Transcripts
1. Class intro: Hello everyone. My name is Re
Ginger, I'm Collin. I'm a feature story
artists currently working at Netflix
Animation Studios. This introductory course on
storyboarding will focus on the fundamentals of
storyboarding as a form of visual
communication and animation. The course will cover basic
concepts of camera editing, drawing, and how it all
pertains to storyboarding. This class is for
those of you who are absolute beginners,
the storyboarding. So you don't need to worry about expensive software or
hardware is simple. Pen and paper will
work totally fine. But if you do have
software and hardware, that's okay as well. You should take
this class if you don't have a lot of
time on your hands, but you still want to get really important
information from somebody who is working
in the industry. This class, you will be given small assignments
that will target the basic skills you
would need to have in order to move on to the Advanced
Study of storyboarding. I put this class together
with the hopes of giving you as much information
as I can possible. And I'm super excited for
you to experience it. So let's get started.
2. 1 Introduction to Storyboarding: Okay everyone, welcome again to Introduction to
storyboarding with me ridge and Jerome Cohen. And I'm so happy that you
guys are taking this class. And I hope that you
will learn from this class and it will improve your
storyboard and skills. This is a really
basic introduction to everything storyboarding. So if you are more advanced, I would recommend
that you skip this, this class and move on
to the other classes. This is just me giving you a quick introduction to
what storyboarding is. So let's get into
that right now. We're going to talk about the, what, the why, the how, the where, and the who
of storyboarding, right? So what is storyboarding
for those who know into this may have a slight idea what it is for those who may
not even know what it is, but it just curious
about storyboarding. Basically, storyboarding
is a part of the production process and
create television shows, movies, games,
things, storytelling, visual storyteller
and productions. What it is is basically
the planning, using cinematic language to
tell her story and to help the director or the
storytellers to prevision what they think
the movie would be like. It's also a way of
visualizing scripts. And so the artists, kids see and the directors could see how their vision
is coming along. What changes could be made to help save time and save money
in the production process. So how to create storyboards? So basically, all you need
for this class is either, you could either go
traditional or digital. It doesn't matter. You
could use a pen or pencil and a piece of paper, pretty much it, or
sketchbook, right? If you go in digital, you may need digital
drawing software. We'd have Photoshop,
or European, or any of those
softwares, right? You can also use a free
software called storyboard, which I recommend because it's a really good developing
software that's absolutely free
and it's only me. And for storyboarding, that's the stuff you can
use to create storyboards. So why create storyboards? And I kinda went over this
and the previous one, like what our storyboards, why we create storyboard
is to save time, save money, and
to help prevision your story is pretty
much storyboards are such a time saver and they help with the production and it filled so you
don't waste time. You don't get stressed
though too much. Because imagine if you
are creating a film and you don't know
what the film is about and you just go in
and you start making it. And you almost finished
and then you decide, you know what, this
whole thing not working. But if you had did
it and storyboards, you would have seen the problems with the story and
you got to fix it without spending
so much time and so much money on the production. Who create storyboards
to anybody create storyboards to special
people, create storyboards. Well, yes, people who create storyboards are called
storyboard add. Now, to be a storyboard artist, you're going to need a
specific set of skills. And those skills we're going to talk about in the
future classes. These are the skills
you're going to learn. You're going to be,
you're going to have to be a good sketch out this. You're going to have to
be a good storyteller, going to have to
be a good writer, a good reader, a good
analyse, analysis person. And you're gonna,
you're gonna need a lot of skills to be
a storyboard artist. You're going to have to
be a director as well. So moving on, let's talk
about some storyboard artist. And I'm going to show
you guys some of the storyboard artist I
look up to for inspiration. And they have been working
in industry for so long and they've worked
on amazing productions. We're going to start
with Brenda Chapman, because Brenda Chapman is one of the lead female storytellers
in the industry right now. And I was lucky
enough to meet her at a presentation that she made about working in
there in the industry. And at that time I
didn't know who she was. And when I saw a
presentation about who can own brief
and Prince of Egypt, I was so amazed by the
work that she did. And I was so mesmerized and I really had
to find out more about her. And then I read so
much more about her and realize that she's
been working in industry. We longtime back and Lion King days back in the rescuers
don't under this at Disney. And I would totally
recommend that if you haven't heard
about brand and Chapman, that you check out her work. Another person that you should check out is Chris Sanders. His most famous work. I think that it would
be Leila one stitch, but he's also worked
with Disney and other productions like
Moulin and The Lion King. And you can see here, these are some of
his storyboards. He has a really unique
sketching style and his, his whole look and how he, how he draws is really
unique and I totally, totally recommend that
you check him out. Another grid storyboard
artist is Dean day bullet. Bullies, probably. That name, but he's amazing. I discovered him
while I was doing some research on Milan and
the production out of Milan. And I was so amazed
by the storyboards. It was so well crafted so
they will fluids so well. And, and his, his way of his draftsmanship
was so amazing. These are just some
of his boards I was able to pull off for my book. I have. And if you haven't
heard of Dean, I totally recommend that
you check them out. I recommend that you
check out all these guys and mastered some
of some of you. The only way you probably
don't know about hire me as Zaki is if you
are like really, really young and you have
no idea about a vote, vote animation or anything. Because high muzak,
It's well-known through out the world as one of
the greatest storytellers, greatest directors even consider
buying a lot of people. He worked on printers
morning, okay, Spirited Away. And so much more amazing films. He's actually one of
my favorite directors and one of my favorite
storyboard artist. Now the unique thing
about Jaime and Zackie storyboards is that he actually doesn't
work from a script. He works organically with the story and he just
bought and edits. And he feels the story
grow and change. And he, he, unlike Disney, where they work from a script and you have multiple artists working together as a team
which is so effective. Miyazaki actually has the hole. He envisions the whole
film and as mine and then portal the entire movie. And sometimes he
doesn't even finish storyboard and remove it
before the production starts. Production starts
and sometimes he doesn't even know how
the movie would end. So if for some strange reason
you haven't seen any of Miyazaki films and that you need to you need to
go and watch his films. You need to check
audit storyboards and do some research on them. So that brings me to the booths
assignment for you guys. I know this, this
introductory class is really, really short. I just want you
guys to actually go and do some research on this list of storyboard artists
that I've laid out here. There are so many great
storyboard artist working in the industry now. And every time I see they work, I always get inspired
to try and better, to try and do better
to try and be a better storyboard
artist that's buried a better storyteller. I always recommend that you look at a lot of artists
are variety of artists. No matter, no matter if you don't like the
stories they tell, if you do like the stories
they tell and analyze their work and antique
inspiration and learn from them. Gay guys, that was
the first class from introduction to storyboard,
storyboarding with me. And I hope that you move on to the next class and excited
for the next class.
