字幕表 動画を再生する 英語字幕をプリント - [Voiceover] What's up guys. Welcome to TheArtClasses.com. Today we are going to talk about how I use a reference. And the proper way to utilize the reference that we use in the illustration. There are a big difference between using, copying from a photo and using a reference. So a lot of time I'll get a question on the video, did you use a reference? But usually what it does mean is like did you copy from a photo somewhere. And reference use it's very important in making a concept art or illustration. And there are many ways to use reference in your concept art and illustration. When you look at something or analyze something. So I will show you how I use a reference today, just on a few of my, on a couple of my illustration and concept art. Alright, let's get started. So here is a close up version of the illustration of a book cover that I did for some publication in Australia. And in this one, I used a lot of reference to get to, I'll show you the full one here. So we're just going to close this one now. And that is the full cover. Basically. And if you zoom in you see the size of the book cover is probably going to be that, about that big. But, I usually paint about 2-3 times bigger. And if you zoom in you see a bunch of brush stroke, like here you see all this craziness in here. Pretty chaotic, but you zoom out, it will look clean and okay. So first, I'm going to show you this one, and how I get to this point. So basically, you see a lot of my speed painting. This is basically one of them. And most of my speed paintings are basically comps. Where is it? So I start off with here. And it usually not that big, so probably about that big. So this is where I begin, and the reference I use for these is tons of that one is basically the reference for lighting. So there are many way to use the reference. Like you could find one photo and have using lighting as a reference, so you notice even though it doesn't look anything like this one, but you notice the lighting, they are basically the same. So once I establish the lighting from there, then I can thought of how I'm gonna compose my scene, what do I put in there. In the beginning I didn't think of it as much, but then I was like ah maybe I should make them a mech, commando, and then I was like maybe I should keep them a group. So a lot of time I will use lighting from other reference. But usually, it depends on ya know how sometimes I do the lighting style, sometimes I use the reference for something else. Sometime I just come up with the comps on something. Here I add a few solider behind it, really rough. And I wanna see how the comp station turn out. If it turn out that I enjoy the comp scene and the comp scene can be taken further then I would go in and add a bunch more detail in it. But before you go in and add more detail, you want to sketch out, like okay what kind of detail you want for the arms, or is it going to be mech, or are they carrying a gun. So I changed it totally to have him being a sort of mech man as you can see, like a bunch of armor more of a futuristic, and then you see a tank become a tank, and then... You have to have a good understanding of light and shadow to make this happen. Because if you look at this here, only this part, or you see the cut out between light and shadow, that is already going into the shadow zone and when you pin an object into the shadow zone, you have to consider the lighting, okay the lighting coming from the basically the sun come from the back. So this guy gonna get a little bit more light, and all the rest of this guy will just get a touch of light because they are in the shadow zone. And also with the face, I also using the reference by looking at a bunch of hyenas, even though it, I just kinda look at the mouth and how it's gonna go. And I give him a scar face. If you Google hyena's your gonna see tons of hyena's. On the generic term I usually use Google, right. So you can have wider range of option because robot will gather this image for you. And then I will do research on Pinterest for some mech design. So you can just take a look at some mech design on Pinterest, which one would fit your type of mech, because they're so many, there are like Steampunk, futuristic, you want it to be a more rounded shape, or you want it to be more angular. Or you want it to be more Japanime. It's entirely up to your direction of how your gonna design it. So once you gather a bunch of reference you can put them into a, where is it, reference folder, so in here there's a... I couldn't find a reference folder to use for this but here is kinda something similar. It's one of my student make them for his project. Also you have to look at the real reference of, like okay how is the wire how the gun would look and all this part of the tank you can use, all part of mixed with realism and the concept, and the futuristic stuff and you can apply into here, like how and you have to also consider if you're making creatures, then you have to understand how their body and anatomy work. I don't want to just make a humanoid and give him a human anatomy. I want to make him maybe give it a hybrid look so he will still kind of walking on his tippy toe with a little hunch, like a gorilla kind of thing. But he will still have to rely on his forefoot. And walk around backward and be able to still to carry stuff and I would imagine like how they would like live, and sort of evolve into a little bit more human-like with like how when they walk. So you kinda have to mix it with hybrid. So that is the first one that's how I use the reference. So there is a different between gathering a good reference to use for your illustration and just merely copy a photo and paint it. I think a lot of time people misunderstand reference, especially the beginners. It's a good practice to sometimes if you want to paint a photo just to practice your lighting and your accuracy, then that's fine. That's not all when you're gonna use a reference that's not mere copy. So in this illustration I use quite a bit of reference, because I have to design the suit, I have to maybe look at how to curly hair actually work and as you see here, there's a lot of brush stroke