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Hello everyone.
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Havtza here.
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Today, we're going to talk about designing backgrounds.
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Now being a background designer is a specialized job
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in the animation pipeline,
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because you will only draw backgrounds and not focus on characters at all.
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The backgrounds in animations are
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kind of special, because unlike frames
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which only project on screen
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for a fraction of a second,
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the background is going to be held
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for a long period of time.
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So the background needs to be a good drawing
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with many details
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as to make sure that it looks good
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so that it is still aesthetically pleasing,
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even though we are looking at it
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for a long period of time
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in comparison to the frames.
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Even within the role of background designer,
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there are special
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kind of roles that you can take
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as part of the process.
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In general, the main background designer
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is the person who's going to make the overall style
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of the background and animation,
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since there are going to be a bunch of people
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making backgrounds
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for each scene in your project.
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And there are also the background artists,
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which are the other people
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making the backgrounds for the project,
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who can be divided into rough sketches, layout sketches,
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which are just cleaner lines,
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sometimes even liners,
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if your production is big enough
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and you have background colorist
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and a lot of people adding background effects and lighting,
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which will later be used in compositing.
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All these types of jobs that you can have
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within the role of being a background artist,
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are usually being combined together.
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So even though there are different types of works
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that you need to do,
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you will usually do all of it
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as a background artist,
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especially if you work
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as an independent animator,
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which makes both the design,
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the actual backgrounds,
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the storyboards, which indicate
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which backgrounds
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you need to make in each scene,
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and the animation itself,
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so you can’t get away from it.
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You need to know every part of the
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background creation process.
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Usually the job of the background designer
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comes first in the pre-production stages,
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because you are dictating
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the overall style of the background art
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that you're going to have for the project,
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but the work of a background artist,
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unlike a background designer,
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is something that comes later
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in the production after the storyboards.
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Because of the background artist, you're going to need
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to match the actual background
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to the perspective
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which is drawn in the storyboard
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with the character in mind.
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In this lesson, I'm going to focus more
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about the background designer job
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and how we're going to
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induce composition to create
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nice looking backgrounds and find
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how we're making the right
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composition, lighting and aesthetics for our scenes.
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And in the next lesson,
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we're going to decide
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how we're going to
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actually use perspective and details
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to showcase our backgrounds,
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and how we're going to color them to use
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for the individual scenes
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within our projects.
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So let us begin.
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The first step to designing your background
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is actually choosing
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your composition guidelines.
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The composition is something that we do
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to focus the eye of the viewers
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and the viewer's attention
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on certain areas or points on the screen
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while keeping the overall shot balanced
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and esthetically pleasing with good proportions.
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There are many guidelines to
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how we can composite.
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The composition guidelines
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are going to depend
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on the actual canvas size
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that you're going to use.
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You see that a lot in illustration
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where you have
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different points of focus depending on
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where you put your characters,
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or your background details
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or any stuff like that
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when you're drawing for an illustration.
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Now, in animation,
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there are plenty of guidelines that we can use,
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but it's actually a little bit easier
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because we do have
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a standard size for our background.
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So the type of guidelines
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that we can have are pretty standard,
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and are universal
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in every type of production
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that we're going to make.
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There are many ways to compose your image
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in a pleasing manner
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with the aspect
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ratio of the standard animation,
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and once you understand the base rules,
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you can play around and combine the guidelines
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to get more interesting compositions.
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Once you're familiar with them,
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you can also completely break
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the composition guidelines
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and create something
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that is more unique to you,
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depending on the type of scene
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that you're trying to make,
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especially if you're not showing a full
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view of the background and only showing parts of it,
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such as when you're trying to use
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a close up or something like that,
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which needs to fit more for the perspective
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of the actual animation,
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then the overall look of the background.
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Here, I've been drawing some common guidelines
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that you see a lot in the industry,
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the most basic being the first,
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which just divides
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your screen and gives you
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a bunch of points of focus.
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The cross and the X guidelines,
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which kind of give you
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center composition,
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while still giving you
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simple guidelines to divide
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the overall screen.
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A central triangle or a circle,
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which again highlights a certain area
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on your screen
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which you can later use to divide it.
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An S-curve,
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which usually gives more depth to your composition
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if you're trying to use it
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with interesting layers.
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An L-shape,
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which is used quite
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a lot in low angle shots,
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the golden triangle,
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which is good for both depth shots
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and some type of high or low angle shots,
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and a central perspective,
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which is usually used in
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very neutral shots
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where you need to make sure
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you have good perspective and composition.
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This composition guidelines can be used with
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or without perspective,
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and in any type of situation,
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both in natural
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and manmade environments.
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They're only used to give good proportions
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to your scene though,
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and don't actually dictate
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the perspective of the objects in it just yet.
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You will later need to fit the objects
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in your scene to the perspective
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that we're going to choose,
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and we'll be doing that
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in the next lesson.
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Once we've chosen
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the composition guidelines
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that we're going to use
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for the background,
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we want to try and sketch it out
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and give us some better
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understanding on how it's going to look.
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Now in animation,
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you don't actually have a lot of time
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to make the backgrounds
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because you want to focus more
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on the overall animation
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and character design and character movement.
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And basically you don't have a lot of time
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to focus on your background,
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especially as an independent animator.
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So for that,
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we want to be the most efficient
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that we can be
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when creating our different shots
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and the background designs.
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Now, usually we’re going
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to make the shot perspectives
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within the storyboard,
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just to make sure that it fits
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well with the animation.
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But with cases
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where we only focus
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on the background, such as right now,
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or when designing the overall guideline
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for the project,
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if you want to have
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reference for yourself,
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then you need to focus
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on making good thumbnails.
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Now thumbnails is the idea
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that you'd make a lot of quick sketches
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with very rough shapes,
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very rough compositions,
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just to test and see what looks balanced and what looks nice.
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This is the stage where you're going to add
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a small amount of details
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just to make sure that you would know
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where kind of everything is,
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and you try to make it in
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correct perspective,
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as much as you can
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without actually using grids.
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A lot of beginner artist are using grids straight
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from the beginning,
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which is very limiting.
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This stage, you're only at the testing point of your background,
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so you don't want to commit
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to a single perspective just yet.
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In order to experiment
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and have a better understanding
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of how we're going to design
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the overall background,
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you need to just try and play around
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with cubes and basic shapes and volumetric shapes
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as we've done with the character design,
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to make sure that you're
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using the right proportion
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and have a nice composition.
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Also, the stage where you're going to play around
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with your composition guidelines.
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So it will be a shame
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to just add the perspective point straight away.
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This is also good for beginners,
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because you just need to draw a bunch of blobs.
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Try and make them look as if they
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overlap on top of each other and give some idea of depth to your background.
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So for the sake of this exercise,
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you can just choose a topic
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that you want to try
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and create the background from,
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and try and play around with it
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to try different perspective
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or different amount of details,
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different composition guidelines.
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See how you can make it look more interesting.
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Also, try and draw a bunch of different subjects
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to play around and try more natural shapes,
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and more manmade shapes,
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just for the sake of the exercise,
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especially if you're
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more experienced with the process
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and want to try and add some more details.
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Again, for this part,
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only focus on basic shapes
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and try and give them volume
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in a way that kind of makes sense.
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If it doesn't look very well to your eyes,
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just draw a completely different thumbnail.
