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Hello everyone.
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Havtza here.
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This is the second lesson about backgrounds,
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and today we're going to focus about the actual work
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that a background artist does.
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So last lesson, we talked a little bit about how the background designer
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is responsible to creating the overall look of the backgrounds
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that the other artists are going to replicate later on,
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and how as an independent animator,
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you have more control
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and can actually decide on all the things
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within the background and the art style.
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We also tried and create a bunch of thumbnails
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using different base perspectives and basic shapes
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and give them all depth and focus using lighting.
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In this lesson, we're
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going to actually create good perspective outlines,
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divide our background into the actual final layers
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and use coloring and texture
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to create a final finished background product.
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We can use the thumbnails
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that we've done in the last lesson.
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Just choose one of them which looks really nice,
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but not too complicated,
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and try working using it for this lesson.
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With the final lesson,
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we focused more about quantity, then quality,
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because we want to try and understand
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how we’re creating good perspective
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and good proportions using the composition lines.
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But now we want to actually focus
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about creating a finished looking product,
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unlike just understanding the base behind it.
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So in this time, we're only going to work on one or two backgrounds,
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depending on how experienced you are with the process.
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And again,
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we don't really want to stress too much about it.
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If you're new to creating backgrounds,
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if you've only done characters up until now, it's okay
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to just use basic shapes,
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and if your perspective is still unclear,
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that is fine.
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We're going to work on that a lot in the storyboard
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and the actual animation lessons.
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So it's good to have an understanding
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on how to create perspective
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and how all of these things work.
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But remember that with these kind of things,
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it's good to just practice a whole bunch
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until it comes more like a second nature.
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Start with doing it with cubes and simple shapes
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and then slowly add more details
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to your backgrounds.
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You don't need to have too many things right now.
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We just want to focus about adding
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colors, lighting and creating
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clean lines art for this video.
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So if it's not aesthetically pleasing
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that is still fine
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and you will be able
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to create new backgrounds for your final product animation in the later lessons.
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If you are experienced,
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you might want to create
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some more details,
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more perspectives, more lines, more textures,
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anything that you're not really used to do.
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We’re just going to go over the techniques
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on how I do things
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and what we need to keep in mind
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when creating our final product.
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Okay, with that out of the way,
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let us begin.
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Last lesson I touched
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about the idea
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of the background artist
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having multiple roles
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when creating a background.
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I specifically talked
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about being a layered artist and a colorist.
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So in this section,
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we're going to focus about
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being a layout artist.
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Now, the layout artist is the person
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who is responsible to making sure
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that the construction of the background is correct,
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that your using the right perspective,
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and that the proportions and composition of everything is correct,
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as well as separating each layer
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on their own.
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Now, when your separating layers,
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you have to draw the things behind them as well.
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So if you had a thumbnail
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with composition with different layers,
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you now want to actually
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create a different layer
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within the Procreate software.
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Just completely go and draw a different layer
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and create a complete
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drawing of each one of them,
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so that when you hide the first layer,
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the ones behind them are still a complete drawing,
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and they're not just, you know, blank.
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We're going to do that
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just because if we want
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to have the character interact
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with the environment
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or if we want to use camera movements,
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we will need this layer separated.
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It's also easier to work on each layer separately,
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especially if you don't want to go
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out of line or want to add special lighting effects
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on a specific layer,
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which will make it harder to do
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if they're all on one illustration.
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So for the sake of convenience,
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for the first step,
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just go and separate your layers
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into actual different layers,
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if you haven't done this already.
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Now, as a layer artist you want to correct your perspective.
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This is actually something
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that is quite individualistic,
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because even though we have
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perspective guidelines and perspective grids,
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in some shots and in some instances in art style,
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you don't actually have to make the perspective completely perfect.
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Even though we do have the tools for it,
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it's not entirely necessary
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and might even sometimes look weird
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depending on how you're going to animate the character,
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because we're not using 3D environments,
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which let us move the camera however we want
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and have the perspective
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correspond to the character.
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A lot of the time, if your character moves in the scene,
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it might have slight inconsistencies,
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which will create an overall weird look.
