracy depending on the type
of drawing you may want it enabled or not. And you can toggle snapping on and off with the first button. I recommend you that for now, disable snapping altogether, at least while you're
still learning. Because it can bother
you later on when you start to move shapes around, the shapes that snap into
every cent accidentally. So I recommend you to disable it now to avoid future problems. This element right here
with a lot of tiny squares, it's called the palette. If you have a selected object, you can give it a color by clicking on any of
these swatches. If you use the scroll bars, you'll see that you
have a ton of colors to pick out the ballot
is the status bar. This bar shows a few
important options regarding the document. Likes selected colors
soon, current layer. And it even shows you some really nice deeps and shortcuts as you go
using the tools. The ruler is this element that stuck to the left and upper
side is the drawing area. This element marks
the position of the point there with
a ruler and numbers. This ruler can get to
be useful if you are working in something related
to the graphic design area. But for illustration,
it's pretty much useless. As well as the scroll bars, they are completely useless. They allow you to
pan the document. But as we'll see in a minute, the best way to move around in the document is by
using shortcuts. Finally, the two most
important elements in the user interface other
than the drawing area. The total box, which
is this vertical bar that has all the tools you'll
be using to draw anything. Later on we'll be seeing the most important
tools so you'll get pretty familiar with it and then use it to
control as well, which has the options of the
currently selected tool. So they kind of work
together with the toolbox. Sadly, in flip doesn't
offer much as far as UI customization goals are, the elements are basically
stuck where they are. So you will have
to get used to it, like it or not. However, you do have
the option of Haydn, each of these
elements we just saw. If you go to View
and then show hide, he didn't see this
list with the names of all the elements by
next to the name. That is this checkmark which shows which ones are activated. Just to show you, I'm going to hide them all so you can see how the interface looks
without any element. Now all the elements
have been hidden Over the drawing area, which is pointless to hide. And of course, the main menu. If you have space
problems due to the low resolution
of your screen. Or if you want this
slightly bigger groin area. Or maybe if you're going
for a more minimalistic UI. There are a few elements that
I consider to be safe to hire for almost all
drawing projects. The comments while the
one with the shortcuts to the basic actions,
that's safe to hide. Worst-case scenario, you'd
have to make a couple of extra clicks to open the main menu without
those shortcuts. It does so safe to hide the
ruler and the scroll balance. Like I said, those
elements not the most useful for drawing
and illustration. And if you want,
you're going to suffer the status while some of the deepest and shortcuts
that shows when you get done can be helpful
for a beginner. This one less
customization option. And this allows you to
switch the position of the comments bar
and the snack bar. If you go to the View menu, then here you will see
these three options. Default, custom and why. That default option
leaves the comments bar on top and the snack
bar on the right. But typically, the
custom option leaves both bar on top and the white option both
on the right vertically. It's not much, but it could help you in case
you're working on a low resolution screen and you don't want
to hide anything. The rest of the options of the program are handled by
using docker build dialogues. In Enscape Dakota, Dylos
are floating windows that you can open and close and
can be ducked to the right. And they have
comments and options related to a particular area. There are a ton of dialogues. Pretty much every big
important area of the program has had
dedicated dialogue. Branching from the pension, from color selection
to document options. We'll go more in-depth into particular the ILOs
as we move along. But for now I want to show
you how the UI works. So I'm just going to
open a random dialogue by going to the top menu. You can see when a menu will
open API double dialogue, when it has these
three dots at the end. So I'm going to open
the objects dialog. This dialogue contains
information about the individual objects
in the document. By default, the first
time you open a dialogue, it'll be dark to the right
of the main windows. Remember that all Docker build dialogues are
floating dialogues. So if you click on the
title, you can drag it off. You can leave it floating there. Then if you want, you
can dump it right back by moving into
the right side. Keep in mind that you can only dog dialogues to the right side. You can not dug
them anywhere else. If you open more
than one dialogue, then start to stack
into columns. One on top of another. User has no more vertical space when you stack
multiple dialogues, the body of the dialogue
will automatically, this little bar with the
dialogue with data will appear. If you click on it,
the dialogue will swap with the one
that's showing. If you don't need a
dialogue anymore, you can close it with the
X button in the title. Close dialogs will retain the options that
you may have set. You can also click on this
little arrow in the title and convert it into a vowel on
the right, that's vertical. This will help you to
save space and keep the dialogue they're
ready to be opened again. Now if we wanted to show it, just click on the icon. We find in this lesson, I wanted to show you how to use the shortcuts to move
in the document. When you're drawing,
you're going to have to constantly move from one side to another as you
go build in your drawings. So it's very important
to learn the shortcuts. So moving in the document
becomes second nature. Lucky for us. We only need
to know two circuits. They are really easy to learn. To pan the camera. Just hold the middle
mouse button and move it. You're going to see how the guy, the rectangle, move side-to-side
as the camera moves. If you have an actual
drawing in the document, you will see it moving as the view of the
document changes. If you don't have a
middle mouse button, you can also use the space bar. The other type of camera
movement is the song. The song is extremely important. Remember that we are
working with vectors, which means that you, the resolution independent
shapes as you draw, you will be constantly
wondering too soon to work in a particular
area, to add detail. Assuming it's really easy, just hold control and move
the mouse wheel up or down. Depending on if you
want to zoom in or out. It really nice detail is
that when you are assuming in your Zoom to the
position of the pointer. So if you want to go
to a particular area, just move the pointer
there and some in. If you don't have a
mouse with wheel, you can zoom in and out with
the plus and minus keys. Though this way you only assume to the center
of the document. And that's it for the
user interface of insane. Hopefully the program won't
look as intimidating. Now. Of course, as we move along, we'll be needing to learn how to actually use some
of these options. But by then, hopefully you'll be ready to learn model
of the program. In the next lesson, I'll
be showing you every sound related to the creation
and handling of objects.
5. Objects: Before we begin with the tools
you'll be using to draw. First, you have to
understand the way to build your drawings
using Inkscape. As you may know, in CEP is a vector illustration software. And vector illustration
is considerably different than
traditional drawing. In traditional
drawing, using either pen and paper or
a drawing tablet. You draw using lines that outline the shapes you
want your drawing to have. This way is by far the
most flexible way to draw. You can make a square or cube or figure with the same
level of effort. On the other hand, when you draw with a
backdoor software, you build your own shapes
and then just stack them one on top of another until you build your
final illustration. This workflow is meant to
be used to create what vector softer were originally
made to do graphic design, where most of the
illustrations are made of flat and simple
geometrical shapes. And this way of working strongly influences the type of
drawing you'll be making. Flat and graphical, cartoony drawings
with simple forms and silhouettes are way
easier to make with the tools the program
has than complex, expressive with
three-dimensional ones. However, the benefit
of working in a vector software has more to do with convenience than
artistic potential, is way easier, faster and
effective to use the mouse directly on the program to draw a simple,
cartoony character. Now I'm drawing it on
pen and paper and then scan and refine
the image to them. Draw on top from the beginning. Maybe with an example, things will be clearer. What you are seeing right now is a tree that I drew
for a course of mine on background
design using Inkscape, which by the way,
you can get here on Udemy on my profile. This tree is built off
for different shapes. First is the trunk, which is simply an
elongated triangle. Then the branches which are
also elongated triangles, then the leaves, which are triangles that I call
the edges a bit. And then the shadow, which is a slightly
more complex shape. As you can see, the tree
consists of geometrical shapes, scale, skew and modify it. But 100 per cent simple
geometrical shapes stacked one on top of another. The great thing about
working like this is that it is extremely easy
to create variations. For example, this is the end result of the project of the background design course. All these trees that are in there are copies of the original that I just changed
the color them modify the position
of some of the farms. And the basalt is
that a large part of these words were made with
a single tree in minutes. The real way to draw this way, you need two things. First, a way to create
your own shapes. In the case of the 3s, the different triangles and
the shape of the shadow. And second, obviously a way
to manipulate those shapes, to move them, rotate them, duplicate them, and stack them. For example, in the
case of the three, I just drew a single
shape for the leaves, and the other ones
were duplicated, moved, and scales into position. In this lesson, you're going to learn how to do the second, how to manipulate objects. But in order to
manipulate objects, first, you need to be
able to create objects. Luckily, in FAPE comes with four geometric shape tools that allows you to create
objects fast and easy. They add the rectangle tool, the ellipse tool, the Star
Tool, and the spider tool. As a side note, there also the tools that allows you to create your own custom shapes. But they add a bit more complex and we're gonna be
seeing them later. So click in any of
them in the toolbox. And you're gonna see that
the pointer changes. Now it has the shape of
the tools that you picked. In my case, it has the
shape of the rectangle. Now you can draw your shape. Simply click and drag. Once around. You are
going to see these data, the murky with this tiny
shapes in the borders. This means that the
shape is selected. Tiny shapes in the borders
are the modifiers. And they allow you to make some basic modifications
depending on the shape. In the case of the rectangle, if you click on the squares, you'll be able to change
the width and length. And if you click on
the little circle, you'll be able to
round off the edges. Both operations are very common and you're going to
be using them all the time. Each shape tool has
different basic operations. I recommend you to
play around with each tool and see
what each does. You will be surprised
to know how useful and flexible can be a simple
rectangle, an ellipse Doesn't pay attention to the
huge amount of objects that have rectangular or
elliptical shapes. Then you start using
these tools to draw. The first two tools, the
rectangle, an ellipse tool. You're going to be using them in 99% of all the drawing
you'll be making. Because as we'll be seeing
in the next lesson, they are very easy to modify and easy to use to
create different shapes, as well as the other two, the polygon and the spiral. Usually you'll be using them whenever you need a
style or a spiral. So they have a limited use. Now that you know how
to create objects, we can take a look at the
main tool for handling them, the objects selection tool. This tool is one of
the most important in the entire program and you'll
be using it constantly. It allows you to do pretty much everything you may
want with objects. You can select them
and place them, move, rotate, scale, duplicate. In a lot of other
essential operations that you'll be using
in all illustrations. Let us start with
the most basic. Select the tool, and click
in any object in the Canvas. If you don't have any object, a few with the shape tools. Once you click on one, you will see these
dotted rectangle with these arrows
and the coordinates. This means that the
object is selected. There are operations that
are only possible to make when you have
a object selector. To unselect an object, just click outside in any
empty area of the canvas. It is also possible to
select multiple objects. This is really useful to
apply an operation to multiple objects at the
same time to the list, just click on an
empty area and drag. You're going to see
this rectangle. All objects that
are fully covered by this rectangle
will be selected. Alternatively, you can
hold the Shift key and click on new objects
to add to the selection. The move an object,
click and drag. It's not necessary that the object is
selected beforehand. You can just click on
an object and move. It is also possible to move multiple objects
at the same time. To do this, first, select the object
you want to move, and then click on any
of them and drag. The objects are
going to maintain the relative distance
between them. One of the most common
operations you'll be doing is to delete objects. To delete an object
first selected, and then hit the Delete key. It's very common
that you'll want to duplicate an object
or group of objects. It's really easy. First select the
object or objects, then hit control D. An exact copy of the
selected object is going to be created on
top of the old one. And it's going to be
automatically selected. So it looks like
nothing happened. But if you move this object, you'll see that the
other one is down there. The little arrows that appears
when you select an object. And really important,
they allow you to scale an object in the
direction of the arrow. That is to stretch or shrink in the direction of
the selected arrow. Simply click on any of the
arrows and move the mouse. If you click on a
selected object without moving the mouse
for a second time, you see a different
group of arrows. With the arrows in the corners, we're gonna be able to rotate the object no matter