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Don't hang on each one of them,
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try and make them in as little as 5 minutes,
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and if you're a complete beginner
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00:11:51,077 --> 00:11:53,579
maybe 10 minutes per one of them.
285
00:12:34,186 --> 00:12:35,020
Even though
286
00:12:35,020 --> 00:12:38,557
we are using the composition guidelines
287
00:12:38,557 --> 00:12:41,026
to give us better proportions
288
00:12:41,026 --> 00:12:42,762
to our background,
289
00:12:42,762 --> 00:12:43,929
that does not mean
290
00:12:43,929 --> 00:12:46,599
that we can ignore the perspective,
291
00:12:46,599 --> 00:12:49,368
or the depth of the background.
292
00:12:53,773 --> 00:12:56,208
When you're sketching your thumbnails,
293
00:12:56,208 --> 00:12:57,910
you need to think about
294
00:12:57,910 --> 00:13:01,113
how is the overall background
295
00:13:01,113 --> 00:13:03,549
going to seem the most natural
296
00:13:03,549 --> 00:13:05,484
and interesting.
297
00:13:08,821 --> 00:13:10,923
The eye is going to be attracted
298
00:13:10,923 --> 00:13:13,359
to points of high contrast,
299
00:13:13,359 --> 00:13:15,427
and it's going to follow the lines
300
00:13:15,427 --> 00:13:17,963
of the objects in your scene
301
00:13:17,963 --> 00:13:21,133
to the convergence point on the screen.
302
00:13:25,704 --> 00:13:27,239
This means that
303
00:13:27,239 --> 00:13:29,108
if you want to guide the eyes
304
00:13:29,108 --> 00:13:31,811
of the audience to a certain point,
305
00:13:31,811 --> 00:13:33,512
you should place the objects
306
00:13:33,512 --> 00:13:35,714
and details in your scene
307
00:13:35,714 --> 00:13:37,082
in a way
308
00:13:37,082 --> 00:13:40,252
where you have the highest contrast at the point
309
00:13:40,252 --> 00:13:43,022
where you want the audience to focus on.
310
00:13:43,022 --> 00:13:45,991
Be it by having a lot of details
311
00:13:45,991 --> 00:13:50,596
at that point and not so many details at any other point.
312
00:13:51,797 --> 00:13:54,400
Or, on the opposite side,
313
00:13:54,400 --> 00:13:56,802
having many details in your background
314
00:13:56,802 --> 00:13:57,970
and leaving areas
315
00:13:57,970 --> 00:14:00,673
where you have blank spaces.
316
00:14:02,842 --> 00:14:05,311
This is actually my preferred method,
317
00:14:05,311 --> 00:14:07,012
because you want to have
318
00:14:07,012 --> 00:14:08,414
the detailed background,
319
00:14:08,414 --> 00:14:10,816
but also you need to remember that
320
00:14:10,816 --> 00:14:13,352
your character is going to appear on it,
321
00:14:15,020 --> 00:14:17,890
and you also want that your character will be
322
00:14:17,890 --> 00:14:19,959
at the focus point of the scene.
323
00:14:21,093 --> 00:14:23,429
So it's better to leave your character
324
00:14:23,429 --> 00:14:24,797
in a blank space
325
00:14:24,797 --> 00:14:27,766
and have a lot of details in the background,
326
00:14:27,766 --> 00:14:30,269
then to have a lot of details
327
00:14:30,269 --> 00:14:32,204
behind your character,
328
00:14:33,172 --> 00:14:34,773
which creates a situation
329
00:14:34,773 --> 00:14:35,774
where your character
330
00:14:35,774 --> 00:14:37,443
is hiding all the details
331
00:14:37,443 --> 00:14:38,777
and the background itself
332
00:14:38,777 --> 00:14:40,813
is blank and boring.
333
00:14:47,620 --> 00:14:50,122
But even if you are going to choose
334
00:14:50,122 --> 00:14:51,757
either of these options,
335
00:14:51,757 --> 00:14:52,725
you need to make sure
336
00:14:52,725 --> 00:14:55,261
that the rest of the background also points
337
00:14:55,261 --> 00:14:56,962
to the focus point.
338
00:14:59,899 --> 00:15:05,537
To do this, make sure that your object in your background
339
00:15:05,537 --> 00:15:07,306
are made out of lines
340
00:15:07,306 --> 00:15:10,776
that all point to the same areas on the screen,
341
00:15:10,776 --> 00:15:12,544
or that they all frame
342
00:15:12,544 --> 00:15:14,580
the same areas on the screen.
343
00:15:20,019 --> 00:15:23,255
This can be done using perspective
344
00:15:23,255 --> 00:15:26,325
or by using parallel lines
345
00:15:26,325 --> 00:15:30,496
to follow our initial composition guideline.
346
00:15:32,398 --> 00:15:35,968
This will allow you to frame certain areas on the screen,
347
00:15:35,968 --> 00:15:37,569
or point to them.
348
00:15:40,739 --> 00:15:42,741
Lastly, another important thing
349
00:15:42,741 --> 00:15:45,444
to remember when creating your thumbnails
350
00:15:45,444 --> 00:15:46,845
is that you want
351
00:15:46,845 --> 00:15:49,949
to have variations and randomness
352
00:15:49,949 --> 00:15:51,784
in your background.
353
00:15:54,620 --> 00:15:57,156
Don't want to draw the same objects
354
00:15:57,156 --> 00:16:00,459
in the same sizes over and over again,
355
00:16:00,459 --> 00:16:02,695
because nothing in life
356
00:16:02,695 --> 00:16:05,597
is actually that consistent,
357
00:16:07,733 --> 00:16:09,568
not look very interesting
358
00:16:09,568 --> 00:16:11,670
or aesthetically pleasing.
359
00:16:12,871 --> 00:16:14,440
Unless you're specifically going
360
00:16:14,440 --> 00:16:16,475
for a very mechanical
361
00:16:16,475 --> 00:16:18,143
and clinical look.
362
00:16:23,182 --> 00:16:25,751
If you’re drawing smaller objects,
363
00:16:25,751 --> 00:16:27,586
you can make some variations
364
00:16:27,586 --> 00:16:30,389
in their placement and groupings
365
00:16:30,389 --> 00:16:32,358
with their overall numbers.
366
00:16:32,358 --> 00:16:36,428
If you're going for bigger objects, consider
367
00:16:36,428 --> 00:16:38,030
changing their spacing
368
00:16:38,030 --> 00:16:40,599
or angles in relation to each other.
369
00:16:43,569 --> 00:16:45,404
You can also create variations
370
00:16:45,404 --> 00:16:47,706
by adding different amount of details
371
00:16:47,706 --> 00:16:49,541
or different types of details
372
00:16:49,541 --> 00:16:52,077
in different object in your scene.
373
00:16:53,979 --> 00:16:56,782
And don’t think about smaller details
374
00:16:56,782 --> 00:16:59,284
at that point in your thumbnailing.
375
00:16:59,284 --> 00:17:00,586
But you want to make sure
376
00:17:00,586 --> 00:17:02,388
that even your bigger areas
377
00:17:02,388 --> 00:17:04,623
and your initial composition
378
00:17:04,623 --> 00:17:06,291
still has variations
379
00:17:06,291 --> 00:17:08,927
and interesting looks to it.