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And what we actually want is for the background
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to work with the character
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and not for the background
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to be completely correct,
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and then the character will look weird on it.
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Of course, it's the job of the animator
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to match the character to the perspective,
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but we're going to see later on that
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for some camera movements,
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we're going to have layouts
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that has really weird perspectives
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and sometimes don't actually follow
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a single perspective at all,
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so it's better to actually
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treat each part of your background
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as its own element and try to create a perspective
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which approximately works together
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just with an understanding of cubes
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and how we place them on the scene,
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then stress about creating perfect perspective.
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It's also important
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that you're not limiting your art style
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and composition with the perspective,
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so make sure that the background itself looks nice.
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Anything else beside it is just something
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that is going to make the quality
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of your background and animation better.
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But it's not completely necessary
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to create good backgrounds.
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That being said,
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we still want to know how to use grids
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and correct perspective as much as possible,
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especially when we're making stationary backgrounds,
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as we're going to do right now.
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So after we used basic volumes, shapes and values to understand
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the general proportions
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and placement of objects
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in our environment or thumbnails,
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it's time to sketch them
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with a little bit more construction in mind.
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For this, we need to understand perspective goals.
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So perspective refers
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to the way that an object
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will seem to change its shape
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depending on the position
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from which you look at it.
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In animation,
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we take advantage of this phenomenon to create the illusion
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of a 3D space on our screen,
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even though we actually create
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a 2D drawing.
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To do this,
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we will be using the perspective rules
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and our tools will be the horizon line
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and the perspective points.
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The placement of the horizon line is decided
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by the height and angle
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from which you are looking at the scene.
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Basically, where you're going to place your virtual camera.
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The lower horizon line on the screen, the closer the camera is to the ground
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and the object in your scene
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will be seen from below.
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While the higher the horizon line is on the scene,
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the more from above
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your going to view your environment,
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and every object in your scene
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is going to be seen from a top view.
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Having the horizon line in the middle is a more neutral perspective
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and where most of your shots are going to be seen from.
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Now, it's important to remember that
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the horizon line is the base guideline
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on the entire perspective of your scene.
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Because no matter how
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many additional perspective points
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you're going to add,
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just by placing the horizon line
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at a certain area of your screen,
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you're going to create conditions
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from a certain angle.
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So if your horizon line is high or low,
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you're going to need to know how to animate
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and how to understand that certain angle and perspective
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for every object in your scene, including your characters.
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So for the sake of this exercise,
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I recommend beginners
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to add the horizon line somewhere
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in the middle of the screen.
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While for more experienced listeners,
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I recommend you to try and play around
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with the angles that you're going to be using
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for the background.
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Of course,
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if you already have a certain
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thumbnail from before,
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just stick to that one, as I've said.
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But again, if you feel like you've chosen
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something just based on the aesthetics
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and you might not feel comfortable
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with a certain angle right now,
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it’s okay to switch to something different
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just to make the exercise themselves easier.
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So the horizon line will determine
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the central plane on which every action
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is going to take place on.
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You want to make sure that you understand
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and match your perspective to that plane
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and that every other prospective point
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is going to connect to it.
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A perspective point is basically a tool
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that lets you measure the correct
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height of every object in your scene.
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Basically, every line that
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comes from the perspective point
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represent a certain height.
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For every object that touches that line
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that's coming from the perspective point,
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it’s going to be the exact same size.
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You need to take this into consideration
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when you're designing your background,
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because you want to add your details
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in a way that makes sense.
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A lot of the time when people design backgrounds,
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they don't take into consideration
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the relative size of object
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in an environment.
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A lot of the time you will see doors,
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which only reach to the middle of the wall
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with windows that go above it,
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or small small windows or big doors
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or you will see mistakes
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in sizes of tables, chairs, utensils.
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You will see stuff like trees the size of mountains.
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A lot of the time,
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people just go for what looks good
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and not what makes sense.
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And then when you add your characters into the scene,
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suddenly the entire thing starts to look weird.
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00:12:23,509 --> 00:12:28,013
So when you're adding your perspective points and your details,
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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
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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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