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transcriptions/lesson 05-1_transcription.json ADDED
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+ "text": " Hello everyone! We're finally over with the introductory drawing lessons. In this one, we will focus on drawing for motion projects specifically. The first field-specific topic will be Character. You may wonder, are there characters in motion projects only? Of course not. Characters are drawn for static illustrations as well with no further animation. Nevertheless, Creating a character for animation differs from creating one for static illustrations. In this lesson, we will analyze the whole process and its details. First, we will get familiar with basic human anatomy. Next, we will sketch our future character. Well, let's get started. As a preface, I want to consider a very important topic first. It is the structure of characters. As you know, there is a huge number of styles one can draw characters in, but when it comes to characters for animation specifically, their structure plays a very important role. It defines how they will be animated in the future, so we will cover the classification of character structure. We can distinguish two huge groups – characters with and without joints. I have picked an example for each group from my illustrations. Let's analyze them and find how they differ. Let's remove everything except for the characters. To understand the differences, you need to look inside the characters. The X-ray mode will come in handy for this. That's better. Now you can see what shapes these characters consist of. Know that the character on the right has joints in the knees and elbows as well as in the places where limbs are attached to the body. The limbs move thanks to these joints. The character on the left has no set joints. Let's examine the arm of both characters and see how they move. Straighten the arm a little. Know that the shape of the left arm has completely changed. In the example on the right, we have just rotated the forearm relative to the elbow joint. This is the difference between the two groups. In this lesson, we will create a character with joints. If you know how to do it, you will be able to easily create a character without joins. Before we start creating a character, let's talk about the anatomy of the human body. To learn how to draw characters, you need to understand the proportions of a human body, even if you want to neglect them. As I have said in the previous lesson, learn to follow the rules before breaking them. Let's have a look at the basic human anatomy. I will tell you about the main aspects worth paying attention to and will disclose what mistakes illustrators usually make. Yes, I will use a white background while talking about this topic so that it's easier to demonstrate various schemes. Where do we start? Usually this topic begins with the number of hats that can fit in the height of an adult, a child and so on. Note, however, that we're going to draw cartoon characters, not photo-realistic ones, so we can neglect this rule. For example, let's analyze the characters from my previous works. Let's take a head and create a kind of a scale for reference. We will measure my characters with it. And the first will be the character I drew for this course's preview. As you can see, only 4.5 heads fit in its height. that its proportions are far from the proportions of a real person. They, however, seem quite acceptable for this cartoon style. Let's take a couple more characters that can already fit seven heads. These are closer to the proportions of a real person. Let's continue. Let's add a skid border from my Instagram. It fits seven and a half heads like a real person. But take a look at the following characters now. A character from a master class and a couple of musicians from a commercial project. They fit 8 heads like an adult. But let's take a look at the last one. It fits 9 heads. So, is there any system here? How can one determine the number of heads that fit in the height of a character? Especially considering the fact that each of the previous characters did not cause any dissonance even though their proportions differed so much. Well, there is actually no system at all. It's up to you to decide on the number of heads in the height and on the style to work in. As I have said, this rule is more often broken than followed. How should we build our characters then? What rules should we consider to create a character that will look logical and aesthetically pleasing? For this, I have developed a method that I want to share with you. But first, I'd like to stress that I'm going to share my personal experience in the course, so we will not cover the rules of academic drawing here. I'm willing to share the compilation of both important generally accepted rules and the rules that I have developed in my working process. To begin with, let's create a character's head. Oddly enough, my method begins with it. Let's draw the two side lines at a distance equal to two heads and a central line, which will go exactly through the center of the head of our future character. Now let's decide on the height of the character. You can make it of any height you wish. The height is a distance from the top of the head to the heels of the character. Having decided on the character's height, let's mark off the line on which the character will stand. After that, mark off the center of the character. Its pelvis will be on this line. Let's also mark off the shoulder's level, leaving a place for the neck. The body will be located between the levels of the pelvis and the shoulders. Let's add two lines that will divide the body into three parts as in the scheme. The waist will be on the lower line. The body will consist of two trapeziums, which will get narrower to the waist. Here male and female characters begin to differ. Since we have a male character, both