380
00:17:14,166 --> 00:17:16,869
While keeping all of this in mind,
381
00:17:16,869 --> 00:17:19,805
try and make the perspective correct as well.
382
00:17:24,576 --> 00:17:27,646
At this point, try creating perspective
383
00:17:27,646 --> 00:17:29,281
only by the layering
384
00:17:29,281 --> 00:17:31,884
of the different objects in your scene.
385
00:17:31,884 --> 00:17:35,287
You don't need to think about complicated angles just yet.
386
00:17:36,321 --> 00:17:37,389
You need to make sure
387
00:17:37,389 --> 00:17:40,659
that same as with our character volumes,
388
00:17:40,659 --> 00:17:43,862
you use the correct amount of overlap
389
00:17:43,862 --> 00:17:45,998
to create depth
390
00:17:45,998 --> 00:17:47,566
and
391
00:17:47,566 --> 00:17:48,967
that the size relation
392
00:17:48,967 --> 00:17:50,169
between the objects
393
00:17:50,169 --> 00:17:53,906
in your different layers is consistent
394
00:17:53,906 --> 00:17:55,908
and looks rational in a way
395
00:17:55,908 --> 00:17:58,977
that actually creates depth between them.
396
00:18:04,349 --> 00:18:06,618
In independent animation, you would
397
00:18:06,618 --> 00:18:08,687
usually only use your background
398
00:18:08,687 --> 00:18:10,522
for one single shot,
399
00:18:10,522 --> 00:18:12,124
and it will be created
400
00:18:12,124 --> 00:18:15,160
specifically for that shot in mind.
401
00:18:19,164 --> 00:18:22,401
So it will have predetermined perspective,
402
00:18:22,401 --> 00:18:23,769
and you wouldn't be able
403
00:18:23,769 --> 00:18:25,270
to play around with it
404
00:18:25,270 --> 00:18:28,073
once you decide on that background.
405
00:18:29,541 --> 00:18:32,311
But because you are an independent animator
406
00:18:32,311 --> 00:18:33,545
and you are the one
407
00:18:33,545 --> 00:18:38,450
who is deciding the overall perspective and look for each shot,
408
00:18:39,451 --> 00:18:42,988
you will have more freedom to experiment straight from the beginning.
409
00:18:44,923 --> 00:18:48,694
So with the same way that we did basic thumbnails,
410
00:18:48,694 --> 00:18:53,499
just to get an idea of our environment and scene,
411
00:18:53,499 --> 00:18:54,600
we want to try
412
00:18:54,600 --> 00:18:56,468
and use the composition guidelines
413
00:18:56,468 --> 00:18:58,704
to give more interesting shots,
414
00:19:00,639 --> 00:19:02,007
because
415
00:19:02,007 --> 00:19:04,409
the way that we're going to make it stand out,
416
00:19:04,409 --> 00:19:07,012
especially if it's a very short animation
417
00:19:07,012 --> 00:19:09,014
that we do independently,
418
00:19:09,014 --> 00:19:11,984
is to make the shots themselves
419
00:19:11,984 --> 00:19:14,820
more interesting and varied.
420
00:19:40,078 --> 00:19:43,949
So try and take the same kind of shots
421
00:19:43,949 --> 00:19:46,318
and compositions that we've done before
422
00:19:46,318 --> 00:19:47,853
with the thumbnails,
423
00:19:47,853 --> 00:19:50,822
and look at around and switch
424
00:19:50,822 --> 00:19:53,992
the perspective and angles of camera.
425
00:19:53,992 --> 00:19:56,795
Try and use it with different composition
426
00:19:56,795 --> 00:20:00,832
guidelines and with different subjects
427
00:20:00,832 --> 00:20:02,868
for the sake of the exercise.
428
00:20:11,310 --> 00:20:16,014
With this kind of perspective compositions,
429
00:20:16,014 --> 00:20:18,483
you want to really focus
430
00:20:18,483 --> 00:20:20,185
about making sure
431
00:20:20,185 --> 00:20:23,188
that your composition doesn't feel flat.
432
00:20:25,424 --> 00:20:29,061
So for this purpose, we're going to use
433
00:20:29,061 --> 00:20:30,696
three main techniques.
434
00:20:32,097 --> 00:20:36,201
The first one is a change in side relative to the camera.
435
00:20:37,736 --> 00:20:40,239
So in that stage, you can kind of
436
00:20:40,239 --> 00:20:41,673
take your simple objects
437
00:20:41,673 --> 00:20:44,343
that we've used to the main composition
438
00:20:44,343 --> 00:20:46,411
and just shift them closer
439
00:20:46,411 --> 00:20:48,447
and further away from the camera
440
00:20:48,447 --> 00:20:52,317
by enlarging them or making them smaller.
441
00:20:56,388 --> 00:21:01,226
You can also try and reform them a little bit
442
00:21:01,226 --> 00:21:03,195
to create a difference in angles.
443
00:21:03,195 --> 00:21:06,198
Of course, the further away the part is from the camera,
444
00:21:06,198 --> 00:21:08,700
the smaller it's going to be,
445
00:21:10,869 --> 00:21:14,606
and you want to make sure all of the deformation
446
00:21:14,606 --> 00:21:16,508
points to the same direction.
447
00:21:16,508 --> 00:21:18,877
This we're going to do later on
448
00:21:18,877 --> 00:21:20,379
in the next lesson
449
00:21:20,379 --> 00:21:22,881
when we're applying perspective to it,
450
00:21:22,881 --> 00:21:25,250
but still try and get it as correct
451
00:21:25,250 --> 00:21:28,754
as you can when doing the thumbnails.
452
00:21:36,495 --> 00:21:37,829
If you are a complete beginner,
453
00:21:37,829 --> 00:21:40,999
try and do that with cubes or circles.
454
00:21:40,999 --> 00:21:42,768
But if you are more experienced, try
455
00:21:42,768 --> 00:21:45,804
and give more interesting shapes
456
00:21:45,804 --> 00:21:47,873
straight from the beginning.
457
00:21:58,450 --> 00:22:02,554
The next way we're going to show depth in the scene,
458
00:22:02,554 --> 00:22:04,956
is by having
459
00:22:04,956 --> 00:22:08,226
layering of the objects within your scene.
460
00:22:11,563 --> 00:22:13,231
So in our minds
461
00:22:13,231 --> 00:22:15,567
we already know what things are small
462
00:22:15,567 --> 00:22:16,968
and what things are big.
463
00:22:16,968 --> 00:22:19,671
We want to try and play around with it
464
00:22:19,671 --> 00:22:23,108
to give the impression of something
465
00:22:23,108 --> 00:22:25,010
that is further away from the camera.
466
00:22:25,010 --> 00:22:27,612
You know, if you're drawing a house
467
00:22:27,612 --> 00:22:32,050
and it's small in the screen and a person drew a tree, which is closer to us,
468
00:22:32,050 --> 00:22:36,121
it's going to look like we have more depth in the scene.
469
00:22:39,024 --> 00:22:40,425
We want to try and shift the
470
00:22:40,425 --> 00:22:41,927
things in the scene,
471
00:22:41,927 --> 00:22:44,796
in the different composition guidelines
472
00:22:44,796 --> 00:22:49,201
to try and give more depth to the overall scene.