which one you pick. The rotation pivot will
always be in the center. The arrows in the middle, the one that points
to both sides, allows you to skew the object
from the center as well. And this was the
basic operations you need to know about the
object selection tool. But there's one more
essential operation to manipulate objects
that you need to know. But it isn't the tone contrast. While, if you remember
from the previous lesson, or tools have a group of options that are displayed in
this bar right here. Even the shape tools
that we saw a minute ago had options in this battle. Though not the only one
that was worth to mention. The object selection
tool has a couple of important options
worth checking out. And just like everything
I'm showing you here, are recommended to
stop the video and get to play and see
what you can discover. If you let the pointer
on any of these options, a tooltip will
appear telling you more or less what each does. However, the ones that
we'll be seeing now at this four buttons over here that are grouped
by the separators. These four buttons
allows you to change the stacking order
of a selected object Let me explain you. As I said a minute ago, when you draw using vectors
u dot creating shapes, and then stacking them
one on top of another. Each created object has a stacking order number which identifies which object
is on top of which. By default, Insane Places the last created object
on deposit stack. But as you may have guessed, I mentally you need to change the order of a
couple of objects. For example, in the case of the tree I showed you
in the beginning, the trunk is on top of the leaves and the branches
on top of the trunk. And the shadow is on
top of everything. But didn't originally
made it like this. It was easier to draw the trunk first and then draw the
leaves accordingly. When I draw the leaves in safe, obviously put them
on top of the trunk. I had to move them below
by using these buttons. The first and last button
of the group allows you to move the object to the
bottom or top of stack. Very useful if you
have a lot of objects. And the two in the middle
allows you to move a position up or
down in the stack. These four button lets you
draw without the need to keep in mind the order in
which you're dry shapes. Practically every
illustration you'll ever do will need you to arrange the stack position of
a couple of objects. Now I want to show you a few really important
and useful shortcuts to use with the object
selection tool. Now, I won't be going over all the shortcuts
because they are a lot. If you are interested, you should check
the exit manual. But I am going to show you the essential ones that
you'll be using all the time. It's possible to move
the selected objects with the arrow keys
on the keyboard. This will move the
object just abit. This is great to make
some minor adjustments to the position of objects. However, if you need, by holding shift, the object will move
a greater quantity. It's very common that
you may want to select an object that's obscured
almost completely way another. You can select an object
directly below it, selected one by holding the Alt key and clicking
where it should be. Even better. Move the mouse to be on top of this text objects. Hold the Alt and use the mouse wheel to highlight
the object you want. These ones are really important to the
creation of shapes. You can make the scaling
of an object uniform. This is useful for maintaining the proportions when scaling, just hold the Control key. And at scale using
any of the arrows. If on the other hand, we are rotating or rescuing an object with the
other group of arrows. Holding Control will snap the transformation
to a fixed angle. This is most useful
with the rotation, since it will snap to
common angles like 45 degrees or 90 degrees or so. Then if the Shift key, when scaling this will automatically change
the scaling pivot to the center rather than the opposite side of
the selected level. If you listen, shift
to rotate or scale, where the pivot point is
already in the center, then it will move it to the opposite side
rather than the center. The Shift key can embed the period composition from
center to Cornell and back. Of course, you can also use both Control and Shift together. A very important detail is that both the Control and
Shift shortcuts work at the moment of dragging
to create a built-in shape. So you can easily drag it perfect circle with
the ellipse tool. If you hold Control or drug or rectangles
from the center, if you hold Shift or create perfect squares
from the center, if you hold both
at the same time. Before and in this lesson, I want to talk
very briefly about a very important subject
related to objects. And that is color selection. Because color works slightly differently in a vector
softer replication. And it may require a
quick explanation. In Inkscape, all
shaped objects with no exception have
these two properties, a field and a Bertha, that surrounds that feel. To these two properties, you can assign them color, gradient, patterns, textures, and you can
even make them invisible. But some of these options are
a bit more advanced so far. Now, let me show you how to give your objects fill and
stroke any color. In order to do that,
you're gonna be using the palette element
is really easy. First you select your object, and then you click on
any of this lectures. This is going to assign the
color to the object's field. There are a lot of juice. If you move the scroll
bars to see that you have hundreds of
possible colors. Pretty much every color
you may ever knew. It's also possible
to assign any of these colors to the stroke
instead of the field. Just hold shift and
click on any swatch But there's one of
these swatches that has this weird symbol. The first one, the white
one with this red X. This swatch has a
unique function. By assigning this swatch to either the fill or
stroke of an object, you will make it invisible. As I said a moment ago, all objects with no exception
have fill and stroke. So it's not possible
to erase either, but it is possible to
disable them temporarily. And that's what
this swatch does. At least deal, you select another color and the fill or stroke goes back to the visible. With the substance. You have a lot of control over
the appearance of a shape. But the pilot is more useful
to quickly change colors. For a complete control over
the way the shape looks. You're going to have to use
the fill and stroke download. This dialogue not
only allows you to pick between all
possible colors, instead of the p, select
the swatches of the palate. But also allows you to
change the stroke size, opacity, and other appearance
related properties. To open the dialogue, go to
object, Fill and Stroke. The first thing you'll notice
is that this Taylor has three tabs to change the fill color and other
identical for the stroke color. And a last one for the
properties of the stroke. The first two tabs have
exactly the same options, but depending on
which one you use, the color will be set
to either the fill or stroke of the
selected objects. Let's take a look
at the options. So select an object and
click on the first tab. We're going to start
by changing the field. The first thing
you'll notice are these ten little buttons. This will set the
type of painting that's gonna be applied
to the fill or stroke. Don't worry, in real life you'll only be using
the first two. You can safely ignore
the other eight. The first button with the x is just like the first
swatch in the pellet. By selecting it, you
disable the fill or stroke. Depending on the WOR. The button right next to
it applies it a color. A bit like if you
were to click in any of the other
swatches palette. But the difference is that
now you can see a group of options to pick the
exact color you want. These five protons
here will change the mold with which
you select a color. But I'm telling you right away, 99% of the time you'll
be using the one that says wheel or the
one that says HSL. You can forget about
the others completely. For now, pick colors
using the wheel mode. This color selection mode will display all possible colors, like the classic color
wheel with a hue on the outside and the saturation and lightness on
the inner triangle. The last step, the one
that says stroke style, allows you to change
the size of the border. And a few other options. Again, there are a
lot of options here, but the only one we
care is the first one, the one with a label
that says width. Here you can set the
stroke width you want with an input right
next to the input. That is this drop-down menu with different units with which
you can pick the width. Picking the right
unit is important. I recommend you to
always pick the one that says bx, that is pixels. I believe that is the most comfortable and
unpredictable unit to do any purely digital work. There are a couple
of sliders that are independent of the W pick. One that says blur, another one that says opacity. The one that says blur will apply a blur to the
selected objects. You're not going to be
using this option to match, except for a specific cases. The slider that says opacity
is a bit more important. It allows you to apply
transparency to the entire object. With this dialogue,
you're gonna be able to give any possible
look to your shapes. Steal the pilot has
its place though. Usually you'll be using
the palette to make super quick changes and the freelance stroke dialogue to do more deliberate changes. And also to change
the stroke width, which can be done
with the bullet. And that's all you need to
know about objects from now. What you've learned in this
lesson is the base for everything that will come later with the
knowledge you have now, you can try to make some
basic illustrations. Of course, you still
need to learn about the other half of vectorization, how to create your
own custom shapes. So for now you'll be a bit
limited of what you can do. But practice is essential. So I'm going to leave you in the resources and except
document with exercises designed to help you to completely mastered
everything you've learned in this lesson. I strongly recommend you to at least check this file before
starting the next lesson.
6. Paths: As I said in the
previous lesson, knowing how to create
and manipulate objects is half of what you need to be able
to draw in Inkscape. The other half is knowing how to create your
own custom shapes. Inkscape brings in these
four basic built-in shapes that we saw in the
previous lesson. But no matter how flexible the rectangle an ellipse
our sooner or later, you're going to
need a unique shape to draw something you want. In this lesson, I want
you to learn everything regarding how to create
and manipulate paths. Paths, or the way Inkscape handle the creation
of your own shapes. The way Beth works is going
to need a quick explanation. But I want you to
know that paths, just like built-in
shapes or objects, they can be manipulated with
the object selection tool. So everything you've learned in the previous lesson applies
to any past omega1. This lesson. Just like in
most vectorization software, paths are made of
Messier colors. A Bezier curve is a type of curve that's defined
by the position of two nodes and the position of two handles
attached to each node. By changing the
position of the nodes, you change the starting
and ending position. Each handle affects a
certain quantity of the form that takes
depending on its position. This way, by changing
the handles, you can give your
curve any type of possible curvature
between two points. You can even make a
completely straight curve if that makes sense. Don't worry if this
feels a bit confusing. Once you start creating
and manipulating curls, you're going to
see that it's way less complicated than it seems. But that's the way a
single curve functions. What's interesting is that
it's possible to attach one curve to the end of
another and repeat this deal. You close the shape
by attaching a curve, joins the beginning and
ending of the chain. And this way, you create your own custom
shape that's built by multiple groups where each column is a different
section of the path. There are a few tools
that allows you to build path directly. You have the pencil tool that allows you
to create path by drawing them as if you are
using an actual pencil. This tool is most useful with a tablet to
draw more naturally. Then you have the
calligraphic tool. Again, more useful to create interesting looking
strokes with a tablet. But the most important tool, not only in SAP, but in most vector illustration
software is the pen tool. This tool is by far
the most flexible and powerful of all the tools
that creates paths. Because it allows you to
create paths node by node. And because of
this, you can build your own custom shapes with rate control and
accuracy with the mouse. Something that will be really hard to do with a traditional
illustration software. So pick the pen tool. Now, every time you
click on the Canvas, you're going to place a node. Once you place the first node, you see this red line
following the pointer. This line is there to
help you visualize the shape the curve is going to take when you place
the next node. You can place as much
notice as you want. When you want to
finish the path, click on the first node, the one with the
little white square, or to close the path. Now you no longer gonna be able to edit the path
with the pen tool. The shape is finished
and ready to be used. By default, the pen tool disables the handles when
you click to place a node. The nodes create these completely
straight Bezier curve. Later on you'll see
that this behavior is really useful to
sketch shapes fast. But it is possible to place
a handle when creating the nulls in such a way that
you introduce a curvature. When placed in a note
just click and drag. You will see this handle
that moves with the mouse. Pay attention to their
previous realization line is going to show you how
the curvature is going to be when you
release the mouse. It's also possible to
leave the path open. Simply place the nulls we want. And when you're
done, right-click. This is going to finalize the path addition in
the last place node. Now you can leave it like
this, or if you want, you can append more sections
by clicking on any of the n, also with the pen tool, the ones with the
little white squares. Whenever there is an open path, you can always keep
adding more sections. Open paths are useful
for a couple of things, but mostly to create lines. Here's an interesting deep when grades in a bath
with the pen tool. When you create a node
with a curvature due to a property of the nulls that we're going to
see in a moment. Sometimes the node
is going to force a curvature into
the next section. You can see this in the
previous section line. So if you want to create a straight section connected
to a curve section, a good tip is to
de-select the bath To end the editing
in the last place, dealt with the curvature. Then continue appending
your straight sections. From that end.
