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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,671 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:06,039 --> 00:00:07,073 Hello everyone. 3 00:00:07,073 --> 00:00:08,141 Havtza here. 4 00:00:08,141 --> 00:00:11,611 This is the second lesson about backgrounds, 5 00:00:11,611 --> 00:00:15,915 and today we're going to focus about the actual work 6 00:00:15,915 --> 00:00:18,752 that a background artist does. 7 00:00:18,752 --> 00:00:24,057 So last lesson, we talked a little bit about how the background designer 8 00:00:24,057 --> 00:00:27,794 is responsible to creating the overall look of the backgrounds 9 00:00:27,794 --> 00:00:31,731 that the other artists are going to replicate later on, 10 00:00:31,731 --> 00:00:33,833 and how as an independent animator, 11 00:00:33,833 --> 00:00:35,101 you have more control 12 00:00:35,101 --> 00:00:38,204 and can actually decide on all the things 13 00:00:38,204 --> 00:00:41,241 within the background and the art style. 14 00:00:41,241 --> 00:00:44,511 We also tried and create a bunch of thumbnails 15 00:00:44,511 --> 00:00:48,081 using different base perspectives and basic shapes 16 00:00:48,081 --> 00:00:52,152 and give them all depth and focus using lighting. 17 00:00:52,152 --> 00:00:53,486 In this lesson, we're 18 00:00:53,486 --> 00:00:58,925 going to actually create good perspective outlines, 19 00:00:58,925 --> 00:01:03,163 divide our background into the actual final layers 20 00:01:03,163 --> 00:01:06,199 and use coloring and texture 21 00:01:06,199 --> 00:01:10,637 to create a final finished background product. 22 00:01:10,637 --> 00:01:12,872 We can use the thumbnails 23 00:01:12,872 --> 00:01:15,241 that we've done in the last lesson. 24 00:01:15,241 --> 00:01:18,511 Just choose one of them which looks really nice, 25 00:01:18,511 --> 00:01:20,747 but not too complicated, 26 00:01:20,747 --> 00:01:24,751 and try working using it for this lesson. 27 00:01:25,919 --> 00:01:27,120 With the final lesson, 28 00:01:27,120 --> 00:01:29,923 we focused more about quantity, then quality, 29 00:01:29,923 --> 00:01:33,860 because we want to try and understand 30 00:01:33,860 --> 00:01:36,262 how we’re creating good perspective 31 00:01:36,262 --> 00:01:40,233 and good proportions using the composition lines. 32 00:01:40,233 --> 00:01:42,268 But now we want to actually focus 33 00:01:42,268 --> 00:01:45,138 about creating a finished looking product, 34 00:01:45,138 --> 00:01:48,908 unlike just understanding the base behind it. 35 00:01:48,908 --> 00:01:53,413 So in this time, we're only going to work on one or two backgrounds, 36 00:01:53,413 --> 00:01:57,617 depending on how experienced you are with the process. 37 00:01:57,617 --> 00:01:58,918 And again, 38 00:01:58,918 --> 00:02:02,021 we don't really want to stress too much about it. 39 00:02:02,021 --> 00:02:04,591 If you're new to creating backgrounds, 40 00:02:04,591 --> 00:02:07,827 if you've only done characters up until now, it's okay 41 00:02:07,827 --> 00:02:09,429 to just use basic shapes, 42 00:02:09,429 --> 00:02:12,832 and if your perspective is still unclear, 43 00:02:12,832 --> 00:02:13,666 that is fine. 44 00:02:13,666 --> 00:02:17,937 We're going to work on that a lot in the storyboard 45 00:02:17,937 --> 00:02:20,907 and the actual animation lessons. 46 00:02:20,907 --> 00:02:23,576 So it's good to have an understanding 47 00:02:23,576 --> 00:02:25,411 on how to create perspective 48 00:02:25,411 --> 00:02:27,680 and how all of these things work. 49 00:02:27,680 --> 00:02:30,550 But remember that with these kind of things, 50 00:02:30,550 --> 00:02:34,521 it's good to just practice a whole bunch 51 00:02:34,521 --> 00:02:38,324 until it comes more like a second nature. 52 00:02:38,324 --> 00:02:41,528 Start with doing it with cubes and simple shapes 53 00:02:41,528 --> 00:02:43,796 and then slowly add more details 54 00:02:43,796 --> 00:02:45,198 to your backgrounds. 55 00:02:45,198 --> 00:02:48,234 You don't need to have too many things right now. 56 00:02:48,234 --> 00:02:50,570 We just want to focus about adding 57 00:02:50,570 --> 00:02:52,605 colors, lighting and creating 58 00:02:52,605 --> 00:02:54,774 clean lines art for this video. 59 00:02:54,774 --> 00:02:56,910 So if it's not aesthetically pleasing 60 00:02:56,910 --> 00:02:58,645 that is still fine 61 00:02:58,645 --> 00:03:00,013 and you will be able 62 00:03:00,013 --> 00:03:04,684 to create new backgrounds for your final product animation in the later lessons. 63 00:03:04,684 --> 00:03:06,052 If you are experienced, 64 00:03:06,052 --> 00:03:07,654 you might want to create 65 00:03:07,654 --> 00:03:09,789 some more details, 66 00:03:09,789 --> 00:03:13,793 more perspectives, more lines, more textures, 67 00:03:13,793 --> 00:03:16,930 anything that you're not really used to do. 68 00:03:16,930 --> 00:03:19,365 We’re just going to go over the techniques 69 00:03:19,365 --> 00:03:21,601 on how I do things 70 00:03:21,601 --> 00:03:23,803 and what we need to keep in mind 71 00:03:23,803 --> 00:03:26,773 when creating our final product. 72 00:03:26,773 --> 00:03:28,541 Okay, with that out of the way, 73 00:03:28,541 --> 00:03:29,809 let us begin. 74 00:03:30,944 --> 00:03:32,712 Last lesson I touched 75 00:03:32,712 --> 00:03:34,514 about the idea 76 00:03:34,514 --> 00:03:36,783 of the background artist 77 00:03:36,783 --> 00:03:38,184 having multiple roles 78 00:03:38,184 --> 00:03:40,220 when creating a background. 79 00:03:40,220 --> 00:03:41,621 I specifically talked 80 00:03:41,621 --> 00:03:45,692 about being a layered artist and a colorist. 81 00:03:45,692 --> 00:03:48,027 So in this section, 82 00:03:48,027 --> 00:03:49,729 we're going to focus about 83 00:03:49,729 --> 00:03:51,898 being a layout artist. 84 00:03:51,898 --> 00:03:54,067 Now, the layout artist is the person 85 00:03:54,067 --> 00:03:56,302 who is responsible to making sure 86 00:03:56,302 --> 00:03:59,405 that the construction of the background is correct, 87 00:03:59,405 --> 00:04:02,175 that your using the right perspective, 88 00:04:02,175 --> 00:04:06,779 and that the proportions and composition of everything is correct, 89 00:04:06,779 --> 00:04:09,182 as well as separating each layer 90 00:04:09,182 --> 00:04:10,483 on their own. 91 00:04:10,483 --> 00:04:12,418 Now, when your separating layers, 92 00:04:12,418 --> 00:04:15,121 you have to draw the things behind them as well. 93 00:04:15,121 --> 00:04:17,657 So if you had a thumbnail 94 00:04:17,657 --> 00:04:20,260 with composition with different layers, 95 00:04:20,260 --> 00:04:21,794 you now want to actually 96 00:04:21,794 --> 00:04:23,363 create a different layer 97 00:04:23,363 --> 00:04:25,498 within the Procreate software. 98 00:04:25,498 --> 00:04:28,701 Just completely go and draw a different layer 99 00:04:28,701 --> 00:04:30,703 and create a complete 100 00:04:30,703 --> 00:04:32,805 drawing of each one of them, 101 00:04:32,805 --> 00:04:35,408 so that when you hide the first layer, 102 00:04:35,408 --> 00:04:37,910 the ones behind them are still a complete drawing, 103 00:04:37,910 --> 00:04:40,546 and they're not just, you know, blank. 104 00:04:40,546 --> 00:04:41,881 We're going to do that 105 00:04:41,881 --> 00:04:43,449 just because if we want 106 00:04:43,449 --> 00:04:45,685 to have the character interact 107 00:04:45,685 --> 00:04:46,719 with the environment 108 00:04:46,719 --> 00:04:48,855 or if we want to use camera movements, 109 00:04:48,855 --> 00:04:51,457 we will need this layer separated. 110 00:04:51,457 --> 00:04:54,994 It's also easier to work on each layer separately, 111 00:04:54,994 --> 00:04:56,596 especially if you don't want to go 112 00:04:56,596 --> 00:04:59,666 out of line or want to add special lighting effects 113 00:04:59,666 --> 00:05:00,800 on a specific layer, 114 00:05:00,800 --> 00:05:03,002 which will make it harder to do 115 00:05:03,002 --> 00:05:06,139 if they're all on one illustration. 116 00:05:06,139 --> 00:05:08,341 So for the sake of convenience, 117 00:05:08,341 --> 00:05:09,309 for the first step, 118 00:05:09,309 --> 00:05:12,211 just go and separate your layers 119 00:05:12,211 --> 00:05:13,880 into actual different layers, 120 00:05:13,880 --> 00:05:16,849 if you haven't done this already. 121 00:05:16,849 --> 00:05:21,721 Now, as a layer artist you want to correct your perspective. 122 00:05:21,721 --> 00:05:23,523 This is actually something 123 00:05:23,523 --> 00:05:28,027 that is quite individualistic, 124 00:05:28,027 --> 00:05:29,562 because even though we have 125 00:05:29,562 --> 00:05:32,965 perspective guidelines and perspective grids, 126 00:05:32,965 --> 00:05:36,803 in some shots and in some instances in art style, 127 00:05:36,803 --> 00:05:41,541 you don't actually have to make the perspective completely perfect. 128 00:05:41,541 --> 00:05:44,444 Even though we do have the tools for it, 129 00:05:44,444 --> 00:05:46,579 it's not entirely necessary 130 00:05:46,579 --> 00:05:49,515 and might even sometimes look weird 131 00:05:49,515 --> 00:05:53,019 depending on how you're going to animate the character, 132 00:05:53,019 --> 00:05:55,922 because we're not using 3D environments, 133 00:05:55,922 --> 00:05:59,192 which let us move the camera however we want 134 00:05:59,192 --> 00:06:00,526 and have the perspective 135 00:06:00,526 --> 00:06:02,595 correspond to the character. 