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  • - [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.

- [Voiceover] What's up guys.

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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)

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    蔡東霖 に公開 2021 年 01 月 14 日
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