With the pen tool. You shouldn't be able to
draw pretty much everything you do with a real
life pen or pencil. And this is the power
of the pen tool. It gives the control
and flexibility of a real-life pen or
pencil to your mouth. But the real power
of the pen tool really starts showing when
you use it with another tool, the null selection tool. They're not Selection Tool. It's just like the
object selection tool. But for paths with this tool, you are going to be able
to do things like create, delete, and move
nodes in a path, change the curvatures and change the properties of
individual nodes. In other words, it allows you to completely edited path
after it's been created. As you rarely are going to draw a perfect path the first time
around with the pen tool. This tool and return a path. It's a very common operation that you're gonna be
doing all the time. That's why, just like the
object selection tool, this tool is one of the most important tools in the program. To be able to edit the path. First, you need a path. So create a quick path
with the pen tool. This is important because the node selection
tool won't work with built-in shapes unless you do something to them that
we're going to see later. To select a path is just like with the
object selection tool. Click or drag a rectangle
to select more than one. You're going to see
these dotted rectangle indicating that selector. But you're also gonna see the notes that
makes up the bath. Now, if you click in
and out your selected, you can see that it's selected
because it gets blue. Now, just like with the
direct selection tool, you can click and drag
to move the node, select multiple notes and move
them all at the same time. Of course, it's not possible
to rotate or scale. No. After all, a node
is a single point. You can also try some of the Object Selection
Tools, circuits. One especially useful
is the Delete key. To delete the selected nodes. Even more important is the possibility to
add no sway path. You can add notes
in any location of a girl by double-clicking. This will, of course,
the binding curve. When you place the
nulls into two curves. This way, you can completely change the overall
shape of a path. But the one operation
that really gives you a complete control over the path is the
handle manipulation. When you click on a note, you're gonna be able to see
the handles of that node. By clicking in the little circle at the end of the handle. You can move it, allowing you to completely
change the curvature. Once you start to play
around with paths, you probably noticed
that a couple of things. First, that nodes belong
into three curves. One show a handle. And second That's
some handles are stuck together with a
curve right next to it. So when you move one
handling one side, the other side moves
to the opposite side. Let's start by checking what's the deal with
straight curve notes. Straight curve nodes don't have handles because
they are Melinda. There is no curvature, so there is no need for handles. This raises a big question. How do you introduce
a curvature to a straight line if you
don't have the handles. Well, another
awesome property of this tool is that it's possible to edit the curves
super easy and fast with no need
to use the handles. If you move the pointer to
a section free of nodes, you're going to see how the
icon of the pointer changes. And it shows this handler. If you click and drag, you'll see how the
curvature moves. Depending on where you
will have the curve. The movement will be different. This is exactly the same as
going handled by handle, fixing up the gulp.
What's model? You can see both handles
adjusting as you move the curve. I strongly recommend
you to do most of your editing by using this method because
it's way easier, faster than an intuitive, even if you do have a bit less control than
when using handlers. Now, let's see why
sometimes moving a handle in a curve affects
the gut right next to it. In order to make drawing
certain shapes easier, it's possible to change the
way a note the incisions, the curvature from
one curve to another. You do this by using
the right node type. Let me show you. Take a look at
these three paths. I created. These heart leg shape Has these sharp corners
and bend the lines. Pay attention to the nulls
and you'll see that they have these diamond shapes icons. This icon will indicate to you that the nodes
are of Cornell type. With Gunnar type nodes, the curvature won't
carry through the node. That is, the curvature in one curve won't affect
at all the other curve. Obviously, this type of node
is used to create corners. Though there is
nothing keeping you from trying to create
a smooth transition. This type of node is also
used for strike Carlos. Since each curve
ends in a corner. The final shape is made
entirely of smooth surfaces. You can see that they are smooth nodes because
they have this square shapes instead of
the diamond shapes of the corner miles gradient, something like this with Garland nulls will
be a nightmare. Instead, all nodes
are set to smooth. Smooth null forces a smooth
transition through a null. No matter how much you move it, it's impossible to create a
corner using this null type. When you move the handle
from one section, the one in the
other belonging to the other section moves as well. They are not independent
of each other, like with the corner type, this type of nodes
you're going to be using for pretty
much everything. That's another corner. Since it helps you to make soft and elegant
curvature through, I know at the moment
of drawing your path. Instead we'll decide
automatically the type of nodes based
on the shape of the path. But if you want
full control over the curve after it's been drawn, you need to be able to
change a node to any type. If you have selected
the node selection tool and check the two controls while you're gonna see a lot of options that aren't
important right now, so we're going to skip them. But these four buttons
over here allows you to set the node type
of a selected node. But like you've seen in so many cases before
in this course. In reality, you'll
be using the first two and you can completely
ignore the other two. If you're curious about
what the other two do, they change the null type to a small variation
of the smooth type? They are rarely needed, so they are not worth your time. The first proton is
the common type. When you set a smooth
nodes to this type, nothing appears to happen. But if you pay
attention to the icon, you will see that
change to a diamond. Now you can move the handles and the curvature won't
get past the North. The second button is
the smooth node type. When you said that
Governor null to smooth, this will introduce a curvature based on the angle of each car. This is important. Sometimes, rather
than start making your path from Cedar
with the pen tool, you'd like to start
with a built-in shape. But if you try to modify something with the
no selection tool, you see that once you select it, it won't show you the notes
and you can modify anything. It just shows you the
modifiers of that tool. This is because
technically this built-in shapes, I've not paths. They are special tools to be
able to use them as paths. First, it's necessary
to transform them to a path that is a special command that does just that with
the shape selected. Go to object, and
then object to path. This is going to
transform the object in its current state
to an actual path. Now you are going to be
able to see and modify the notes and curves as
if you made it yourself, but you no longer have access
to the shape modifiers. Boolean operations
are an essential part of most illustrations
you'll be doing. They are used to simplify
some of the work. At the moment of creating some of the more complex shapes. Boolean operations,
like the name implies, worked by following the classic mathematical
Boolean formula. Take into shapes, paths, or built-in shapes as input
and outputs a single path. As a result. There are a total of six different
types of operations. However, for illustration, you only realistically
need three of them. The other ones are really that useful or not worth the extra
energy in leveling them. I'll be skipping those. Their union is just to join two or more shapes
into a single path. Just delete the
shapes we want to join and go to Path union. Or they're really easy to
remember shortcut Control. And plus, this type of operation is mostly
used for two things. First, to create
organic looking shapes like bushes are clouds, by performing a union with
a lot of simple objects. The other common
use is to create complex mechanical
shapes made of simple forms like goggles
or robotic parts. The difference operation
will take two shapes. And the resulting shape
will be the shape below minus the area
where they intersected. Do perform this action, select two intersecting
shapes and go to path difference or the shortcut, which is Control minus. We will often use this
operation to gallop or delete a section
out of the shape. The intersection operation is similar to the
difference operation, only that it will keep the area where two shapes intersect
and delete everything else. Use it, go to Path intersection or the
shortcut Control asterisk. This operation is mostly used to limit a shape to the
silhouette of another, often to create
shadows or highlights that fit perfectly in
a complex silhouette. So as you can see,
everything you can do with Boolean operations,
you can do manually. But most of the time it will be really time consuming
and tedious. So take your time to get
comfortable with each operation. Use the shortcuts instead of the menu and do
all the exercises I left you in the exercise
document of this lesson. This was the last piece of information that you need
to be able to create any type of
illustration that you may want using Inkscape. Of course, there are a
lot of program features. I haven't showed you
tools and comments that are pretty useful
but maybe not essential. I strongly recommend you to
check the exercise file for this lesson and make them all more than once
if you need it. It's really help you
to get everything you've seen in a practical way. So don't skip it.
For the next lesson. I want to give you
a quick overview of a few features of the program that you
could experiment with, as well as showing you a few
important tips that I've found to be essential to
any type of illustration. You see an X shape
7. Tips: In this final lesson, I want to do two things. First, I want to talk very quickly about a few
features of the program that we didn't cover because
I thought that they weren't essential to most
illustrations you'll be doing. And second, I want to give you a couple of what I think are really important tips that will help you avoid a lot of
headache in the long run. First, I want to start with an essential tip that I think
every Inkscape illustrate. Don't know. I believe that in most
tutorials, for the most part, everyone forgets about one of the most important parts
of working in Inkscape. Switching between the
two selection tools. And switching between
these two tools is one of the most common actions
you'll be doing when drawing. At the end of a day's work, you'll end up wasting a ton
of time moving the mouse to the toolbox to switch
to the right tool. It's a little like when you
are alone in a 3D program. And everyone tells you that
you should get used to the keyboard shortcuts to their manipulator tools
as early as possible. Otherwise, it will be forever a slave to move in the mouse
all the way to the UI. Every 2 s. The default shortcuts are a little bit
awkward for my taste. The toolbox, the function
keys, F1, F2, F3. I prefer to set my
own custom shortcuts. You can edit the
default shortcuts. If you go to Edit Preferences. Here you go to Interface
keyboard shortcuts. The tools are in
the context list. You can search in
the search box. I recommend you to set the
selection tools to something like a and S or Q and W, something that is not as
separated from the rest of the default non toolbox
keyboard shortcuts. And since you are there, you
might as well set a couple of shortcuts to the
next most used tools. You'll be using the
pen tool a lot. So I recommend you to set a
comfortable shortcut for it. And very important, a tool you'll be switching
to constantly. The dropper tool. The dropper tool
allows you to sample the color and set
it to the field. Or if you hold shift the
stroke of the selected object. This tip has to do with the color mode with
which you select colors. If you remember, in the
freelance stroke dialogue, you get to choose from
five different models to select color. In the lesson back then, I told you that you should
concentrate in only 2 mol the wheel and the HSL mouth. The wheel doesn't
need explanation. It's just the will of colors. You can see the relationship
of colors and then set the saturation and value
once you pick the hue. However, I think
that you should get comfortable with the HSL mouth, since it's the most important to picking colors for
our illustration. In art, there is a classical
theoretical representation of color that uses
three variables, hue, saturation, and value. The heel is the actual color. Pigs can be blue, green, greenish, yellow, etc. The saturation is
how pure a color is. The less saturated, the higher quantity of gray that color has. Saturated colors
are very vibrant, while these saturated
colors are far more pale. And mentally, if you crank down the saturation of a color, you'll reach full gray. Value is how light or dark
a particular color is. At no lightness, the
color becomes black. The HSL color selection model, which stands for hue saturation and lightness,
which is the same. That value maps this
classic representation by using this color
selection mouth, you can compare whether the hue, saturation or value
of the colors. For example, to imply
a surface in shadow, you can sample the color of
the surface in light and then lowering slightly the
lightness slider. This type of comparative
color selection is something you'll be
doing all the time. So I recommend you
to get used to handle colors using this model. Okay, here it goes to a few of the features of the program
that we didn't cover. Some of these features
are quite important for some styles or types
of illustration. Though I wouldn't go any of these features essential
to all illustrations. That's why I decided
to leave them out. If you think you
could use any of these features and would
like to know more? And leave you in the resources, a list with the best links to
learn more about Inkscape. Remember when I told
you that you can not only add color to an object, but also other types of paint. Well, in common illustration, the other type of pain
that you will most likely use will be the gradient. A gradient is just
a way to create a blend between two or more
colors in a linear way. Often used to generate
some subtle effects like the sky change and colors
are some basic lighting. In Inkscape, you can create, edit and apply gradients to
both the fill and stroke. Radians are created by using the gradient tool
in the toolbox. Then you drag on an object. This will create two stops. Each stop is going to
have a color assigned. To assign it a color. Just click on stop
and pick a color like you would normally
do with a common object. Depending on the options
set in internal controls while you create a linear
or elliptical gradient. Right next to these options, there are two buttons that
allows you to set two. What are you going to
apply the gradient to the field or stroke? You can move the
position of both stops. This way. You'll be changing the
direction of the gradient. And you can do this with
either the gradient tool, whether node selection tool. It's also possible to add more stops with the
gradient tool selected. Double-click on any section of this line that joins both stops. If you remember, in
the objects lesson, I talked about the
fill and stroke Diana. And that at the moment
of picking a paint type, you get to choose between
these ten little buttons. Well, I feel for those were to assign a gradient as a paint. Begin any of those
gradient buttons, a few options will appear. But given that most of the options shown in the
fill and stroke dialogue, I've also shown in the
gradient tool controls. I've found that it's
not necessarily to think about the options in
the freelance drug dealer. In fact, I recommend you
to completely forget about them and handle everything through the gradient
to controls. We didn't cover the snack bar. And that's because snapping, It's not something you'll be
using in all your drawings. But it is important
and it can help you with some types
of illustrations. By clicking in the
very first button, you'll enable or disable or
the snapping functionality. As I said in the UI lesson. By default, these three
buttons should be enabled. This will give you the
snapping that you want. So I would recommend you to
not touch anything here. If you're feeling
adventurous and you want to play around
with this file, you can just leave the mouse
on top of a button and get a nice tool tip that will tell you more or less what it does. Once a snapping is a naval, shapes will snap to each other. You will see this little x
just before the shapes. More. Snapping works with both
objects when you are working with the object
selection tool and nose. When you're working with
a no selection tool or when you're creating a
path with the pen tool. Clipping allows you to
limit the visibility of a shape to the
silhouette of another. After the clip is done, you can edit the clip shape inside of the node
selection tool. And no matter what,
the changes won't show outside of the silhouette
area of the object. In illustration
clips that are often used as a more robust way to create shadows and highlights than using the
intersection operation. To create the clip,
you use two objects. First the object
you want to limit the visibility or
the target object, and then the object
that you want to use to limit the other or
the clipping path. The clipping path has to be above the other in
the stack order. Then you select them both
and go to Object clip set. My favorite method,
right-click Set clip. Once it's done,
these two objects will become a
single glyph shape, which you can move,
scale, rotate, and do pretty much everything you can do with other objects. But now you can edit the shape inside with the node
selection tool. And the shape won't show outside
of the equilibrium path. If in the adult selection tool you have this
button too good on, you can edit the
clipping path itself. To unclip. You can go to Object, clip, release or right-click,
bellies clip. Old shapes you added it
will keep the changes, whether it is the equilibrium
path or the target shape. Then it's also a similar
feature to clipping masking. Masking has the
same functionality, but with the
difference that it has a few transparency features
to make clipping is simpler, so I prefer to use
them over masks. The effects are
modifications that change the behavior
or looks off a path. Some of them can be very useful to open the
path effort dialogue, go to path, path effects. They pass effect to a shape. Simply click on the plus icon
in the bath effects dialog. This will bring up a list
with all path FX available. Now you just select
the one you want. And the effect will be
applied to the shape. It's possible to add
effects to build in shapes. But this may transform them into path depending on the effect. To delete the path
efforts from a shape, just click in the minus icon. Any modification you did with
the effect will be lost. Almost all path effects. It was one or more
control handles or curves on the shape to
manipulate the parameters. You can see an access these controls within our
selection tool. If the object is selected, then the effect options will be shown in the Pacific dialogue. With an effect active, you can still modify
the object and nose. However, depending
on the effect, this may bring buggy and
unpredictable behavior. There are a lot of path fx, icon possibly go
through all of them. But the truth is that you don't need more than a few
for most illustrations. Effects are something you learn better when you add
experiment by yourself. And that was it
from the goddess. The goal of this course. Although then prepare you
as fast as possible to take other Inkscape
dependent courses was to at least left 31
thing to know more about these fantastic and extremely powerful free vector program. And Libya in the
resources link with the best free resources I've found to learn and
master Enscape. So if we want to know more, now at least you have
a strong foundation. I believe that with what you've learned in
this mini-course is enough for you
to go and tackle any of my other courses. Knowing more of the
program will only make you a better and more
confident artist. Saw the time spent learning more about it is never wasted.
