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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!