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Anatomy Quick Tips: Backs

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    Hey everyone! Sinix here and Anatomy Quick
    Tips is finally back. This is of course my
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    series that seeks to help you develop a
    shorthand for drawing reasonable looking
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    anatomy from imagination. So not quite as
    fancy as Fine Arts level anatomy, but
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    definitely good enough for design and
    illustration. Anyway, today we'll be
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    battling without dignity and attacking
    those back muscles and related skeletal
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    features. Now there's actually a lot of
    related content covered in the shoulder
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    and ab videos and I don't want to repeat
    too much from those so I recommend
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    watching them if you haven't done so.
    Alright, let's get into it, starting with
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    structure. On the skeletal side of things,
    the main thing we'll be thinking about are
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    the scapulas, the spine, and the ribcage.
    It's good to develop a consistent look for
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    how you normally draw the scapulas, so you
    can either follow along with how I do it,
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    or figure out a simple shape that works
    for you. These are going to be super
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    important for helping you form the
    shoulder and also all of the back muscles.
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    The spine looks simple enough from the
    back but never forget that it has a
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    strong S-like curve to it when viewed from
    the side. Whether you're drawing a heroic
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    posture or horrible sloucher, that S-curve
    does not disappear. Anyway, enough of that
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    nerd stuff, let's get to the literal and
    figurative meat of things - the muscles.
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    I'm just going to sketch things out and
    then give you some nice color coded
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    labels. Normally, I wouldn't be a stickler
    for muscle names, but drawing the back
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    becomes increasingly dependent on
    identifying these things. Up top in red,
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    we have my personal favorite back muscle,
    the trapezius. I think I'm drawing them a
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    bit big on a lot of these drawings, but
    traps are basically a little kite that
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    you get to give a nice little piggyback
    ride to. Of course, we also have the
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    deltoids off to the sides, making up your
    standard shoulder muscles. Diving into
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    the less famous muscles, we have the
    infraspinatus, along with the teres major
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    and minor, covering up most of the area
    above the scapula. If you're super serious
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    about these things, you can also know that
    the rhomboid muscle connects the scapulas
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    to the spine, but it's not quite
    superficial enough to warrant labeling, at
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    least not for my lazy anatomy. Moving
    downward, the lats form another large
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    triangular shape along the back, and while
    they can be quite thin, their overall mass
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    really helps define the classic masculine
    back shape, just "Veeing" out from the
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    waist. Next up, traveling along both sides
    of the spine, you have the erector spinae,
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    which despite being under the lats,
    actually accounts for a lot of form in
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    the lower back, usually making a more
    pronounced valley along the spine. So
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    those are all the muscles we want to care
    about for now, but what if we want to get,
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    like, extra buff? It's important to
    understand that muscles don't just fill
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    out evenly from connection to connection.
    The muscle body is the part of the muscle
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    that actually gains mass - this results in
    developed muscles tending to balloon from
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    the center and really rounding out the
    form. The most common example of this is
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    of course the biceps, but it really
    applies to all muscles. So if I want to
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    bulk up the trapezius, I need to expand
    each main muscle body that exists in the
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    overall structure. One other important
    thing to know about the traps is how they
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    connect and interact with the scapulas,
    especially that upper inside corner of the
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    scapula. This is a very easy to identify
    point that strongly defines the look of a
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    developed trapezius. I'm going to just
    leave a little start for that here because
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    it is super important. Let's actually
    jump ahead to movement for now. If you
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    want to see more on how raising the arms
    affects the scapula, a lot of that was
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    featured in the shoulder video. Instead,
    I'm going to focus more on how the anatomy
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    is affected by pulling the shoulders back
    and pushing them forwards. I forgot to
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    mention it overtly but a developed
    trapezius also leaves a bit of a
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    diamond-shaped gap right in the center
    along the spine - sometimes I like to use
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    this as a useful landmark. Anyway,
    bringing the shoulders back will squeeze
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    the scapulas together, leading toward an
    overall narrower back silhouette.
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    Conversely, pushing the shoulders forward
    spreads the scapulas outward and leads to
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    a very wide looking back. This stretching
    of the width means that things will
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    flatten out a lot and you won't have any
    extreme form shifts. In other words, you
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    don't need many lines to show this pose.
    On the other hand, with the scapula
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    squeezed back, every muscle and tissue is
    condensed into a smaller area, leading to
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    lots of lines and aggressive plane shifts.