473
00:23:16,962 --> 00:23:17,929
Last thing that we're
474
00:23:17,929 --> 00:23:21,066
going to use in our thumbnails to show depth,
475
00:23:21,066 --> 00:23:23,235
is values.
476
00:23:26,605 --> 00:23:29,007
Values is where we're actually starting
477
00:23:29,007 --> 00:23:30,375
to design the overall
478
00:23:30,375 --> 00:23:33,011
look and atmosphere of the scene
479
00:23:33,011 --> 00:23:36,882
and this is where we're going to add
480
00:23:36,882 --> 00:23:40,185
the lighting and later on the colors.
481
00:24:09,114 --> 00:24:12,851
First, let's define what are depth and values.
482
00:24:14,586 --> 00:24:17,656
Depth is what we're going to do
483
00:24:17,656 --> 00:24:18,957
to create an illusion
484
00:24:18,957 --> 00:24:23,462
of a 3D space in our 2D drawing.
485
00:24:25,297 --> 00:24:28,834
This is done primarily by creating good drawings
486
00:24:28,834 --> 00:24:30,168
with good compositions
487
00:24:30,168 --> 00:24:32,337
and good perspectives,
488
00:24:33,572 --> 00:24:38,043
but it is also done by using camera angles
489
00:24:38,043 --> 00:24:40,545
and layering within the scene.
490
00:24:42,214 --> 00:24:44,850
When we're designing our actual background,
491
00:24:44,850 --> 00:24:47,752
which is going to be used within the animation,
492
00:24:47,752 --> 00:24:49,221
we're not going to create it
493
00:24:49,221 --> 00:24:51,323
as a single illustration,
494
00:24:52,791 --> 00:24:54,659
because in real life,
495
00:24:54,659 --> 00:24:56,127
when the camera moves,
496
00:24:56,127 --> 00:24:58,497
when the character moves,
497
00:24:59,764 --> 00:25:01,533
the distance of an object
498
00:25:01,533 --> 00:25:02,400
from the camera
499
00:25:02,400 --> 00:25:04,402
is going to affect
500
00:25:04,402 --> 00:25:06,404
how quickly or slowly it's
501
00:25:06,404 --> 00:25:08,707
going to move in relation to the camera
502
00:25:08,707 --> 00:25:10,509
and the characters.
503
00:25:12,677 --> 00:25:15,013
Another thing you need to remember in animation
504
00:25:15,013 --> 00:25:16,548
is that when your character
505
00:25:16,548 --> 00:25:18,984
is moving in a 3D space,
506
00:25:18,984 --> 00:25:20,952
you might want to move it in front
507
00:25:20,952 --> 00:25:23,755
or behind certain objects on your screen.
508
00:25:23,755 --> 00:25:25,156
So you need to make sure
509
00:25:25,156 --> 00:25:27,859
that you have them separated,
510
00:25:27,859 --> 00:25:30,729
so that you can cover or show
511
00:25:30,729 --> 00:25:33,064
the character as necessary.
512
00:25:35,033 --> 00:25:37,435
This is something that we're going to focus on
513
00:25:37,435 --> 00:25:39,137
in the next lesson.
514
00:25:40,205 --> 00:25:41,773
But it is important
515
00:25:41,773 --> 00:25:43,441
to keep that in mind right now,
516
00:25:43,441 --> 00:25:45,277
when you're designing your thumbnails
517
00:25:45,277 --> 00:25:49,147
to know where each layer is separated.
518
00:25:56,555 --> 00:25:58,523
A value, on the other hand,
519
00:25:58,523 --> 00:25:59,691
is the terminology
520
00:25:59,691 --> 00:26:02,460
for using different grayscale tones,
521
00:26:02,460 --> 00:26:05,964
which are basically just gray colorings.
522
00:26:05,964 --> 00:26:07,098
Dark is being black
523
00:26:07,098 --> 00:26:09,167
while the bright is being white,
524
00:26:09,167 --> 00:26:13,004
and the entire gradient shifts of your color
525
00:26:13,004 --> 00:26:15,574
from white to black
526
00:26:15,574 --> 00:26:19,411
with all the different shades of gray in the middle.
527
00:26:25,750 --> 00:26:29,020
The gradient shift of your values in the thumbnail
528
00:26:29,020 --> 00:26:30,956
will create the illusion of depth
529
00:26:30,956 --> 00:26:33,692
when applied to the basic shapes
530
00:26:33,692 --> 00:26:35,360
of your composition
531
00:26:35,360 --> 00:26:38,830
in a way that makes sense.
532
00:26:42,500 --> 00:26:44,769
So let's see how we combine
533
00:26:44,769 --> 00:26:46,671
both layers and values
534
00:26:46,671 --> 00:26:50,408
to create depth and focus within our scene.
535
00:26:53,712 --> 00:26:54,879
As I've said before,
536
00:26:54,879 --> 00:26:56,748
you will need to divide your layers
537
00:26:56,748 --> 00:27:00,285
into distinct distances from the camera
538
00:27:00,285 --> 00:27:04,155
and separated them to create certain camera movements.
539
00:27:07,025 --> 00:27:08,593
These distinct layers
540
00:27:08,593 --> 00:27:09,794
have different names
541
00:27:09,794 --> 00:27:11,062
depending on the distance
542
00:27:11,062 --> 00:27:12,464
from the camera.
543
00:27:17,202 --> 00:27:19,571
Each one of them will usually be represented
544
00:27:19,571 --> 00:27:21,239
with there own value
545
00:27:21,239 --> 00:27:22,807
and any details
546
00:27:22,807 --> 00:27:28,046
within that certain layers will adhere to that central value,
547
00:27:28,046 --> 00:27:30,348
while still retaining there own
548
00:27:30,348 --> 00:27:32,917
local values around them.
549
00:27:36,888 --> 00:27:39,024
So this sounds kind of complicated,
550
00:27:39,024 --> 00:27:42,160
but basically it means you have one color of gray
551
00:27:42,160 --> 00:27:44,629
in one brightness for each layer,
552
00:27:44,629 --> 00:27:46,631
and then you can have small variation
553
00:27:46,631 --> 00:27:47,932
within that color of gray
554
00:27:47,932 --> 00:27:51,302
to separate different details in that layer.
555
00:27:54,539 --> 00:27:57,542
You don't want to have too many shifts
556
00:27:57,542 --> 00:27:59,978
in that certain shade of gray,
557
00:27:59,978 --> 00:28:03,114
because then the overall depth of your scene
558
00:28:03,114 --> 00:28:04,482
is going to be less
559
00:28:04,482 --> 00:28:07,185
realistic and less cohesive.
560
00:28:10,021 --> 00:28:10,755
In general,
561
00:28:10,755 --> 00:28:12,357
you can separate these three
562
00:28:12,357 --> 00:28:15,894
distinct layers into three labels.
563
00:28:19,230 --> 00:28:21,299
First, you have the foreground,
564
00:28:22,667 --> 00:28:26,071
which is the area closest to the camera.
565
00:28:28,473 --> 00:28:30,408
Next, you're going to have the mid ground,
566
00:28:30,408 --> 00:28:32,677
which is of course, the middle range.
