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    # Krenz 公開課 - 繪畫地圖 ###### tags: `KK魔法學院` `paint` `Krenz公開課` :::info 本筆記內容整理自公開課影片: [【Krenz】繪畫地圖:一節課解析繪畫學習路徑,萌新從此不走彎路](https://www.youtube.com/watch?v=kbKqIJcIUCw) ::: [TOC] ## 學習拓墣 ```mermaid graph TD; 建模; 建模-->1.型準; 建模-->2.結構意識; 建模-->3.角度控制; 建模-->4.構成; 建模-->5.藝用解剖學; 1.型準-->比例感; 1.型準--> 圖形化-CSI系統; ``` ```mermaid graph TD; 渲染-->素描; 渲染-->色彩; 渲染-->光; 素描--->型準; 素描--->明暗交接線準度; 光--->漫射光; 光--->直射光; ``` 能力建構順序: ```mermaid graph LR; 建模+渲染-->表達能力-->設計; ``` 我的感想: 現實中,透過掌握半吊子的建模與渲染能力,可以擁有面向受限(但仍然有其樂趣)的表達能力,進而得到(大多時候是孤芳自賞的)設計能力。 由**自己對現狀的滿足程度**來決定是否要進一步提升,才有這之後所討論的練習。 ## 建模 **造型能力** 骨架、線稿、輪廓、剪影、動態、⋯⋯etc。 ### 1. 型準 * **比例感** * 訓練眼睛抓線段之間的比例關係 * Ex. 7:3, 9:1, ... ![](https://i.imgur.com/HOcN2pR.png) 只是想要放這張圖而已w。 * **練習法:有腦臨摹 2D 圖案** * 方法 * 臨摹圖的外框幾何形(Ex. 四邊、五邊形) * 畫網格**坐標系**,在座標上標出點的位置 * 幫主線條畫**切線**(aka 鷹架),觀察其與 x 或 y 軸的夾角 * 動腦觀察 * 線條比例(Ex. 有沒有把 7:3 看成 5:5?) * 人/動物的軀幹走向 * 臉的面向 * 卡關? * 透視:尚未理解透視,不太能透過一些主線軸來自行推理出圖中線段走向時,臨摹可以很 frustrating。碰到如此狀況時,表示可以去進修透視了。 * **圖形化 - CSI 系統** * 直線的三種表達方式 ![](https://i.imgur.com/8tREONU.png) > 圖:Krenz * C: 有點彎曲的直線 * S: 兩條彎曲的直線 * I: 直線 * 活用 * 人肉建 3D * 實作例:工業設計 ![](https://i.imgur.com/AJK03Sf.png) > 圖:Krenz * 方塊:用 C 的線連接八個點來畫,可以比全用 I 的線更靈活且有變化(Ex. 人頭) * 觀察大佬:點到點的線一筆到位 * **三次元照片速寫**![](https://i.imgur.com/NoM4YKx.png) > 圖:Krenz * 限制自己只能用 CSI 的表達法,抓「**大致的形狀**」的明暗交接線,不鑽研細節(Ex. 衣物皺褶的 V 字線條、人物輪廓的小隆起) * 通過臨摹他人的作品,**觀察他人**是**怎麼取捨、簡化**的。 * 承上,自己在速寫時,在遇到類似需要簡化的關卡時,可有樣學樣,用先前 input 進來的其他畫家的簡化方式應對。 * 技能加成 * 有效提升**記憶圖形的留存率** * 留存測試:觀察一張圖 30 秒後,關掉,憑著觀察時得到的資訊複製看到的人物。 * CSI(看整體,省略細節處的形狀)、記憶主體比例(Ex. 頭的長:身體長),可以幫助腦袋 recall 圖樣「整體」的樣子。 ### 2. 結構意識 * 工具 * xyz 軸座標系 * **圖型系統 - 方法論**![](https://i.imgur.com/LAQKLe2.png) > 「全身的肌肉啊,聽我號令!」——西谷 夕 * **Step 1: 草稿中基本圖形的建立** * 五、六邊形![](https://i.imgur.com/alG9aCo.png) > 圖:Krenz * Ex. 臨摹伯里曼時的誤區:學會了如何畫站立不動的肌肉礦工腿,卻輪到要畫跪姿、跑姿等其他姿勢時,又得再重新死記硬背。 * 精神:先不徵召腦內關於肌肉的知識,而只是用五、六邊形去拼湊**剪影**。 * 好處:此法如果是電腦作畫,可以用比較少的成本調整線條比例、物件角度等。 * 斜率 * CSI * 比例關係 * **Step 2: 賦予體積** * 從扁的變成有厚度 * 積木化 * **Step 3: 結構訊息量優化** * 將輪廓訊息量增加。 * Ex. 鎖骨骨頭、對齊透視畫出肩膀上的盔甲 * 實例 * 工業設計 ### 3. 角度控制 透視的另一個活用。當我們臨摹了一個人物的一個面,我們可以用腦袋去模擬「從另一個角度看的人物」長什麼樣子。 方法論: * 用方塊簡化人物的軀幹、四肢 * 按照透視規則畫出 ![](https://i.imgur.com/DWZQMH2.png) ### 4. 構成 ### 5. 藝用解剖學 ## 渲染 **表現技法**: 灰階、素描、表現技法、質感、⋯⋯etc。 