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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,671 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:05,839 --> 00:00:06,906 Hello everyone. 3 00:00:06,906 --> 00:00:08,241 Havtza here. 4 00:00:08,241 --> 00:00:12,345 Today, we're going to talk about designing backgrounds. 5 00:00:12,345 --> 00:00:16,216 Now being a background designer is a specialized job 6 00:00:16,216 --> 00:00:18,184 in the animation pipeline, 7 00:00:18,184 --> 00:00:22,922 because you will only draw backgrounds and not focus on characters at all. 8 00:00:23,456 --> 00:00:25,859 The backgrounds in animations are 9 00:00:25,859 --> 00:00:28,762 kind of special, because unlike frames 10 00:00:28,762 --> 00:00:31,464 which only project on screen 11 00:00:31,464 --> 00:00:33,733 for a fraction of a second, 12 00:00:33,733 --> 00:00:35,835 the background is going to be held 13 00:00:35,835 --> 00:00:37,704 for a long period of time. 14 00:00:37,704 --> 00:00:40,707 So the background needs to be a good drawing 15 00:00:40,707 --> 00:00:42,475 with many details 16 00:00:42,475 --> 00:00:45,145 as to make sure that it looks good 17 00:00:45,145 --> 00:00:47,680 so that it is still aesthetically pleasing, 18 00:00:47,680 --> 00:00:49,516 even though we are looking at it 19 00:00:49,516 --> 00:00:50,817 for a long period of time 20 00:00:50,817 --> 00:00:53,219 in comparison to the frames. 21 00:00:53,219 --> 00:00:56,189 Even within the role of background designer, 22 00:00:56,189 --> 00:00:57,323 there are special 23 00:00:57,323 --> 00:01:00,226 kind of roles that you can take 24 00:01:00,226 --> 00:01:02,195 as part of the process. 25 00:01:02,195 --> 00:01:04,497 In general, the main background designer 26 00:01:04,497 --> 00:01:07,934 is the person who's going to make the overall style 27 00:01:07,934 --> 00:01:10,236 of the background and animation, 28 00:01:10,236 --> 00:01:12,839 since there are going to be a bunch of people 29 00:01:12,839 --> 00:01:14,040 making backgrounds 30 00:01:14,040 --> 00:01:17,444 for each scene in your project. 31 00:01:17,444 --> 00:01:20,280 And there are also the background artists, 32 00:01:20,280 --> 00:01:22,348 which are the other people 33 00:01:22,348 --> 00:01:24,517 making the backgrounds for the project, 34 00:01:24,517 --> 00:01:29,589 who can be divided into rough sketches, layout sketches, 35 00:01:29,589 --> 00:01:32,459 which are just cleaner lines, 36 00:01:32,459 --> 00:01:34,094 sometimes even liners, 37 00:01:34,094 --> 00:01:36,463 if your production is big enough 38 00:01:36,463 --> 00:01:38,431 and you have background colorist 39 00:01:38,431 --> 00:01:42,302 and a lot of people adding background effects and lighting, 40 00:01:42,302 --> 00:01:45,271 which will later be used in compositing. 41 00:01:46,372 --> 00:01:49,309 All these types of jobs that you can have 42 00:01:49,309 --> 00:01:52,745 within the role of being a background artist, 43 00:01:52,745 --> 00:01:54,948 are usually being combined together. 44 00:01:54,948 --> 00:01:58,184 So even though there are different types of works 45 00:01:58,184 --> 00:01:59,352 that you need to do, 46 00:01:59,352 --> 00:02:01,054 you will usually do all of it 47 00:02:01,054 --> 00:02:02,856 as a background artist, 48 00:02:02,856 --> 00:02:03,957 especially if you work 49 00:02:03,957 --> 00:02:05,291 as an independent animator, 50 00:02:05,291 --> 00:02:07,360 which makes both the design, 51 00:02:07,360 --> 00:02:09,362 the actual backgrounds, 52 00:02:09,362 --> 00:02:11,131 the storyboards, which indicate 53 00:02:11,131 --> 00:02:11,764 which backgrounds 54 00:02:11,764 --> 00:02:13,833 you need to make in each scene, 55 00:02:13,833 --> 00:02:16,136 and the animation itself, 56 00:02:16,136 --> 00:02:18,138 so you can’t get away from it. 57 00:02:18,138 --> 00:02:20,573 You need to know every part of the 58 00:02:20,573 --> 00:02:22,842 background creation process. 