trapeziums widen exactly to the side borders. Next, let's add the joints that will attach limbs to the body. First are buttocks. Their center is on the central height line. Then shoulder joints. Their center will be on the border of the body, exceeding it a little. As a result, the shoulders are wider than the hips. This is typical of an average male body. Now let's draw arms. Draw a copy of the shoulder joint separately from the character's body. The elbow joint will be at the waist level. We can finish the upper arm now. To draw a forearm, we need to measure the distance between the shoulder and elbow joint and mark off this distance from the elbow joint down. You might have thought that the joint connecting the forearm and the hand will be there, but there will be the palm. And it is the palm on which we will draw a small joint. Now let's add fingers so that we can clearly see the shape of the hand. After it, finish the forearm. So the arm is ready. Let's attach it to the body. Now let's proceed to legs and mark off the level at which the ankles will be. After that, mark off the center which is between the pelvis and the ankle levels. The knees will be at this level. After that, let's finish the thighs and the lower legs. Finally, let's add feet. In such a simple way, we have created a structure based on which we can create a male character. Now let's take a look at the difference between a male and a female body. We will use the same method and we will compare them straight in the process. Let's start with the head as well. The differences appear straight away. that the upper body trapezius is much narrower than that of a male character. The shoulder joints may even stay within the body borders. Know that the shoulder joints are almost the same size as those of the elbows. As a result, female shoulders are significantly less distinguished. The waist is narrower as well. The pelvis, on the contrary, is much wider. It is also worth noting that a A female hand is narrower than that of a male. Also, know that female feet are significantly smaller than male ones. The hips, on the contrary, are more distinguished because of a wider pelvis and larger buttocks. Finally, let's add breasts to the female figure. As a result, we get both a male figure and a female one. The general logic of some differences is that the female body is delicate, while that of a male is massive and rough. Using this method, we have created a male and a female figures with proportions close to the ones of a real person. If a realistic image is not of top priority for you, you can easily break these rules to make characters with unique proportions. But as I have said earlier, before you start breaking the rules, learn to follow them. And now, let's select a scheme and begin creating a character on its basis. Usually, sketching starts with a rough sketch. At the stage, we will determine the structure of a character, pose it if necessary, and also add rough details. After that, we create a clean sketch based on the result. The stage involves final detailing and cleaning up. I recommend you always work following this algorithm. It would be logical to start sketching with a rough sketch in this lesson too. Note, however, that our figure from the previous stage already has all the necessary parts of a rough sketch. So, for a visual demonstration in this lesson, we will replace the rough sketch stage with the female figure we have completed in the previous section of the lesson. The second stage, a clean sketch, will remain unchanged. So, let's proceed to it straight away. To create our character, I will use the complete figure from the previous part of the lesson. As I have said earlier, I will draw a clean sketch over it. I have taken a photo of a beautiful stranger as a reference as well. To create characters, I recommend you use photos of real people from the internet to save time and be able to choose from a vast variety of ready-made, thoroughly selected and interesting images. Well, let's get started. I have a habit to begin sketching with the shoulders line. Next, let's outline the body and the bottom line of the sweater. As you can see, it is a little loose down here, like in the reference photo. Next, proceed to the sleeves. Draw the band of the shoulders. Next, outline the hands with straight lines and mark off the border of the sleeve. Then let's add details and get to the neck. Draw a collar. Add details to the collar and draw the neck itself. Next, let's draw jeans for the girl. On one side, the jeans line coincides with the leg outline. On the other side, there is a little difference. In this way, we make them look a bit loose. Now add details, pockets and a fly. Now let's draw more complex elements and start with the hands. A thumb specifically. First, draw the palm and finish the fingers. For this, draw an outline and divide it into fingers. Let's move on to the shoes now. First, outline the leg. Draw a sole plate and details of the sneakers. Add a sock line as well. Now let's draw the girl's head. For this, outline the face. Then add ears and face details. A nose and a mouth specifically. Next, let's add glasses to the image of the girl. Before drawing her hair, let's draw a hat. First, draw a hat flaps as a large ellipse and draw another smaller ellipse inside it. Next, let's remove unnecessary details. Now draw her hair and finish the top of the head. Note that the girl in the reference has an interesting accessory – this purse. I want to add it to our character as well. First, draw the silhouette of the purse. Then add details to it. Let's draw the straps in which the purse hangs. The front one first, and the back one then. Remove unnecessary details that are covered by the purse and its straps. And we have eventually created such a character. Then we will draw our character in vector over sketch.",
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+ "segments": [