567
00:28:34,913 --> 00:28:37,148
This is where usually most animation
568
00:28:37,148 --> 00:28:38,249
is going to take place,
569
00:28:38,249 --> 00:28:42,053
unless you have some certain specialized shot,
570
00:28:42,053 --> 00:28:45,557
such as close up or partial close up
571
00:28:45,557 --> 00:28:49,227
or something with extreme low or high angles,
572
00:28:49,227 --> 00:28:52,297
which don't tend to have as many layers
573
00:28:52,297 --> 00:28:53,932
because you don't see
574
00:28:53,932 --> 00:28:55,366
a lot of the environment
575
00:28:55,366 --> 00:28:57,402
around the characters.
576
00:28:57,402 --> 00:29:01,039
And lastly, we have the background layer.
577
00:29:01,039 --> 00:29:02,207
This is kind of confusing
578
00:29:02,207 --> 00:29:04,542
because both the overall background
579
00:29:04,542 --> 00:29:07,779
and the background layers are called background,
580
00:29:07,779 --> 00:29:10,448
but when you've seen that in context,
581
00:29:10,448 --> 00:29:12,717
it’s pretty easy to understand.
582
00:29:14,419 --> 00:29:16,521
In general, the actual background
583
00:29:16,521 --> 00:29:19,290
is the furthest away from the camera
584
00:29:19,290 --> 00:29:22,193
and it will have the smallest amount of movement
585
00:29:22,193 --> 00:29:24,562
and the smallest amount of details
586
00:29:24,562 --> 00:29:27,732
because you're not going to be seeing a lot of it.
587
00:29:30,135 --> 00:29:32,170
You might also find something
588
00:29:32,170 --> 00:29:35,173
of an additional layer called overlay,
589
00:29:37,942 --> 00:29:40,478
which is when you have multiple objects
590
00:29:40,478 --> 00:29:43,081
which are in the same distance from the camera,
591
00:29:43,081 --> 00:29:46,317
but obscure each other.
592
00:29:46,317 --> 00:29:47,786
You might need to separate them
593
00:29:47,786 --> 00:29:49,888
to different layers
594
00:29:49,888 --> 00:29:51,523
when producing the background,
595
00:29:51,523 --> 00:29:53,391
if your character is interacting
596
00:29:53,391 --> 00:29:56,261
with different object in the scene.
597
00:29:56,261 --> 00:29:59,364
You might actually find a different variation of overlay
598
00:29:59,364 --> 00:30:04,235
where you have something which is extremely close to the camera, which completely blocks
599
00:30:04,235 --> 00:30:06,504
the view of the scene.
600
00:30:08,239 --> 00:30:09,374
Again, this needs to be
601
00:30:09,374 --> 00:30:11,476
separated to a different layer,
602
00:30:11,476 --> 00:30:13,011
and you also need to make sure
603
00:30:13,011 --> 00:30:14,579
that the obscuring object
604
00:30:14,579 --> 00:30:16,214
is completely readable,
605
00:30:16,214 --> 00:30:18,750
so don't go and put something
606
00:30:18,750 --> 00:30:20,652
just at the edge of the screen
607
00:30:20,652 --> 00:30:21,886
to make it smaller
608
00:30:21,886 --> 00:30:24,622
and a way which looks incorrect
609
00:30:24,622 --> 00:30:27,926
or just not very understandable.
610
00:30:31,162 --> 00:30:34,432
Also, when designing your different layers and overlays,
611
00:30:34,432 --> 00:30:35,433
you need to make sure
612
00:30:35,433 --> 00:30:38,069
that you're not creating too many tangent,
613
00:30:38,069 --> 00:30:40,338
where you have multiple lines
614
00:30:40,338 --> 00:30:42,640
combining into a single dot
615
00:30:42,640 --> 00:30:46,244
because this is not going to look very aesthetically pleasing
616
00:30:46,244 --> 00:30:47,879
and you might risk
617
00:30:47,879 --> 00:30:51,249
dividing your layers into something
618
00:30:51,249 --> 00:30:54,385
which shows a lot of the line art,
619
00:30:54,385 --> 00:30:56,020
which kind of creates
620
00:30:56,020 --> 00:30:59,557
unintentional points of focus.
621
00:30:59,557 --> 00:31:01,226
So in general, you need to make sure
622
00:31:01,226 --> 00:31:02,493
that you have enough space
623
00:31:02,493 --> 00:31:05,463
between each part of your background
624
00:31:05,463 --> 00:31:06,898
and details,
625
00:31:06,898 --> 00:31:09,601
even when you are using overlays,
626
00:31:09,601 --> 00:31:11,669
just to make sure that
627
00:31:11,669 --> 00:31:14,105
the entire composition doesn't feel too
628
00:31:14,105 --> 00:31:16,541
crowded and uses too many lines.
629
00:31:18,810 --> 00:31:21,713
Now that we settled on a certain thumbnail
630
00:31:21,713 --> 00:31:24,916
and kind of added the basic shapes
631
00:31:24,916 --> 00:31:30,121
and size and created depth using some understanding of perspective,
632
00:31:30,121 --> 00:31:32,156
you want to actually give it a depth
633
00:31:32,156 --> 00:31:35,426
and atmosphere using values.
634
00:31:40,465 --> 00:31:41,933
So as I've said before,
635
00:31:41,933 --> 00:31:46,437
we're going to use values in the thumbnailing stage to create depth.
636
00:31:48,406 --> 00:31:49,307
At this point,
637
00:31:49,307 --> 00:31:51,342
you don't want to use too many values,
638
00:31:51,342 --> 00:31:55,713
using just three or four values is going to be enough.
639
00:31:55,713 --> 00:31:57,815
You want to have a large range.
640
00:31:57,815 --> 00:32:00,785
Don't use something that is too close to each other,
641
00:32:03,454 --> 00:32:06,824
or don't go and use like a whole bunch of grays,
642
00:32:06,824 --> 00:32:08,293
which are close to each other,
643
00:32:08,293 --> 00:32:09,627
which don't give you a lot
644
00:32:09,627 --> 00:32:11,696
of understanding of the depth of the scene.
645
00:32:15,400 --> 00:32:19,170
Don't add too many value variations within a single layer
646
00:32:19,170 --> 00:32:21,639
because right now we're still in the thumbnailing
647
00:32:21,639 --> 00:32:24,509
and we want to get the overall depth of the scene.
648
00:32:24,509 --> 00:32:26,644
So don't add different values
649
00:32:26,644 --> 00:32:28,446
to different details that you have
650
00:32:28,446 --> 00:32:31,049
in your thumbnail sketch just yet.
651
00:32:34,385 --> 00:32:35,586
This will come later on
652
00:32:35,586 --> 00:32:37,322
when we're actually going to decide
653
00:32:37,322 --> 00:32:39,791
on the lighting of the scene.
654
00:32:59,110 --> 00:33:00,278
There are two ways
655
00:33:00,278 --> 00:33:03,247
that we can create the illusion of depth
656
00:33:03,247 --> 00:33:06,884
using simple values in the thumnailing stage.
657
00:33:06,884 --> 00:33:09,821
Basically, you can either go from
658
00:33:09,821 --> 00:33:12,357
dark background to light foreground,
659
00:33:12,357 --> 00:33:15,560
or from bright background to a dark foreground.
660
00:33:17,295 --> 00:33:20,164
Each one of them has a distinct impression,
661
00:33:20,164 --> 00:33:22,100
which they will give your scene,
662
00:33:22,100 --> 00:33:25,837
even if both of them give the illusion of depth.