136 00:06:02,595 --> 00:06:06,332 A lot of the time, if your character moves in the scene, 137 00:06:06,332 --> 00:06:09,602 it might have slight inconsistencies, 138 00:06:09,602 --> 00:06:12,772 which will create an overall weird look. 139 00:06:12,772 --> 00:06:15,641 And what we actually want is for the background 140 00:06:15,641 --> 00:06:17,377 to work with the character 141 00:06:17,377 --> 00:06:19,145 and not for the background 142 00:06:19,145 --> 00:06:20,980 to be completely correct, 143 00:06:20,980 --> 00:06:23,950 and then the character will look weird on it. 144 00:06:24,951 --> 00:06:27,253 Of course, it's the job of the animator 145 00:06:27,253 --> 00:06:29,722 to match the character to the perspective, 146 00:06:29,722 --> 00:06:31,891 but we're going to see later on that 147 00:06:31,891 --> 00:06:33,426 for some camera movements, 148 00:06:33,426 --> 00:06:35,294 we're going to have layouts 149 00:06:35,294 --> 00:06:38,798 that has really weird perspectives 150 00:06:38,798 --> 00:06:41,100 and sometimes don't actually follow 151 00:06:41,100 --> 00:06:43,636 a single perspective at all, 152 00:06:43,636 --> 00:06:45,772 so it's better to actually 153 00:06:45,772 --> 00:06:48,141 treat each part of your background 154 00:06:48,141 --> 00:06:51,744 as its own element and try to create a perspective 155 00:06:51,744 --> 00:06:54,046 which approximately works together 156 00:06:54,046 --> 00:06:57,183 just with an understanding of cubes 157 00:06:57,183 --> 00:06:59,619 and how we place them on the scene, 158 00:06:59,619 --> 00:07:04,157 then stress about creating perfect perspective. 159 00:07:04,157 --> 00:07:05,491 It's also important 160 00:07:05,491 --> 00:07:07,460 that you're not limiting your art style 161 00:07:07,460 --> 00:07:10,129 and composition with the perspective, 162 00:07:10,129 --> 00:07:15,401 so make sure that the background itself looks nice. 163 00:07:15,401 --> 00:07:18,738 Anything else beside it is just something 164 00:07:18,738 --> 00:07:20,640 that is going to make the quality 165 00:07:20,640 --> 00:07:23,409 of your background and animation better. 166 00:07:23,409 --> 00:07:26,045 But it's not completely necessary 167 00:07:26,045 --> 00:07:28,381 to create good backgrounds. 168 00:07:28,381 --> 00:07:29,782 That being said, 169 00:07:29,782 --> 00:07:32,251 we still want to know how to use grids 170 00:07:32,251 --> 00:07:35,087 and correct perspective as much as possible, 171 00:07:35,087 --> 00:07:37,924 especially when we're making stationary backgrounds, 172 00:07:37,924 --> 00:07:40,526 as we're going to do right now. 173 00:07:40,526 --> 00:07:46,566 So after we used basic volumes, shapes and values to understand 174 00:07:46,566 --> 00:07:47,900 the general proportions 175 00:07:47,900 --> 00:07:49,435 and placement of objects 176 00:07:49,435 --> 00:07:52,305 in our environment or thumbnails, 177 00:07:52,305 --> 00:07:54,407 it's time to sketch them 178 00:07:54,407 --> 00:07:57,810 with a little bit more construction in mind. 179 00:07:57,810 --> 00:08:01,514 For this, we need to understand perspective goals. 180 00:08:01,514 --> 00:08:03,282 So perspective refers 181 00:08:03,282 --> 00:08:04,817 to the way that an object 182 00:08:04,817 --> 00:08:06,953 will seem to change its shape 183 00:08:06,953 --> 00:08:08,688 depending on the position 184 00:08:08,688 --> 00:08:10,490 from which you look at it. 185 00:08:10,490 --> 00:08:11,491 In animation, 186 00:08:11,491 --> 00:08:15,061 we take advantage of this phenomenon to create the illusion 187 00:08:15,061 --> 00:08:17,930 of a 3D space on our screen, 188 00:08:17,930 --> 00:08:20,099 even though we actually create 189 00:08:20,099 --> 00:08:22,268 a 2D drawing. 190 00:08:22,268 --> 00:08:23,102 To do this, 191 00:08:23,102 --> 00:08:25,705 we will be using the perspective rules 192 00:08:25,705 --> 00:08:28,241 and our tools will be the horizon line 193 00:08:28,241 --> 00:08:30,176 and the perspective points. 194 00:08:32,178 --> 00:08:34,881 The placement of the horizon line is decided 195 00:08:34,881 --> 00:08:36,449 by the height and angle 196 00:08:36,449 --> 00:08:39,051 from which you are looking at the scene. 197 00:08:40,386 --> 00:08:44,357 Basically, where you're going to place your virtual camera. 198 00:08:45,958 --> 00:08:50,763 The lower horizon line on the screen, the closer the camera is to the ground 199 00:08:50,763 --> 00:08:52,665 and the object in your scene 200 00:08:52,665 --> 00:08:55,101 will be seen from below. 201 00:08:55,101 --> 00:08:57,904 While the higher the horizon line is on the scene, 202 00:08:57,904 --> 00:08:59,405 the more from above 203 00:08:59,405 --> 00:09:01,941 your going to view your environment, 204 00:09:01,941 --> 00:09:04,143 and every object in your scene 205 00:09:04,143 --> 00:09:07,713 is going to be seen from a top view. 206 00:09:09,048 --> 00:09:12,952 Having the horizon line in the middle is a more neutral perspective 207 00:09:12,952 --> 00:09:16,923 and where most of your shots are going to be seen from. 208 00:09:16,923 --> 00:09:19,992 Now, it's important to remember that 209 00:09:19,992 --> 00:09:23,129 the horizon line is the base guideline 210 00:09:23,129 --> 00:09:27,366 on the entire perspective of your scene. 211 00:09:27,366 --> 00:09:29,101 Because no matter how 212 00:09:29,101 --> 00:09:31,070 many additional perspective points 213 00:09:31,070 --> 00:09:32,638 you're going to add, 214 00:09:32,638 --> 00:09:34,640 just by placing the horizon line 215 00:09:34,640 --> 00:09:37,109 at a certain area of your screen, 216 00:09:37,109 --> 00:09:39,845 you're going to create conditions 217 00:09:39,845 --> 00:09:41,781 from a certain angle. 218 00:09:41,781 --> 00:09:45,918 So if your horizon line is high or low, 219 00:09:45,918 --> 00:09:49,355 you're going to need to know how to animate 220 00:09:49,355 --> 00:09:54,327 and how to understand that certain angle and perspective 221 00:09:54,327 --> 00:09:58,130 for every object in your scene, including your characters. 222 00:09:58,864 --> 00:10:01,000 So for the sake of this exercise, 223 00:10:01,000 --> 00:10:03,269 I recommend beginners 224 00:10:03,269 --> 00:10:05,838 to add the horizon line somewhere 225 00:10:05,838 --> 00:10:07,940 in the middle of the screen. 226 00:10:07,940 --> 00:10:11,177 While for more experienced listeners, 227 00:10:11,177 --> 00:10:13,813 I recommend you to try and play around 228 00:10:13,813 --> 00:10:15,781 with the angles that you're going to be using 229 00:10:15,781 --> 00:10:17,116 for the background. 230 00:10:17,116 --> 00:10:17,717 Of course, 231 00:10:17,717 --> 00:10:19,552 if you already have a certain 232 00:10:19,552 --> 00:10:21,053 thumbnail from before, 233 00:10:21,053 --> 00:10:24,590 just stick to that one, as I've said. 234 00:10:24,590 --> 00:10:27,326 But again, if you feel like you've chosen 235 00:10:27,326 --> 00:10:29,362 something just based on the aesthetics 236 00:10:29,362 --> 00:10:31,764 and you might not feel comfortable 237 00:10:31,764 --> 00:10:34,700 with a certain angle right now, 238 00:10:34,700 --> 00:10:36,902 it’s okay to switch to something different 239 00:10:36,902 --> 00:10:40,606 just to make the exercise themselves easier. 240 00:10:42,241 --> 00:10:44,877 So the horizon line will determine 241 00:10:44,877 --> 00:10:48,614 the central plane on which every action 242 00:10:48,614 --> 00:10:51,384 is going to take place on. 243 00:10:51,384 --> 00:10:54,487 You want to make sure that you understand 244 00:10:54,487 --> 00:10:57,923 and match your perspective to that plane 245 00:10:57,923 --> 00:11:00,726 and that every other prospective point 246 00:11:00,726 --> 00:11:03,295 is going to connect to it. 247 00:11:04,997 --> 00:11:08,367 A perspective point is basically a tool 248 00:11:08,367 --> 00:11:10,603 that lets you measure the correct 249 00:11:10,603 --> 00:11:14,140 height of every object in your scene. 250 00:11:16,809 --> 00:11:18,244 Basically, every line that 251 00:11:18,244 --> 00:11:20,046 comes from the perspective point 252 00:11:20,046 --> 00:11:22,214 represent a certain height. 253 00:11:24,283 --> 00:11:27,153 For every object that touches that line 254 00:11:27,153 --> 00:11:29,922 that's coming from the perspective point, 255 00:11:29,922 --> 00:11:32,758 it’s going to be the exact same size. 256 00:11:32,758 --> 00:11:35,027 You need to take this into consideration 257 00:11:35,027 --> 00:11:37,463 when you're designing your background, 258 00:11:37,463 --> 00:11:40,299 because you want to add your details 259 00:11:40,299 --> 00:11:42,401 in a way that makes sense. 260 00:11:42,401 --> 00:11:45,404 A lot of the time when people design backgrounds, 261 00:11:45,404 --> 00:11:47,373 they don't take into consideration 262 00:11:47,373 --> 00:11:49,542 the relative size of object 263 00:11:49,542 --> 00:11:51,210 in an environment. 