that's going in to try to mimic the hair. It's just a matter of preference. Some people when they make illustration, they like to clean line and clean stroke, but I do love the texture of the brush, and it's helped me achieving really some a little bit easier when you have alternate between different texture brush. And here you can see there's a bunch of element involved, like the gun I have to design and under a certain angle, and hands I have to look at reference, which hands are easy, you can just look at your hand and angle it differently. Or you can look at some photo you can find. The holster, and the way the holster attach to the body. So I'm just gonna explain bit by bit. First, one thing before you start illustration you have to come up with your own composition first. How is this whole thing gonna look, and then you know you can select one from many of your comps. So this is where I start off with. Which each one for me is about maybe 10-20 minutes. Depends on how much you want to put in and how many element you are in there. But usually when I make a comp I'll think about foreground, which is here her and the wall. Midground which is a bunch of solider here and this wall, building collapsing here. And background, which is there. And then in here is foreground would be him and her and then midground would be this block of the building here, and the background would be like two solider. Same as here. Foreground, midground, background. So think of it simple. And the reference that I use, this are just part of it right. So you have to look, or searching for, like the hair for instance. I have to know what curly hair look like. And how do I want the curl to look. And so I look at the different curly hair and then I just kind of try to mimic the shape of the hair, and how the texture of it, and apply it to my illustration right here. So there is one, and then when the face is angled up, so I have used this tool for the reference of how am I going to angle up the face. But you can flip it so you have if you flip it you can see a bit more that it look pretty similar to these two. So right. And I'm going to flip it back now. And then, the design I kind of look at some reference from here, to kind of get the idea or the direction you could go. Not necessarily like taking it from there, because every time you see some good design, you kinda like oh that's cool, and then I also add a bunch of character reference here, either from the real life costume, or the concept design. And trying to apply whatever element like ya know, you see a bunch of really cool design stuff like straps, how he put the holster on and what is the armor I'm making and all these. But these are a little more bulkier version. But I want my character to sort of be a little more streamlined, but with a bit more armor than these two. And then all the goons here are basically more of the bulky design that I have. And you see the holster basically I kind of take it, you have to look at the real reference of the holster, like how they actually look,right? So you can properly add them to there and how you get the holster onto the belt or the chest, or the legs. Many different version, so you have like that strap, these straps, and maybe some other thing like this shotgun ammo. Which she doesn't have any shotgun there, but maybe it's laying around the ground somewhere. And then the gun design, so you kind of have to look at the hands, how the hands are holding the gun, even though it's on the different angle here. But you, sometimes you have to use your imagination, like how it's gonna hold up, or how perspective gonna get involved there. So anyways, yeah. So basically, the key points are you have to understand the composition first. Second, you have to know the lighting. Lighting are really important. The better you understand the lighting, the better your illustration is gonna turn out. And the good use of reference, like you have to take a lot of element from anywhere you can find some inspiration, concept art, some realism. Because if I just kind of okay, guess or assume what curly hair look like, then I wouldn't be able to make it look so realistic as or look as as curly as I want to. Anyways, so yeah thank you for watching the video. I hope you learned something from this. And if you want to take a class with me, you can go click on the right corner, and there's gonna be a link to the group class or one on one mentorship. Or if you want easy access you can just go down to premium tutorial, they like a few bucks and it's usually two hours or more long. You can sit down with that on my website or you can just go to my playlist on YouTube they are free. So you don't have to like pay anything. The premium tutorial are longer, and they are better explain. And I show you from the beginning to the end. This is basically one of the question that you guys ask me. How do you use reference? And I don't think I've done the video on this yet, so this is a pretty good idea. So if you have any question, please post them down below. And I'm gonna try to make like a short video tutorial to keep up with your question that you ask. But they'll be more long form video coming out. And usually I will upload the tutorial video on Thursday. And I'm going to upload a QA usually on weekends, and I'm planning to have interview with artists from either video games or film or something like that, probably sometime mid-week. And I'll probably do it maybe once or twice per month. So I hope you guys are looking forward to that. And it's going to be live, so just look through that. It was supposed to be yesterday or last night, but something came up, so I couldn't really interview the artist from Blizzard. So next week I'll have an interview with the, next Wednesday, which is Wednesday on the 27th I will have an interview with the Blizzard character artist Hai Phan. Hopefully you guys can join me. Probably going to be around seven or eight o'clock pm on Wednesday. So mark your calendar and I will see you guys there. Alright, well have the good day. And see you soon, bye bye.
B1 中級 コンセプトアートのためのリファレンスの使い方 (How to use references for concept art) 40 7 蔡東霖 に公開 2021 年 01 月 14 日 シェア シェア 保存 報告 動画の中の単語