3. 2 How to draw storyboards: All right guys,
welcome to lesson two of storyboarding with me, Raj. This lesson, we're going
to talk about how to draw for storyboards
are storyboarding. And there is a certain way
that you need to know how to draw a certain mindset that you need to
have on a drawing. And we're going to go
over my accent and go over these techniques
in this lesson. So let's get right to it. So here we have, let's see, we are gonna do some storyboards for a
live action or animated. Sure, we have these
three characters here. Now, when you're
drawing storyboards, you need to be able
to draw really fast and you need to meet deadlines. And you need to, a lot of the times you will need
to make a lot of changes because the direct doesn't like the sequence
and he wants you to report it or for
some other reason. So that is why when
you're doing storyboards, you're not going to
do your illustrations or sketches with a
lot of detailed. So there's a lot of short hand
sketching, storyboarding. And one-year when you're
drawing a character, or do you try to do
is you try to get the least amount of lines to
represent that character. And you still need
to be able to, as someone sees the sketch, they still need to know which
character that sketch it. So I'm gonna do some quick rough sketches
of these three people here. And I want to show you
how I approach it. So for the girl, I'm just going to draw the samples
and I'm going to draw a stick figure guy,
right, to represent. And then I'm just going to
add the features that I think make us stand out as
who she is in that picture. I'm just going to add
it here and that's pretty much it for her. This is how I would draw
her in a storyboard. For this guy over here. When I'm drawing them,
I'm going to draw the same quick
sketch, stick figure. And, but what I'm gonna do is I'm going to add glasses and his bowl cut hair style to show you that you
know that this is him. For the last guy,
he's much older. So what I'm gonna
do and he has a hot so I'm gonna make sure
I add these elements. So when I'm doing boards or when somebody
watches the board, they know that this
is a shorthand of this character storyboard and you don't need to draw
really, really fancy. You don't need to draw a
really detailed stuff like when you just start
and storyboard and you get exposed to it, it gets, it's a bit hard
because you'll want you bought. So look a bit pretty
unimpressive. As you get more and
more experience, you realize that the
illustrations just need to be clear and simple to
communicate the story. So let's move on to some
more examples. Now. Let's have this girl right here. Let's say she was the main
character in your story right? Now when we look at her costume, we're seeing a lot of detail. I know it's a, it's an Indian style dress. So when we look at her, I would look at
it and try to see what is the important
elements for character and the things that I can leave out that totally unnecessary and communicate and historian communicate
and her character. I made two examples here
to show you guys how, how simple it can be. And I did one that's a bit that I went a bit
overboard and the detail that would show you
that it's a bit unnecessary to go this detail. So that's the one in
the middle of idea. And the last one too far, right? This is a really, really, really rough, rough, rough sketch of how I would
draw her a storyboard. Now when I am boarding, all I actually need is to
know who this character is and having the two breads and her hair is just
enough for me to know and to communicate to my director or my
storyboard team that this is the character and that
will be hurting the scene. So when they look for the
character in the scene, they were just look for
a girl with two braids. And let's say, let's say
you have two characters. In this scene. What you would
do is you would just add another element to the quick
sketch that would show, that would differentiate
the characters. So the one in the
middle is an example of what you will not to do and try not to go this detail because you will
waste a lot of time. So it's not just
characters that you need to draw shorthand
and communicate simply. It's also your environments and everything that is
in this storyboard. So right now here we have
example of a castle, right? So let's say in your
story or in your script, there has to be a castle. And this is the
design of the car so that maybe the design
team passed on to, you know, you have to draw
it in your storyboard. Now I did at another
example here that shows that castle that's
a bit too detail, a bit too complicated
for storyboards. It may be good enough
for maybe clean up, but not when you're
doing initial rough. So I'm gonna go super simple. And this is actually how I would do maybe a first-pass
on a storyboard, just make it super
clear, super simple. All the team needs to know. How the director
needs to know is that this is the castle. This is what's important in
the castle and in the area. If it's just an
establishing shot, this is pretty much
all you need to show. Very, very simple. This image is
communicates that, Hey, this is a castle and it's
surrounded by water, and this is where the events
of the scene going to take. Moving on. Now, we have another example
of some kittens here. An example again of even though this is just a quick sketch
I made of these kittens. Now, in the context
of storyboarding, this is a bit still
too much like, yes, I know like this quick
sketch here, I did it. There's very few detail. It's still a bit too much detail and you could simplify it more. And this is how simple
you could actually go like some circles and
he just showed the eyes. You don't even have to draw all the food and stuff that
you're seeing on the cat. Now, unless each cut is a particular character in
a film and you need to put a specific food pattern on the character to signify
which cut is which character, then you probably
would draw that in. But if, let's say it
has some random cuts, it all really need to
draw that much detail. Alright, the next thing that you need to be aware of
when drawing for storyboards is being able
to understand gesture. And knowing that gesture
is more important than drawing correct anatomy
for a character. Now, for those of you who
may not know gesture, gesture is basically drawing the essence or
during the action of a character with all focusing on individual muscles of a figure. So in this example where we have here a drawing of the
anatomy of a human being. And then we have
basically the gesture of the samples of the same man
knowing the anatomy version, we see that it's drawn
with all the intricacies of the muscles and we draw the abs and
chess and everything. Now for storyboards, as again, because you're on a
deadline and you need to get your ideas
across pretty fast. You don't have time to draw every muscle or draw everything
anatomically correct. So what you would do is just focus on the gesture
of the character because he gesture would communicate the action of the character
and be more clear. And your directorial
audience who's ever watching these storyboards
will be able to understand what
you're trying to see. And they don't need
the muscles to be there for the idea
to come across. So let's say for example,
disjoint, right? It's a pretty good drawing. It draws, it, it, it has all the muscles is well proportioned and everything and the character is stretching out. We have the idea of what
the character is doing. But with storyboards now, disjoin as well refined
and storyboard. You don't have time to draw
everything so well refined, everything so accurate on maybe a first pass
is second bus. And we would gesture drawing, it's usually really, really
quick, really, really loose. You focus on the action. You don't focus on,
like, you know, everything being
anatomically correct. So like in this drawing, you can see that everything
is much more loose and still communicates the same thing that the character is doing
any previous drawing. Now let's look at this example. Now. Another thing that
you need to know about anatomy is that sometimes when you draw things
really accurate to life, it tends to come out really
stiff and a bit lifeless. When recreated in Detroit. When you're doing a gesture, gesture adds more
life and you see a lot more life in the
drawing as compared to the one that has
more accurate to life because it's
gestures usually push, it's usually exaggerated. So you get, you're able to push the idea even
more and to cheat a little bit in terms of realism and still communicate
your idea THE director. So now I wanted to show
you guys an example of some storyboards done by some
Pixar storyboard artist. I couldn't find his credit, so I know who it is. I would love to know his name because I really
love these boards. These are some storyboards
from the movie Coco. And if you look at
them, you could see how loose and gestural
these drawings, they don't try to be super, super accurate to life. Because if you've seen this movie that you knew
that these characters, they're mainly bonds
and the skeletal bones. But this artist, he doesn't
draw every bone and the ribs. He doesn't draw every bone. Hands, everything doesn't
have to be accurate. You just add enough that you know these
characters are skeleton. And you don't really need
to add every single detail. So these are really,
really nice bought. These boats are
actually on YouTube. You can actually just type
in cocoa storyboards, deleted scenes, and you will get to see these boats and action. They're really, really good.
You should check them out. Now the last thing that we're
going to look at and with understanding drawings
for storyboard is having a clear silhouette
with your drawings. Now, many of you
have come across this and we're just going
to go over it again. But let's look at an example, a quick example,
and we will just go for it really fast again. So we have a two drawings of the same woman and
she's holding a spear. Now the one on the right is the better way
of drawing her. Because if we block
the Detroit and out, you will still be
able to know and to see what the woman
is doing clearly. Now with the drawing
on the right, when we block it all week, get confused at what
is really happening. We don't really know where
the placement of this space. We can't really tell what's
really going on for sure. But compared to the
one with the red, we could clearly see
that she's holding a spear to the left,
stretched out. And we know what's going on. With silhouette.