    So you can really crank up your sense of
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    ambient occlusion for this pose. Overall,
    in any pose, it's still a great idea to
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    pay attention to that scap-trap connection
    to really help guide your anatomy
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    placement. All right, I feel like we're
    doing pretty good so far - I think it's
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    time to lighten things up a bit with some
    good old Weeb Facts. If you've ever heard
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    of the manga/anime Grappler Baki, you may
    know that it's quite famous for its
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    obsession with muscle anatomy. The most
    notable example of this comes from the
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    series' toughest character, Yuujiro
    Hanma. His back muscles were so perfectly
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    developed that they were said to take the
    form of a demon's face. I'm drawing an
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    example of how this is generally
    represented in the art and I'm curious if
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    this could actually be considered
    realistic in terms of anatomy. So I'll be
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    doing my best to block out the different
    muscle groups with different colors. For
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    the most part, the muscles are represented
    properly; however, the amount of
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    definition in the striations of each
    muscle is well beyond what anyone could
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    consider realistic. This is probably most
    notable in the lower lats, which certainly
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    can become striated in certain cases, but
    I don't think they can ever cleanly
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    defined in such a structured way to
    resemble something like abs, or in this
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    case, an evil grin. So you'll probably
    never see anything like this outside of
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    some questionable body modification - who
    knows? Anyway, let's start condensing all
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    of this information down. You're probably
    not going to be drawing giant muscles most
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    of the time, so let's figure out a more
    realistic and common approach to backs.
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    We need to know when to show muscle and
    when to show skeletal features on an
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    average figure. On a skinny frame, the
    only notable feature that will probably
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    stand out will be the inner sides of the
    scapulas and the spine. The erector spinae
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    is also one of the few muscles you might
    notice still affecting the form around the
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    spine and lower back. Just remember, the
    skin and flesh will mass in different ways
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    depending on the pose - but always keep a
    sense of gravity and looseness in mind.
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    This becomes even more apparent as we
    tackle a more average build; at this
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    point, the traps might have enough subtle
    mass to them to start influencing the way
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    the skin is falling and creasing along the
    back. The scapulas can also still have an
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    influence on how the flow of the flesh is,
    but not quite as notably. You're really
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    going to have to logic your way through a
    lot of these poses and figure out the flow
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    of things based on the traps and the
    scapulas. A simple proportional grasp of
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    the scapula, trapezius, and erector spinae
    will get you through probably 90% of the
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    figures you draw - well, probably with a
    hint of lats thrown in also. Real fast,
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    I'll mention some common mistakes.
    Without a doubt, the most common issue is
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    a straight line for a spine. Please put
    some curves in your backs and continue
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    that flow all the way up and through the
    neck. The next most common mistake is
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    probably one that we've all been guilty of
    and that's using the same iconography and
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    lines on the back regardless of what the
    poses or what angle we're seeing it from.
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    Remember, lines are indicating forms -
    they're not just texture details on a flat
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    surface. Every time you see a complex form
    from a different angle, the lines you use
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    to represent it should be different.
    Approach every drawing situationally and
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    dynamically; you're solving 3D puzzles
    here, not playing with stickers. And with
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    that, I think we're done with the main
    talking points of this video. It's time to
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    have some fun and see if we've learned
    enough to make some realistic looking
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    backs from imagination. I'm not gonna lie
    though, I feel like some of these poses
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    I'll be drawing are just kind of silking
    through my memory of things I've drawn
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    before figure drawing. I think I've just
    drawn too many naked people. Anyway, I'm
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    trying to get a nice casual mix of muscles
    and non-muscley backs; I think these 4
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    will do. The right two are a bit similar
    but I guess my brain is just kind of
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    giving up on me. I know a bunch of people
    will ask, so I'm just going to repeat
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    this stage yet again: painting over
    saturated orange lines will lead to less
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    muddy colors later on, so I'm going to
    add a lightened layer above my black line
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    art and fill it with a strong orange tone
    and then merge those layers together.