8. Groups and Clips: Before we begin
with the brush act, in the next few lessons, I want to show you some
of the basic tools and techniques that we're gonna be using all
throughout these gods. Pretty much every cent of
what I showed you here. It's common to all
vector illustration, not just came out. So if you've never worked with
a vector software before, it's gonna be
especially important to get familiar with
these concepts. In this lesson. In particular, I want to start with one of the most important features of vector illustration,
Boolean operations. I know that about Boolean
operations in the mini goals. But then I showed you the
mechanics of how to use them. What they are actually
useful in illustration. And this is what this
lesson is all about. But before that, let me remind you really quickly what
our Boolean operations. Boolean operations are a
group of tools the program has that work by making two
or more shapes interact. And I'll put a single
path as that assault. Boolean operations
do not need to be performed with custom paths. They can be used with built-in shapes like
ellipses are rectangles, but the resulting shape of the operation will
always be a path. An important detail is that Boolean operations
only work with shapes, with them or custom, but not with other
types of objects like important images or groups. There are a total of six
different operations that insane, insane. But in practice, only
three of them are really necessary for
most illustrations. They are the union, the
difference, and the intersection. With that out of the way, let's begin with a union. The union will join or select the shapes into a single path. Often used to create
organic masses of objects like clouds or bushes. Creating organic shapes like
these can be way faster than using the pen tool to
draw the silhouette manually. And it gives you a lot more
fine control and flexibility. Take a look at this cloud. If you pay attention
to the silhouette, you'll see that
it's actually made up of multiple
ellipses overlapping. This is something
that will be really easy to do using a union. So take the ellipse tool
and draw a lot of ellipses overlap in to build the
silhouette of the Cloud. Now pick the object tool
and select all the shapes. Go to Path union. What are the really
easy to remember shortcut, Control and blues. Now the Cloud is a single path instead of being made
or multiple ellipses. Now you can see and edit the
notes with the node tool. Now, I'm sure you're thinking, why couldn't we just
leave all the ellipses together overlapping each other? Well, for once, it's
more uncomfortable to control an object
made of a single shape. But the most important
benefit of having a single path is that we can modify the
silhouette of the shape, since it's a path. That is something we
cannot do if there are a bunch of separate
the shapes together. Now, if you select
the note, don't. You can play around
with the path and make the silhouette much
more interesting. Like I said a minute ago, the union is perfect to
build objects that have these organic bumpy silhouette like Laos or bushes
made of ellipses. But it can be used
to build pretty much any complex shape that's made of multiple, smaller,
simpler shapes. In another command
use will be to create mechanic looking shapes like
goggles or man-made objects. The good question
you should be asking yourself is if you need them multiple shapes to be a single
path for whatever reason. And if they do, build
it with a union, the Boolean difference
will generate the shape. That's the first shape. Minus alleles we intersected
with the second shape. In other words, you need to cut out or carve a shape
by using another one. A couple of important
difference with the union. First, you should
only use two shapes. The difference does not work well with more than two shapes. And second, the shape
that's going to cut the other one should be
above in the stack order. Let's go back to the
example of the Cloud. What if we want to
make the classic loud with a flat bottom? We could go in there and
add and remove nodes manually and then adjust the
buttons so it looks flat. But that's a lot of work
for such a simple desk. So the best way is to use a Boolean difference to cut out the lower
parts of the globe. The rectangle tool
and draw words. You want to adjust
the shape carefully. It may be helpful to change the rectangle color so
you can see better. When you're done. Go to path difference or the
shortcut Control and minors. Remember that this
cloud shape is a new shape result of performing the difference with
the other two shapes. I'm telling you because
it may seem like it's the same object as before. Gases have a similar form
and it's in the same place. But if you perform a difference
with a built-in shape, inertia will be graded
in the same place That looks similar, but there is a path and does not have
the built-in modifiers. Also keep in mind
as you could have used the pen tool
to make the shape. Now, here's an extremely
common use for this ablation. And he's creating a
shadow or highlight. Let's keep going with the Cloud. What if we wanted to add
some sort of highlight on top as if the light is hitting the top part
of the silhouette. This is something very common. You'll see a lot
in illustrations. Again. We could go in and
do it manually, really slowly and
really carefully. But that will be slow,
inaccurate, and tedious. So for that we're going to use a difference operation to create the shape
of the highlight. Now the first step
may seem a bit weird, but you have to duplicate
the cloud shape two times. You'll see why in a minute. So select it and press
Control D twice. Remember that duplicate
them will control the, recreate an exact
duplicate on top. So it looks like
nothing happened. But there are three
exact looking clouds are stuck in the same
place right there. For the next step,
it will be very useful to change the color
of the top duplicate. So you can see whether what
you're going to do next. Now the Cloud directly
below this doublet Cloud, It's gonna be cut down and it's going to
become the highlight. Just this top red clouds. So what's showing through of
the cloud shape below cost, the form of the highlight you want when you're happy
with the result. So mode shapes and
perform the difference. There are certain
shape may not be visible because it has the
same color than the backlog. So give it a nice whitish gray. Just to clarify,
if it's not clear, you needed to duplicate
twice because our Boolean operations produce
only one output shape. So we need to regenerate the
highlight shape with a copy. So we could also keep the
original cloud shape below. At the end of the
day, difference are basically used to
cut other objects. To me, it's easier
to think of it as the scissors of the
Boolean operations. Only then instead of
a couple of ladies, you use another path to good. What's below. Finally is the
intersection operation. This operation is used to limit the shape to the
inside of another. Often to create shadows or highlights that are shared
in a complex model. Or to create patterns
that need to be limited to the inside
of a complex shape. For the sake of simplicity. Let's continue with the
theme of the clouds. Let's say that I
wanted to create a nice-looking shadow that
gibbs some traces of volume. Notice that the
silhouette of the Cloud is actually fairly complex. The easiest way to
create this type of highlights or shadows that
are made with the pen tool. And I've not created by using the technique I
showed you a minute ago with the
difference operation is to use an intersection. It's super easy. Just another shape you want with the pen tool on
top of the cloud. And now very important, when you get to
the outside area, continually shapes so it
covers completely aside, the shallow is going to go. We're going to
delete the excess. But the important thing is that the shape of a lapse
completely aside. So it won't show any holes once you perform
the intersection. Now it's time to actually
perform the intersection. But just like in the previous
case with the difference, want to create a new shape
on top of the cloud. So duplicate the cloud
shape with Control D. Now the glove copies on
top of the shadow we made. But that doesn't matter. The intersection
doesn't care about the stack order like
the difference does. So these duplicate and the
shadow shape and go to Path intersection or use the shortcut Control
and asterisk. The resulting shape will fit exactly to the inside
of the cloud shape. The important thing
here is that in illustration is
very frequent that you'll have to draw a
shape that's one on top of another and needs to be constrained to the
inside of a shape below, not just in the case of
shadows and highlights. That's the most frequent case. But there are other uses. And that's all you need
to know about using Boolean operations in practice. Boolean operations are some of the most common operations that you'll be
doing all the time. So I strongly suggest
you to really wrap your head around what
you've seen in this lesson. Play around and
practice on your own. The list concepts becomes
second nature because they really add
an essential part of all bacteria recession. One last thing. I believe that just like with
the main four tools, you should as soon as possible, started using shortcuts
instead of the menu. So get used to performing the operations using
the shortcuts. They are quite easy to
remember and they are essential to work in
a comfortable pace.