We tried to keep this silhouette
really, really clear. Here are some more examples. We can tell what these
characters are clearly doing. This all in her hair, wasn't
a sword up, holding a gun. We know what these
characters are doing. So what storyboards we tried
to keep everything clear. So what we're gonna do now
is I'm going to show you guys an exercise that you're going to do
for your assignment, which will help you to build, or are they getting the habit
of drawing for storyboards? It's actually an assignment
that I see, Well, when I was learning
storyboards that I saw that a lot of
storyboard artist did, maybe as a warm-up exercise or exercise they
used to study film. This exit, which will
help you to build, or are they getting the habit
of drawing for storyboards? It's actually an assignment that I see when I was
learning storyboards that I saw that storyboard
artist did maybe as a warm up exercise or
exercise they use to study film. This exercise, I
realized actually helps you to draw in shorthand. So what the exercise
actually is is you would take a movie
or TV show or any, any kind of visual medium
or an issue or anything. And you would take a scene. And then as the scene plays out, you try and draw
these scenes as they play out with old
pause in the arm, the movie or the TV show. So this would force you to draw the most important
elements as fast as possible. So in this, in this example, I have on screen here, I actually decided to do the incredible where the family
was sitting at the table. And basically what
I'm doing here is I drew out some
boxes For the scenes. I drew this out
before I started, so I won't be wasting time drawing the box as
well I've seen is going on. And then I play the scene. And I would try to draw the
scene as fast as possible, capture and most important
elements of composition, which characters
were on the scene, the character placement
and everything like that. And it will force
you to see what is important and to
forget the details, to forget all the fancy shading, to forget things
that don't really, that don't really add to
the story or adjust like background elements that are
not important at the time. So this is going to be
one of your assignments. What I want you to do
is to find a scene and maybe your favorite movie or a favorite TV show,
favorite animated show. And take a scene, draw out the storyboard
boxes, play the scene. And then wildly
seen is going on. Draw. Try and draw is seen
as fast as possible, even if it's just really rough, even if only you get understand your
sketches, that's okay. The point is that you
try and try and get new, new mindset of drawing a nice
shorthand for storyboard. So there's another time, another assignment which
is similar to this one, but a bit more relaxed, right? So what you would do is take the same thing or
you can take another scene. But what I want you to do
is pause the first frame of every scene and then take some time and draw the important
elements in the scene. And then play the scene. Then add the ending
of that scene, pause it, and draw, draw the ending of that scene. So this will show
you is actually more of a scene study
kind of exercise. But what I want to show
you is that when you have more time to draw a scene, you would see that compare to the previous assignment and
see how much detail you added while you had more time and the amount of detail he had when he
didn't had more time. And see, compare the
elements that you added in all the elements
that you did not even compared to the
first assignment. See what you drew in
that was more important, what wasn't important compared
to first pass, right? So guys, make sure and do this assignment
because it will really help you with your speed in a
sketch and it will help you and having the right mindset for storyboarding and help
you to see beyond the detail, but to see what important to this story on what
you need to focus on. So I hope you do it and I hope you come back
for the next class. So because I can't wait to show you guys what
we haven't stored. So I hope you enjoyed this class and I see
you in the next one.
4. 3 The shots : Okay everyone, welcome
to lesson three of storyboarding with me, garage. In lesson three, we're going to talk about visual vocabulary. And the shot switches
the same thing. So for those of you
who may not know, storyboarding involves
understanding the art of the cinematic language. Now there's a certain
language you need to know. Visual language when
you doing storyboards, you can just go draw and
scenes, happy, go lucky. There are certain rules. You need to know. When you know those rules eventually you can
break those rules. Now before we get into the shot, I just wanted to do a quick
explanation of aspect ratio. Now what aspect ratio is
basically is, I've shown, many of you have seen movies and you've seen when
you look at the screen, sometimes you've
seen movies with the black bars on the
top and the bottom. And then sometimes you might see a movie with it fills
the whole screen. And then sometimes you might
look at a really old movie and it might be in
a box type shape. Well, this is basically
aspect ratio. The aspect ratio is basically the relation of the screen's
width to its height. So here's a pretty rough
diagram of some aspect ratios. So the fortunate aspect
ratio is basically the really old aspect
ratio that used to be on televisions where you would have a TV that's really
just a square. Now this was the aspect
ratio that film was shot for those televisions. And as time went on, the aspect ratio became wider because it
was more immersive. And then in film, we have the aspect ratio of 1.1, 0.8521 aspect ratio, which is a wide aspect ratio
fulfilled, right? Then television caught
up with cinema. And now we have white screen televisions
at ratio of 16 tonight. So they are more aspect
ratios in-between because of the evolution of cinema and the evolution
of film and video. But these are the
three main ones you should basically know of. The forgery is the
original box aspect ratio. This 16 by nine is usually what you would be storyboarding
on for a TV show. And the 1.8521 is what you would probably
be used in fulfilled. Now the reason why I'm
telling you this is because depending on the
production you're working on, you're going to have the acts, either historical, admire
joy, you have a story. What aspect ratio is the
show or a film going to be? And because it's very important, because It's one of the
first things you need to do when you open up your
storyboard and software, no matter what it is, you would need to work at the
aspect ratio of the show. So if you want to read up
more about Aspect Ratio, there's a whole bunch of stuff
on the Internet experience the different aspect ratios and history with film and
video, et cetera. But let's move on
to the shots now. First, we're going to talk about the wide shot. Wide shot. A lot of you have seen movies, like most movies, the opening
scene is a wide shot. Wide shot. Wide shot usually establishes the environment or the location where the story is
going to take place. Let's say in this shot I out
or just a random building. And this is the first shot. I wanted, I wanted to tell
my audience that this is where the scene or the story of this scene
is going to take place. I want to tell them, I want to communicate
to them that this is where the story
is going to take place. Now, sometimes wide shots and
always use to open a scene. Sometimes they may use, We used to end the
scene to show, to reveal something, to keep suspense or like to be a
revelation to the audience. Sometimes it isn't always
use as establishment. The second shot
we're going to talk about is the full shot. This is a shot
that's used a lot. And what this shot
is used for is mainly to show the full
body of a character. So the audience knows
who this character is, that costume they could get
out a full look at them. Have an idea about who
this character is. This shot is also used to show. Character in environment. They wanted to shoot
the character, the full character
in the environment, and how they interact
with that environment. Now, this shot
we're going to talk about here now is
called the cowboy shot. And as you could see,
this shot is a bit more closer right
above the knees. They call it the cobalt
shot because it's usually the guns of the
coal boy really hung. And I think I believe
I could be wrong. I believe they used
to use the shot a lot in Westerns and stuff. So reason why you
would want to use this shot is to get a little
closer to the character, a little more intimate. We're going to talk
about intimacy a little more with the medium
close-up shot. Now the medium close-up shot, it usually ends, right? Let's say you were wearing a shirt and you
notice should bucket, it usually ends
like right there. It'll cover from the chest
area right up to the head. Now the medium shot is used
more when you have characters are talking to each
other and they talk and maybe they're just
having a quick conversation. Probably not too serious, probably not too dramatic, just a casual conversation. And now we're going
to have even move the camera even closer
up to the character. This one is called the choker. It's usually covers head, right to where the
joints, the body. This is a shot like, okay, you wanna be a little