264 00:11:51,210 --> 00:11:53,779 A lot of the time you will see doors, 265 00:11:53,779 --> 00:11:56,048 which only reach to the middle of the wall 266 00:11:56,048 --> 00:11:58,384 with windows that go above it, 267 00:11:58,384 --> 00:12:01,887 or small small windows or big doors 268 00:12:01,887 --> 00:12:03,756 or you will see mistakes 269 00:12:03,756 --> 00:12:07,393 in sizes of tables, chairs, utensils. 270 00:12:07,393 --> 00:12:11,630 You will see stuff like trees the size of mountains. 271 00:12:11,630 --> 00:12:12,832 A lot of the time, 272 00:12:12,832 --> 00:12:14,967 people just go for what looks good 273 00:12:14,967 --> 00:12:16,769 and not what makes sense. 274 00:12:16,769 --> 00:12:19,739 And then when you add your characters into the scene, 275 00:12:19,739 --> 00:12:23,509 suddenly the entire thing starts to look weird. 276 00:12:23,509 --> 00:12:28,013 So when you're adding your perspective points and your details, 277 00:12:28,013 --> 00:12:29,115 you need to make sure 278 00:12:29,115 --> 00:12:32,585 that the relative size itself is correct. 279 00:12:32,585 --> 00:12:34,920 This is an especially common mistake 280 00:12:34,920 --> 00:12:37,757 when you're creating your background 281 00:12:37,757 --> 00:12:40,593 without any consideration to perspective 282 00:12:40,593 --> 00:12:43,863 or even just when you’re thumbnailing really quickly without 283 00:12:43,863 --> 00:12:46,165 paying much of attention. 284 00:12:46,165 --> 00:12:49,368 And then when you add the perspective point, 285 00:12:49,368 --> 00:12:52,872 you see that suddenly small details in the background, 286 00:12:52,872 --> 00:12:54,940 are as tall as a streetlamp 287 00:12:54,940 --> 00:12:57,176 or something like that. 288 00:13:29,308 --> 00:13:32,144 First we had a thumbnail 289 00:13:32,144 --> 00:13:34,113 which is all good and well, 290 00:13:34,113 --> 00:13:36,048 and maybe even the perspective 291 00:13:36,048 --> 00:13:37,817 is mostly correct, 292 00:13:37,817 --> 00:13:38,818 but now we want to make 293 00:13:38,818 --> 00:13:41,120 sure that it all makes sense, 294 00:13:45,090 --> 00:13:46,725 that we are going to add our 295 00:13:46,725 --> 00:13:49,028 perspective points and grids, 296 00:13:49,028 --> 00:13:51,197 and just fix everything 297 00:13:51,197 --> 00:13:54,466 before we create the final line out. 298 00:13:58,337 --> 00:14:00,806 Most backgrounds are only going to use 299 00:14:00,806 --> 00:14:04,577 one, two or three perspective points. 300 00:14:06,545 --> 00:14:08,881 Typically, each perspective point 301 00:14:08,881 --> 00:14:11,750 will create an additional plane 302 00:14:11,750 --> 00:14:15,621 to the first plane created by the horizon line. 303 00:14:18,023 --> 00:14:18,924 I'm going to show 304 00:14:18,924 --> 00:14:23,162 pretty simple examples of one, two and three perspective points 305 00:14:23,162 --> 00:14:26,298 with really basic shapes and layouts, 306 00:14:26,298 --> 00:14:28,634 and not a lot of details. 307 00:14:31,036 --> 00:14:32,638 Feel confident in your skills, 308 00:14:32,638 --> 00:14:34,406 you can have many more details 309 00:14:34,406 --> 00:14:36,008 and many more layers, 310 00:14:36,008 --> 00:14:38,210 and if you feel like you're still a beginner, 311 00:14:38,210 --> 00:14:42,781 you can just work with cubes, spheres and cones. 312 00:14:45,718 --> 00:14:47,253 The point of this exercise 313 00:14:47,253 --> 00:14:49,555 is just to make sure that you can 314 00:14:49,555 --> 00:14:53,392 place and work with your perspective grids correctly. 315 00:14:55,828 --> 00:15:00,532 Last, we want to have our thumbnail and sketches 316 00:15:00,532 --> 00:15:02,902 with as correct perspective as possible, 317 00:15:02,902 --> 00:15:06,171 and then we're going to match the grids to it, 318 00:15:07,373 --> 00:15:10,976 because we want to make sure that the composition is still balanced 319 00:15:10,976 --> 00:15:13,212 and that we still follow 320 00:15:13,212 --> 00:15:15,648 the overall idea that we had to the scene 321 00:15:15,648 --> 00:15:17,016 and not limit ourself 322 00:15:17,016 --> 00:15:18,317 with the perspective grid 323 00:15:18,317 --> 00:15:20,019 straight from the start. 324 00:15:21,754 --> 00:15:24,356 Starting with one point perspective, 325 00:15:24,356 --> 00:15:26,125 this will usually be placed 326 00:15:26,125 --> 00:15:28,027 inside your screen, 327 00:15:28,027 --> 00:15:30,863 because every object in your scene 328 00:15:30,863 --> 00:15:34,300 is going to point forward that point 329 00:15:34,300 --> 00:15:36,735 and create the illusion of depth. 330 00:15:36,735 --> 00:15:39,538 This is actually very simple to use 331 00:15:39,538 --> 00:15:43,042 and this is where most beginners start. 332 00:15:44,810 --> 00:15:46,111 Detail in your scene 333 00:15:46,111 --> 00:15:48,580 is going to follow this guideline, 334 00:15:48,580 --> 00:15:52,117 and the only thing you need to keep in mind is just to make sure 335 00:15:52,117 --> 00:15:55,554 that the spacing in the horizontal plane 336 00:15:55,554 --> 00:15:57,222 makes sense. 337 00:15:58,190 --> 00:15:59,558 Basically, 338 00:15:59,558 --> 00:16:02,061 the closer something is to the camera, 339 00:16:02,061 --> 00:16:06,031 the bigger the spacing of the vertical lines 340 00:16:06,031 --> 00:16:07,533 are going to be, 341 00:16:07,533 --> 00:16:11,236 while the closer something is to the horizon point, 342 00:16:11,236 --> 00:16:13,238 the smaller the spacing 343 00:16:13,238 --> 00:16:16,008 on the vertical lines are going to be. 344 00:16:16,008 --> 00:16:18,010 You need to make sure that your spacings 345 00:16:18,010 --> 00:16:20,512 are even if you have something 346 00:16:20,512 --> 00:16:23,082 that is repeated, such as buildings, 347 00:16:23,082 --> 00:16:25,884 or signs or roads, 348 00:16:25,884 --> 00:16:27,219 or you want to make sure 349 00:16:27,219 --> 00:16:30,055 that the randominzation of the sizes 350 00:16:30,055 --> 00:16:31,790 in your scene 351 00:16:31,790 --> 00:16:34,727 is still sticking to the idea 352 00:16:34,727 --> 00:16:38,230 of having smaller things closer to the horizon 353 00:16:38,230 --> 00:16:41,100 and bigger things closer to the camera. 354 00:16:41,100 --> 00:16:44,203 Because even if you're drawing something which is natural, 355 00:16:44,203 --> 00:16:46,305 such as trees or rocks, 356 00:16:46,305 --> 00:16:48,107 you still want to create the illusion 357 00:16:48,107 --> 00:16:51,110 of depth, views and correct perspective. 358 00:16:51,110 --> 00:16:53,212 So you need to make sure that again, 359 00:16:53,212 --> 00:16:57,116 your perspective doesn't create weird situations 360 00:16:57,116 --> 00:17:00,586 where smaller things are big and big things are small, 361 00:17:00,586 --> 00:17:05,057 just because you didn't stick to the one point perspective 362 00:17:05,057 --> 00:17:08,660 with the height measuring. 363 00:17:08,660 --> 00:17:11,897 Next, we have 2 point perspective. 364 00:17:11,897 --> 00:17:14,900 This basically adds additional plane 365 00:17:14,900 --> 00:17:15,968 to the one plane 366 00:17:15,968 --> 00:17:19,538 that the first perspective point creates. 367 00:17:19,538 --> 00:17:23,275 This basically lets you draw better cubes, essentially. 368 00:17:23,275 --> 00:17:24,910 And by drawing better cubes, 369 00:17:24,910 --> 00:17:28,514 you can have better understanding of volumes. 370 00:17:28,514 --> 00:17:32,551 Same as we did with the three quarter view 371 00:17:32,551 --> 00:17:36,555 of the character design in our previous lessons. 372 00:17:36,555 --> 00:17:39,625 Basically, this is the jacked up version 373 00:17:39,625 --> 00:17:41,593 of the one point perspective, 374 00:17:41,593 --> 00:17:43,462 because now you have easier time 375 00:17:43,462 --> 00:17:44,963 to create correct volumes 376 00:17:44,963 --> 00:17:48,567 and not just correct planes and heights. 377 00:17:48,567 --> 00:17:50,669 With this, you need to be careful 378 00:17:50,669 --> 00:17:52,571 that you actually create 379 00:17:52,571 --> 00:17:54,039 the correct perspective 380 00:17:54,039 --> 00:17:56,475 in your base plane. 381 00:17:56,475 --> 00:17:58,544 So we need to make sure that you place 382 00:17:58,544 --> 00:17:59,912 your perspective points 383 00:17:59,912 --> 00:18:03,782 in the correct spacing on the horizon line. 384 00:18:03,782 --> 00:18:06,652 You can actually check yourself, 385 00:18:06,652 --> 00:18:09,688 by placing one perspective point in a way 386 00:18:09,688 --> 00:18:11,890 that matches your rough sketch 387 00:18:11,890 --> 00:18:15,394 and then shifting the other perspective point around 388 00:18:15,394 --> 00:18:17,062 until you create a plane 389 00:18:17,062 --> 00:18:18,897 which looks correct 390 00:18:18,897 --> 00:18:20,065 with 19 degree 391 00:18:20,065 --> 00:18:21,934 angles in the squares 392 00:18:21,934 --> 00:18:26,438 or by just having the lines of the other perspective point 393 00:18:26,438 --> 00:18:28,373 match your composition. 394 00:18:28,373 --> 00:18:30,709 The nice thing about 395 00:18:30,709 --> 00:18:34,379 using Procreate to add the perspective grids, 396 00:18:34,379 --> 00:18:36,048 is that you can actually shift 397 00:18:36,048 --> 00:18:39,351 your perspective points outside of your screen. 