9. Revisiting The Asset Pack: Now that you have an
understanding of how to use the program and the
basics of vectorization. I want to go over
the asset back more in-depth and show
you how it is made. In part two, I will
go over the tools. So hideously that SVG
document without the assets. Like I said before, I tried
to make as much assets as it made sense without artificially
inflating the number. That's why you don't
see 1 million items that will most likely be just the same asset repeated
over and over again with some tiny variations
between them. Instead, I decided to go for a nice balance between
variety and flexibility. I just to go for assets that
are easy to modify with some simple operations
and easy to adapt to whatever type of
character you're going for. I felt this was a more efficient way to
go making an asset back. All throughout the
rest of the course, I'll be showing you how you
can take these assets and use the tools of the program to make an infinite amount of variety. But first, a couple of quick notes on the
way the bag is made. For the sake of ease of use. All of the assets made of more than one object
or a group together. Just be one that some
assets you're going to need to ungroup them
before using them, especially if you
want to make some changes to the geometry. Another thing,
whenever possible, I decided to give the
assets as built-in shapes. So you still have access
to the rounded operations. That's super common
in the design of characters in this style. My goal was to make it as easy as possible
for you to modify the assets to whatever you
want with that goal in mind, whenever I could, I tried to
keep the shapes separated in assets whose silhouette
is made of multiple objects, mostly in the hands and bodies. You'll notice that some
of them are made of two rectangles stack together
instead of a single shape. This is how you can
make changes to the head shape even more easily. One thing, I made heavy use of clips for
most of the elements here. It, my goal is to
make each element as flexible as possible. If you don't remember
how to use flips. I will remind you that
in the next lesson, I will go more in-depth into all of the
tools we're going to use it for some general notes. Now let's see how
the pack is made. On this side, you have
the face building assets. You have the ears, eyes, mouths, noses, and some
other accessories. Again, I'm going to repeat
what I said a minute ago. This may seem like they
are not that much. But when you keep
in mind that you can play with the scale, you realize that they
are more than enough. The **** right
next is a bit more complicated because it is common for haircuts to be
made of multiple shapes, with some shapes being below
the **** in the stack order, and other shapes being above. For those haircuts, I gave you the shape that's
supposed to be below a darker color that the one that is supposed
to be in front. Just as an indication, you most likely we want
the color to be the same. Again when possible and
when it makes sense to keep the hair as a built-in shapes so you could handle
the roundness. The balance and accessories
are quite self-explanatory. So I want to go over
the body assets. First is the tarsals. There are two main categories. The tarsals made
of a single shape and a dorsal is
made of two shapes. The single shape dorsal
is the most common. However, they do shaped torso is fairly common in
some type of females. When it was researching
this type of character, I couldn't find other body
types outside of what you see. Now, everything has seemed
to be a variation or modification of these
nine types of bodies. And this leads me
to the clothing. Notice that there are
12 different types of clothes duplicated for each
different dorsal type. And the reason is at drawing
clothing on top of torsos, it is not difficult, but it is time-consuming. And I felt this will help you to quickly put
together some design. And once again, the close
at assigning it to be the most flexible
starting point for any other type of girls with, you should be able to make
pretty much anything you want with just a few
quick modifications. Here are the limbs. These are a bit less
neatly placed together, so they look less like what
they're supposed to be. But here you have the neck, arms, hands, legs, and feet. And here, this might be a bit confusing when you see
it out of context. But some characters have a separated body
shape for the pelvis. And you're supposed to
put these shapes between the torso and the legs to
bridge them altogether. Then there are the accessories. These are basically some
extra elements that you will use on your
body as an extra piece of clothes or the clouds themselves to add
some extra detail. For example, this one is over
here at different things to put on top of the torso
clouds like neckties, bows, shortfalls,
or turtlenecks. And this one's over here are for the arms through the shirt, I rolled sleeve or give
address I showed there pal. These ones are different
types of skirts. You can add some
details to change the clothing into something new, like whoo dance or belts. And that was an overview of
the entire set of acids. But now I want to move on to the tools that you'll be
using most of the time. But we will do that on
part two of this lesson.
10. Tools for Handling the Asset Pack: Okay, Now let's continue
looking at the asset back. Now checking out the tools and techniques that you should
be using with the back, I felt I could give
you a bit of I can sap with some of the
tools we'll be using throughout the rest of
the course to build the characters so
you can see them on their own and get
familiar with them. I mentioned previously that
everything is grouped here. You should want to review
how to handle groups, rewatch the lesson groups and clips from the same section. But I want to give you
some tips regarding how to handle the groups
in the assets. First of all, you should
know that groups are problematic at the moment
of making some operations, especially modifying
some things. That's why I recommend
you that when you copy an asset to
assemble something, make sure to ungroup everything. Just to be sure. This might be mandatory in some assets if you
want to use them. Like in the case of
some hair that have shapes that need to be indifferent
order to look correct. In fact, that's my tip for
handling groups and discuss. If you want to edit something, always ungroup, never
enter the group. Groups that are important
at the moment of organizing large
quantities of shapes. So my recommendation
is group things only after you're completely
sure you're done with it. One important feature
that is really important at the moment
of working with groups, but there can be
easy to overlook is the North Pole ability
to completely bypass, allowing you to select the individual shapes inside of it. What's more after you
select a shape with an O2, you can switch to
the object tool and start moving
the objects inside. And all without having
to enter the room. I'm pretty sure, you know,
after taking the exam section, but I want to remind
you of one of the most important court case. You will need a candle in these sort of geometric
illustrations. Whenever you're
moving things around, you can hold the control
key to constrain the movement either
vertically or horizontally. This is super useful
to align things, especially when
you're duplicating some assets and you want them to be aligned
with the original. This has a worse when you are
selecting multiple objects. What's great about this hotkey is that it works with an L2. You can get a one or
more nulls and isolate them perfectly vertically
or horizontally. Which is super useful
at the moment of making some quick modifications
to some of these assets. And West better. You can also use this
hotkey with the modifiers. So for example, I
couldn't wrap their heads and make them longer with
the square modifier, maintaining the width I setup. So commit to memory, this
hotkey and its uses. You'll be using it all the time in the rest of the course. Let's talk about clips it, how to use the assets that
are made to be modified. I already say that whenever I could because the
assets using clips. So if you see a shape that
looks inside other shape, chances that it can be
modified with Eclipse. Actually assemble of
these, have the mouse. If I switch to the node tool and select the teeth or tongue, you're gonna be able to use the modifiers or mouse to move the shape around here because they are clipped
inside the mouth. They want show outside. So keep in mind that
whenever I could, I tried to keep the shapes
as built-in objects for the Excel option to use
the modifiers if you want. Another place where I use this exact same clip metal was in the bodies with
some other close. You'll see that if you
select it with another tool, you'll be able to change
the shape around and it will stay within the
silhouette of the body. Because all of these objects
are geometrical InDesign. Many of the pieces fit together perfectly
like a jigsaw piece. In those cases, if you have even a slight amount
of opposition, it may be noticeable. That's why I strongly
recommend you to use the Align and Distribute
dialogue to tidy up everything once you are
done with the illustration. So first I'm going to throw
together a quick ****. Let's pick some features
randomly to get something that looks fine
at the first glimpse. But it is not
mathematically aligned. And some people may notice it. And nothing says an artist is lazy like misaligned things. I'm going to open the Align
and Distribute Panel by going to Object,
Align and Distribute. By default the ability to drop
down to say last selector. This means that the
shapes will align in relationship to the
last selected object. Most of the time
you'll want to align something either vertically
or horizontally. Because their body
is symmetrical. I got to select the head first
and it has shaped second. And then this button, if you, if you leave the mouse
over, the tooltip, should say centered
on vertical axis. This will center the hat
perfectly over the hill. I'm going to repeat this process with the nose to center it. Select them from the nose and then the head and
hitting this woman. And I'm going to repeat
that for the mouth. The ears are not
misaligned horizontally, rather vertically And you have an
option to fix this. Just select one here, and
then the other one here, this button, the
tooltip should say, center on horizontal axis. And then just one last
problem happening here. The two eyes together, I'm not centered vertically
on the head. If they were a group, I can
just align them with the head easily because exit routes
groups as a single object. But here, if we
select the two of them and align them
with the ****, the two ice will be aligned individually and
they will overlap. Luckily, there is a
quick, easy solution. Before aligning them, make sure this button over here that says Move align selection
as a group to build on. This will make it so instead, we'll treat them
multiple objects selected as a single element, maintaining the
spatial relationship. And now everything
looks nice and tidy. There are other
alignment options, but they are less important
for our purposes. In either case, I
would recommend you to pay attention to the Tooltip. Now what each of
these protons to. The final tools I want to talk about has to do with color. First of all, as
a quick reminder, the more robust way to control
the colors and look of an object is to use the fill and stroke
dialogue to open it. Go to object, Fill and Stroke. Here you can pick the colors of either their field or stroke
of the selected object. I go into the right tab. Here. I want you to notice
that you have to color selection moles. This one over here is the wheel. It has all the hues you can
pick on the outer ring and the saturation and
value on the tangle. But here below, you
also have the HSB mode. You can pick colors in three sliders that separate the different
values of a column. Both allow you to pick exactly the same colors,
but in different ways. Usually you'll want
the wheel when you want to pick
colors visually. And the HSB sliders when you
want to be more refined. What's nice about
these sliders is that you can associate the
numeric value of each color. This means that you
can input this numbers to always get the same color. This will be useful
to you because sometimes I'm going
to pick a color and you can copy the exact color I picked by copying the numbers. On top there is
this drop-down that gives you options to
see how to pick colors. By default, it should say HSB. But in case that it is not, in this course, I'll
be using the HSB mode. This basically has to do with
the way some sliders work. One last thing regarding
this dialogue, the final dub, the
stroke style tab controls how the stroke looks. The most important option
here is the width value. But notice one thing
right next to the width, that is this drop-down
that contrast the units. Make sure it always
says px work in pixels. By default, Inkscape
does not use pixels. So it's a pain having to
constantly change it. Just remember to always
change this drop-down to Px before him put in
any type of value here. The other tool I want to remind you of is the dropper tool. Memorize the shortcut
F7 or better yet, change it to something more comfortable with me using
this tool all the time to get consistent colors
by sampling from parts of the characters
that are already made. The same hotkeys that you use in the palette applies here. If you just click, you apply the color to the
selected object. But if you Shift-click, we apply it to the stroke. Get comfortable with this
tool because we'll be using it all the time
when we deal with color. And other states for the most common tools you'll be using. Don't worry, some of these
fair debate over women. Like I said before, in
the next few lessons, we'll be making many
characters step-by-step and all of this that we just
saw with the rain forest. So let's get to do that.
11. Biker Character: Let us start with the first
character, the biker. For this character, I
wanted a classic tough guy. And what's tougher than if I go. I felt that a biker could go for a more rectangular face to indicate some kind of toughness. So pick this head over
here and copy it with Control C and paste it with Control V. Obviously, don't work on the
original artwork. Always copy the
assets to the side. But in case you forgot to make a copy and destroy
the original assets. Always remember you can read, download the resources
from the course page. So now select the object
tool and using the arrows, let's get it so it looks
a bit more square. Every tough guy needs
some sunglasses. So I'm going to copy
the sunglasses and I'm going to paste them
on top of the hill. Okay, so here we have a
problem that could happen to you anytime when you are
working with the asset tag. Notice that the glasses were placed below the object shape. This is because Inc saves also copies the stack
order of the assets. So it's possible when you paste it that it appears like this, hidden below another shape. This has an easy solution without deselecting the objects. Go here in the contents of the object tool to
change the stack order. From now on to split up
this whole drawing process, I'll be using shortcuts
to move them up and down. The default shortcuts,
our page up, page down. I'll be using them from now on. If you see an object move
up and down out of nowhere. Now you know that
I'm using shortcuts. Anyway. This glasses do not fit
the size of the head. We need to scale it,
maintaining the proportions. Remember, use the control key. By the way, I don't
recommend you to start aligning everything as
you're putting them. It is better to align
everything by eye and wait until the
end after you make any final adjustments to open the alignment dialogue
and tidy everything up. Just like weak efficiency tip. Cool bike as well,
bananas, right? This one bandana
variation that has a more square shape and we're
going to copy this one. To make it fit with the ****. We may need to scale
it non-uniformly. That is, without using
the Control key. I want you to notice that
the Vandana roundness do not fit completely with
the top of the hill. That's okay. I'm not
going to fix it. I think it looks fine
as it is. Sometimes. It's better to
just roll with it. If something looks good. I think this nose looks
perfect for our tough guy. So copy paste it into position with up the stack to be on top of the glasses and adjust the size
by scaling uniformly. This half ear works fine for most characters who don't
need a special type of year. You usually want
ears below the hill, maybe overlapping just a little. That's how they look best. Adjust the size with
uniform scaling. For the other ear, instead
of copying and pasting, I will just duplicate
this year hitting Control D. This will create
a copy right on top. Then you just move it to the
other side constraint in each horizontal axis with the object tool
just hold Control while you move it
to the other side. This will result
in the year being exactly at the same height
than the other one. No need for the aligned dipole. Now, we will flip it horizontally with the
objects selected. Just hit the H key. Because unlike when you paste something, making a duplicate, racist duplicate to
the top of the stack, you'll want to send a year
to be below the head, just like the other one. Bike us absolutely need birds. And I think this one
will do the trick. So copy-pasted, raise it to the top of
the stack if necessary. Just to scale with the
arrows. If you want. You can just the skeleton
arrows to play with the proportions,
making it longer. Or why though? I like it, but I think it needs
something else. Maybe a 05:00 shadow. So we'll grab this over here. And move it to the hill. First, give you the right color. Open the fill and
stroke dialogue. Go to object, Fill and Stroke. He didn't want to show
you a quick technique to get a color that's similar, but a bit darker
than another one. Something that's
super common when picking colors for illustration. First with a
bell-shape selected. Switch to the eyedropper
tool over here. Or you can use the shortcuts F7. Now sample from
anywhere on the skin. Now the birth has the exact
same color than the skin. We don't want that with the
bell is still selected. Make sure that you
are in the field. Then go to the slider. And literally just a
bit, not too much. This will make it so the
bird is the same color, but a slightly darker, like I said, begin a
darker version of a color, a super common in any
type of illustration. And we're going to use this
technique all the time, all throughout the
rest of the course. So committed to memory with the Battle of
the right color, send it above the ****, but below the other
bell shape and adjust it to make it fit nicely. Let's clip it. Duplicate
the head shape with Control D. And with this new
duplicated still selected, shift, select the word,
left-click, set clip. But here's the thing. I
don't like the fact that the shadow indicates
an upper lip, hair. It looks bad with
the other bell that already indicates a
position for the mouth. So switch to the node tool and select the two notes at
the top and move them down. Then overlap the other
birth to hide those nodes. And now it looks much better. This green area in
the bell shape, which is a rectangle on top. It looks weird
without the shadow. Let's give it the same color. Select the rectangle.