59 00:02:22,842 --> 00:02:26,246 Usually the job of the background designer 60 00:02:26,246 --> 00:02:29,716 comes first in the pre-production stages, 61 00:02:29,716 --> 00:02:31,151 because you are dictating 62 00:02:31,151 --> 00:02:33,253 the overall style of the background art 63 00:02:33,253 --> 00:02:35,655 that you're going to have for the project, 64 00:02:35,655 --> 00:02:38,491 but the work of a background artist, 65 00:02:38,491 --> 00:02:40,059 unlike a background designer, 66 00:02:40,059 --> 00:02:41,528 is something that comes later 67 00:02:41,528 --> 00:02:44,497 in the production after the storyboards. 68 00:02:44,497 --> 00:02:46,933 Because of the background artist, you're going to need 69 00:02:46,933 --> 00:02:48,468 to match the actual background 70 00:02:48,468 --> 00:02:49,502 to the perspective 71 00:02:49,502 --> 00:02:51,371 which is drawn in the storyboard 72 00:02:51,371 --> 00:02:52,805 with the character in mind. 73 00:02:54,407 --> 00:02:56,609 In this lesson, I'm going to focus more 74 00:02:56,609 --> 00:02:58,711 about the background designer job 75 00:02:58,711 --> 00:03:01,080 and how we're going to 76 00:03:01,080 --> 00:03:02,882 induce composition to create 77 00:03:02,882 --> 00:03:05,351 nice looking backgrounds and find 78 00:03:05,351 --> 00:03:07,654 how we're making the right 79 00:03:07,654 --> 00:03:11,491 composition, lighting and aesthetics for our scenes. 80 00:03:11,491 --> 00:03:12,825 And in the next lesson, 81 00:03:12,825 --> 00:03:14,027 we're going to decide 82 00:03:14,027 --> 00:03:15,795 how we're going to 83 00:03:15,795 --> 00:03:18,798 actually use perspective and details 84 00:03:18,798 --> 00:03:20,567 to showcase our backgrounds, 85 00:03:20,567 --> 00:03:22,635 and how we're going to color them to use 86 00:03:22,635 --> 00:03:24,170 for the individual scenes 87 00:03:24,170 --> 00:03:26,005 within our projects. 88 00:03:26,005 --> 00:03:28,308 So let us begin. 89 00:03:29,609 --> 00:03:31,744 The first step to designing your background 90 00:03:31,744 --> 00:03:32,779 is actually choosing 91 00:03:32,779 --> 00:03:35,014 your composition guidelines. 92 00:03:35,014 --> 00:03:38,251 The composition is something that we do 93 00:03:38,251 --> 00:03:40,353 to focus the eye of the viewers 94 00:03:40,353 --> 00:03:41,621 and the viewer's attention 95 00:03:41,621 --> 00:03:45,158 on certain areas or points on the screen 96 00:03:45,158 --> 00:03:47,527 while keeping the overall shot balanced 97 00:03:47,527 --> 00:03:50,730 and esthetically pleasing with good proportions. 98 00:03:50,730 --> 00:03:52,699 There are many guidelines to 99 00:03:52,699 --> 00:03:54,434 how we can composite. 100 00:03:56,102 --> 00:03:57,637 The composition guidelines 101 00:03:57,637 --> 00:03:58,838 are going to depend 102 00:03:58,838 --> 00:04:00,807 on the actual canvas size 103 00:04:00,807 --> 00:04:02,041 that you're going to use. 104 00:04:02,041 --> 00:04:03,876 You see that a lot in illustration 105 00:04:03,876 --> 00:04:05,211 where you have 106 00:04:05,211 --> 00:04:07,680 different points of focus depending on 107 00:04:07,680 --> 00:04:09,082 where you put your characters, 108 00:04:09,082 --> 00:04:10,984 or your background details 109 00:04:10,984 --> 00:04:12,919 or any stuff like that 110 00:04:12,919 --> 00:04:15,588 when you're drawing for an illustration. 