398 00:18:39,351 --> 00:18:43,122 So even if you want to create almost parallel lines, 399 00:18:43,122 --> 00:18:45,724 you can just move your perspective point 400 00:18:45,724 --> 00:18:47,960 way out of your canvas 401 00:18:47,960 --> 00:18:51,029 and create the correct perspective grid quite easily. 402 00:19:24,930 --> 00:19:27,766 This background that we see quite a lot in animation, 403 00:19:27,766 --> 00:19:30,302 is this three point perspective. 404 00:19:32,671 --> 00:19:34,706 An additional plane to our cubes 405 00:19:34,706 --> 00:19:37,910 and let us see them from above or below. 406 00:19:40,078 --> 00:19:44,449 And directly lets you play around with high angles 407 00:19:44,449 --> 00:19:49,054 and giving us more varied looks to our animations. 408 00:19:49,054 --> 00:19:51,590 This perspective is quite tricky, 409 00:19:51,590 --> 00:19:56,361 because you will also have to animate your characters with that perspective. 410 00:19:56,361 --> 00:19:59,631 But unlike one and two perspective points, 411 00:19:59,631 --> 00:20:04,670 which have a somewhat neutral perspective, which is easy to understand 412 00:20:04,670 --> 00:20:05,938 and animate on, 413 00:20:05,938 --> 00:20:09,341 having a three point perspective can become quite tricky 414 00:20:09,341 --> 00:20:11,510 if you're not familiar with it, 415 00:20:13,579 --> 00:20:16,215 both to animate with a grid on. 416 00:20:16,215 --> 00:20:17,916 So you need to make sure 417 00:20:17,916 --> 00:20:18,884 that you understand 418 00:20:18,884 --> 00:20:20,018 what you're doing before 419 00:20:20,018 --> 00:20:22,120 choosing this perspective. 420 00:20:24,189 --> 00:20:26,725 I specifically recommend practicing a lot 421 00:20:26,725 --> 00:20:30,596 drawing backgrounds and cubes in different perspectives 422 00:20:30,596 --> 00:20:32,531 before moving on to characters 423 00:20:32,531 --> 00:20:33,832 because they too 424 00:20:33,832 --> 00:20:35,434 are made of volumetric shapes, 425 00:20:35,434 --> 00:20:37,936 which you will be drawing a lot in the backgrounds 426 00:20:37,936 --> 00:20:40,472 with these perspectives. 427 00:20:40,472 --> 00:20:42,975 Later on when you're trying to animate 428 00:20:42,975 --> 00:20:44,576 with a three point perspective 429 00:20:44,576 --> 00:20:46,311 or even a four point perspective, 430 00:20:46,311 --> 00:20:48,080 which is completely deformed, 431 00:20:48,080 --> 00:20:51,883 you will not be matching your character to a specific grid, 432 00:20:51,883 --> 00:20:53,652 but to the actual details 433 00:20:53,652 --> 00:20:55,988 of the backgrounds around them. 434 00:20:58,490 --> 00:21:01,093 Important to understand the overall simplified 435 00:21:01,093 --> 00:21:02,628 shapes of your background 436 00:21:02,628 --> 00:21:04,196 and how to show them 437 00:21:04,196 --> 00:21:06,064 in different perspective 438 00:21:06,064 --> 00:21:10,502 before trying to animate your characters at that point. 439 00:21:10,502 --> 00:21:12,838 Still, if you feel confident, 440 00:21:12,838 --> 00:21:16,208 by all means go and try and practice that, 441 00:21:16,208 --> 00:21:18,143 because it will be very useful 442 00:21:18,143 --> 00:21:21,346 to creating cinematic animations later on. 443 00:21:48,573 --> 00:21:52,477 When creating clean lines and details in your background, 444 00:21:52,477 --> 00:21:55,347 there are two main things that you need to consider. 445 00:21:55,347 --> 00:21:59,318 First, is the distance of the object from the camera. 446 00:21:59,318 --> 00:22:01,486 As I mentioned in the last lesson, 447 00:22:01,486 --> 00:22:03,889 the closer an object is to the camera, 448 00:22:03,889 --> 00:22:05,991 the bigger it will be, and the more space 449 00:22:05,991 --> 00:22:07,726 it's going to take on the screen. 450 00:22:07,726 --> 00:22:10,629 In order to keep the composition interesting, 451 00:22:10,629 --> 00:22:11,997 show details, 452 00:22:11,997 --> 00:22:14,866 and create interest in the background, 453 00:22:14,866 --> 00:22:17,102 we want to have more details 454 00:22:17,102 --> 00:22:20,339 when drawing objects closer to the camera. 455 00:22:20,339 --> 00:22:21,773 Basically, the closer 456 00:22:21,773 --> 00:22:23,275 an object is to the camera, 457 00:22:23,275 --> 00:22:25,277 the more detailed it will be. 458 00:22:25,277 --> 00:22:26,678 By giving more details 459 00:22:26,678 --> 00:22:28,347 to the foreground elements 460 00:22:28,347 --> 00:22:31,083 and giving less and less details in the midground 461 00:22:31,083 --> 00:22:32,651 and background levels, 462 00:22:32,651 --> 00:22:34,686 you can create more depth your shot, 463 00:22:34,686 --> 00:22:37,255 the same way that we did with values. 464 00:22:37,255 --> 00:22:39,257 This also helps you save time 465 00:22:39,257 --> 00:22:40,892 because you will usually only 466 00:22:40,892 --> 00:22:42,961 see the shot for a few seconds 467 00:22:42,961 --> 00:22:44,996 and you don't want to waste a lot of time 468 00:22:44,996 --> 00:22:46,698 and energy on small details 469 00:22:46,698 --> 00:22:49,935 in the background, which will not be properly seen. 470 00:22:49,935 --> 00:22:51,970 The second thing we need to consider 471 00:22:51,970 --> 00:22:55,006 when detailing and cleaning our background, 472 00:22:55,006 --> 00:22:56,842 is that same as with values, 473 00:22:56,842 --> 00:23:01,113 the amount of details in a certain area can create contrast, 474 00:23:01,113 --> 00:23:03,181 which creates a focus point 475 00:23:03,181 --> 00:23:05,384 that draws the eyes. 476 00:23:05,384 --> 00:23:08,587 This is the concept of blank spaces 477 00:23:08,587 --> 00:23:10,689 where areas with many details 478 00:23:10,689 --> 00:23:13,959 contrast with areas with low amount of details 479 00:23:13,959 --> 00:23:16,862 and create a point of interest. 480 00:23:16,862 --> 00:23:18,430 This is usually where you're going 481 00:23:18,430 --> 00:23:20,632 to place your character actually, 482 00:23:20,632 --> 00:23:21,933 because you want to make sure 483 00:23:21,933 --> 00:23:24,336 that they have a clear contrast 484 00:23:24,336 --> 00:23:25,771 with the background. 485 00:23:25,771 --> 00:23:29,207 So if your character design itself is very complex, 486 00:23:29,207 --> 00:23:31,042 you want to put it in an area 487 00:23:31,042 --> 00:23:34,679 without any details in it, 488 00:23:34,679 --> 00:23:37,315 so that it can be properly seen. 489 00:23:37,315 --> 00:23:39,384 While if you have a character design 490 00:23:39,384 --> 00:23:40,919 which is very simple, 491 00:23:40,919 --> 00:23:44,923 contrasting it on top of an area with a lot of details, 492 00:23:44,923 --> 00:23:48,293 it might be more interesting for the composition. 493 00:23:48,293 --> 00:23:50,495 You can also take advantage of the fact 494 00:23:50,495 --> 00:23:53,832 that the amount of details create contrast and direct 495 00:23:53,832 --> 00:23:55,634 the eye of the viewer 496 00:23:55,634 --> 00:23:58,437 to certain points of contrast, 497 00:23:58,437 --> 00:24:01,072 which point in a certain direction 498 00:24:01,072 --> 00:24:03,708 or area on the screen. 499 00:24:03,708 --> 00:24:05,577 If you are at the point where you’re trying 500 00:24:05,577 --> 00:24:07,479 to create a specific background 501 00:24:07,479 --> 00:24:10,782 for a specific shot with your character in it, 502 00:24:10,782 --> 00:24:12,984 consider detailing your background 503 00:24:12,984 --> 00:24:18,156 in the way that creates focus directly onto the character 504 00:24:18,156 --> 00:24:21,293 and not just creating a nice looking background 505 00:24:21,293 --> 00:24:23,728 which is convenient to use later on, 506 00:24:23,728 --> 00:24:26,465 and not completely matches your character. 507 00:24:26,465 --> 00:24:29,234 But we will see more of that in the storyboard 508 00:24:29,234 --> 00:24:31,770 and actual final product stages. 509 00:24:31,770 --> 00:24:35,540 So you don't have to be worried about that right now. 510 00:24:35,540 --> 00:24:37,609 When you're cleaning up your background, 511 00:24:37,609 --> 00:24:39,644 the quality of your lines 512 00:24:39,644 --> 00:24:42,013 is actually pretty important. 513 00:24:42,013 --> 00:24:43,748 Unless you, of course, 514 00:24:43,748 --> 00:24:45,450 are not going to use 515 00:24:45,450 --> 00:24:47,919 lines in your final background. 516 00:24:48,787 --> 00:24:51,156 The thickness and the amount of details 517 00:24:51,156 --> 00:24:52,924 in the lines itself 518 00:24:52,924 --> 00:24:55,026 can actually give additional 519 00:24:55,026 --> 00:24:57,596 depth to your background. 520 00:24:57,596 --> 00:24:59,331 In general, I myself 521 00:24:59,331 --> 00:25:04,102 don't like the look of completely straight dead lines 522 00:25:04,102 --> 00:25:06,571 and having line thickness 523 00:25:06,571 --> 00:25:09,474 or squiggling in the line itself 524 00:25:09,474 --> 00:25:12,444 can give your background a lot more details 525 00:25:12,444 --> 00:25:14,880 and a much more organic feel, 526 00:25:14,880 --> 00:25:16,615 especially if you're aiming 527 00:25:16,615 --> 00:25:17,649 to draw something 528 00:25:17,649 --> 00:25:23,588 which is natural, such as rocks or trees or vegetation in general. 