Remember that you can select objects inside groups within L2. So there is no need to
ungroup these shapes. Then switch to the
dropper tool with F7 and sample from
the shadow belt. To end the ****, I want
this neutral mouth here. Copy it and put it here in this area of skin
where it should be. This mouth is a line
with a rounded cap. If you need to adjust its size, it may be better to address
each stroke width instead. So selected, I go to the stroke style tab in the
fill and stroke dialogue. Don't forget to switch to p x. I can tell you the exact
number two input here, because the width value will
depend on the size you're working on and what
looks good to you. So give it something that
feels nice and visible. I really liked everything here, but I think it could
use a couple of extra finishing
touches and thinking they will like the bicarb to
have a couple of earrings. So grab and even from
here and put it on top of one year scale it and
rotated like this. I think a syllable
Ealing would fit better, so change the color to this one. Finally, duplicate it. Moving to the other
side constraint in each position and then flip it. I don't like the color
of the bandanna. I want a nice red color
for the main body. Give it this color. For the other shapes. We want a darker
version of the rail so you can treat apart
from the other shapes. So remember the darker
color technique, just sample the color
from this rail. They go to the slider
and move it a bit down just enough so
it's clearly different, but not that much. You can check out my
colors if you want. But repeat the same step for the other shape behind to get an even darker rail.
And it's almost done. I think now we will be
a good moment to play around a bit, refining
the positions, making sure you like
everything where it is, and just moving things
around with the object tool. Maybe making some
proportional changes by scale in some shapes around. This is station refining. Once you have everything on, is something that you have to do if you want better
illustrations. As Justin, things when you
have the essential almost done is always easier than adjusting things as
you go building it Anyway, when you're done,
select everything with the object tool and hit
Control G to group it. I think this character
fits a more square body. Let's grab a square each body. And since it's gonna be a biker, I'd like him to have
a leather jacket. So I think this one
will do the trick. Copy-pasted, ungroup it so it's easier to work and
eliminate the color whole shape. We want to do that.
The connector is not going to have any neck. I like it, but I think I preferred a black
color for the jacket. And because Tough
Guys Don't feel cold, remote his shirt by
changing the color. Just sample the
color of the skin. However, now it's a bit
too short for my liking. So switch to the node
tool and holding control, so it's constrained vertically. Move this node, Abby down. When you're done, just
delete the other side of the jacket and duplicate them. Modify side with Control D, move it to the other side and
hit the H key to flip it, put it roughly into position. Later on we will
tidy everything up. Now for a couple
of last details. I'd like for him to
look like a human, so I will add two nipples
and a belly button. This has just going to be
three perfect circles. Select the ellipse tool and holding control to
make a perfect circle. Draw the shapes
roughly into position. You can duplicate one
of the nipples and move it to the other
side if you want to give the exact dimensions for the color and the pons will
just have a soft rail. Now for the belly
button, you can sample the darkened skin dawn of
the shallow bell-shape. I would like buttons
on the jacket. So copy paste this
item from the back, ungroup it and
eliminate the line and give them a
nice white collar. Then adjust the size and
location of the row of buttons. Make heavy use of
the uniform scaling. If you knew, move each
one individually. Don't forget to hold
the Control key so they are constrained
vertically to the role. And the final detail
to the jacket. Just copy paste
this folder item, ungroup it, and place
it on one of the sides. Adjust the size if you need it, because these are triangles, it should be easy to change
its shape with an old tool with a darker black
than the jacket. And remember, if you modify one, you can always do that
trick of duplicate it. Move it to the other side
and flip it horizontally. So grab the torso and group it, then put it below the hill. And of course, set
the proportions by scaling both uniformly
and non-uniformly. And it is still not too late for some final adjustments to
their borders and false. We're done with the dorsal. Now let's continue
with the arms. I think a tough Baikal
needs some Duff alums. So I'm gonna pick
this one over here. The thick ones, you know
what to do, copy pasted. I think we can get away
with Justice Scalia in it uniformly with
the object tool. But if you need,
remember you can switch to the node
tool and select this bottom nulls
and move them up or down using the Control
key to constrain them. Regarding the hands. I really
liked this one over here. Paste them into position
and make them fit in size, scaling uniformly and making sure they match the
width of the arm. When you have the complete arm, It's easy to adjust the
size by scaling uniformly. When you're done with them. Just to the trick
of duplicating with Control D and flip
it with the HV. But before finishing, everybody
can need some tattoos. So let's make
something super quick. Select the Star Tool. Make sure that in
adult controls, it will set for the star mode. And that it has five points. Right at the side. The field. Sample the
color of the skin. And for the stroke, you can sample the
color of the jacket. Move it into position, and go to the stroke style
down in the fill and stroke dialer and give
it a noticeable with I've just its position. So the size and
location looks with further the two
on the other arm. Let's make a super quick score. Let's pick the ellipse tool and draw a perfect circle
holding Control. Give me the same black field. Switch to the rectangle
tool and make a small rectangle at the
bottom to imply some teeth. The eye sockets
draw a rectangle. Sample the color from this
screen with the dropper tool Bounded and rotated a bit and duplicate it
to the other side. When you're done, it will be a good idea to group
these shapes together, move it into position
and adjust the scale. Now the final section of
our character, the bottom. And in some characters
of this style, one of the things they
commonly do is to add another shape at the bottom of the torso to
represent the pelvis. This gives the whole character a slightly more complex shape in a nice smooth
transition to the legs. This one over here is one of the most common and flexible
shapes for the pelvis. So copy paste it. And since we're
here, we might as well copy the other shapes
we are going to use. The legs are gonna
be these ones. Just a simple rectangular legs. You don't even need
an asset for that. We will just do it with
the rectangle tool. But I put them here for
the sake of completeness. We're also going
to need some shoes and the simple ones over here, we'll do one last detail I think will look really
cool. I'd like a belt. This will add some detail
to the area and also high the upward transition between
the torso and the genes. Okay, Let's just start
up down the pelvis. Just move it into
position and make sure to scale it so
it's wide enough. If you feel like you
could also scale it vertically to give
it the right height. The blue is perfect
for the genes, so I'm leaving it like it is. Move the legs into position and scale them so they
feel nice and thick. Of course put them
below the pelvis. I want the belt to
be noticeable and to hide the transition
between dorsal and gene. So put it on top, Send it to be below the jacket,
but above the body. If you grew up the dorsal, you may need to
ungroup it to do this. For the colors we
want to be able to differentiate between two legs. So one is going to have to
be darker than the other. For one leg sample the
blue of the pelvis. For the other. Sample the blue
from the pockets. Then move the shoes
into position. You don't want them
to be too thick. Remember that you
can always scale non-uniformly to get
what you want for as long as you don't scale
it so much that it completely distorts the
object beyond recognition. Now that the character
is finished, stage comes in, the
refining stage. This is where you go in and make some final adjustments and
fix us to the character. It is much easier to make
modifications and decisions with a fully finished character than it is when you
are building it. In this stage, we are going
to take advantage of that. We search and find things we
don't like and we fix them. This is stage may
feel a bit like visible because we are just moving things around
and adjusting some proportions with
the object tool, scaling it in a slightly
moving things around. And at most, grabbing
the node tool and making some really small scale
adjustments to the shapes. However, this is extremely important to fix anything
that you are not happy with. And we are done with
this character. Hopefully this was
easy to follow along. The next characters are going to go at a slightly faster pace. Because we already introduced all the tools we're
going to use here. So if you later on, as you're working with
another character, you have problems
following what I'm doing or don't understand
how to use some tool. Make sure to return
to this lesson. For now, let's continue
with the next character.
