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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.