529 00:25:23,588 --> 00:25:28,660 And you don't want to have something which is too rigid and static. 530 00:25:28,660 --> 00:25:31,129 Still, by making a base 531 00:25:31,129 --> 00:25:32,864 with the animation assist tool 532 00:25:32,864 --> 00:25:35,734 and then going over it with a free line, 533 00:25:35,734 --> 00:25:38,270 you can have the best of both worlds 534 00:25:38,270 --> 00:25:41,273 and just have a correct perspective 535 00:25:41,273 --> 00:25:44,743 with nice looking lines on top of it. 536 00:25:44,743 --> 00:25:47,212 If you're aiming for a lineless background, 537 00:25:47,212 --> 00:25:49,281 you still might want to create your 538 00:25:49,281 --> 00:25:51,616 base line in that method 539 00:25:51,616 --> 00:25:52,617 just to make it 540 00:25:52,617 --> 00:25:55,153 so that you're not only looking 541 00:25:55,153 --> 00:25:56,688 at completely straight lines, 542 00:25:56,688 --> 00:25:59,024 which don't give a lot of room 543 00:25:59,024 --> 00:26:00,559 to additional details 544 00:26:00,559 --> 00:26:03,194 and textures within, on top 545 00:26:03,194 --> 00:26:05,196 of which you're going to apply your colors. 546 00:28:30,341 --> 00:28:32,477 Now that we have the actual layout 547 00:28:32,477 --> 00:28:34,612 and line art follow backgrounds, 548 00:28:34,612 --> 00:28:37,015 it's time to actually colorate. 549 00:28:37,015 --> 00:28:39,217 So before with our thumbnails, 550 00:28:39,217 --> 00:28:41,319 we had the overall 551 00:28:41,319 --> 00:28:44,122 look and depth of the scene 552 00:28:44,122 --> 00:28:45,857 using the values. 553 00:28:45,857 --> 00:28:47,492 Now we want to add colors 554 00:28:47,492 --> 00:28:49,928 in a way that matches this atmosphere 555 00:28:49,928 --> 00:28:52,163 that we've created before. 556 00:28:52,163 --> 00:28:54,833 A lot of people actually struggle quite a lot 557 00:28:54,833 --> 00:28:57,368 with choosing their colors, 558 00:28:57,368 --> 00:28:59,704 and effects and textures 559 00:28:59,704 --> 00:29:02,273 in the backgrounds that they are creating. 560 00:29:02,807 --> 00:29:04,342 And this is because 561 00:29:04,342 --> 00:29:06,878 the properties of colors 562 00:29:06,878 --> 00:29:10,515 are not something that are very intuitive, 563 00:29:10,515 --> 00:29:12,484 but we do need to understand them 564 00:29:12,484 --> 00:29:13,885 in order to make sure 565 00:29:13,885 --> 00:29:15,987 that we choose to correct colors, 566 00:29:15,987 --> 00:29:19,090 which match what we’re trying to create 567 00:29:19,090 --> 00:29:21,659 and which are actually going to be pretty 568 00:29:21,659 --> 00:29:23,461 and look nice with each other. 569 00:29:23,461 --> 00:29:25,530 In order to choose the correct color, 570 00:29:25,530 --> 00:29:30,101 we need to actually consider the three characteristics of color itself, 571 00:29:30,101 --> 00:29:34,305 which our hue, saturation and brightness. 572 00:29:34,305 --> 00:29:35,440 The hue of the color 573 00:29:35,440 --> 00:29:37,475 refers to the actual name of the color. 574 00:29:37,475 --> 00:29:38,376 This is basically 575 00:29:38,376 --> 00:29:40,512 what most people think about 576 00:29:40,512 --> 00:29:42,847 when they are asked about color. 577 00:29:42,847 --> 00:29:44,949 This is basically calling your color 578 00:29:44,949 --> 00:29:48,186 yellow or red or blue or green, etc. 579 00:29:48,186 --> 00:29:50,155 Saturation is the amount 580 00:29:50,155 --> 00:29:53,124 of pigment in that base color. 581 00:29:53,124 --> 00:29:53,892 Basically 582 00:29:53,892 --> 00:29:59,063 this is how pure a color it is or how gray your color becomes. 583 00:29:59,931 --> 00:30:03,568 Brightness refers to how much black or white 584 00:30:03,568 --> 00:30:05,503 is mixed into your color. 585 00:30:05,503 --> 00:30:07,105 This also actually affects 586 00:30:07,105 --> 00:30:08,439 the color saturation 587 00:30:08,439 --> 00:30:09,574 because the brighter 588 00:30:09,574 --> 00:30:12,577 the color is, the less saturated it is. 589 00:30:12,577 --> 00:30:15,914 Each one of these aspects will determine the final color 590 00:30:15,914 --> 00:30:17,248 that you're going to actually 591 00:30:17,248 --> 00:30:19,450 be using on your background. 592 00:30:19,450 --> 00:30:20,919 This might be surprising, 593 00:30:20,919 --> 00:30:22,787 but each hue 594 00:30:22,787 --> 00:30:25,857 actually have its own built in value. 595 00:30:25,857 --> 00:30:27,926 If you're unfamiliar with colors, 596 00:30:27,926 --> 00:30:29,227 you might have thought that 597 00:30:29,227 --> 00:30:31,563 just by selecting your colors 598 00:30:31,563 --> 00:30:35,233 from the top area of your color palette wheel, 599 00:30:35,233 --> 00:30:37,135 you’re choosing a bright colors. 600 00:30:38,036 --> 00:30:39,938 But actually, 601 00:30:39,938 --> 00:30:43,341 each color has its own inherent value. 602 00:30:43,341 --> 00:30:44,542 As you can see here, 603 00:30:44,542 --> 00:30:46,044 when I take the color wheel 604 00:30:46,044 --> 00:30:48,012 and completely desaturate it, 605 00:30:48,012 --> 00:30:52,617 you'll create a large scale of different gray colors. 606 00:30:52,617 --> 00:30:55,954 Basically, the values are different 607 00:30:55,954 --> 00:30:59,891 and as we've seen with our thumbnails, 608 00:30:59,891 --> 00:31:03,895 the different values inherent to the colors 609 00:31:03,895 --> 00:31:06,331 are going to give us different ideas 610 00:31:06,331 --> 00:31:08,900 of depth and brightness, 611 00:31:08,900 --> 00:31:11,736 and some colors will inherently contrast 612 00:31:11,736 --> 00:31:13,104 more with each other 613 00:31:13,104 --> 00:31:16,808 just by virtue of having different values. 614 00:31:16,808 --> 00:31:18,843 It's also very useful to know 615 00:31:18,843 --> 00:31:21,880 the inherent value of your color, 616 00:31:21,880 --> 00:31:25,116 just to make sure that when you mix them, 617 00:31:25,116 --> 00:31:27,118 you know that you're going to create 618 00:31:27,118 --> 00:31:29,220 a certain amount of contrast 619 00:31:29,220 --> 00:31:33,157 and that you're not creating unintentional focus points, 620 00:31:33,157 --> 00:31:34,692 or on the other side, 621 00:31:34,692 --> 00:31:36,427 don't have enough contrast 622 00:31:36,427 --> 00:31:38,029 between the different layers 623 00:31:38,029 --> 00:31:40,498 and details in your scene. 624 00:31:40,498 --> 00:31:42,967 Let's talk about contrast itself. 625 00:31:43,868 --> 00:31:45,203 As you can see, 626 00:31:45,203 --> 00:31:46,871 how much an object pops 627 00:31:46,871 --> 00:31:49,107 out of the environment 628 00:31:49,107 --> 00:31:51,843 will depend on both its own value 629 00:31:51,843 --> 00:31:55,480 and the value of the objects beside it. 630 00:31:55,480 --> 00:31:57,482 You can see with this example here 631 00:31:57,482 --> 00:32:00,385 that when I change the overall color 632 00:32:00,385 --> 00:32:02,720 and blackness of the background, 633 00:32:02,720 --> 00:32:04,455 some areas 634 00:32:04,455 --> 00:32:07,225 and some circles are going to pop out 635 00:32:07,225 --> 00:32:09,027 more in comparison 636 00:32:09,027 --> 00:32:12,096 to the overall contrast that you have 637 00:32:12,096 --> 00:32:16,134 when the background is darker or brighter. 638 00:32:16,134 --> 00:32:17,802 When objects with different 639 00:32:17,802 --> 00:32:20,204 values are close to each other. 640 00:32:20,204 --> 00:32:21,940 The way that we perceive them 641 00:32:21,940 --> 00:32:24,509 will be affected by value groupings 642 00:32:24,509 --> 00:32:26,110 in the environment. 643 00:32:26,110 --> 00:32:27,412 In simple terms, 644 00:32:27,412 --> 00:32:31,516 the closer the value of two different objects is to each other, 645 00:32:31,516 --> 00:32:33,384 the more contrast you will have 646 00:32:33,384 --> 00:32:37,388 with the values that are different from them. 647 00:32:37,388 --> 00:32:39,223 If you're looking here at the screen, 648 00:32:39,223 --> 00:32:42,660 you see that when I create a dark background, 649 00:32:42,660 --> 00:32:44,429 the white parts of the screen 650 00:32:44,429 --> 00:32:45,763 are popping way more 651 00:32:45,763 --> 00:32:48,533 than if I have a mid-range grays. 652 00:32:48,533 --> 00:32:51,202 Because the amount of contrast 653 00:32:51,202 --> 00:32:54,305 between the white to the other two values 654 00:32:54,305 --> 00:32:56,174 is far greater than when I have a 655 00:32:56,174 --> 00:32:57,976 mid-range in the middle. 656 00:32:58,876 --> 00:33:01,713 So when you're choosing the colors in your background, 657 00:33:01,713 --> 00:33:02,847 you need to consider 658 00:33:02,847 --> 00:33:05,249 the inherent values in them 659 00:33:05,249 --> 00:33:06,684 to make sure that you're keeping 660 00:33:06,684 --> 00:33:08,586 the overall amount of contrast 661 00:33:08,586 --> 00:33:10,588 in your composition consistent 662 00:33:10,588 --> 00:33:13,624 and according to the thumbnail that we've done 663 00:33:13,624 --> 00:33:16,728 and not just color to just look good with each other, 664 00:33:16,728 --> 00:33:18,830 but affect the amount of focus 665 00:33:18,830 --> 00:33:21,332 or depth in your scene. 