12. Woman Character: Now let's make a
female character. In this lesson, I will
pick up the pace a little bit less in detail with each tool from
the previous lesson. So let's just start
with the head again. A female needs a smaller, more subtle shapes for the hair. So I think this head
over here, we'll work. This is going to have some
common eyes and eyebrows. I want this super
common half years. That's all I want
this big earrings. This loops work great
with attract the females. I want a small simple
nodes for the hair. I want have to have
some long hair, but maybe with something more interesting
happening the fringe. So we'll take this
haircut and this one, and I will match them
together in a minute. Now let's assemble the ****. I'm going up the hair
and remove the fringe. Move it to be behind the hill. Now grab the other hair
and put it on top. You'll see how good it looks. Me in the eyes. They
don't need to be too big. The nodes should
be rather small. Along with the mouth. The youth should align with the
hair in front you in the illusion that the
hair is pulled behind. If you need, use the node
tool to pull the hair up. Now, moving the readings, which will be nice
and noticeable. And the eyebrows
should be rather thin. You'll notice that I assembled the hill rather quickly
and carelessly. And that's because it's always easier to edit things
into something you like. Then nailing the
design in one goal, just like with the biker. The sooner you get to
this addition stage, this here that the
sine will come. This next step is
all about adjusting the location and
size of each asset, mostly with the object tool. But here's something happened. I was not satisfied
with the nose. I felt it made them look more
like a child and an adult. So I decided to bring in a couple of gnosis
and try them out. Try and assets out is super common when
working in this way, it makes it easier
to see variations. I finally decided to
stick to this one. I'm still not done
adjusting the proportions, but for now, I want to switch to the final colors the
character is going to have. So open the fill and
stroke dialogue. I give her this red
color for the hair. I blade to the orbitals as well. I want to show you a bit of a super common design
tricks that will magically improve the
quality of your assignments. I will expand on this
in a future lesson. So don't get too hung up
on this step is always easier to adjust something when you have other things
to compare it with. So it's very common to
duplicate that assigned to the side and try
variations on it. Does random stuff to see. If you like something more. It is super fast and easy to make a ton
of variations where you make small changes and get to compare them with
all the other ones. This way you get to pick
your favorite of the bunch. I'm not doing anything that
I haven't done before. Just using the object tool to scale and move things and try different positions and scales
for different features. And I think I like this
one more than the others. So I'm going to pick it and
compare it with the original. And yes, I like this one better. So I'm going to keep it
end-to-end the ****. Let's bring in the next shape
and move it into position. Scale it so it's thin
and not that long. We will overlap
the body later on. And to differentiate from
the skin color of the face, just sample the darker
color from the ears. We are done with the
head. If you want, you can adjust
some final things. But we can already
did that before. So I'll just move
on with the body. The body, we wanted to have the clear separation between the upper torso and
the lower torso. So this part is over here, will work perfectly for females that are
supposed to be Kirby. However, for this case, will follow a different process. Instead will go for
this value over here. Because I want her to
have a long dress, will pick this shape over here. This will overlap with it. This is what I meant when I say that you should be creative. You will find that you can get really unique results by being resourceful
with the assets. Do that for the arms. This time, I want to give
it some degree of movement. And there is a type of arm that's precisely
made to do that. This one over here. This ones are just some
very thick strokes with a rounded end, but they work great with
this type of characters. This time the legs are
going to be separated. So we'll pick this one over here with a one big
feet on a female. So this half feet
will do the trick. These items over here are
supposed to be sleeves. You can append to the character. These are really
useful to throw on top in the articulations to
hide the upward geometry. And because this character will have its arms in movement, we can use one of these. So let's start with
the upper torso. The torso and scale
it into position. You want it to be pretty
thin compared with the body. The lower torso, the part with the dress should be a
slightly wider and longer. More of the legs even put
them below the dress so we can easily handle the width
by moving them up and down. And put the shoes at
the bottom of the legs. Feel some detail is missing. So let's translate
got at the end. Grab one of the N nodes and move it up while
constraining it vertically. Now it's a bit more interesting, but I'm still not
happy with the bottom. So I'll give it some
other week detail here. Duplicate the whole skirt, change the color to a random one so you can see
what you're doing. And holding Control and Shift to scale it uniformly
and from the center. Make it a smaller, not
too much, just a bit. Then move it down and flip it horizontally with the H key. Finally, send it to be
below the other skirt. Some quick adjustments
to the side. Here I'm holding Control and Shift to make them
smaller from the center. For a moment, I'll be moving and adjusting the size and
locations of distress. This is what happens when
you start to make any type of character that is
not super simple. You need to adjust and
try stuff all the time, not just at the end
when you are done. The thing is that
these adjustments are more preference than something that is either right or wrong. So different artists will have to adjust in different ways. So it cannot tell you exactly
what you should be doing. It's up to you and what
you like the most. But the tools are all the same. Moving with the object tool, scaling both uniformly and non-uniformly and maybe using
denote to locationally. They're releasing
any mystery that is, the finished address. Let's can be the final colors. Maybe a more intense
than the hair? Now let's continue
with the arms. Like I said before,
the arms are going to be just two very thick strokes, which are the assets
here is myelin. So it might as
well be saying Hi, move it so your contacts
with the dorsal just a bit. Adjust the curvature with the node tool so
it looks like it's waving a bit too thick. So go to the stroke style tab in the freelance or
dialogue and change the size to something
that looks we'll do. Don't forget to change
the drop-down, do px. Then put the hands in the other arm, move
it into position. This time, we want it
rest in at the side. The group that length
more or less similar, so they look longer
than the other. Then put the hand on its place by copying the
other one or duplicating it. Finally, let's put this
leaves in too high. The transitions
between the dorsal and ounce don't make them to be lubricate it to the
other side and flip it. I'm really not satisfied
with the hand position. It looks like it's the
man then something, we already have a character that will do something similar. So you'll see me fighting
with his arms for a while. Really bothered by the
change in color in the neck. So give it a color or shape
the same color than the neck. I feel this whole
area down below, it feels a bit empty. So let's add some
kind of detail. I think it could use some folds. This is gonna be super easy. This is a style of cartoons
rarely go for anything more complex than a
few lines for texture. So that's what
we're going to do. So grab the pen tool and make a couple of
straight lines like this implies some overlapping
forms or something. And I fill and
stroke dialogue in the stroke style that
give it some thickness. So it can be seen clearly. You can copy my width number, but since I don't know exactly the size
you're working on, it may be better for you
to eyeball the size. Make sure it's big
and noticeable. A very important,
make sure it has the round cap button to get on. It ends with a
nice rounded form. Finally, let's give it
some darker color from the low address sample while holding the shift key to
apply it to the stroke. And we are done
with the character. Now it's time to refine things. Like I said before,
this stage can be a bit hard for me
to guide you over, because it depends on the
particular way you went over the design and how good something looks to
your particular I. So I'm going to repeat
what they always say. Use the object tool to play
around with the proportions. Some of the other
adjustments I made here where the thickness
of the arm and legs and I move the
hair just a bit to the side to reinforce that she is waving rather than protesting, are
demanding something. We're done with the
female character
13. Boy Character: Let's continue with the boy. The key to making
shared characters is the proportions rather than
the assets themselves. For children, a good hair
is a perfect circle. For eyes. I wanted to give him some
simple happy expressions. So this iss here with the
cheeks showing through. Our perfect kids often
have funky years. So maybe I'll pick
this one over here. And I want a big
open laughing mouth. I like this type of
readiness that shows only the holds, the eyebrows. Maybe a couple of really nice. And the one that fits the health better would be
layer rounded one. Let's begin with the hill. First of all, I
want this character to have a different skin color than the rest of the characters in the freelance drug dealer. Give it this color. Check out the values if you want the exact same colors than me. The hat and scale
it into position. Rounded capsule feed more or less perfectly in the circle. But you can always scale it vertically to
change their shape. Flip it horizontally. You'll need to make the eyes too big to get a cute character. Plus, I want the eyes to be spread apart to
give the character some personality and put them
fairly close to the edge. Not forget to ungroup them. Move in one year, then change the color to the
color of the skin. And for the insight, it should be a darker color of the same color of the skin. Duplicate it to the
other side and flip. It. Didn't change the color of
the leaves of the eyes. The nose should be fairly small, about the size of the
eyes and close to them. Give it a darker version of
the skin color. The mouth. I want it to be big and occupied the rest of
the space in the hill. Now the eyebrows and
base them on top. Now I'm feeling something
is missing on the cap. I'm thinking maybe I could
put some lock of hair showing through the gap
opening in the front. So I'll take one
of these locks of hair and put them
on top of the cap. Now comes to familiar
step of adjusting stuff. Like I said many times before. This step is more personal. It's up to you to refine
the location and position so everything looks the
way that you wanted. So I'm going to skip
past this process just so we can move
on at a decent pace. I think the gap will look
better with a nice red color. And the color of the
bison should be a.gov. Well, then I'll
continue refining. I forgot to add the neck. So grab it and pull it into position below the health favor. And don't forget to be with
the darker color of the skin. Once you are done,
group everything. Now for the rest of the body, the torso is gonna
be this simple rounded square with a shirt, the same type than the one
we use with the Baikal. Because it's going
to work some shirt. We could save a bit of time and grab this little
rounded down. The legs are going to be just
the basic separated legs. Simple rounded shoes. This simple hand we'll do And for the bottom, I like
is simple square pelvis that's supposed to be short
or something similar. This is just a super
common pelvis. You see all the
time, especially in film characters like children. Let's make it a body
with kids who won some fairly small bodies in
comparison with the health. So what are the dorsum
and put it into position? Don't forget to leave
the color opening the same color than
the other skin. Now make it fairly small. How about half the
size of the hill? Now that I have the
shorts and make them slightly smaller than
the width of the sharp. Here, I adjusted the length of the shorts because I thought
they look a bit too short. But here's the thing. This model you see now. It's made of a couple of clips, shapes, including
a shallow shape. My idea was to make it as easy as possible
for you to edit it. But I came to realize the shorts were just a mess to handle. So I decided to change
how the object is made. Now in the pack, their shorts are made of three different
colored rectangles. No longer it is clipped and no longer uses a low
opacity shadow shape. I think now it's clearer to use when you want to make it
longer justice scaled down. Now would have the M and
move it into position. Skeletal. It's a bit about the same
width than the neck. Maybe smaller. Lengthwise, it should reach
the shorts without the hands. Now moving the legs, put them in the center of each leg opening and make them about the same
width than the neck. And scale them so
they are quite short. Moving the shoes and
make them fairly thin. I forgot to add the hand. Finally, change the
color of the skin. When you have two body
parts with the same color, vision, make one of them darken
so it's clearly visible. Change the color of the
sleep to a darker blue. He didn't give him
the shorts a column. You can copy mine. But remember that my shorts
are different than yours. So I didn't need to be
color to the darker side. You're going to have to do that. I trust that by now. You know how to give it a
darker version of the screen. But here's the thing. We're gonna be clever now. And we're gonna give the
elastic or belt section of the shorts a darker blue. So it looks like it's part of the shirt and not the short. This way. It looks like one of those shirts that are
closed off at the bottom. With the character done. I started the
refinement sections. And as, just as some things, but really quickly
I realized that something feels
missing at the bottom. I think some stocks
will be great here. So pick these ones over
here. The simple ones. Move them into position and make them the scholar. I would like that
the two sections have a slightly different white. Maybe the lowest section
should be slightly darker. And now we're finally ready
to start some refinement. And we are done with the boy
14. Girl Character: Let's continue with the girl because we are still
working with a kid here. I want a circle health, some simple health ears, and maybe some events. I know I want some bold look. I'll pick this IS and
of course, eyebrows. I think this mouth will work for the expression
I'm going for. And the health nodes
will work for a good. Regarding the hair, I want
to do something interesting. I'm going to build
a new haircut with this hair and the headband. Let's begin building
the new health. First, ungroup the hair
and delete the French. Put the hair shape
below the ****. Just like with the woman, makes sure it's just a bit
bigger than the head itself. Just the scale. If you
feel that you need it, then move on to headband. Scale it so it fits. Use the notes if
you feel like you need it to be why that above. Now, moving the eyes
and the eyebrows. We want a fairly thin eyebrow. The nose should be
relatively high. The mouth. I want to put it in
this slight angle. Put the ideas into position. So they are at about the
same level of the end of the Hillman m plus earrings. Make sure they leave the
silhouette of the ear. So they add more noticeable. Open the field and stroke
dialer and give it some blonde color to
the hair and eyebrows. Now that we're done, you can play around a bit
with the proportions. But here's the thing. I'm not quite
convinced with the US. I think more rounded ears will
work better for the child. So big this years over here, and place them into position. I want the pink color scheme. So let us start by giving
some pink to the headband. And now some quick adjustment
for that in the neck, like making the hair longer. The next should be
quite thin and long. Don't forget to give it a
darker color of the skin. For the body, I
wouldn't have to have a width of loose clothes. So we'll pick this dorsal and in a minute you'll see that we're gonna get a bit
creative with it. I went on simple
bounded alums and hence She's going to have the same joint
and simple feed. And I want to have
to have socks, just like the boy. Begin by moving the body to
the location and scaling it. We want it to be smaller
than the width of the hill. And here's the thing, because I wouldn't have to
have loose clothes I want the whole shape to be
inverter using the biggie, flip it vertically, and now move the color
shape to the top. Escalate if you needed. The fit with the
width of the neck. Intrinsic color of the shirt, the same color than the headman. Put the lesson, we went longer, but not that wide. I want the width of the neck. Just the width of the shirt. Using shift, if you
feel like it needs it. Put the shoes in and
make them super thin. Moving the arms and the hands. Of course, we want really
thin arms about the width of the legs behind the shirt, but above the hill. And pull the bottom nodes down to make it longer and give
the roundness or the top. Moving the hand
Omega it freedom. You can duplicate the whole
arm to the other side. Now let's make the shorts. I thought I could show you a different way.
You can do this. Just duplicate it
two legs and scale them up and give
them a blue collar. One should have a
lighter version of blue and the other should
have a darker version. The shoes the same pink
color from the shirt. And moving the socks, the skeleton to fit the leg. Forget to change the color of the socks from random sampling. When they are, then move
it to the other side, but change the colors
so they are all darker than the version of the
colors on the other leg. Adjust the sucks if you
feel like it needs it. He didn't want to
start playing with some of the shapes and changing some
proportions because the body is basically done. However, I did find that the color of
the neck bothers me. It feels a bit too dark. I don't know exactly why. So I did mess around with
the colors to fix it. I think it looks okay
now, we're almost done. But I don't like this idea. The sheriff, it feels
a bit too empty. I'm going to add some details. First, bladder
Rectangle Tool and drag a rectangle at the bottom
part and lipid with the shirt here with
a darker pink. Now I think it will look
funny if we take the skull from the data of the biker and put it in the
shirt of the girl. If you don't have
the biker done, you can take the sign from the computer character document. I'm just going to
put it in the center with the same darker pink. Now the design is done. Now it's time to make
some refinements. And as a seed for the
character of the girl.