663
00:33:26,504 --> 00:33:29,407
We have the bright background and dark foreground.
664
00:33:29,407 --> 00:33:32,343
You will get an impression of an open space
665
00:33:32,343 --> 00:33:34,245
and this is meant to replicate
666
00:33:34,245 --> 00:33:35,580
the real life phenomenon
667
00:33:35,580 --> 00:33:37,348
of ambient lighting.
668
00:33:38,449 --> 00:33:40,752
Look, in real life on the horizon,
669
00:33:40,752 --> 00:33:42,954
you will see that the closer an object
670
00:33:42,954 --> 00:33:44,222
is to the horizon,
671
00:33:44,222 --> 00:33:47,125
the bluer and fainter it's going to get.
672
00:33:47,125 --> 00:33:48,626
I shot in mountains
673
00:33:48,626 --> 00:33:51,896
or in large flat areas,
674
00:33:51,896 --> 00:33:54,365
where they just gradually become bluer
675
00:33:54,365 --> 00:33:56,401
and disappear into the horizon.
676
00:33:59,270 --> 00:34:01,005
Replicate this effect,
677
00:34:01,005 --> 00:34:03,908
we're just going to slowly shift our greyscale,
678
00:34:03,908 --> 00:34:06,310
for the value of the sky,
679
00:34:06,310 --> 00:34:07,678
which is again, white,
680
00:34:07,678 --> 00:34:12,450
because we're using the white backgrounds to dark foreground.
681
00:34:17,755 --> 00:34:21,759
The second shift is from dark background to light foreground.
682
00:34:21,759 --> 00:34:24,295
This creates the illusion of smaller space
683
00:34:24,295 --> 00:34:27,532
and gives a more menacing or
684
00:34:27,532 --> 00:34:28,733
a calm atmosphere,
685
00:34:28,733 --> 00:34:30,301
depending on the amount of gray
686
00:34:30,301 --> 00:34:32,136
that you have in your scene.
687
00:34:32,136 --> 00:34:34,105
This is meant to replicate the effect
688
00:34:34,105 --> 00:34:36,541
the darkness has on our vision
689
00:34:36,541 --> 00:34:39,610
where our field of view is more limited.
690
00:34:39,610 --> 00:34:41,612
The way that we're going to play around
691
00:34:41,612 --> 00:34:43,347
with the grayscale within
692
00:34:43,347 --> 00:34:46,717
this light or dark based background
693
00:34:46,717 --> 00:34:48,219
is going to create
694
00:34:48,219 --> 00:34:50,388
the overall atmosphere of the scene
695
00:34:50,388 --> 00:34:52,623
in combination with the lighting.
696
00:34:58,563 --> 00:34:59,997
But you need to make sure
697
00:34:59,997 --> 00:35:01,899
that you're not working with
698
00:35:01,899 --> 00:35:05,636
too limited of a range in your grayscale.
699
00:35:05,636 --> 00:35:07,805
So when deciding on the shades
700
00:35:07,805 --> 00:35:10,641
that you're going to use in the thumbnailing,
701
00:35:10,641 --> 00:35:12,443
make sure that you have
702
00:35:12,443 --> 00:35:16,047
a good range of darks and whites,
703
00:35:16,047 --> 00:35:19,016
so you can create enough of a contrast
704
00:35:19,016 --> 00:35:21,752
to create the idea of depth.
705
00:35:26,457 --> 00:35:27,959
You also need to make sure
706
00:35:27,959 --> 00:35:29,794
that each distinct layers
707
00:35:29,794 --> 00:35:32,430
with a different distance from the camera,
708
00:35:32,430 --> 00:35:35,500
has enough contrast to be clearly shown
709
00:35:35,500 --> 00:35:38,436
when creating depth in your background.
710
00:35:39,470 --> 00:35:41,873
Depending on your lighting situation,
711
00:35:41,873 --> 00:35:43,674
you might not even need
712
00:35:43,674 --> 00:35:47,178
to have a chronological order to your grays.
713
00:35:47,845 --> 00:35:51,382
Just having a logical separation of background,
714
00:35:51,382 --> 00:35:53,751
midground and foreground is enough.
715
00:35:55,019 --> 00:35:57,321
Now that we have our basic composition
716
00:35:57,321 --> 00:35:59,023
and understanding of the scene,
717
00:35:59,023 --> 00:36:00,958
some interesting perspective
718
00:36:00,958 --> 00:36:03,127
that we try to give it
719
00:36:03,127 --> 00:36:05,530
and an idea of the depth
720
00:36:05,530 --> 00:36:07,798
and overall atmosphere in it,
721
00:36:07,798 --> 00:36:11,068
using the basic grayscale thumbnailing,
722
00:36:11,068 --> 00:36:13,104
we want to actually focus
723
00:36:13,104 --> 00:36:14,839
the eye of the viewer
724
00:36:14,839 --> 00:36:17,842
on the correct details within the scene.
725
00:36:17,842 --> 00:36:19,210
So at this point
726
00:36:19,210 --> 00:36:22,513
you try and create more variation
727
00:36:22,513 --> 00:36:24,148
in the lighting
728
00:36:24,148 --> 00:36:27,018
and the values in the scene
729
00:36:27,018 --> 00:36:29,954
to point the eye of the viewer
730
00:36:29,954 --> 00:36:31,055
to the correct
731
00:36:31,055 --> 00:36:32,623
areas on the screen,
732
00:36:32,623 --> 00:36:34,892
especially the ones that we used
733
00:36:34,892 --> 00:36:37,461
within the composition guidelines.
734
00:36:38,763 --> 00:36:44,936
Our brains and eyes are wired to perceive contrast at first glance.
735
00:36:44,936 --> 00:36:47,138
So the way that we're going to create
736
00:36:47,138 --> 00:36:49,974
these points of focus within our scene
737
00:36:49,974 --> 00:36:52,143
is by making sure
738
00:36:52,143 --> 00:36:55,012
that the highest amount of contrast
739
00:36:55,012 --> 00:36:58,783
is going to be where we want the eye to focus.
740
00:37:00,151 --> 00:37:01,953
This usually means that we're going
741
00:37:01,953 --> 00:37:04,755
to design the entire background with the idea
742
00:37:04,755 --> 00:37:08,292
that it's going to point to a single area.
743
00:37:08,292 --> 00:37:09,227
In that area,
744
00:37:09,227 --> 00:37:11,362
we’re usually going to place our character
745
00:37:11,362 --> 00:37:12,697
because we want to make sure
746
00:37:12,697 --> 00:37:14,232
that they are distinct
747
00:37:14,232 --> 00:37:16,267
on top of the background.
748
00:37:16,267 --> 00:37:18,436
But we also want to make sure
749
00:37:18,436 --> 00:37:21,005
that the entire background itself
750
00:37:21,005 --> 00:37:23,040
has good composition,
751
00:37:23,040 --> 00:37:25,576
which help us focus on the character.
752
00:37:25,576 --> 00:37:27,511
So to do that,
753
00:37:27,511 --> 00:37:30,448
we're going to use different lighting and
754
00:37:30,448 --> 00:37:33,150
local values in each layer.