666 00:33:21,332 --> 00:33:24,502 This is actually quite a common mistake 667 00:33:24,502 --> 00:33:27,739 and something that a lot of people don't understand, 668 00:33:27,739 --> 00:33:30,008 and later get frustrated with 669 00:33:30,008 --> 00:33:31,843 when they choose their colors 670 00:33:31,843 --> 00:33:34,412 and suddenly their entire drawing looks flat 671 00:33:34,412 --> 00:33:35,880 and they don't know why. 672 00:33:38,082 --> 00:33:40,918 But when you're choosing your hue, 673 00:33:40,918 --> 00:33:41,819 you need to 674 00:33:41,819 --> 00:33:42,954 make sure that you're 675 00:33:42,954 --> 00:33:45,289 choosing the correct hue. 676 00:33:45,289 --> 00:33:47,125 You need to make sure that the hues 677 00:33:47,125 --> 00:33:49,894 that you're choosing will work well with each other. 678 00:33:49,894 --> 00:33:53,197 And for this, we use color harmony. 679 00:33:53,197 --> 00:33:55,133 You might have learned before that 680 00:33:55,133 --> 00:33:56,501 the three basic colors 681 00:33:56,501 --> 00:33:58,736 are yellow, red and blue, 682 00:33:58,736 --> 00:34:00,304 and that mixing them creates 683 00:34:00,304 --> 00:34:01,672 every other color. 684 00:34:02,240 --> 00:34:04,475 This is correct for traditional art 685 00:34:04,475 --> 00:34:08,513 because these hues are something that you cannot create 686 00:34:08,513 --> 00:34:11,015 by mixing other colors. 687 00:34:11,015 --> 00:34:13,718 But due to the way that the screen works, 688 00:34:13,718 --> 00:34:15,053 in digital medium, 689 00:34:15,053 --> 00:34:17,321 the base colors are actually blue, 690 00:34:17,321 --> 00:34:19,891 red and green, instead of yellow, 691 00:34:20,591 --> 00:34:25,596 corresponding to the RGB profile that you usually choose 692 00:34:25,596 --> 00:34:27,932 when creating a new file. 693 00:34:28,866 --> 00:34:29,934 Actually this is something 694 00:34:29,934 --> 00:34:31,402 which is quite important 695 00:34:31,402 --> 00:34:34,105 if you're working as an illustrator, 696 00:34:34,105 --> 00:34:35,239 as opposed to 697 00:34:35,239 --> 00:34:37,942 someone who's just making digital art, 698 00:34:37,942 --> 00:34:39,977 because if you're going to print your art, 699 00:34:39,977 --> 00:34:40,912 you need to make sure 700 00:34:40,912 --> 00:34:44,082 that the initial color profile that you're choosing 701 00:34:44,082 --> 00:34:46,417 is corresponding to your printer. 702 00:34:46,417 --> 00:34:50,421 Otherwise, you might have unexpected colors on print 703 00:34:50,421 --> 00:34:52,123 and you wouldn't understand why 704 00:34:52,123 --> 00:34:53,424 because on the screen it 705 00:34:53,424 --> 00:34:55,693 looks a different way. 706 00:34:55,693 --> 00:34:57,395 But assuming that we're only going 707 00:34:57,395 --> 00:35:00,231 to be making backgrounds for animation, 708 00:35:00,231 --> 00:35:02,667 which are only going to be viewed digitally, 709 00:35:02,667 --> 00:35:04,202 you don't need to think about it 710 00:35:04,202 --> 00:35:05,603 when designing your background 711 00:35:05,603 --> 00:35:07,672 and choosing your colors. 712 00:35:07,672 --> 00:35:09,974 A thing you do need to consider though, 713 00:35:09,974 --> 00:35:11,375 is that the idea 714 00:35:11,375 --> 00:35:15,513 of only three primary colors is basically a lie, 715 00:35:15,513 --> 00:35:17,782 because for each primary color, 716 00:35:17,782 --> 00:35:21,385 you have both a cold and a warm version. 717 00:35:21,385 --> 00:35:24,856 The cold version is going to shift more forwards blue, 718 00:35:24,856 --> 00:35:27,458 and the warm vision is going to shift 719 00:35:27,458 --> 00:35:29,894 more forwards red. 720 00:35:29,894 --> 00:35:34,832 Making it so you can basically create the base color palettes 721 00:35:34,832 --> 00:35:38,302 with six colors, instead of three. 722 00:35:38,302 --> 00:35:40,104 The reason this is important 723 00:35:40,104 --> 00:35:42,173 is because the amount of contrast 724 00:35:42,173 --> 00:35:44,542 you can get from your base color 725 00:35:44,542 --> 00:35:46,477 will change depending on if you 726 00:35:46,477 --> 00:35:49,147 combined cold or warm colors. 727 00:35:50,615 --> 00:35:52,150 And the colors you're going 728 00:35:52,150 --> 00:35:53,651 to get by mixing them 729 00:35:53,651 --> 00:35:56,120 are also going to defer. 730 00:35:56,921 --> 00:36:00,858 These combinations of choosing the basic hues 731 00:36:00,858 --> 00:36:04,428 and choosing the cold and warm variation 732 00:36:04,428 --> 00:36:07,398 are going to give us more or less contrast 733 00:36:07,398 --> 00:36:10,635 and create the color harmony. 734 00:36:10,635 --> 00:36:14,639 You always want to try and mix both warm and cold colors 735 00:36:14,639 --> 00:36:18,009 when you're choosing your color backgrounds, 736 00:36:18,009 --> 00:36:19,644 because if you're only going 737 00:36:19,644 --> 00:36:22,613 to choose warm or cold colors, 738 00:36:22,613 --> 00:36:27,084 the entire color palette is going to look a lot more flat. 739 00:36:28,486 --> 00:36:30,087 Of course, I'm not talking about 740 00:36:30,087 --> 00:36:34,492 just randomly adding colors from the opposite side of the color wheel, 741 00:36:34,492 --> 00:36:37,528 but making small shifts in the base 742 00:36:37,528 --> 00:36:39,897 color of your scene, 743 00:36:39,897 --> 00:36:42,633 to have more variation and range 744 00:36:42,633 --> 00:36:47,471 within the base color palette that you chose for it, 745 00:36:47,471 --> 00:36:50,474 even if you're only going to use blues 746 00:36:50,474 --> 00:36:51,576 or greens or reds 747 00:36:51,576 --> 00:36:53,844 or yellows or any other colors. 748 00:36:53,844 --> 00:36:59,283 You want to make sure that you have enough variation within that color range. 749 00:36:59,283 --> 00:37:01,953 A nice thing about using Procreate 750 00:37:01,953 --> 00:37:03,521 is that you have a built 751 00:37:03,521 --> 00:37:06,924 in color harmony feature. 752 00:37:06,924 --> 00:37:08,793 Using the color harmony window 753 00:37:08,793 --> 00:37:10,795 to select your base hues, 754 00:37:10,795 --> 00:37:12,863 which look well together, 755 00:37:12,863 --> 00:37:14,999 is going to be very useful. 756 00:37:14,999 --> 00:37:17,568 But still they're not going to be the final colors 757 00:37:17,568 --> 00:37:20,104 that you're going to be using in your background, 758 00:37:20,104 --> 00:37:23,174 because they might not necessarily fit the values 759 00:37:23,174 --> 00:37:25,343 that you've decided in advance. 760 00:37:26,677 --> 00:37:30,147 What we actually want to do to choose our final colors, 761 00:37:30,147 --> 00:37:33,951 is take the hues that we chose, using the 762 00:37:33,951 --> 00:37:36,087 harmony wheel window, 763 00:37:36,087 --> 00:37:37,588 and then adjust them 764 00:37:37,588 --> 00:37:38,356 to make sure 765 00:37:38,356 --> 00:37:39,890 that they have the right value 766 00:37:39,890 --> 00:37:41,492 and the right amount of contrast 767 00:37:41,492 --> 00:37:43,461 with the other colors that we make 768 00:37:43,461 --> 00:37:46,163 in our palette for the background. 769 00:37:46,163 --> 00:37:47,665 As you can see here, 770 00:37:47,665 --> 00:37:49,133 just because you've picked 771 00:37:49,133 --> 00:37:50,434 complementary colors 772 00:37:50,434 --> 00:37:52,903 with your color palette window, 773 00:37:52,903 --> 00:37:55,806 doesn't mean that they will contrast in the right way 774 00:37:55,806 --> 00:37:59,343 according to the values that we used for the thumbnail. 775 00:37:59,343 --> 00:38:01,245 Just by changing the hue, 776 00:38:01,245 --> 00:38:04,382 you create new combinations and new contrast 777 00:38:04,382 --> 00:38:06,751 even if the colors l complementary 778 00:38:06,751 --> 00:38:08,753 and look well together. 779 00:38:08,753 --> 00:38:11,522 When I choose the final colors to my project, 780 00:38:11,522 --> 00:38:13,457 I first select the general palette 781 00:38:13,457 --> 00:38:15,259 using the harmony wheel 782 00:38:15,259 --> 00:38:19,096 and then adjust the inherent value of each shade 783 00:38:19,096 --> 00:38:21,832 through the saturation and brightness 784 00:38:21,832 --> 00:38:24,602 in the value window. 785 00:38:24,602 --> 00:38:27,471 Sometimes I actually use the value option 786 00:38:27,471 --> 00:38:29,307 in the color window 787 00:38:29,307 --> 00:38:30,941 straight from the beginning 788 00:38:30,941 --> 00:38:33,844 and just mix the RGB profiles 789 00:38:33,844 --> 00:38:37,315 until I get the right colors that I want. 790 00:38:37,315 --> 00:38:38,582 An important thing 791 00:38:38,582 --> 00:38:40,318 and actually a very useful thing 792 00:38:40,318 --> 00:38:42,853 to remember when mixing your colors 793 00:38:42,853 --> 00:38:45,656 is that when you choose colors from the opposite side 794 00:38:45,656 --> 00:38:47,325 of the color wheel, 795 00:38:47,325 --> 00:38:49,560 you create gray. 796 00:38:49,560 --> 00:38:52,363 But if you put them together side by side, 797 00:38:52,363 --> 00:38:56,300 you create the biggest amount of contrast you can have. 798 00:38:56,300 --> 00:39:00,438 So by alternating with grays and saturated colors 799 00:39:00,438 --> 00:39:02,940 you create a lot of depth and variation 800 00:39:02,940 --> 00:39:05,276 in your color selection. 