15. Man Character: For this final character, I wanted to make one of those
that have a unusual body. Here I'll be showing you how to construct a character using a single shape for the
body and the ****. This type of characters, or less common in
vector illustration. But you see them once in a while and they are
a ton of fun to make. First of all, we're going to use this hair as **** and body. Some simple eagles,
symbol, eyes and eyebrows. This guy is going to be angry. So this mouth is perfect. We haven't tried a
triangular nose so far. So why not? I like this haircut. And we need a funny bad start with the body using the
modifiers in the rectangle. So it's a bit longer
than a normal. He'll make sure everything
is completely rounded. We want the median body type. Start by placing the ****. Remember to ungroup
and be careful because this is a
two-piece haircut. Both objects the same codon. Put the ears just below
and adjust the size. Moving the eyes, adjust
the location and size for the orbitals. Remember that we want
this guy to be angry. So make them thick and
put them in an angle. Moving their mouth, and then finally moving
the funny variable, choose the colon
and a scaling from the center so it fits with
the shape of the mouth. The head is more
or less finished. So if you want, you
can go in and refine. But here once again, I feel
there is something missing. I think sunglasses would
work fine with him. So let's grab these
classes over here, Group and remove the
ice and then place the glasses on top of the hill. And if you needed, adjust
the position and the scale of either the eyes
or the glasses. For a final detail, I think it would be
funnier if this guy has some red nodes using
the freelance drug. Use this. Now for the body.
We're going to need some simple separated
legs and simple shoes. We want the same bend
the arms that we gave them to the woman because they
are gonna be in movement. And also we want a fist. And this hand over here
is the closest to that. I'm thinking I want him
to have working clothes, so grab the belt,
die, and buttons. I think it's gonna be easier to start bottom-up with the legs. We want them to be
quite thick and short. We can have this guy
be naked and angry. So let's give him some pants. We're going to use
like leap, grab the Rectangle Tool and drag covenant the entire
bottom section and then clip it with the body with this red brown color and apply it to the
legacy as well. Please the two shoes. Now we need a shirt. This one is going to
be active as well. So grab that rectangle
and draw on top. You get these white collar. Then perform the clip and move the clip to be below the pants in
the stack order. Okay, so because
this is a workshop, I want him to have
the color opening. We could do this in
many different ways. But the easiest way
is to simply draw a triangle on top with
the color of the skin. This way we also get to adjust
it later on if we want. So grab the Pen tool and make a triangle in the
center of the body. Give it the color of the skin, and remove the stroke. Let's grab the
color false and put them on top of the opening. This shape is just a triangle. So there is no need to bring in this shape because I made
it with the pen tool. But since it was there, why not use it? Anyway? Give it a darker
white so it's visible. Now, move the thigh in, make it fairly big, big
enough to reach the bands. And to make the
whole phase funnier. I would like to make the bird longer to overlap
with the shirt. So pick the node tool and
select the bird shape. Select the bottom nodes
and holding Control. Move them down so they
overlap with the shirt. I'm going to take a
few moments to make some quick adjustments to the proportions and
shapes of the body. And to finish the dorsal, I want to add the belt. I want the bell to
be clipped inside the body in case we want
to move it down later on, maybe over the curved section, move it into position
and perform a clip with their body shape that make some other adjustments
if you feel they're neither. In this case. I just
made the buckle longer so that I won't
get obscured by the belt. And move the EBIT up to
you with some space. For the final detail,
it's at the Allen's. We wouldn't need the button
so you can delete them, place them at the side and give it the same
rate than the shirt. Don't forget that
this is a stroke. So you will need to hold
Shift when sampling, change the width in their
stroke style, if you knew. But here it is fine, extended to about the
end of the torso. Then moving the fist. The other arm is going
to have a fist app. So place this drug so
it looks like it's raising its own title. Keep it about the same
length than the other. When you're done,
please the fist. Now we are again at
this station refining, fix anything you don't
like trying new things. So just play around
to see if you can come up with something
that looks better to you. And just like that, we are
done with the final character
16. Creating Variation: In my opinion, probably the greatest benefit vector
illustration has over traditional illustration
is the ability to make AC variations super
quickly and efficiently. And that's the first
thing you need to know about character design. Variations improve the
quality of your designs. Once you have ten or so
variations of the same thing, you get to compare and
pick the superior version. Ideally, you'd make a ton of different characters that
revolve around an idea. Like, for example, five or six biker
characters that are similar looking but are
completely different. The signs. That's the traditional
way of character design. We're not gonna do
that in this lesson. Instead, we'll be
taking the characters that we have ready-made
and put them through a process where we make dance and dance of
quick modifications. But recreate a lot of
versions super easily, very similar to what we did with the head of the woman character. This part, in my opinion, is one of the most fun
parts of using vectors. You get to discover
new characters that you didn't
even knew you made. So let's make the hands first and then move
to the entire body. So first, we need to prepare
the character to make variations as
easily as possible. In this case, I'm going
to ungroup the head of the biker and copied
here what we want is that all the different
elements we could want to validate to be nicely
separated in their own groups. So it's easier to grab
them and do our thing. So the first thing
we may want to evaluate is the size and
location of the bandana. Makes sure that all
the shapes that makes up the bandana and
in its own group. Remember to make the group, you'd select all the
elements and hit Control G. In this case, the bandana
was already it's on group, so I left it as it is. The second thing you
may want to move around and the scale
or the glasses. So make sure they are
also a single element. If you didn't touch anything, they should be already a group. Well, if you can
group them before, don't forget to
group them again. Then as this another thing
we may want to evaluate, again, it was already a group. Level and mouth should be
a single element as well. This one's were not
originally a group, so don't forget to group them. I think the shadow could be separated from the other barrel because we may want to have some variations where
we don't want any. So always keep in mind
the use cases when grouping objects and the
head shape of course, should be its own thing. This is going to be one
of the first things you'll want to change. The ears are the only feature in this character that has
two of the same kind. In other characters
that don't use classes, you will have also two eyes
and most likely to eyebrows. In those cases, I recommend
you to not group them together and keep them separated
for maximum flexibility. Anyway, here are the ears are
separated from the unions. So group them. Now we have all the things
we may want to evaluate separated into easy to
manipulate elements. Now, making variations
is actually super easy. If you can follow
along the course, then you'll have no
problem making variations. Have to do here is to
move around shapes and scale them both uniformly
and non-uniformly, and maybe make
some modifications to the shape of the head. This is going to be similar to those moments in the characters. But I was adjusting
and refining things. Only that now you want to make significant changes to the IRB. Another sign, you had to have a history of all
variations you made. Don't erase it version
you don't like. Keep it as an idea of what
not to do in the future. Or maybe as a source
of inspiration by taking some things
you did indeed liked. A particularly good source of variation is the main
shape of the head. Start there. If you don't
know where to start, changing the shape of the head often leads to near the science. By being forced to adjust the elements to the
new head shape. Don't be afraid of plain
straight eliminating some of the elements that make
your character unique. You'll see that
eventually I'll end up deleting the birth
and even the bandana. And this will result in an almost completely
different character. And that's okay. Of course you should respect the basic anatomy
after certain point. These are cartoons after all. But do try to be careful
at the moment of placing features
in web locations. The point is no longer
reads as a human. Other than that, the
other tip I can give you. So try to stay true to the rough idea behind
the character. This is now they have rule
to follow because sometimes it's fun to discover new characters coming
out of nowhere. In this example, I will stick to the assets that
were already there as a demonstration of how different somethings can look just by moving things around. But if you want, you
can get a lot of power just by switching some acids. Can I'm using entirely
the object tool to scale and move and
rotate things around. But eventually you'll
face a character. You will need to
use the node tool, maybe to make some
haircut feet or some other body shape
to do? Correct? In any case, if you are resourceful and
willing to compromise the amount of modification to
the geometry of a character You will need to do can
really get to be tiny. And we are done with the ****. He made five variations only, just for the sake of
saving some time. But I recommend you to make as many as you feel necessary. And here are the other
variations of the heads of the other characters where I repeated these exact same steps. Let's continue with the body. Making variations to the body is almost the same
then with the ****, with the main
difference that here, there is a bigger emphasis
in working with the scale of the elements rather
than moving them around. Once again, let's repeat the same process
than with the hands, starting by grouping the shapes that we will want to create. In this case, I'll
group the torso and pelvis as a single element. The two arms by separate. The two legs and shoes are basically meant to
be a single thing. So group them all together. Then I think, you
know what to do. Move and scale, trying new
things, new or proportions. Just like with the face. Focus on quantity
and variations. Don't waste your time aligning
everything up real nice. Just eyeball everything. Only after you pick
your favorite version. You should spend some
time refining things. One small detail
that applies here, but not so much in the
feaces is the distortion. It is possible to
scale something so much that looks
unpleasantly distorted. Because here we have a ton
of different shapes that will most likely suffer
that distortion. I believe it's best
to avoid it rather than attempt to fix everything
with the node tool. The idea here is to take
advantage of the style and tools to make super quick
and easy variations. Not carefully read the assigning the same character
over and over again. And here is the endless odd. I think you can tell how
different each version is. They could very much be
completely different characters. Here are the other versions of the other characters bodies. Let's bring in the hills
and make some sort of grid. What we can see all the possible versions of our character. This is more or less how
you assign a character, making tons of variations and then begin the ones
you like the most. This grade is a really nice
tool because you can see and evaluate all the
possible designs at once. Like I said in the intro, I'm sure if you spend
some time here, you'll find a version you'd like more than the original one. But this is as far
as I'll go for now. The next step will be to pick your single favorite by making further
smaller variations. If I had to pick a single one, I guess this is my favorite. So let's take it out
to the next stage. But before moving on, I may disagree with all the
other characters as well. So here is how they look. Here we want to repeat
the same steps, but making only smaller and
more subtle variations. After all, if we
pick this assign, this means that we are more or less happy with the end result. This is just the final
refinements. Here. We'll just grab the
assets and make some minor modifications to
the location and the scale. But to a smaller
degree than before. Before we wanted to
explore new ideas. Now we want to refine the, the sound with the data. You'll notice that
I'm working on the entire character
at once here. This is so I can see
the whole better. Here is the final result. You can see that
the difference or not as pronounced as before, all of them are more
or less the same, but each change does matter
and thus make a difference. My favorite of the
bunch is this one. And this were the refinements I made of the other characters. And we're done. This is the original
biker I designed. This is the version that went through the pipeline
of variations. It may be that you prefer
the original version, but I like this one much more. And they want to show you how the final version of
each one came out. Of course, this is the n basalt of my personal favorite peaks. If you were to
follow this process, you will end up with completely
different characters. But I just wanted to show you and compare them
with the original. I certainly like the
newer versions much more. That's it for this lesson
and for this course, I recommend it to stay for the last lesson
where I will share some final words and advice
17. Conclusionsk 1: Congratulations on
finishing the course. Hopefully you enjoy this
father gentle introduction to the world of
character design. I'm sure you're asking yourself what should be the next step? And here you can go in two
ways depending on what was, what got you hooked. If you enjoyed
bacteria illustration and drawing with
keyboard and mouse, I have quite a few courses on drawing and rendering
use and Inkscape. If you're a beginner, I
would recommend you to check out character
design with insane. Or maybe to the vector
rendering to really push the limits of rendering and finalists and sketches
using Inkscape. If on the other hand, you'd like to learn more exclusively about
character design. I think the next
candidate should be cartoon character
design use in Inkscape. This is very similar
to this one, only that it does not use APAC and instead shows
you how to build the next level of cartoon characters,
Debussy and animation. This course also uses Inkscape
and keyboard, the mouse. Not forget to check
out the resources. I've included a few
helpful links to completely the
complimentary material on everything we've seen here. They range from full-on video courses to a
few simple articles. Make sure to check them out. If you have any questions
about the course, please stand out in
contacted me through the cost base so I can
answer as fast as possible. I'm also always
looking for feedback and ideas for extra content. So please don't be
shy to contact me. And that's it for this course. I really hope it was helpful
and that you have some fun. And I'll see you in
the next one. Bye