4
+ {
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+ "text": " Hello everyone! We're finally over with the introductory drawing lessons. In this one, we will focus on drawing for motion projects specifically. The first field-specific topic will be Character. You may wonder, are there characters in motion projects only? Of course not. Characters are drawn for static illustrations as well with no further animation. Nevertheless, Creating a character for animation differs from creating one for static illustrations. In this lesson, we will analyze the whole process and its details. First, we will get familiar with basic human anatomy. Next, we will sketch our future character. Well, let's get started. As a preface, I want to consider a very important topic first. It is the structure of characters. As you know, there is a huge number of styles one can draw characters in, but when it comes to characters for animation specifically, their structure plays a very important role. It defines how they will be animated in the future, so we will cover the classification of character structure. We can distinguish two huge groups – characters with and without joints. I have picked an example for each group from my illustrations. Let's analyze them and find how they differ. Let's remove everything except for the characters. To understand the differences, you need to look inside the characters. The X-ray mode will come in handy for this. That's better. Now you can see what shapes these characters consist of. Know that the character on the right has joints in the knees and elbows as well as in the places where limbs are attached to the body. The limbs move thanks to these joints. The character on the left has no set joints. Let's examine the arm of both characters and see how they move. Straighten the arm a little. Know that the shape of the left arm has completely changed. In the example on the right, we have just rotated the forearm relative to the elbow joint. This is the difference between the two groups. In this lesson, we will create a character with joints. If you know how to do it, you will be able to easily create a character without joins. Before we start creating a character, let's talk about the anatomy of the human body. To learn how to draw characters, you need to understand the proportions of a human body, even if you want to neglect them. As I have said in the previous lesson, learn to follow the rules before breaking them. Let's have a look at the basic human anatomy. I will tell you about the main aspects worth paying attention to and will disclose what mistakes illustrators usually make. Yes, I will use a white background while talking about this topic so that it's easier to demonstrate various schemes. Where do we start? Usually this topic begins with the number of hats that can fit in the height of an adult, a child and so on. Note, however, that we're going to draw cartoon characters, not photo-realistic ones, so we can neglect this rule. For example, let's analyze the characters from my previous works. Let's take a head and create a kind of a scale for reference. We will measure my characters with it. And the first will be the character I drew for this course's preview. As you can see, only 4.5 heads fit in its height. that its proportions are far from the proportions of a real person. They, however, seem quite acceptable for this cartoon style. Let's take a couple more characters that can already fit seven heads. These are closer to the proportions of a real person. Let's continue. Let's add a skid border from my Instagram. It fits seven and a half heads like a real person. But take a look at the following characters now. A character from a master class and a couple of musicians from a commercial project. They fit 8 heads like an adult. But let's take a look at the last one. It fits 9 heads. So, is there any system here? How can one determine the number of heads that fit in the height of a character? Especially considering the fact that each of the previous characters did not cause any dissonance even though their proportions differed so much. Well, there is actually no system at all. It's up to you to decide on the number of heads in the height and on the style to work in. As I have said, this rule is more often broken than followed. How should we build our characters then? What rules should we consider to create a character that will look logical and aesthetically pleasing? For this, I have developed a method that I want to share with you. But first, I'd like to stress that I'm going to share my personal experience in the course, so we will not cover the rules of academic drawing here. I'm willing to share the compilation of both important generally accepted rules and the rules that I have developed in my working process. To begin with, let's create a character's head. Oddly enough, my method begins with it. Let's draw the two side lines at a distance equal to two heads and a central line, which will go exactly through the center of the head of our future character. Now let's decide on the height of the character. You can make it of any height you wish. The height is a distance from the top of the head to the heels of the character. Having decided on the character's height, let's mark off the line on which the character will stand. After that, mark off the center of the character. Its pelvis will be on this line. Let's also mark off the shoulder's level, leaving a place for the neck. The body will be located between the levels of the pelvis and the shoulders. Let's add two lines that will divide the body into three parts as in the scheme. The waist will be on the lower line. The body will consist of two trapeziums, which will get narrower to the waist. Here male and female characters begin to differ. Since we have a male character, both trapeziums widen exactly to the side borders. Next, let's add the joints that will attach limbs to the