more intimate, a little more emotional. And I think for me, when I use close close shots, I I tend to use them more
and more emotional moments, more like when I want to see the emotion in
the actor's face, they knew they really nuanced
actin and the actor's face. And as you keep going closer, you get the big head
close-up shot this sometimes you wanna
be really dramatic. It go really close up
and you get even be more dramatic by even go into the
extreme close-up, right? So this shot is, the extreme close-up
is usually cuts off a lot of the
characters face. Sometimes you could go even
as close as just the eye and just have a shot of the eye and you're not seeing it knows you're
not seeing the other. I just have a shot of the eye. Right? And sometimes,
as I said before, sometimes you may not use an establishing shot to
open a scene, right? And those other circumstances, you may use an extreme
close-up to open a scene. And as you move away and reveal more information
to the audience, That's the way you could
open up a scene as well. So all we're going
to talk about now is the over the shoulder shot. So I hope I open up moving too fast for you guys
because this is some really basic,
basic cinema language. There's a lot, a lot
of language of cinema. And these are the really, really basic ones that
you need to understand. The over the shoulder shot is a shot where let's say you have two characters talking or
you want to do is have the, you want to draw the
illusion of the camera being over the shoulder of
one character or another. As you can see, we have two
characters talk in here. And you'd see from the different angles where
the camera actually is. It's always behind the other, the other character
who isn't talking or who we don't want the audience to really look at at the moment. We're going to talk about
this shot more when we talk about the
180 degree rule. But for right now, this is a quick introduction to
the over the shoulder. Now, we're going to talk
about the two shot. A two shot is basically
two characters in a shot. Really, really, really simple. So first example, two characters standing
next to each other. And you just make sure that bold characters are in the shot. Because if bold characters, if one character is
not in the shot and one character has way
more space and they shot, it probably wouldn't be
considered a two shot. So this is the first example of a two shot. Move to the right. Second example, characters
in a bit more perspective. So we have the camera more on the side of one character
rather than the Next. And now we can have another
example of a two shot. What we have shut off
characters talking. You want to show
the two characters token in the same shot. This is an example
of a two shot. And even this last
example over here, where we have the
characters like facing a week looking
at something. And I didn't draw what
they're looking at, but I just wanted
to show you that. Okay, Let's see. These two characters
are looking at a spaceship and we have
the backs of both of them. This is also a two shot, so it doesn't necessarily
have to have their fears, fears, and the camera
for it to be at to shut. So now we have let's talk
about the tree shut right? Now. The tree shot is, it usually is very
straightforward. It's when you have a shot of tree characters all
in the same shot. So we have four examples here. The first one is some
characters just literally standing up in a line
next to each other and we see all three of the characters. This is one type of tree shot. Now, if we move to the
other side on the right, we can have a little
more dynamic shot here, where we have characters
in different sizes. In this shot, we have the largest one being
the main focus, and then the second largest
being the second focus on the character we're to the
back being the least focus. This is also a tree shot and it's a bit more dynamic
than the first one. So if we move down
back to the left, we have another
example of a Trisha. This is just a
triangle arrangement of characters having
a conversation. Now, this one is a bit more complicated because
it also involves, do you want it to rule and
talking about shooting characters who are talking and not confusing the audience. We're going to get
in depth in that, in the later lessons,
as I said before. The last example of
a tricky shot yet is a bit more perspective shot where the character is looking
off into the distance, but we have the characters
are closest to foods. These are all
examples of T-Shirts. There are probably way more ways you could
organize a tricky shot, but this is some basic examples. This has been a quick
introduction of some of the cinematic language
that you would need to know when I'm drawing storyboards and maybe
broken down a script and having visual ideas in your head so you can tell the
story in storyboards. So let's move on to the assignment for
this lesson is going to be really
simple and really fun. So let's get to that. Okay, for this assignment, we're going to do a bit
of a scene analysis. I want you guys to choose a
scene from a favorite movie. Watch the scene and break down the shot types that
the director use, observed the intercutting
between the shots. Take note of the way the
director uses the wide shot, the close-up shot, and
all the other shots. See if you can identify why the director may have
used a close-up shot instead of a wide shot and over the shoulder shot
instead of a two shot. Just like before,
I want you to draw all the shots for the scene
and study them as a whole. This is your assignment
for this class. Good luck.
5. 4 Perspective: In this lesson, we're going to talk about basic perspective, which is something
everyone is familiar with. But in storyboarding, it appears a lot and
you're going to need to know how to handle perspective in order to
do a lot of your shots. Now before we get into the different types
of perspective, I want you guys to
be familiar with the different axes
in your composition. So in this diagram
we have an x-axis, which is the horizon line. The z-axis, which is going
diagonally on the y-axis, which is cool vertically. Know the one-point perspective. We have an x-axis and a z axis. We have the horizon line, which has the
vanishing point on it. And then we have the
lines that converge, the z axis lines confusion towards the point
in the distance. Now one-point
perspective is when these lines converge into 1, a lot of you are
familiar with that, so we're not going to
spend too much time on that two-point perspective. When we have two
vanishing points on the same horizon
line and we have the lines converge and
towards both of them. Now, in two-point perspective, you're going to
use the shot a lot for a lot of panning shots
when you're drawing, trying to simulate
a panning shot, you're going to
have to know how to draw two-point
perspective grids. Now in two-point
perspective is, as it says, you're going to have
tree points vanishing and basically have
one above vertically. And then you have the two
lines on the horizon line. Don't know this
two-point perspective. You use this for like say, if you wanted to show a
tall building and then you have the streets GO and
confusion down on both ends. This is where you will have a lot of two-point perspective. Now, Triple Aim perspective
doesn't want to just go up. It could also go from
dark if you have an overhead view and get a
two-point perspective as well. In this diagram, you
can see as though the camera is maybe
above the buildings. And then we can see the, the horizon line with the other two points
of perspective. Maybe shoot in the streets, go in and distance and
the lines converging towards these points
in the distance. Now, let's talk about AI Level. I level is something that's
really important for you to understand in terms of when
you're drawing like a grid, dependent on how the
camera is right there. And that's basically
what i level. It's the level at which
the camera is at. And this is the level
at which your audience will be experiencing this story
at any diagram over here, you could see like a little guy, he's looking into the camera. And on the right we can see
the viewfinder where he is, what he's actually saying. No, I want you guys to take a close look at
the z axis lines. I want you to notice how many there are and how
close they are. Now this is the relatively
close grid lines you're gonna get with
somebody who is actually just standing up fully and
looking at the camera. Now, as we move
forward and we get to this example where we have the subject he's
kinda bent over, look into the camera and he's
not standing up straight. He's crouching over a bit. Now, as the subject
gets lowered, the z, d z axis lines will start to spread apart and become less. Now the eye level line, the horizontal horizon line, sorry, will actually
stay in the same place. It will stay in the same place
of the interview finder, right in the middle there. Unless you do some major
to ten to the camera, it's going to stay
the same right? Now as you get even lower, you're going to have
less z-axis lines. Now join, Let's see. Axis lines will create the illusion that your
camera is getting lower and lower and closer to the ground as
we get even lower. And you see, this is the not necessarily