755
00:37:34,352 --> 00:37:38,155
Since a background is going to be more detailed
756
00:37:38,155 --> 00:37:40,558
than the actual characters,
757
00:37:40,558 --> 00:37:43,928
you're usually going to have multiple different objects
758
00:37:43,928 --> 00:37:46,797
in the same area within the scene.
759
00:37:46,797 --> 00:37:48,566
So if you want to
760
00:37:48,566 --> 00:37:52,670
focus on a certain object in that area,
761
00:37:52,670 --> 00:37:56,073
the lighting is going to help you quite a lot,
762
00:37:56,073 --> 00:37:58,976
because it's going to create different contrast
763
00:37:58,976 --> 00:38:02,780
and different areas of values,
764
00:38:02,780 --> 00:38:04,849
which helps combine
765
00:38:04,849 --> 00:38:06,117
the different elements
766
00:38:06,117 --> 00:38:07,451
of the background together
767
00:38:07,451 --> 00:38:10,254
and separate the character from them.
768
00:38:11,322 --> 00:38:13,591
First, you have to decide the general
769
00:38:13,591 --> 00:38:14,892
lighting of your scene,
770
00:38:14,892 --> 00:38:17,061
which will decide its overall mood.
771
00:38:17,061 --> 00:38:18,462
We've done this before
772
00:38:18,462 --> 00:38:21,465
with the general values that we added
773
00:38:21,465 --> 00:38:24,535
with the dark or bright background.
774
00:38:24,535 --> 00:38:25,970
Once you have that,
775
00:38:25,970 --> 00:38:30,508
you need to emphasize the important details using lighting.
776
00:38:31,609 --> 00:38:33,344
In this example, I'm going to
777
00:38:33,344 --> 00:38:36,380
show you how we're going to emphasize
778
00:38:36,380 --> 00:38:39,550
a certain character or background detail
779
00:38:39,550 --> 00:38:42,687
by using the values alone.
780
00:38:42,687 --> 00:38:44,889
So with the setup of the scene,
781
00:38:44,889 --> 00:38:48,225
while both characters are shown to be in the same distance
782
00:38:48,225 --> 00:38:51,595
from the camera with the original value.
783
00:38:51,595 --> 00:38:55,299
One character naturally stand out more since
784
00:38:55,299 --> 00:38:59,203
it's more contrasted with the black background.
785
00:38:59,203 --> 00:39:02,039
But let's say I want to make the adult character
786
00:39:02,039 --> 00:39:03,307
pop out more.
787
00:39:04,575 --> 00:39:05,343
To do that,
788
00:39:05,343 --> 00:39:09,347
we're just going to create the lighting in a way
789
00:39:09,347 --> 00:39:12,416
that creates more contrast on that character
790
00:39:12,416 --> 00:39:14,552
in comparison to the background.
791
00:39:14,552 --> 00:39:18,022
Now, the overall background is pretty dark,
792
00:39:18,022 --> 00:39:21,792
so by adding light directly to the character,
793
00:39:21,792 --> 00:39:23,461
we can make it stand out way
794
00:39:23,461 --> 00:39:26,397
more than the one beside it.
795
00:39:26,397 --> 00:39:28,499
We can try different combinations
796
00:39:28,499 --> 00:39:30,401
of lighting and backgrounds
797
00:39:30,401 --> 00:39:32,770
to create different types of contrasts.
798
00:39:33,404 --> 00:39:35,806
We also need to take into account
799
00:39:35,806 --> 00:39:38,209
that the value groups
800
00:39:38,209 --> 00:39:41,712
that we have with the background and the characters
801
00:39:41,712 --> 00:39:45,683
are going to create different amounts of contrasts.
802
00:39:45,683 --> 00:39:46,751
For example,
803
00:39:46,751 --> 00:39:50,554
by adding a small amount of contrast with the background,
804
00:39:50,554 --> 00:39:53,524
by just making it a little bit brighter,
805
00:39:53,524 --> 00:39:57,628
we can even out the contrast and create,
806
00:39:57,628 --> 00:40:00,264
focus on both characters.
807
00:40:00,264 --> 00:40:04,568
While if I add light directly to the character,
808
00:40:04,568 --> 00:40:07,271
which is on top of the black background,
809
00:40:07,271 --> 00:40:08,873
the high contrast
810
00:40:08,873 --> 00:40:10,107
of that character
811
00:40:10,107 --> 00:40:11,509
in comparison to the low
812
00:40:11,509 --> 00:40:14,111
contrast of the other character
813
00:40:14,111 --> 00:40:15,980
is going to make it much harder
814
00:40:15,980 --> 00:40:17,348
to see the other character,
815
00:40:17,348 --> 00:40:20,217
even though we haven't actually changed
816
00:40:20,217 --> 00:40:22,553
the contrast of that specific character,
817
00:40:22,553 --> 00:40:24,822
just because the eye is going to focus
818
00:40:24,822 --> 00:40:27,291
on the larger contrast first.
819
00:40:28,325 --> 00:40:29,627
This is the part where
820
00:40:29,627 --> 00:40:32,096
you design your scene in a way that draws
821
00:40:32,096 --> 00:40:35,699
the eyes to the correct areas on the screen.
822
00:40:35,699 --> 00:40:39,403
You can play around with different lighting situations
823
00:40:39,403 --> 00:40:41,572
to give different contrasts
824
00:40:41,572 --> 00:40:43,107
to different characters
825
00:40:43,107 --> 00:40:46,243
or different layers within your scene.
826
00:40:46,243 --> 00:40:47,812
When you have
827
00:40:47,812 --> 00:40:49,780
an understanding on the overall
828
00:40:49,780 --> 00:40:51,882
layout of your environment,
829
00:40:51,882 --> 00:40:56,287
you can try and make more experimental lighting,
830
00:40:56,287 --> 00:41:00,758
such as having your dark background with bright details,
831
00:41:00,758 --> 00:41:03,861
and then your character is in overlay,
832
00:41:03,861 --> 00:41:07,565
which again creates different kind of contrast,
833
00:41:07,565 --> 00:41:10,801
or you can try and illuminate both characters
834
00:41:10,801 --> 00:41:12,703
or only parts of them
835
00:41:12,703 --> 00:41:14,805
to draw the eye to certain areas
836
00:41:14,805 --> 00:41:17,174
which are important to the scene.
837
00:41:17,174 --> 00:41:19,176
An important thing to remember though,
838
00:41:19,176 --> 00:41:20,878
is that you don't want to have
839
00:41:20,878 --> 00:41:23,581
too many points of focus on your screen
840
00:41:23,581 --> 00:41:24,615
and want to make sure
841
00:41:24,615 --> 00:41:26,016
that your points of focus
842
00:41:26,016 --> 00:41:30,855
are connected to the composition guidelines and focus points that they create.
843
00:41:30,855 --> 00:41:33,891
Because the whole point of using them in the first place
844
00:41:33,891 --> 00:41:35,326
is to create a balanced
845
00:41:35,326 --> 00:41:37,228
and aesthetically pleasing scene.
846
00:41:37,228 --> 00:41:39,630
So if you do all the lines
847
00:41:39,630 --> 00:41:41,832
in an aesthetically pleasing manner,
848
00:41:41,832 --> 00:41:45,236
but then draw the focus to completely different area
849
00:41:45,236 --> 00:41:46,837
by shifting the lighting,
850
00:41:46,837 --> 00:41:48,806
it doesn't really help us.