Ex. 「如何把顏色上得好看?」就屬於渲染的範疇。 以下介紹「渲染」的學習面向: ### 素描 我所理解的「素描」:把看到的東西畫出來。 怎麼畫得像?怎麼畫得合理?就可以是素描的課題。 #### **型準** * 結構素描(按透視規則把看到的東西畫出來) #### **明暗交接線準度** * 準確判斷明暗交接線的要訣: 1. 抓型:用 CSI 取圖形。 2. 結構:來自於對透視、(物件的)解剖學的認識。 Ex. 知曉哪邊有肋骨的隆起、鼻子在臉上的位置、腿的圓柱狀、⋯⋯等,可以輕易判斷影子、背光面會在哪裡形成。![](https://i.imgur.com/W520IeH.png) 但一旦拿掉皮表面的(我稱其為)結構線,心中沒有「皮表哪邊有隆起,多大、多長」的「對結構的認知」時,要憑空畫出明暗交接線就會變難。 ![](https://i.imgur.com/6HS09w2.png) > 圖:Krenz * 練習 * 誤區: * 初學者臨摹**漫射光照**的圖練習抓明暗交接線,但因為圖上的明暗分佈過於不明確,而導致臨摹出的圖並無法明確用色塊交代出明暗分佈。 * 過於依賴線稿,而沒有做足明暗交接線的標示。 * Ex. 在給臉上明暗交接線時,給眼窩、下嘴唇上了影子,但卻因為鼻子的線稿的存在,而忽略的鼻子可能有的明暗交接。 * 方法: 1. 將人物的底色先上好(Ex. 色塊上色) 2. 複製一整組底色圖層,將其合併,塗成白色。 3. 把底色圖層關掉,線稿圖層調淡,留白色的色塊圖層。 4. 只用一種顏色(暗),把該白色色塊當作石膏處理,上明暗交接線。 :::success **抽取臨界值** * 把參考圖片變成黑白 --> 明暗交接線好觀察 * 用 CSI 畫法,篩掉瑣碎細節,把圖片轉譯成自己的版本 * 抄襲?No, No, No.... ::: #### 塑造 * **灰度調子控制** 繪製好概略的明暗交接線後,再進一步雕琢影子的明度(i.e. 有多黑)。 * 不同明度的分辨: * 著手點:先學習看出**六種明度**,再慢慢增加能辨識的數量。 ![](https://i.imgur.com/lYJDrfX.png) > 圖:Krenz 如果把「白」和「黑」以外的明度一概視為「灰」的話,明度判斷的準確度就會差強人意。 * 繪圖軟體:用吸管吸取顏色,檢查該色的「明度值」,來核對自己估計的明度是否接近正確數據。 Ex. PS 的 HSB 功能。 ![](https://i.imgur.com/ifwtcL1.png) > 圖上所標示的數字為明暗值。(Credit: Krenz) 好處: * 協助自己觀察圖中各個明暗分佈的大走向。 * 透過**數據**來分辨各種明度 ![](https://i.imgur.com/rEpHeNI.png) * 輔助速寫/臨摹 1. 先只用隨意的明度來上明暗交接線 (影子)。 ![](https://i.imgur.com/q7qmgZN.png) 2. 吸取原圖的明度。(圖例:影子明度約 30~50 左右) 3. 把影子的塗上與原圖明度值相近的數值色。![](https://i.imgur.com/Yllc1gc.png) 4. 影子中的明暗變化,同理可進一步交代出來。 同理,不只暗面,亮面也可以使用上述方法來判斷明度差異。 ![](https://i.imgur.com/mPEMigZ.png) * 實作:![](https://i.imgur.com/2HREE1u.png) * **邊緣虛實控制** * 邊緣的層級: * 1 級邊:銳利(sharp)。存在感超群。 * 2 級邊:結實(firm)。稍微散開來。 * 3 級邊:柔邊(soft)。發散。 * 4 級邊:隱沒(lost)。存在感 0。 ![](https://i.imgur.com/8tF69kl.png) * 技術點 * 微妙的模糊、明度差異調控 * 有許多細項的規範(Ex. 投影較銳利、明暗轉折處較糊) #### 黑白灰佔比 #### 筆觸方向 - 速度線 ### 色彩 * **配色**:灰純、相似色、互補色、冷暖 * **混色**:維持素描關係下混入色彩 * 固有色和光色關係 * 訓練方法: * 法1:「我(只)要把大方向,亮暗關係抓得像」![](https://i.imgur.com/a2V0VM6.jpg) > 右:原圖;左:Krenz 臨摹 * 接近無腦臨摹,較不要求型準。 * 自推測:色彩直覺訓練 。 ### 光 * **漫射光照** ![](https://i.imgur.com/uA8EhZ2.png) * 四面八方都有光照到物體上。 ![](https://i.imgur.com/SsSuk9c.png) > 圖:Krenz * 物體上的起伏造成的**明暗較為曖昧不明**(i.e. 柔和) * 分野 * 天光 * 陰天光 * **直射光照** * ![](https://i.imgur.com/b2Z7wlF.png) * 明暗較明確。![](https://i.imgur.com/pWmw1I6.png) > 圖:Krenz

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