the lowest point. You can carry a camera. Sometimes you can
even go in a whole. But this is the lowest
disputes and could go without actually
digging a hole, are going under sea level. You could see the
z axis line has lines have become just two
lines converging into a point. And the previous
drains onDestroy. And you could tell that
the vanishing point isn't directly all the lines on convolution directly to
the vanishing point. Because as the
camera gets lower. The vanishing point won't
be as visible because the floor era will
become much bigger and you won't be
able to see high enough to see the
actual vanishing point of the lines right now and the total opposite direction
with the eye level. If this subject starts to get higher and higher and higher, you will get more and
more z-axis lines because the surface area you're able to see into the distance
becomes more and more. So you will get more and
more the axis lines. So this will actually
create the illusion. While when you draw mod z axis
lines that you are higher, high up in the air and
you have a larger font. You probably will have to draw more z-axis lines
when you're doing like a crane shot or a bird's eye view shot
or overhead view Shaft. So this will give you a little idea how to
draw the grid lines for the different
levels of the camera. So now I want to talk to
you a little, a little, a little shortcut called
hanging perspective. Now, I'm perspective will help you when you're
drawing a lot of people in one scene who
basically the same height. So we have the subject here, he's standing up on
the ground here, Andy horizon line,
the eye level line is close to his feet and
cutting his feet of. So if I wanted to draw more
people in the scene and I wanted the perspective to be realistic to not break
the rules or anything. What I would do is I will
draw the simplest and right, but I would draw
them in a way that the horizontal line
will cut his legs off at the same place that it is cutting the first subjects
legs off in the shot. So therefore, I would have to
draw them a little smaller, obviously because
he is further back, but I would want the horizontal
horizon line to cut. And meters where almost
below his knees that I would want to to meet the same
place as the first person. And even if you tilt
the camera up a bit and you have more of a
worm's eye view shot. And you're looking
at the character where the horizontal lines, like in this example, meet the horizon line, sorry, meets the ankle
of the character. And you want to draw more
characters in this scene. All we have to do is draw
more characters in the scene, but let the horizon line
meet them at their ankles, like in this shot here, it's the same thing
with close-up shot. If you have a subject and it's a more of a
medium close-up shot, like in this example. The horizon line is intersecting them at the neck and you want to draw more people
in the scene. You just draw them
out a little smaller, but allow the horizon
line to intersect the subject at the same
area as the first-person. So as you add more people, you intersect the line
at the same place. And this is a, this is all
good shortcut for you to draw more and more people in
the shop would keep it in the rules of perspective. Okay, I want to
talk a little bit about drawing grid lines. So we're gonna do
another example here to show you how I approached
drawing lines. So we have a subject
here and we get slightly tell that we are
above him maybe, but with all the grid lines, we can't really tell for sure. So in this example, I want to show you that the
importance of grid lines, which is showing a viewer which angle we looking
at this character, because we can't really tell
for sure where the camera is with this character because we have no real sense
of the environment. There's no grids to show
what this character is. Where's this character and what he's standing on or
anything like that. So my initial approach for
this card is that I want audience to know
that this character is being viewed from above. Maybe it looks like crane shot, right, but it's actually shut. So what I would do to
start drawing the grid is that I would draw
two z-axis lines. Now, the Firstly axis line, which is the red line, I usually draw that
line in line with the subjects shoulder parallel
to the subject shoulder. So this red line is actually parallel with the same line
or the same direction. His shoulders aren't know. The green line which
you see is this line is actually in line parallel
the direction of his feet. So you can see the
green line close to his left foot is
actually parallel. Now, this will help me
start drawing my grid for, for the scene, right? So when I fully draw the grid, it's going to look like this. Now, this grid will help
the viewer know that, hey, we are looking at this character from above and you're going to need to know how to draw proper grids for
your storyboard. So when you're shooting it, maybe a teammate
or to an audience, they will know where the
camera is and you're going to have to draw your grids
in proper perspective. So let's move on to another
example we have here. We have another character. We're going to draw the
grid above his head. So it's going to be the
same principle of drawing the grids for worm's
eye view shot. You're going to draw the lines
parallel to his shoulder, which is the red one. And then you're going to draw
another grid line which is parallel to the
direction of his feet. And once you draw
these first two lines, you can then fill out the
grid parallel to these lines. Now you would have
a grid showing the ceiling or the
overhead view where people will know that
the camera is below doing a worm's eye view
shot of this character. Alright, for this assignment, what you're going to do is
that you're going to take some screenshots of some scenes from any movie that you want. And you're going to break down the shot and look
at the perspective. And you're going to draw the
grid lines for the scenes. And we'll code hold
the camera angle is used on trying to
understand the perspective. So here are some examples of
what I want you guys to do exactly is so you'll have seen, so this one is actually
from Indiana Jones. Alright, you can pause
this scene, what is seen? And then see where
the horizon line is. And then draw in the
grids and try and put in everything into
the composition and try and understand how the grids work and
the perspective works and see how the director use his horizon line
and where he put it. And, you know, take
notice of these things. So do as much of these as possible so that
you will understand the perspective and the
grid lines and really make observations on the use of them and the
angles in which there
6. 5 The 180 rule : All right guys, welcome to
lesson five of storyboard. And with me, Raj. In this lesson we're
going to talk about the 180 degree rule. I'm sure a lot of you
know what this rule is. Many of you probably have an
idea and really good at it. I'm going to be really honest. The first time I started
storyboarding, I, I kept jumping
they want ET line. I kept breaking the rule. I, I couldn't really
understand it the first time I started bought in and my boards kinda really
suffered firm from it. Every time I got critique
from my storyboard mentors, always telling me
that I keep jumping the line and then I
have to redo the boards because I messed up the whole screen direction
for the whole storyboard. And it was less really, really, really,
really frustrated. So I think that the one
degree rule is a rule that you really need to study and practice a lot and your boards. So let's jump right into it. So what is the one ET rule? Anyways? Why do we use it? Why is it therefore, the 180 degree rule is actually an invisible line between, like it's created between
two subjects when they're, when they're having
a conversation. Or even not just
between two subjects, but between our subject and maybe an object in the room
or in the set or whatever. And this diagram here, you can see two people
talking, right? So you have one on your
right, one on the left, and then you have the camera, which is recording, which is framing and recording
their conversation. Now, I drew a little
dotted line at the bottom there to show where the
180 degree line is. And then I drew a semicircle. Now that semicircle is actually a representation of a
stage in terms of theatre. So let us say the
camera is where the audience is sitting in
a theater where the seats, and they are looking at these two actors on
the stage performance. So that's why I drew a
little stage semicircle to represent that. Now, the 180 degree rule
is a rule in place so that you won't confuse an audience when you're shooting
a film or storyboard. So the rule is basically that
the camera is on one side. As you can see. The rule is that you, when you start shooting
up conversation, you have a character on one end, like here, and a
character on the other. So in this example, here, you see character one is on the left and character two is
on the right of the screen. And in order for this
to stay the same, the camera needs to
stay on this side of the one ET lying right
on the diagram above, you see the invisible line. You see the camera
is on one side. And because of that character, one is on the left, correct?