111 00:04:15,588 --> 00:04:17,023 Now, in animation, 112 00:04:17,023 --> 00:04:19,459 there are plenty of guidelines that we can use, 113 00:04:19,459 --> 00:04:21,394 but it's actually a little bit easier 114 00:04:21,394 --> 00:04:22,695 because we do have 115 00:04:22,695 --> 00:04:25,298 a standard size for our background. 116 00:04:25,298 --> 00:04:27,233 So the type of guidelines 117 00:04:27,233 --> 00:04:29,068 that we can have are pretty standard, 118 00:04:29,068 --> 00:04:30,770 and are universal 119 00:04:30,770 --> 00:04:32,105 in every type of production 120 00:04:32,105 --> 00:04:34,407 that we're going to make. 121 00:04:34,407 --> 00:04:36,542 There are many ways to compose your image 122 00:04:36,542 --> 00:04:37,844 in a pleasing manner 123 00:04:37,844 --> 00:04:38,978 with the aspect 124 00:04:38,978 --> 00:04:41,848 ratio of the standard animation, 125 00:04:41,848 --> 00:04:43,816 and once you understand the base rules, 126 00:04:43,816 --> 00:04:46,352 you can play around and combine the guidelines 127 00:04:46,352 --> 00:04:48,588 to get more interesting compositions. 128 00:04:48,588 --> 00:04:49,989 Once you're familiar with them, 129 00:04:49,989 --> 00:04:51,324 you can also completely break 130 00:04:51,324 --> 00:04:52,892 the composition guidelines 131 00:04:52,892 --> 00:04:54,060 and create something 132 00:04:54,060 --> 00:04:55,662 that is more unique to you, 133 00:04:55,662 --> 00:04:57,597 depending on the type of scene 134 00:04:57,597 --> 00:04:59,165 that you're trying to make, 135 00:04:59,165 --> 00:05:02,669 especially if you're not showing a full 136 00:05:02,669 --> 00:05:05,705 view of the background and only showing parts of it, 137 00:05:05,705 --> 00:05:07,740 such as when you're trying to use 138 00:05:07,740 --> 00:05:10,610 a close up or something like that, 139 00:05:10,610 --> 00:05:12,945 which needs to fit more for the perspective 140 00:05:12,945 --> 00:05:14,380 of the actual animation, 141 00:05:14,380 --> 00:05:17,116 then the overall look of the background. 142 00:05:18,584 --> 00:05:21,554 Here, I've been drawing some common guidelines 143 00:05:21,554 --> 00:05:23,790 that you see a lot in the industry, 144 00:05:23,790 --> 00:05:25,625 the most basic being the first, 145 00:05:25,625 --> 00:05:27,427 which just divides 146 00:05:27,427 --> 00:05:29,028 your screen and gives you 147 00:05:29,028 --> 00:05:31,331 a bunch of points of focus. 148 00:05:31,331 --> 00:05:33,633 The cross and the X guidelines, 149 00:05:33,633 --> 00:05:34,967 which kind of give you 150 00:05:34,967 --> 00:05:36,569 center composition, 151 00:05:36,569 --> 00:05:38,171 while still giving you 152 00:05:38,171 --> 00:05:40,306 simple guidelines to divide 153 00:05:40,306 --> 00:05:42,175 the overall screen. 154 00:05:42,175 --> 00:05:44,544 A central triangle or a circle, 155 00:05:44,544 --> 00:05:47,213 which again highlights a certain area 156 00:05:47,213 --> 00:05:48,715 on your screen 157 00:05:48,715 --> 00:05:51,851 which you can later use to divide it. 158 00:05:51,851 --> 00:05:52,852 An S-curve, 159 00:05:52,852 --> 00:05:56,756 which usually gives more depth to your composition 160 00:05:56,756 --> 00:05:58,491 if you're trying to use it 161 00:05:58,491 --> 00:06:01,761 with interesting layers. 162 00:06:01,761 --> 00:06:03,162 An L-shape, 163 00:06:03,162 --> 00:06:04,430 which is used quite 164 00:06:04,430 --> 00:06:07,066 a lot in low angle shots, 165 00:06:07,066 --> 00:06:08,368 the golden triangle, 166 00:06:08,368 --> 00:06:10,570 which is good for both depth shots 167 00:06:10,570 --> 00:06:15,375 and some type of high or low angle shots, 168 00:06:15,375 --> 00:06:17,110 and a central perspective, 169 00:06:17,110 --> 00:06:20,179 which is usually used in 170 00:06:20,179 --> 00:06:21,681 very neutral shots 171 00:06:21,681 --> 00:06:22,882 where you need to make sure 172 00:06:22,882 --> 00:06:26,319 you have good perspective and composition. 