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Hello! and welcome to the second part of the stylized perspective tutorial... all right and
here's one more really good example of how a predefined artistically shaped perspective helps
to shape the lines. again we can perceive it as a lens effect or as a space effect, it's up to us.
Matt has taken a picture of quite boring subject but then painted it in a very fantastic fashion
by adding flow to it. and what's interesting once again is... what kind of lens would you need
in Blender to recreate this warped perspective? it's pretty hard to tell, because it's an artistic
perspective that you *invent* to get a specific flow. you'd have to bend geometry to get this effect
sadly the usual implementation of the 3d space in 3d editing software is that the space is flat. it's
a traditional zero curvature flat space, euclidean space, absolutely predictable. so we will need to
bend the geometry itself. well, not a big deal, we can do it. so let's have a look at an example
in Blender. here we have an approximation of the scene, how it looks with a usual camera without any
artistic twist, so how can we bring the geometry a little bit closer to what we see in the sketch in
terms of perspective? let's try the lattice object. Shift A, Lattice. well we can accomplish this effect
in various ways but lattice is one of the easiest, so i'm going to scale the lattice... uh... vertically
like this, so it encompasses the geometry and uh i'm going to roughly position it like this
and then we just need to go over into the lattice tab within the modifier settings and tweak the
resolution of the lattice. what we're gonna do is use this three-dimensional object to bend
all other meshes within the scene by tweaking the control knobs on this lattice but before we
need to select all the pieces of geometry and bind them to the lattice. so let's go like this,
then shift select the lattice object as the last one in the stack
Ctrl P to parent and parent to lattice deform. now the setup should be ready for tweaking, we can go
Tab to enter the edit mode for the lattice object, select a bunch of points in the orthographic mode
and... and push them in whatever direction we'd like with the help of the G key to move. and so you can
notice that it works kind of like the force field that spawns across the entire scene and as if it
bends the space, even though it doesn't bend the lighting. technically we're not changing
the curvature of the space itself, but it looks a little bit like this, like the perspective effect.
and that's a decent substitute to... to having a proper system for manipulating this space itself.
all right so that was one of the approaches of artistically shaping the... reality =O by the way these
images are from the Matt's paid course from the CtrlPaint shop from the design series which
i really recommend you to watch also and also the free digital painting videos he has on the site.
golden stuff i say! but let us go a little bit deeper into the rabbit hole of the artistically
warped perspectives where things become stranger and stranger as we go down. the space may get broken
or angular or spherical, hyperbolic, something like that, crazy stuff, basically that's the movement
to the right side and to the top of the Hjalti's chart towards non-representational and stylized
perspectives. reality is flat and you may say boring (but not necessarily)
while in the abstract land the x y and z axes uh can be twisted like this... or there can be no z
axis but, instead you get an A axis for example. yeah it's like x y and... Anarchy. i made it on the
fly. and in the stylized part of the spectrum you you can get something like x and y without z or
something like that. really generalized. so let's say uh what if we want to push our perspective
over there in terms of positioning it on the Hjalti's chart? hmm, what can it be? let's talk about
artistically warped and impossible perspectives. one of my favorite games art-wise the Day of the
Tentacle and here we can see how the perspective has been broken in every way, but with style.
the visual flow or the flow of two-dimensional shapes and lines is created by warping the 3d
perspective in an artistic manner. in stylized art you can set your own rules for space and
perspective. this is truly liberating. and here's a quick exercise to nail down the concept. first
of all it's a 22 millimeter lens, as if it matters something in such a broken perspective, but anyway
this is a wide angle lens and the rest is bending the geometry. the same story over and over again,
the walls for example... we can keep them curved to follow the sketch. there are no straight surfaces
in the scene whatsoever, no flat surfaces either except maybe the floor so it's like we're looking
at this imaginary world through a super peculiar lens so to speak. and according to this lens...
and at the same time to the sketch obviously which is the screenshot from the Day of the Tentacle...
the wall can have a little bit of this angle built in. the objects in the foreground look like we are
using the fisheye lens even though we're not. but that's the logic of the non-euclidean space that
predefines everything we do in 3d, if we're about to follow the sketch for that matter. so to follow
this logic to its... logical conclusion we need to shape all the objects according to the
shape of the space in the scene even if it means angling the objects in a very strange way indeed :)
like this... skewing the walls a bit, giving every surface a slight twist
to make sure there are no normal looking places, like here for example, it's too flat, let's turn it
to the camera a little bit. so the key takeaway from this video i hope is that even though the
camera in 3d can show things in a pretty normal way, we still can achieve a pretty interesting
artistically infused perspectives with the help of some manipulations with geometry.
and of course it's super helpful to have such things pre-planned in in the sketch, because
sketching allows to test the perspective ideas in a very quick fashion, to not get
bogged down by the limitations of the flat 3d space in 3d editing software.
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