Two is on the right. Now, if we break
this rule when we're shooting the characters
talking or we broke this rule I was
storyboarding will get something like this where we put the camera on the
opposite end of the characters. So now when we actually record and we look through
the viewfinder of the camera, we will see that
character one is now on the right and character
two is now on the left. Now, if, if when you're editing your scene or
editing your storyboard, and you put these
two scenes together. As compared to this scene, you confuse your
audience because no one is on the left and
your audience will be like, wait, how did he get on the
left that he walk across? Did he magically
appear on the left, the day switch sides
tunica, I'm confused. And this can really
confuse the audience. And the main thing it
does is actually it pulls the audience out of the immersive story
you're trying to tell. Because when you're
a storyteller, you want your audience to
be absorbing and store. You don't want them
to be distracted by any technicalities
of filmmaking. You don't want your
audience be worrying about these things and confusing them like this can
pull them out. So back to the first one. What do you want to do is keep the camera on one side
while the shooting. Now, your characters
can switch sides, but you have to show
them switching sides. You can make them
switch sides in a cut. So what you would do
is you would have, let's say you wanted character
one to come to the right. You would have character one actually walk onto the right, walk towards the right, pass character to all in one shot to actually show
any audience that hey, this character is
actually moving past character to an entity
right side of the screen. As seen here. You would never want to
actually just cut and have a character on switching sides and confusing
the audience. Now. You have to actually maintain this rule throughout
a scene and tick, tick, keep it to
keep the rule in place so you don't
confuse the audience. And as I said before, if you want a character
to move and switch, you actua actually
have to show it. Let's say you broke the rule. And then for the
rest of the episode, you keep breaking the rule. You're going to have to report the whole scene to get back
that rule and the balance. And so you won't
confuse the audience. Now, there are certain times where you can break the rule, and it's only the only time
you can break the rule is actually when you want to
make things less confusing. So let's say you're
following the wanting to degree rule and you'll
find that, hey, this seems confusing or I can show something clearly
than you burn, you want it to degree rule. And there may be
certain instances where you need to
break the rule, but only break it so that you could be more clear
or less confusing. Now, they wanted to regroup. Gray rule is pretty simple when it comes to two characters. But when it gets to three
or more characters talking, like in the example here, you're not going to just
get one line, right? You're gonna get, in
this, in this case, you're gonna get
three invisible lives with three characters, right? And this is where
things start to get a little more technical and
a little more confusing. But we got to break them
down right here, right now. So character, one,
character to character, all of these three guys
having a conversation and we have the camera
right outside, the invisible
number three lines. So in the viewfinder, what we're going to see
is at the bottom here, the diagram at the bottom here, the camera is closest
to character one, and then maybe character three. And character two is probably
the first character a week. Now, when you're doing shooting conversation
between three characters, the best thing to do
is to group two of the characters and to live one of the characters on the other side of the screen. So in this example we have
character one and character two on the left and character
three on the right. We still keeping the
screen split into two. So let's say character
one and character two is actually in the position
of just another character. But what we did is we grouped them to make it feel like that. So in this, in this framing, we would feel as to character one and character two on the same side of
the conversation. And both of them are
against character three, who has an opinion of his own. So let's say we wanted to cut
and get a different angle. And in the diagram above, we moved the camera
to more today, right? But as you can see, we
still have not jumped over the invisible 180,
line three, right? We still behind it. And this is the angle
you're gonna get. As you see, we still have
the characters grouped. The three is still by
himself and character 12 are grouped
together on the left, so we are keeping
screen direction. So basically screen direction is basically having character. Let's say a character appears on the right side of the screen. We can to keep him
on the right side. And if a character
is on the left side, are going to keep
them on the left, so we do not confuse
the audience. So guys, the 180
degree rule is really, really complex at first and it may take you a while
to get used to it. Once you keep practicing, once you keep storyboard and
it will come eventually, screen direction and all these complicated,
complicated things. And you won't even have to worry about actually thinking
about these things. They'll just come
so naturally to you when you're doing
is when you're doing your boards and you can focus on your story and more
complex things. So we're going to move on to the assignment for this lesson. And it's going to
help you practice. They wanted to degree rule. So let's move on to that. No. Okay. And now here I have a scene that I just made
up with two characters. And I kinda really
sketchy building here. And what I want you guys to
do is to use this scene. I want you to create as
many different shots as possible that you can with
in the 180 degree area. So as you did see, I put some just three cameras in there and these
are just samples of where you can place the
camera to get a shot, right? So what I want you to do exactly is like this example here. What I did was I placed the camera behind
the character too. And I created this wide shot of the two characters a bit over the shoulder
of character to. This is just one shot you could create within the
180 degree rule. Now, I want you guys to create as many different
shots as possible. It can be a close-up, it could be a wide,
it could be medium. It can be a two shot. I just want you guys to create
as many shots as possible within the wanting
to degree rule using this sample
scene of characters. So I hope you guys enjoy this exercise and see
you in the next class.
7. 6 Compositions: Okay, In this lesson, we're going to talk
about shock composition. Now. We just going to talk about a few rules that will help and guide you with the composing
of your shots, right? And the first row we're going to introduce here is
the rule of thirds. Now this rule is a very basic rule in
photography and cinematography. And a lot of you may
be familiar with it, but I'm just going
to go through it for those who may
not be familiar. Now, the rule of
thirds is basically four lines to running horizontally and to
running vertically, creating a grid of nine rectangles or squares
dependent on the composition. And what these lines
do is that they create full points
on the composition. That these four
points grid areas in your composition to
play subjects or objects that will seem pleasing to the eye to
an audience, right? So right now we have an example here with
a medium close-up, close-up shot of someone, right? And the reason this
composition is pleasing to the eye is
because it's on that point, the person's face
is on that point. And we want the audience to
look at that person's face. Right? Now, this person
is facing the right. So the best place that we could have put
this person's face is on the left side of the screen
and on that point, right. Now, if you want it, if the person was
facing facing left, you better place would
have been to put it on the right side, right? On that point, right. Now we have more wider shot with the full body of the character. As you can see, the face of the person is placed
right on that dot. And it's a nice focal point for the audience
to look at that. Really, really pleasing. And it's not jarring, it's not out of the way. It's not in any way
positions, right? If you look at the
whole scene, right, you could see that the
character is looking at maybe do rock in the corner. And you could see
the point that is created on the lower
half of the scene. The rock is on
that point, right? You have like the two subjects
on those points, right? Now. You're not totally restricted when you're using the rule of two. That's right. You don't like totally, totally have to place everything directly
on these points. They are much more of a guide
for you when you compose your scenes and make
it easier for you to place objects in
this scene right? Now, those were the points
on the rule of thirds. Now we're going to look at the two horizontal lines on the rule of
thirds right? Now. These two, these two
horizontal lines act as two areas in which you
can place your horizon line. Now, in this first example, we have the horizon
line b and d, the lower horizontal
line on the grid. Right? Now, this, when you place
your horizon line here, it's usually that you want to emphasize more of the
top area of the scene. In this scene, we
want to emphasize the sky and maybe the blue clouds over the house
in this scene, right? So we would place the horizon line at the
bottom there right? Now in a different scene
where we would want to emphasize the lower
half of the scene. We want to emphasize
maybe more of the grass, more of what's happening on
the ground plane, right? We can place the horizon line on the top half of the
grid horizontally. So in this scene, we would want to
emphasize more of the house and the car
going towards the house. Now if you want to
emphasize more of that, we wouldn't show more
of the sky, right? It would show more of the line. So that is why in this one we, we carry the horizon