173 00:06:26,319 --> 00:06:28,955 This composition guidelines can be used with 174 00:06:28,955 --> 00:06:30,456 or without perspective, 175 00:06:30,456 --> 00:06:33,359 and in any type of situation, 176 00:06:33,359 --> 00:06:34,727 both in natural 177 00:06:34,727 --> 00:06:36,996 and manmade environments. 178 00:06:37,630 --> 00:06:40,533 They're only used to give good proportions 179 00:06:40,533 --> 00:06:41,768 to your scene though, 180 00:06:41,768 --> 00:06:43,469 and don't actually dictate 181 00:06:43,469 --> 00:06:46,839 the perspective of the objects in it just yet. 182 00:06:46,839 --> 00:06:49,142 You will later need to fit the objects 183 00:06:49,142 --> 00:06:50,843 in your scene to the perspective 184 00:06:50,843 --> 00:06:52,178 that we're going to choose, 185 00:06:52,178 --> 00:06:53,479 and we'll be doing that 186 00:06:53,479 --> 00:06:55,214 in the next lesson. 187 00:07:03,356 --> 00:07:04,524 Once we've chosen 188 00:07:04,524 --> 00:07:05,892 the composition guidelines 189 00:07:05,892 --> 00:07:06,926 that we're going to use 190 00:07:06,926 --> 00:07:08,461 for the background, 191 00:07:08,461 --> 00:07:10,997 we want to try and sketch it out 192 00:07:10,997 --> 00:07:12,532 and give us some better 193 00:07:12,532 --> 00:07:15,301 understanding on how it's going to look. 194 00:07:18,805 --> 00:07:20,440 Now in animation, 195 00:07:20,440 --> 00:07:23,142 you don't actually have a lot of time 196 00:07:23,142 --> 00:07:24,410 to make the backgrounds 197 00:07:24,410 --> 00:07:25,945 because you want to focus more 198 00:07:25,945 --> 00:07:27,713 on the overall animation 199 00:07:27,713 --> 00:07:30,216 and character design and character movement. 200 00:07:34,253 --> 00:07:37,690 And basically you don't have a lot of time 201 00:07:37,690 --> 00:07:39,192 to focus on your background, 202 00:07:39,192 --> 00:07:41,661 especially as an independent animator. 203 00:07:45,498 --> 00:07:46,666 So for that, 204 00:07:46,666 --> 00:07:49,168 we want to be the most efficient 205 00:07:49,168 --> 00:07:50,303 that we can be 206 00:07:50,303 --> 00:07:53,005 when creating our different shots 207 00:07:53,005 --> 00:07:54,774 and the background designs. 208 00:07:55,875 --> 00:07:57,510 Now, usually we’re going 209 00:07:57,510 --> 00:08:00,246 to make the shot perspectives 210 00:08:00,246 --> 00:08:02,248 within the storyboard, 211 00:08:02,248 --> 00:08:04,283 just to make sure that it fits 212 00:08:04,283 --> 00:08:06,219 well with the animation. 213 00:08:10,523 --> 00:08:12,024 But with cases 214 00:08:12,024 --> 00:08:13,092 where we only focus 215 00:08:13,092 --> 00:08:15,495 on the background, such as right now, 216 00:08:15,495 --> 00:08:18,164 or when designing the overall guideline 217 00:08:18,164 --> 00:08:19,332 for the project, 218 00:08:19,332 --> 00:08:20,566 if you want to have 219 00:08:20,566 --> 00:08:22,401 reference for yourself, 220 00:08:25,271 --> 00:08:27,240 then you need to focus 221 00:08:27,240 --> 00:08:30,443 on making good thumbnails. 222 00:08:33,846 --> 00:08:36,382 Now thumbnails is the idea 223 00:08:36,382 --> 00:08:38,584 that you'd make a lot of quick sketches 224 00:08:38,584 --> 00:08:40,419 with very rough shapes, 225 00:08:40,419 --> 00:08:42,221 very rough compositions, 226 00:08:42,221 --> 00:08:46,826 just to test and see what looks balanced and what looks nice. 227 00:08:50,663 --> 00:08:53,866 This is the stage where you're going to add 228 00:08:53,866 --> 00:08:55,468 a small amount of details 229 00:08:55,468 --> 00:08:57,203 just to make sure that you would know 230 00:08:57,203 --> 00:09:00,039 where kind of everything is, 231 00:09:00,039 --> 00:09:02,408 and you try to make it in 232 00:09:02,408 --> 00:09:04,210 correct perspective, 233 00:09:04,210 --> 00:09:05,111 as much as you can 234 00:09:05,111 --> 00:09:07,413 without actually using grids. 