801 00:39:05,276 --> 00:39:07,011 I generally tend to use 802 00:39:07,011 --> 00:39:09,046 a very saturated color palette 803 00:39:09,046 --> 00:39:10,481 because they draw the eye 804 00:39:10,481 --> 00:39:12,550 a lot more than gray palettes, 805 00:39:12,550 --> 00:39:15,720 and this is good for my social media views. 806 00:39:15,720 --> 00:39:17,722 But if you have different aesthetics, 807 00:39:17,722 --> 00:39:20,424 by all means you can go and choose 808 00:39:20,424 --> 00:39:22,326 any other colors that work well, 809 00:39:22,326 --> 00:39:24,595 as long as you keep the values correct 810 00:39:24,595 --> 00:39:26,597 for the overall lighting and mood 811 00:39:26,597 --> 00:39:28,399 that we chose in the thumbnail. 812 00:39:29,100 --> 00:39:30,401 Straight from the beginning, 813 00:39:30,401 --> 00:39:31,435 I'm going to tell you 814 00:39:31,435 --> 00:39:35,172 that there is no one way to color a background. 815 00:39:35,172 --> 00:39:37,742 It's highly dependent on your software, 816 00:39:37,742 --> 00:39:40,010 your style, your aesthetics, 817 00:39:40,010 --> 00:39:42,880 and even the overall aesthetics of your character, 818 00:39:42,880 --> 00:39:44,315 because you want to make sure 819 00:39:44,315 --> 00:39:46,150 that they all work 820 00:39:46,150 --> 00:39:49,887 well together and create a coherent style 821 00:39:49,887 --> 00:39:51,822 which looks good. 822 00:39:52,957 --> 00:39:53,891 Any means 823 00:39:53,891 --> 00:39:56,060 by which you can achieve this goal 824 00:39:56,060 --> 00:39:58,863 are fair game when you're coloring your background. 825 00:39:58,863 --> 00:40:00,297 There's no one method 826 00:40:00,297 --> 00:40:02,166 which fits everything. 827 00:40:02,166 --> 00:40:05,770 Especially if you're trying to create different 828 00:40:05,770 --> 00:40:07,505 look to your background. 829 00:40:07,505 --> 00:40:09,407 If you're going to serve something 830 00:40:09,407 --> 00:40:10,808 which is more 831 00:40:10,808 --> 00:40:12,209 low and futuristic, 832 00:40:12,209 --> 00:40:14,378 you will use one brush. 833 00:40:14,378 --> 00:40:17,047 And if you're going for a more traditional effect, 834 00:40:17,047 --> 00:40:19,216 you will go with another brush. 835 00:40:19,216 --> 00:40:20,751 So from the get go, 836 00:40:20,751 --> 00:40:22,720 there is no one way 837 00:40:22,720 --> 00:40:24,321 to color the background 838 00:40:24,321 --> 00:40:25,956 and you can basically do 839 00:40:25,956 --> 00:40:27,224 whatever you want with it, 840 00:40:27,224 --> 00:40:30,494 as long as you keep your values 841 00:40:30,494 --> 00:40:32,596 and the composition 842 00:40:32,596 --> 00:40:34,698 and perspective correctly. 843 00:40:42,673 --> 00:40:43,874 That being said, 844 00:40:43,874 --> 00:40:45,643 there are certain shortcuts 845 00:40:45,643 --> 00:40:47,611 that you might want to use 846 00:40:47,611 --> 00:40:49,680 when designing your scene, 847 00:40:49,680 --> 00:40:51,649 because the way that 848 00:40:51,649 --> 00:40:53,350 the audience is familiar 849 00:40:53,350 --> 00:40:55,519 with the actual real life 850 00:40:55,519 --> 00:40:58,289 aesthetics and real life phenomenon 851 00:40:58,289 --> 00:40:59,356 will affect the way 852 00:40:59,356 --> 00:41:01,992 that they're going to perceive your scene. 853 00:41:01,992 --> 00:41:03,727 So something like 854 00:41:03,727 --> 00:41:05,663 the setting of the scene, 855 00:41:05,663 --> 00:41:07,832 the lighting, the time of day 856 00:41:07,832 --> 00:41:10,100 will affect your color choices. 857 00:41:10,100 --> 00:41:10,901 For example, 858 00:41:10,901 --> 00:41:11,669 a sunny day 859 00:41:11,669 --> 00:41:13,170 will look completely different 860 00:41:13,170 --> 00:41:14,805 from a stormy day, 861 00:41:14,805 --> 00:41:18,275 and daytime will look completely different from the nighttime. 862 00:41:18,275 --> 00:41:21,779 Each setting has their own associated value range, 863 00:41:21,779 --> 00:41:23,881 meaning that the actual color range 864 00:41:23,881 --> 00:41:25,416 will change to fit that, 865 00:41:25,416 --> 00:41:26,817 because you might not be able 866 00:41:26,817 --> 00:41:28,619 to use certain colors 867 00:41:28,619 --> 00:41:31,489 because they will be too saturated, too dark, 868 00:41:31,489 --> 00:41:34,291 have values which look unnatural 869 00:41:34,291 --> 00:41:37,962 in the context of your scene and setting. 870 00:41:39,396 --> 00:41:40,764 You want to use colors 871 00:41:40,764 --> 00:41:42,900 which are familiar to your viewers 872 00:41:42,900 --> 00:41:44,668 because certain lighting conditions 873 00:41:44,668 --> 00:41:46,203 will automatically translate 874 00:41:46,203 --> 00:41:47,705 to familiar association 875 00:41:47,705 --> 00:41:49,106 that they already have 876 00:41:49,106 --> 00:41:51,475 with their experience in life, 877 00:41:51,475 --> 00:41:56,747 like night sky is black, sunsets are orange, cloudy days are gray. etc. 878 00:41:57,448 --> 00:41:59,984 When choosing the base colors of the objects 879 00:41:59,984 --> 00:42:01,318 in your environment, 880 00:42:01,318 --> 00:42:02,786 you need to take into account 881 00:42:02,786 --> 00:42:05,089 the value contrast between them. 882 00:42:05,089 --> 00:42:07,424 You need to make sure that they both contrast 883 00:42:07,424 --> 00:42:09,894 well with each other to draw the eyes 884 00:42:09,894 --> 00:42:11,695 to the correct areas, 885 00:42:11,695 --> 00:42:14,798 and that's the overall level of contrast 886 00:42:14,798 --> 00:42:16,967 is being kept with the layers. 887 00:42:16,967 --> 00:42:18,669 As we've discussed before, 888 00:42:18,669 --> 00:42:21,372 with the local values in each layer, 889 00:42:21,372 --> 00:42:23,474 in the thumbnail composition. 890 00:42:24,875 --> 00:42:26,644 If you know that your background 891 00:42:26,644 --> 00:42:29,046 is going to be used in multiple shots 892 00:42:29,046 --> 00:42:31,615 in multiple lighting situations, 893 00:42:31,615 --> 00:42:33,551 you need to make sure that your base 894 00:42:33,551 --> 00:42:35,886 colors are somewhat neutral 895 00:42:35,886 --> 00:42:37,655 and that the additional lighting 896 00:42:37,655 --> 00:42:39,557 that you're going to add to them 897 00:42:39,557 --> 00:42:41,692 won't change the actual 898 00:42:41,692 --> 00:42:44,628 value of the color to match. 899 00:42:45,429 --> 00:42:46,530 Up until now, 900 00:42:46,530 --> 00:42:49,400 we've basically created our background with the idea 901 00:42:49,400 --> 00:42:51,602 that there's only going to be used once 902 00:42:51,602 --> 00:42:54,738 and in one situation for one production. 903 00:42:55,372 --> 00:42:57,775 But a lot of the time you will see backgrounds 904 00:42:57,775 --> 00:43:01,145 which are going to be used multiple times 905 00:43:01,145 --> 00:43:02,680 in multiple scenarios. 906 00:43:02,680 --> 00:43:05,416 You see that a lot with shows or with movies 907 00:43:05,416 --> 00:43:07,918 which has the recurring locations. 908 00:43:07,918 --> 00:43:09,720 In these instances, 909 00:43:09,720 --> 00:43:12,222 the actual lighting and overall value 910 00:43:12,222 --> 00:43:13,891 and atmosphere of the shots 911 00:43:13,891 --> 00:43:15,392 are not going to be determined 912 00:43:15,392 --> 00:43:17,728 by the base color of the background, 913 00:43:17,728 --> 00:43:20,531 but by the additional compositing 914 00:43:20,531 --> 00:43:23,167 that we're going to add to the scene 915 00:43:23,167 --> 00:43:26,770 and the later production stages of the animation. 916 00:43:27,571 --> 00:43:30,040 I myself don't tend to do that a lot 917 00:43:30,040 --> 00:43:33,711 because most of my stuff is one use only. 918 00:43:33,711 --> 00:43:35,613 But it is important to have 919 00:43:35,613 --> 00:43:37,781 a pretty solid understanding 920 00:43:37,781 --> 00:43:42,219 of the base colors of your background 921 00:43:42,219 --> 00:43:44,755 and the inherent values to them, 922 00:43:45,489 --> 00:43:48,359 because you don't want to create a situation 923 00:43:48,359 --> 00:43:50,961 where you're additional lighting source 924 00:43:50,961 --> 00:43:53,631 will completely transform 925 00:43:53,631 --> 00:43:54,999 the amount of contrast 926 00:43:54,999 --> 00:43:56,734 that you have in the scene 927 00:43:56,734 --> 00:44:00,270 just because you added a filter 928 00:44:00,270 --> 00:44:03,307 which altered the amount of inherited value 929 00:44:03,307 --> 00:44:06,744 that you have to your objects in the background. 930 00:44:07,611 --> 00:44:09,446 This sounds kind of vague, 931 00:44:09,446 --> 00:44:10,814 but basically 932 00:44:10,814 --> 00:44:12,616 you need to remember that 933 00:44:12,616 --> 00:44:16,920 if you choose one color for certain lighting situation, 934 00:44:16,920 --> 00:44:19,690 it might create a different contrast 935 00:44:19,690 --> 00:44:22,459 in a different lighting situation. 936 00:44:22,459 --> 00:44:24,728 You want to make sure that every object 937 00:44:24,728 --> 00:44:26,497 in your background is consistent 938 00:44:26,497 --> 00:44:30,267 when you're switching the lighting situation. 