line up more to what's the upper half. Alright? And even in this scene, we can see that we placed the
two objects on the right. We have the car on one
of the grid point, and then we have the House and the grid points
because there are two focal points of
the scene, right? The car and the house. Now, we're going to move on
to another composition tool, or it's another way
of composing is seen is a centered
composition, right? Things. Directly in the
middle of a scene. Now, when someone is
watching a movie, when an object is placed like dead center in the composition, it usually pulls the most focus. So whatever objects are around that subject will always come, maybe second to the
audience member. So placing objects in the
data and as you can see, which is another
good way of focusing your audience's attention is putting something
in the dead center. Like in this example, we have a close-up medium, a medium close-up of
his character and his face is dead
center in the scene. Right? Now. We don't always have to place the person's face dead center. You can have some leeway
when you place an object. So in this example, we have on the top
one we have the, the medium shot of a person
outstretched hand there. But as you could see, their face isn't totally in the dead center,
it's slightly above. And you could place objects slightly above and
still undescended, doesn't have the point, doesn't have to be between
their eyes all the time. Dad said the same thing in the bottom here
we have the subject. He is in the center
of the screen, but he isn't dead center. This is, this is still okay
to place your subject. He doesn't always, always
have to be that you have some leeway in between the
areas around that center. Right now, even self, when you're doing wide, wider shots and you
have more scenes with buildings and outside. You can also use it that
sent a composition. So in this one we have a house in the
middle of the field, and we want our audience to
look directly at the house. We don't want the audience to be distracted by anything
else from this source because we know that the
story is happening in this house and we want them
to focus on that house. It's the same thing
with a subject placed in an online environment, right? There's so much
complexity is happening in the environment and maybe subject might be really small. One the subject to be small. So we could show
the environment. What we would do is place the subject in
the dead center, right? That's if we want audience
to focus on our subject, even though he's so
small in the scene. Using dead center composition
will make it a lot easier for the audience
to focus on this subject. So now we're gonna move on to our next way of
composing your scenes. And it's understanding object
size in your scene, right? So the basic idea here is that any object that is
really large in your scene will pull
most of the attention. And it will be telling
your audience, look at this object
because of its size, it will relate to
it's important. So size is relative
to important. So in this scene, we have a guy who is much
closer to the camera. And you could see
in the background, we have people maybe in a
crowd looking on right. Now, the most important
thing in this scene, obviously, because of his size, is this character in
front who seems to be ready to engage in a fight
of some sort, right? So he is the most important
object in the scene. Now we have our
next example here, with a guy pointing
a gun to what, someone or something right? Now, the most important thing
in this scene is the gun. Because the gun is almost as big as the person in
the scene, right? The second most important thing in this scene is the actual guy. But most, most important
thing is the gun. It's the deciding
factor in the scene. And the way we do that as we increase the size of
the gun in the frame. So we create a sense of massive importance
is the same thing with these buildings here. You could use size
for characters, you could use size objects, you could use size environments. Now, in this scene we
have a sense of massive, massive structures
here and there. So huge compared to the person who is at the bottom corner,
bottom left-hand corner. He isn't as important as these massive structures and is seen when we look at this scene, we know that the structures are the most important
things in this scene. This scene could be used
as maybe opening scene or a wide shot to show where the story is
going to take place. And we're showing
the importance of these structures in that scene. Alright. So we're going to move
on again to another. We have composing your
scene and it's cool. Frame within a frame right? Now, basically, in
this shot type, we're going to use elements
in the scene itself, right? That create frames, that would frame an object of
importance, right? So basically we have
the camera if you find it right now within
the camera viewfinder. In this example, we have a character who is
behind some trees. Now, if you look at the
branches of the trees, you will see that they create a frame that's
not really a square, but it frames the subject
in a space, right? And this Freeman
allows the audience to focus even more on
that subject, right? It creates a frame of, it, removes all the
other distractions from the scene and allows the audience to
focus on that frame. So let's look at
another example here. Now this is an example. Let's use a lot of movies using the door frame as a scene, well, as any frame
of the door as a frame within the frame
of this scene right? Now, this really allows you to focus on the character
within that room. Now the audience is
outside of the room, but the frame
allows us to not be distracted by anything
outside of the door frame. So this is a really, really nice frame within
a frame scene, right? So these are rules
that you could use to help you in terms of composing
these scenes, right? We're going to move on to your assignment now
for this class. Okay guys, for the assignment, what I want you to do is choose a scene from your favorite
movie or any movie. Alright? Then take screenshots of
every shot in that scene. I want you to draw the
rule of thirds grid onto each well, its frame. And when you draw the grid, I want you to analyze
how the seniors compose. Do any of these
subjects fall on any of the points of the rule
of thirds, right? And then I want you to draw it dead center grid
on the same scene. Analyze the scene, and see if the director use this as a
guide to compose the scene. So here are some examples
of what I want you to do. I took some screen shots of
scenes from the last scene, and David Fincher has seven. And what I did was I just really just drew the guidelines of the rule of thirds
onto the scene, onto, onto the composition. And I basically just did that to see where the
director places subject, if you place them on any
of the points to see how he composed this shot as
compared to the rule of thirds, whether he used the rule of thirds or he didn't use
the rule of thirds. This is just a
basic exercise for you to try to help you analyze scenes and break them
down so that you can eventually use seeds that
you see in your store.
8. 7 Camera movement : Let's talk about camera movement now as a storyboard artist, to make your work more dynamic, just add in that
extra movement of the camera could be so
essential to scene. For the psychology of a scene, a type of emotion
you will want to express and you want the
audience to fill in that scene. Knowing the various
camera movement will really add that extra
length to your storyboard. The first camera move and we're going to talk
about is the pan. The pan is basically tuning your camera from left to right, from right to left, right. Now He punctured
you don't actually move the entire
body of the camera. You don't pick it
up and tune it. You just turn it on its axis so that it
follows the subject. In this example,
you can see we have a character standing in
front of the camera. So it demonstrates how the camera will adjust
to it on its axis, the various joints
will show you that, okay, this is where
the camera is tuning. Now, how would that
look in a viewfinder? See we have the character, the beginning point
of the character. He is in the middle
of the viewfinder. We want to turn the
camera to the left. So as we turn the camera, you're going to
draw the character moving more and more towards the right of the screen because
we're turning the camera left and turning the
camera to the right. In this diagram here, the character will
see in being moved more and more to the
left of decomposition. So this is how you would
probably approach drawing upon, while drawing the
movement of the camera. The subject will move in the opposite direction
of the commerce. So it would create that
illusion of a pan shot. Remember, we don't actually
using live-action, so we're not going to
actually use R2 comma, but we have to simulate the movement of the
camera in the pons shot. Now, what if we have, let's see, I'm moving subject
and we want to pan without moving subject is going to look
something like this. So let's say we have a character running and I see you
running towards the camera. And then you want to
follow the action of the character as he runs past
the camera and keeps going. No, this is basically
how you would draw. To simulate that when
you're, when you're drawing, you won't actually draw the character in the
frame like this. To simulate that, I just drew all the stages of the character
running in this scene. So you would see,
oh, I approach it. Now in this shot, you have a 2 perspective because you have the character
coming from one direction. And then as you pan the camera, it will create another
point on the horizon line, but there'll be a second of perspective on
the horizon line. So it creates two points, right? So you would draw the
character running towards you. The closest point
of the character, it towards the camera. It would be more of
like a side view. And then as a
character runs away, you would see the box. So when you carry this
and carry this into the editing program and
you actually submit, lead, the movement of the camera on each frame of the