235 00:09:15,521 --> 00:09:18,524 A lot of beginner artist are using grids straight 236 00:09:18,524 --> 00:09:19,458 from the beginning, 237 00:09:19,458 --> 00:09:21,193 which is very limiting. 238 00:09:24,163 --> 00:09:27,900 This stage, you're only at the testing point of your background, 239 00:09:27,900 --> 00:09:29,335 so you don't want to commit 240 00:09:29,335 --> 00:09:31,704 to a single perspective just yet. 241 00:09:33,873 --> 00:09:35,107 In order to experiment 242 00:09:35,107 --> 00:09:37,109 and have a better understanding 243 00:09:37,109 --> 00:09:38,711 of how we're going to design 244 00:09:38,711 --> 00:09:40,446 the overall background, 245 00:09:43,115 --> 00:09:46,018 you need to just try and play around 246 00:09:46,018 --> 00:09:49,121 with cubes and basic shapes and volumetric shapes 247 00:09:49,121 --> 00:09:51,390 as we've done with the character design, 248 00:09:51,390 --> 00:09:52,592 to make sure that you're 249 00:09:52,592 --> 00:09:54,460 using the right proportion 250 00:09:54,460 --> 00:09:57,196 and have a nice composition. 251 00:10:00,566 --> 00:10:02,668 Also, the stage where you're going to play around 252 00:10:02,668 --> 00:10:04,637 with your composition guidelines. 253 00:10:04,637 --> 00:10:06,238 So it will be a shame 254 00:10:06,238 --> 00:10:09,575 to just add the perspective point straight away. 255 00:10:12,044 --> 00:10:13,713 This is also good for beginners, 256 00:10:13,713 --> 00:10:16,882 because you just need to draw a bunch of blobs. 257 00:10:18,150 --> 00:10:19,885 Try and make them look as if they 258 00:10:19,885 --> 00:10:26,092 overlap on top of each other and give some idea of depth to your background. 259 00:10:30,529 --> 00:10:32,632 So for the sake of this exercise, 260 00:10:32,632 --> 00:10:34,700 you can just choose a topic 261 00:10:34,700 --> 00:10:36,068 that you want to try 262 00:10:36,068 --> 00:10:37,970 and create the background from, 263 00:10:37,970 --> 00:10:40,673 and try and play around with it 264 00:10:40,673 --> 00:10:43,509 to try different perspective 265 00:10:43,509 --> 00:10:46,679 or different amount of details, 266 00:10:46,679 --> 00:10:49,582 different composition guidelines. 267 00:10:54,820 --> 00:10:58,691 See how you can make it look more interesting. 268 00:11:02,194 --> 00:11:06,532 Also, try and draw a bunch of different subjects 269 00:11:06,532 --> 00:11:10,069 to play around and try more natural shapes, 270 00:11:10,069 --> 00:11:12,271 and more manmade shapes, 271 00:11:12,271 --> 00:11:13,873 just for the sake of the exercise, 272 00:11:13,873 --> 00:11:15,574 especially if you're 273 00:11:15,574 --> 00:11:17,410 more experienced with the process 274 00:11:17,410 --> 00:11:20,346 and want to try and add some more details. 275 00:11:22,048 --> 00:11:23,949 Again, for this part, 276 00:11:23,949 --> 00:11:26,419 only focus on basic shapes 277 00:11:26,419 --> 00:11:28,154 and try and give them volume 278 00:11:28,154 --> 00:11:30,990 in a way that kind of makes sense. 279 00:11:38,330 --> 00:11:40,566 If it doesn't look very well to your eyes, 280 00:11:40,566 --> 00:11:43,169 just draw a completely different thumbnail. 281 00:11:43,169 --> 00:11:46,038 Don't hang on each one of them, 282 00:11:46,038 --> 00:11:49,842 try and make them in as little as 5 minutes, 283 00:11:49,842 --> 00:11:51,077 and if you're a complete beginner 284 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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