939 00:44:30,267 --> 00:44:32,836 Otherwise you might risk 940 00:44:32,836 --> 00:44:37,675 making the entire background seem like separate locations. 941 00:44:38,976 --> 00:44:40,878 The exception to this rule, though, 942 00:44:40,878 --> 00:44:42,680 is when the light source 943 00:44:42,680 --> 00:44:45,549 is in your background itself, 944 00:44:45,549 --> 00:44:47,918 because it will have great contrast 945 00:44:47,918 --> 00:44:49,887 when it's turned on and off. 946 00:44:49,887 --> 00:44:51,355 You see that usually 947 00:44:51,355 --> 00:44:53,090 with the entire atmosphere 948 00:44:53,090 --> 00:44:55,693 changing from night and day. 949 00:44:57,628 --> 00:44:59,630 Once you choose your colors though, 950 00:44:59,630 --> 00:45:01,098 you can use any technique 951 00:45:01,098 --> 00:45:05,102 you like to actually add the colors to your background, 952 00:45:05,102 --> 00:45:06,170 the tools will create 953 00:45:06,170 --> 00:45:08,172 a different impression in your style 954 00:45:08,172 --> 00:45:10,607 and will changed overall look. 955 00:45:10,607 --> 00:45:12,309 And I specifically like 956 00:45:12,309 --> 00:45:14,445 to use a lot of layer modes, 957 00:45:14,445 --> 00:45:17,848 because it gives you a large amount of freedom 958 00:45:17,848 --> 00:45:20,884 to make many adjustments 959 00:45:20,884 --> 00:45:24,121 to your background coloring. 960 00:45:24,121 --> 00:45:28,859 You can also take advantage of the Procreate software tools 961 00:45:28,859 --> 00:45:31,328 such as the brush textures 962 00:45:31,328 --> 00:45:34,031 and the transform tools 963 00:45:34,031 --> 00:45:35,766 to make it easier for you 964 00:45:35,766 --> 00:45:38,635 to add textures and details 965 00:45:38,635 --> 00:45:42,639 easily just by shifting your brushes around 966 00:45:42,639 --> 00:45:44,808 and making sure that they match 967 00:45:44,808 --> 00:45:48,612 the perspective of the objects in your scene. 968 00:45:48,612 --> 00:45:49,646 The important thing 969 00:45:49,646 --> 00:45:52,649 to remember when coloring your background 970 00:45:52,649 --> 00:45:56,053 is that you're not actually creating an illustration, 971 00:45:56,053 --> 00:45:59,089 but this is part of a whole production. 972 00:45:59,089 --> 00:46:01,759 You need to test the background against your character 973 00:46:01,759 --> 00:46:03,460 to make sure that the character's 974 00:46:03,460 --> 00:46:07,030 style and colors work well together. 975 00:46:07,030 --> 00:46:10,467 I usually just import my characters 976 00:46:10,467 --> 00:46:13,871 from my character design folder to the backgrounds 977 00:46:13,871 --> 00:46:15,305 and adjust the coloring of 978 00:46:15,305 --> 00:46:16,840 both of them as necessary 979 00:46:16,840 --> 00:46:18,509 until they look good. 980 00:46:18,509 --> 00:46:20,177 This is something that I can do 981 00:46:20,177 --> 00:46:22,780 because this is independent production. 982 00:46:22,780 --> 00:46:26,550 But if you are constricted by your client, 983 00:46:26,550 --> 00:46:29,019 you just want to make sure that you have 984 00:46:29,019 --> 00:46:31,855 all the materials and time to create the best 985 00:46:31,855 --> 00:46:33,524 composition and color choices 986 00:46:33,524 --> 00:46:34,825 that you can, 987 00:46:34,825 --> 00:46:38,061 while still keeping your client happy. 988 00:46:39,129 --> 00:46:40,330 If there are other people 989 00:46:40,330 --> 00:46:41,565 on the team though, 990 00:46:41,565 --> 00:46:42,900 it will be their job 991 00:46:42,900 --> 00:46:45,035 to make sure that the backgrounds 992 00:46:45,035 --> 00:46:47,805 and characters work well together. 993 00:46:49,439 --> 00:46:51,508 When making your final background, 994 00:46:51,508 --> 00:46:53,143 you need to remember that 995 00:46:53,143 --> 00:46:56,079 you need to plan the background layers 996 00:46:56,079 --> 00:46:59,983 for the character and camera movement within it. 997 00:46:59,983 --> 00:47:02,419 Your character is going to walk in front 998 00:47:02,419 --> 00:47:04,454 or behind part of your scenes 999 00:47:04,454 --> 00:47:07,491 and interact with objects in the environment, 1000 00:47:07,491 --> 00:47:08,892 and the camera movement 1001 00:47:08,892 --> 00:47:12,596 is going to reveal different details at different times. 1002 00:47:12,596 --> 00:47:14,097 So you need to make sure 1003 00:47:14,097 --> 00:47:16,633 that each layer is complete 1004 00:47:16,633 --> 00:47:18,669 and has all the necessary details 1005 00:47:18,669 --> 00:47:20,404 to make the camera movement 1006 00:47:20,404 --> 00:47:24,241 or character interaction that you want to have in the scene. 1007 00:47:24,241 --> 00:47:27,044 To properly move parts of your background around, 1008 00:47:27,044 --> 00:47:28,579 and make sure that your character 1009 00:47:28,579 --> 00:47:31,248 can interact with the objects within it, 1010 00:47:31,248 --> 00:47:33,116 you will need to make different elements 1011 00:47:33,116 --> 00:47:34,218 on different layers 1012 00:47:34,218 --> 00:47:36,153 as we've discussed before. 1013 00:47:37,087 --> 00:47:40,724 You need to separate your background, midground and foreground, 1014 00:47:40,724 --> 00:47:45,829 so you can move around your camera and characters without any issues. 1015 00:47:47,097 --> 00:47:50,834 You need to also create different layers to different objects 1016 00:47:50,834 --> 00:47:52,569 if you know that you're not going to shift 1017 00:47:52,569 --> 00:47:55,105 your perspective in the scene, 1018 00:47:55,105 --> 00:47:57,908 because if you want your character to interact with them, 1019 00:47:57,908 --> 00:47:58,809 you need to make sure 1020 00:47:58,809 --> 00:48:01,912 that you have a blank space behind the object. 1021 00:48:01,912 --> 00:48:04,448 Otherwise your character is just going 1022 00:48:04,448 --> 00:48:07,150 to duplicate the object in the background. 1023 00:48:09,786 --> 00:48:11,555 The exercise in this lesson, 1024 00:48:11,555 --> 00:48:13,957 if you haven't been following along, 1025 00:48:13,957 --> 00:48:17,294 is to take one of the thumbnails from our last lesson, 1026 00:48:17,294 --> 00:48:20,197 and actually turn them into a complete 1027 00:48:20,197 --> 00:48:21,899 background illustration. 1028 00:48:23,267 --> 00:48:24,434 In this exercise, 1029 00:48:24,434 --> 00:48:26,870 you get to experiment with your aesthetics 1030 00:48:26,870 --> 00:48:29,039 and the brushes that you use, 1031 00:48:30,007 --> 00:48:32,676 but still try and keep your colors 1032 00:48:32,676 --> 00:48:35,212 harmonic and correct, 1033 00:48:35,212 --> 00:48:38,382 and try and stick to the lighting effects 1034 00:48:38,382 --> 00:48:41,685 and values in your environment. 1035 00:48:41,685 --> 00:48:43,921 When you make this exercise, 1036 00:48:43,921 --> 00:48:45,589 make sure that your composition 1037 00:48:45,589 --> 00:48:46,790 stays clear 1038 00:48:47,791 --> 00:48:50,427 and that your scene still holds depth. 1039 00:48:51,328 --> 00:48:52,963 You want to add your details 1040 00:48:52,963 --> 00:48:54,631 with the correct perspective, 1041 00:48:55,465 --> 00:48:56,500 and try and make sure 1042 00:48:56,500 --> 00:48:59,036 that you don't have too many tangents 1043 00:48:59,036 --> 00:49:01,238 and that the spacing between the objects 1044 00:49:01,238 --> 00:49:02,806 in your environment 1045 00:49:02,806 --> 00:49:05,242 are aesthetically pleasing. 1046 00:49:05,242 --> 00:49:07,678 So don't add too many details 1047 00:49:07,678 --> 00:49:09,813 in the same small areas. 1048 00:49:10,547 --> 00:49:13,216 You want to have good readability and contrast 1049 00:49:13,216 --> 00:49:16,153 with your color choices and shape selections. 1050 00:49:16,887 --> 00:49:19,289 When creating your final background, 1051 00:49:19,289 --> 00:49:20,757 make sure that you separate 1052 00:49:20,757 --> 00:49:22,359 the different levels 1053 00:49:22,359 --> 00:49:23,894 of your depth of field 1054 00:49:23,894 --> 00:49:25,662 into different layers, 1055 00:49:25,662 --> 00:49:29,499 and that if you have any specialized universal lighting, 1056 00:49:29,499 --> 00:49:31,735 you keep them as a separate layer 1057 00:49:31,735 --> 00:49:33,870 to be added later and compositing, 1058 00:49:34,571 --> 00:49:37,407 as we’re going to use them in the later lessons. 1059 00:49:40,544 --> 00:49:41,778 To summarize, 1060 00:49:41,778 --> 00:49:44,915 in this lesson we learned how to find our perspective 1061 00:49:44,915 --> 00:49:47,517 and construct our background using grids, 1062 00:49:47,517 --> 00:49:49,987 and horizon line and and perspective points. 1063 00:49:50,721 --> 00:49:52,522 How to choose colors and 1064 00:49:52,522 --> 00:49:54,157 apply them to a scene, 1065 00:49:54,157 --> 00:49:56,760 and how to color and plan our background 1066 00:49:56,760 --> 00:49:58,595 for actual production. 1067 00:50:00,263 --> 00:50:04,401 Next lesson we'll start with actually animating 1068 00:50:04,401 --> 00:50:06,503 and go over the basic rules 1069 00:50:06,503 --> 00:50:09,773 to create the movement in animation. 1070 00:50:09,773 --> 00:50:12,109 Thank you for watching and see your next time. 1071 00:50:12,109 --> 00:50:13,310 Bye. 79323

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