body. First are buttocks. Their center is on the central height line. Then shoulder joints. Their center will be on the border of the body, exceeding it a little. As a result, the shoulders are wider than the hips. This is typical of an average male body. Now let's draw arms. Draw a copy of the shoulder joint separately from the character's body. The elbow joint will be at the waist level. We can finish the upper arm now. To draw a forearm, we need to measure the distance between the shoulder and elbow joint and mark off this distance from the elbow joint down. You might have thought that the joint connecting the forearm and the hand will be there, but there will be the palm. And it is the palm on which we will draw a small joint. Now let's add fingers so that we can clearly see the shape of the hand. After it, finish the forearm. So the arm is ready. Let's attach it to the body. Now let's proceed to legs and mark off the level at which the ankles will be. After that, mark off the center which is between the pelvis and the ankle levels. The knees will be at this level. After that, let's finish the thighs and the lower legs. Finally, let's add feet. In such a simple way, we have created a structure based on which we can create a male character. Now let's take a look at the difference between a male and a female body. We will use the same method and we will compare them straight in the process. Let's start with the head as well. The differences appear straight away. that the upper body trapezius is much narrower than that of a male character. The shoulder joints may even stay within the body borders. Know that the shoulder joints are almost the same size as those of the elbows. As a result, female shoulders are significantly less distinguished. The waist is narrower as well. The pelvis, on the contrary, is much wider. It is also worth noting that a A female hand is narrower than that of a male. Also, know that female feet are significantly smaller than male ones. The hips, on the contrary, are more distinguished because of a wider pelvis and larger buttocks. Finally, let's add breasts to the female figure. As a result, we get both a male figure and a female one. The general logic of some differences is that the female body is delicate, while that of a male is massive and rough. Using this method, we have created a male and a female figures with proportions close to the ones of a real person. If a realistic image is not of top priority for you, you can easily break these rules to make characters with unique proportions. But as I have said earlier, before you start breaking the rules, learn to follow them. And now, let's select a scheme and begin creating a character on its basis. Usually, sketching starts with a rough sketch. At the stage, we will determine the structure of a character, pose it if necessary, and also add rough details. After that, we create a clean sketch based on the result. The stage involves final detailing and cleaning up. I recommend you always work following this algorithm. It would be logical to start sketching with a rough sketch in this lesson too. Note, however, that our figure from the previous stage already has all the necessary parts of a rough sketch. So, for a visual demonstration in this lesson, we will replace the rough sketch stage with the female figure we have completed in the previous section of the lesson. The second stage, a clean sketch, will remain unchanged. So, let's proceed to it straight away. To create our character, I will use the complete figure from the previous part of the lesson. As I have said earlier, I will draw a clean sketch over it. I have taken a photo of a beautiful stranger as a reference as well. To create characters, I recommend you use photos of real people from the internet to save time and be able to choose from a vast variety of ready-made, thoroughly selected and interesting images. Well, let's get started. I have a habit to begin sketching with the shoulders line. Next, let's outline the body and the bottom line of the sweater. As you can see, it is a little loose down here, like in the reference photo. Next, proceed to the sleeves. Draw the band of the shoulders. Next, outline the hands with straight lines and mark off the border of the sleeve. Then let's add details and get to the neck. Draw a collar. Add details to the collar and draw the neck itself. Next, let's draw jeans for the girl. On one side, the jeans line coincides with the leg outline. On the other side, there is a little difference. In this way, we make them look a bit loose. Now add details, pockets and a fly. Now let's draw more complex elements and start with the hands. A thumb specifically. First, draw the palm and finish the fingers. For this, draw an outline and divide it into fingers. Let's move on to the shoes now. First, outline the leg. Draw a sole plate and details of the sneakers. Add a sock line as well. Now let's draw the girl's head. For this, outline the face. Then add ears and face details. A nose and a mouth specifically. Next, let's add glasses to the image of the girl. Before drawing her hair, let's draw a hat. First, draw a hat flaps as a large ellipse and draw another smaller ellipse inside it. Next, let's remove unnecessary details. Now draw her hair and finish the top of the head. Note that the girl in the reference has an interesting accessory – this purse. I want to add it to our character as well. First, draw the silhouette of the purse. Then add details to it. Let's draw the straps in which the purse hangs. The front one first, and the back one then. Remove unnecessary details that are covered by the purse and its straps. And we have eventually created such a character. Then we will draw our character in vector over sketch."
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+ }
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+ ]
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+ }