851
00:41:48,806 --> 00:41:50,508
So when you're adding
852
00:41:50,508 --> 00:41:52,142
the lighting to your scene,
853
00:41:52,142 --> 00:41:53,911
make sure that the areas
854
00:41:53,911 --> 00:41:56,380
that you're going to focus on,
855
00:41:56,380 --> 00:42:00,184
are sticking to the composition guidelines
856
00:42:00,184 --> 00:42:02,653
and still show the actual
857
00:42:02,653 --> 00:42:05,155
important details of the scene.
858
00:42:05,155 --> 00:42:06,357
This is actually why
859
00:42:06,357 --> 00:42:08,259
we only create simple thumbnails
860
00:42:08,259 --> 00:42:09,960
and simple values
861
00:42:09,960 --> 00:42:11,028
at this stage,
862
00:42:11,028 --> 00:42:12,830
because we want to experiment
863
00:42:12,830 --> 00:42:14,532
and, try and find the best
864
00:42:14,532 --> 00:42:17,968
lighting and value situation our scene,
865
00:42:17,968 --> 00:42:19,904
when designing our backgrounds,
866
00:42:19,904 --> 00:42:23,807
and the overall look over the animations.
867
00:42:23,807 --> 00:42:29,246
For this exercise, try and create the best composition that you can
868
00:42:29,246 --> 00:42:32,016
using values, details and layers
869
00:42:32,016 --> 00:42:34,218
within the thumbnails that we've done
870
00:42:34,218 --> 00:42:37,021
in the beginning of the video.
871
00:42:37,021 --> 00:42:41,158
Try and create as many as you can, as quickly as you can.
872
00:42:41,158 --> 00:42:43,260
And don't think too much about them,
873
00:42:43,260 --> 00:42:45,829
so that you have more experience
874
00:42:45,829 --> 00:42:48,332
and see which ones stick out to you
875
00:42:48,332 --> 00:42:50,267
after you have a considerable
876
00:42:50,267 --> 00:42:51,735
amount of them.
877
00:42:51,735 --> 00:42:54,305
Try and analyze what makes each one of them
878
00:42:54,305 --> 00:42:56,540
look better than the other
879
00:42:56,540 --> 00:42:58,342
and use these guidelines
880
00:42:58,342 --> 00:43:02,780
to create the backgrounds for the next video.
881
00:43:02,780 --> 00:43:06,350
It is important to understand your lighting situations
882
00:43:06,350 --> 00:43:09,987
and how you're going to organize them,
883
00:43:09,987 --> 00:43:13,557
before you are actually going to color your background.
884
00:43:13,557 --> 00:43:16,994
Because when we're choosing our colors later on,
885
00:43:16,994 --> 00:43:18,262
they're going to stick
886
00:43:18,262 --> 00:43:21,699
to the lighting situation that we choose at that stage.
887
00:43:21,699 --> 00:43:23,801
You don't need to have local values
888
00:43:23,801 --> 00:43:25,603
and all the details just yet,
889
00:43:25,603 --> 00:43:27,071
because first we want to have
890
00:43:27,071 --> 00:43:28,272
the correct perspective
891
00:43:28,272 --> 00:43:30,307
and the clean line art,
892
00:43:30,307 --> 00:43:32,276
but at least have a good idea
893
00:43:32,276 --> 00:43:33,477
of how you're going
894
00:43:33,477 --> 00:43:36,547
to divide your layers into values
895
00:43:36,547 --> 00:43:39,950
and what is the overall lighting of the scene.
896
00:43:44,755 --> 00:43:48,125
If you haven't been following along throughout this video,
897
00:43:48,125 --> 00:43:52,997
the exercise today is to create three different thumbnails
898
00:43:52,997 --> 00:43:56,200
using different composition guidelines.
899
00:43:56,200 --> 00:43:57,368
In these thumbnails,
900
00:43:57,368 --> 00:44:01,372
you only need to draw the different shapes within your scene,
901
00:44:01,372 --> 00:44:03,307
and you need to add your grayscale
902
00:44:03,307 --> 00:44:07,177
to create either a depth or lighting effects.
903
00:44:07,177 --> 00:44:09,113
In your final thumbnail,
904
00:44:09,113 --> 00:44:11,181
make sure that the different levels
905
00:44:11,181 --> 00:44:13,450
are made on separate layers
906
00:44:13,450 --> 00:44:14,818
so that it will be easier
907
00:44:14,818 --> 00:44:19,623
for you to continue and work on them separately later on,
908
00:44:19,623 --> 00:44:22,926
as well as be able to composite them
909
00:44:22,926 --> 00:44:26,130
in later videos regarding production,
910
00:44:26,130 --> 00:44:26,964
if you know that
911
00:44:26,964 --> 00:44:30,267
you want to use the background in them.
912
00:44:30,267 --> 00:44:33,737
I recommend creating more then three thumbnails,
913
00:44:33,737 --> 00:44:36,173
and if you want to up your difficulty,
914
00:44:36,173 --> 00:44:38,642
try and create a complete thumbnail
915
00:44:38,642 --> 00:44:40,277
within 5 minutes.
916
00:44:41,512 --> 00:44:45,482
You want to make your thumbnails as clear as possible,
917
00:44:45,482 --> 00:44:47,484
so don't thicken the line
918
00:44:47,484 --> 00:44:50,054
or make it too sketchy,
919
00:44:50,054 --> 00:44:52,322
and try to add different angles
920
00:44:52,322 --> 00:44:53,857
within your thumbnails
921
00:44:53,857 --> 00:44:57,761
while still keeping the perspective as correct as possible.
922
00:44:57,761 --> 00:45:00,564
If this is a difficult exercise for you,
923
00:45:00,564 --> 00:45:02,533
try and create different perspectives
924
00:45:02,533 --> 00:45:07,571
using different cubes and spheres as a first step.
925
00:45:07,571 --> 00:45:10,441
Finally, choose one thumbnail that you liked
926
00:45:10,441 --> 00:45:14,945
and try and recreate it using different lighting or depth of field.
927
00:45:55,419 --> 00:45:58,088
To summarize, in this video we've looked
928
00:45:58,088 --> 00:46:00,257
at some basic composition rules,
929
00:46:00,257 --> 00:46:03,694
how to apply them to simple backgrounds and thumbnails
930
00:46:03,694 --> 00:46:05,395
and how to create depth
931
00:46:05,395 --> 00:46:09,099
using different angles, layers and values,
932
00:46:10,634 --> 00:46:13,103
as well as how to create different
933
00:46:13,103 --> 00:46:15,873
focus points using lighting
934
00:46:15,873 --> 00:46:17,841
and how we can play around with them
935
00:46:17,841 --> 00:46:20,144
to create different types of compositions
936
00:46:20,144 --> 00:46:22,079
and focus point in the scene.
937
00:46:22,079 --> 00:46:23,380
In the next lesson,
938
00:46:23,380 --> 00:46:26,483
we learn how to actually finalize your background
939
00:46:26,483 --> 00:46:30,387
with correct perspective and how to add coloring
940
00:46:30,387 --> 00:46:34,057
in accordance to the values and lighting situation.
941
00:46:34,792 --> 00:46:37,127
Thank you for watching and see you next time.
942
00:46:37,127 --> 00:46:38,428
Bye.
68375
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