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    After this, I create a new multiply layer
    above the orange line art and start
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    painting in base colors. My only goal here
    is to use different skin tones for each
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    drawing, although I quickly realized that
    I made them all a bit too dull and
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    yellowish. But don't worry, I'll fix them
    up more as I start painting things. The
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    base color stage is also a great time to
    focus on a lighting idea - since these
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    colors are all from imagination, I'm free
    to choose any lighting map that I think
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    will complement the forms well. Anyway,
    everything has now been smashed back to
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    one layer and I'm just freely painting at
    this point. I tend to talk about my same
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    painting method a lot, so instead of just
    talking again about blending and defining
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    forms with hard and soft edges, let's talk
    about something different. One popular
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    subject that always comes back around is
    "What is the point of being able to
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    construct anatomy or paint realistic skin
    tones from imagination?" The industry
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    standard is basically at a point where
    using reference for anatomy, posing, and
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    colors is just considered the normal,
    effective way to do things - especially in
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    a production-based field where the outcome
    is the only factor that matters, which is
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    kind of my audience. So if you were
    trained to work in the game or movie
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    industry, chances are you'll just be
    Frankenstein-ing photo plates together and
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    painting on top of them, using color
    palettes borrowed from other sources.
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    These types of methods are all as old as
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    art itself; old masters used camera
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    obscura and any trickery they could to
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    assist their paintings. Golden Age
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    illustrators generally staged every
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    painting first with photography and now
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    anime pinup artists use basically every
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    trick afforded to them by Photoshop in
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    order to create appealing art on a
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    consistent basis. It's all product based
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    art - the only limit in the past was
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    technology. Now that that limit is gone,
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    people spend more time questioning the
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    legitimacy of artists using these methods.
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    Historically, art was never really about
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    the process, just that result. So things
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    haven't really changed - we're just a
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    little more squeamish because of how
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    great the technology is. Anyway, I'm
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    rambling a bit, so let me refocus; I think
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    there is nothing remotely wrong with
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    producing art through whatever means are
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    available to you, as long as you're
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    obeying standard copyright and ethical
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    rules. So then, why am I doing things the
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    hardest way possible? Well, it's simple:
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    I fell in love with the idea of art. I
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    have a highly romanticized view of the
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    process, to a point where I don't actually
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    care about results. Let's be honest, my
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    body of finished work has not been
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    terribly interesting or had any real
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    mainstream appeal over the past handful of
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    years. It's a little lame but I'm fine
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    with it because my obsession is with the
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    journey of a painting and not really the
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    destination. In many ways,
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    "paintsploration" can be considered what
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    my actual idea of art is, a process to be
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    enjoyed, not a result to be enjoyed. I do
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    ask myself, though, "Will I ever switch
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    back to being a product based artist?"
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    Probably. There is a separate enjoyment
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    that comes from making hyper-appealing
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    finished products that bring joy to
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    people. Will I be able to do it in a way
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    that stays true to my romanticized view
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    of art? Well, one would hope, but probably
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    not entirely. Then again, the gods of
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    design and shape appeal might provide the
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    true golden path forward. Sorry, more
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    rambling. In short, I should really just
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    get back to doodling tons of cute girls
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    and robots and none of us should judge
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    people too harshly for choosing product
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    over process or vice versa. Hey look,
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    we're almost done with the painting
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    process! I tried to use some different
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    standard lighting gimmicks on each one -
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    the rim lighting on a couple, the direct
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    light and desaturated shadows on the top
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    one, and plenty of hue variation to go
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    around on each of them. Now, does anyone
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    here remember the main trick for painting
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    darker skin tones? No? No one? Well, the
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    forms on a light skin tone are defined
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    primarily with shadows, while the forms on
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    a dark skin tone are defined primarily by
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    the highlights. That might sound confusing
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    but try to associate it with the
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    difference between a matte surface and a
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    reflective surface - dark tones will
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    showcase a lot more environmental
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    reflected color and light. All right, I
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    think this painting is done so let's just
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    wrap this video up. Now you guys did bug
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    me a bit about not doing animations in the
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    previous videos, and I honestly just
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    haven't been in an animating mood lately,
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    but I'll give you guys 45 minutes of
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    animating to see what I can rush out.
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    And there you go - so it's lame, it's
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    messy, but that's about all I can muster
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    for this video. I want to thank you all so
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    much for watching this video. I hope you
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    got something fun out of it - maybe some
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    knowledge, maybe just some amusing
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    nonsense. Regardless, thanks for
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    supporting this channel. Feel free to let
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    me know down below what anatomy topic you
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    want covered in the next episode. Will it
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    be hair? Hips? Skulls? Skin? Elbows? Who
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    knows? We gotta finish this series
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    eventually, though. As always, the biggest
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    thank you goes out to my generous Patreon
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    supporters - you guys are continually
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    amazing and appreciated. And I know I'm
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    late again on updating the Patreon Discord
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    assignment. All right, see you everyone!
Title:
Anatomy Quick Tips: Backs
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Video Language:
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Duration:
14:01

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