character appears. As the camera pans, you will simulate a panning shot on the character running
through the scene. So I'm going to show you an
example of how I do this now, it's basically just like this. So this is a storyboard
that I did that incorporated this type of
simulation of a punch up. We have two characters coming up escalator in a train station. And they're gonna
walk past the camera. And as you can see
it, I simulate this shot by drawing each
sequence as they are. And at the beginning you can see that there's 1 perspective here. And as it camera tunes, you got another point of perspective of
them walking away. So this is an example of that. Simulate an apparent shot
of moving characters. So now we're going to talk about the tilting of the camera. So basically tilting is the vertical movement up
or down of the camera. We still not actually moving the body of the camera from
one place to the next, but with tilting it
on its, on the axis, the y-axis to be exact, we tilt it up or tilting down. So this diagram here you can
see the camera is facing character and we are
showing the range of the tilt of the
camera right now, let's go and look at
it in the viewfinder. So when we're drawing it tilt, you're going to have to draw some distortion in the tilt to simulate the movement
of the camera. Now because the
viewfinder kid only see a certain range and
when we drawing it, we want to simulate how
the camera sees things. So you would have to
draw what I told you. You're going to have to draw
entry point perspective with slight distortion and
you draw this distortion. So when you put it
in your tier editing software and you
actually do the tilt. Movement and the software, it won't look where
it will look more accurate to real life because the distortion is how we hold the camera
would actually see it. And it will actually
look normal because they are very various points of perspective moving up and
then down to the character. So you're going to
have to simulate those points of
perspective in one joint. So you're going to have
tree points of perspective. Let's look at another example
with this tree, right? So let's say we wanted to draw a simulation
of a tilt shot. We're going to have
to draw it just as we did with the
previous character. We're going to have to draw
it with 2 perspective with the distortion of various
points of perspective. Because as we move the camera, we're going to be
changed and perspective. And we don't want to draw something with just
one-point perspective. And as we pan, we get, we don't get the
effect that we want. We want to create that effect
that the camera is here, but it's tilting,
it's not moving. This is the fact we want
it tilted movement. And we're going to have to draw, draw the subjects like this for your storyboard to
create that effect. So here is a small example
of the tilt shot in action. So this is a castle I drew with the distortion elements
apply with a 2 perspective. As you could see you as
the camera tilts down from the top of the castle down to the bottom
of the castle. You don't really
notice the distortion in the drawing because
if you find it, is only able to see so much. Now if you view the
drawing, the full drawing, you'll notice that
the distortion, and it would seem unrealistic. But because the way
the camera tilts, this is a nice way of
simulating that Tilton camera. Now, the dolly shot, also known as the
pushing or push out, is a shot where you
physically moving the camera closer or further
away from your subject. So the dolly shot is
a way of combining two shots without having
to cut in-between shots. For example, a dolly
shot could begin as a wide shot and then end
with a medium close-up shot. Now with the Zoom shot, the difference between this and the dolly shot is that you don't physically move the camera, is Zoom is an optical
change, the focal length. And what that means, in other words, is
basically magnification. With a zoom shot is
subject becomes larger in the frame and your background
becomes compressed. Zoom shots remove the sense
of depth in your frame. Okay guys, for the
assignment for this class is gonna be
a little different. It's going to be a little
live-action kind of assignment. So what I want you
to do is if you have a camera phone or
a digital camera. What I want you to do is
just go out and shoot using these camera movements that we've just learned about. I want you to use
the pound shard it till shot the zoom
and the dolly. And just shoot different things. Just be creative and just get used to the
different types of camera movement and
let them become part of your vocabulary
and telling stories. So have fun with this assignment
and just be creative. See you in the next class,
guys. Thanks a lot.
9. 8 Drawing from Script: Storyboards are almost always done using the help of a script. During the production
pipeline of an unlimited show
animated movie I write, I would pass the
script onto the store. What team who then use the script degree
these storyboards. In some cases, Muslim feature
film production as storable team would
start creating stories, sketches without a script. But for this example, we will be using a script. Now, once you have
your finished script or you're saying sequenced, the first thing you should
do before even thinking of drawing is reading your
script multiple times. I would say radius
scrub as much time as possible given the
assigned deadline. Reading your script
at least five times should be
good enough for you to grasp the overall idea of
this store presented to you. It is important for a
story artist and know the story or sequence
from beginning to end. Or you create an
rough thumbnails is a great way to
get those first, initial ideas out of your head. So you can see them on paper. Many storyboard artists use of very rough thumbnails to
get their ideas are fast. Sometimes these
thumbnails are so rough that only they
can understand them. The reason thumbnails are so
effective is because you use little time and effort to get
your ideas out onto the pH. It isn't very important
at this stage that you don't fall in
love with your ideas. You have to see past
what looks really cool and focus on holy
scenes soup the story. As you go over a rough pass, think about your story. Think about the
emotions you want the audience to feel when
they watch this sequence. Think about the shots. You think they would make
the motion show even more. I find that when I'm working
on a sequence and is seen as missing something
or can be improved. And I feel it in my gut, my brand maybe get lazy and tell me that the
sequence can work as it is, but my God always knows
where to improve. Always listen to
your gut when it tells you to improve
on something. Never get lazy when
reporting because eventually you're going to have to show it to your director. And sometimes, well,
most of the time, that gut feeling I had
to change something is sometimes always pointed out by someone else who watches it. So always listen to your gut and reward when you feel to report. Many of you might have
heard the phrase, story is king is a freeze. Every story artist
should live by, not, no matter what kind of
story are working on. How do you go about
solving this story? So keeping the concept
of stories king in mind will influence
the shots and staging. You use one storyboarding
a sequence. For example, let's say
you were storyboarding a sequence introducing
a heroic character. The shots you would use
with probably includes shots like a low angle shot, which would give the
effect of a strong, powerful character
like this one. Or maybe you are
storable and our secrets with someone
who feels alone, We'll probably more use a wide
shot to make the character feel small and insignificant
in that environment. You would never choose
shots for sequences just because you like
to use those shots. Two shots that will enhance the story of your
scene or sequence. Now for the assignment, I will be giving you a
partial script will go on. For the first part
of the assignment. I want you to read the
script at least five times. Then for the second part, I want you to do a rough
thumbnail path of the script. So this is a script written by Brian McDonald
called Freeman. I want you guys to read it five times and then do
a rough pass it. This is the opening
scene of the script, and it's not too complicated. For the third part, I want you to take your thumbnails and put them
together in a storyboard. Then I want you to reward the same sequence in
two different ways. This will help you
to not fall in love with your initial ideas and to help you develop the skills of telling a story
in multiple ways. This doesn't mean that your
first ideas are wrong. Sometimes the director
might love your first idea, but for the sake of
improving your versatility, creating different
storyboards on the same sequence will
help you improve. So that's your assignment
for this week, guys. Good luck.
10. 9 Clean up: So let's talk about
cleaning up is storyboards. My first professional auditing
as a storyboard artist was at his studio and salt Korea
called funny flux animation. When I first began working
there as an intern, I was assigned to work as a cleanup artists are the main storyboard
artist on the team. This job involves taking the
completed storyboard from this story artists and cleaning their boards to make
them more clear. Normally a storyboard artist
work would be very sketchy. The cleanup artists
usually traced the boards and make
them Clara makes the characters more and
model and adding that extra detailed storyboard artist didn't have time to work on. The purpose of cleaning up storyboards is so that when they're passed on
to the animation team, there will be no confusion or misunderstandings when they
look at the storyboards. Some fans, very rough boards
can be hard to understand. In this lesson, we are
going to look at cleaning up some rough storyboards
and how much detail you need to add onto
the boards to make them presentable without
wasting too much time. Let's take a look at the
rough storyboard I did for this sequence and the process of creating
these storyboards, I created a shorthand
that was so loose that the characters looked pretty much like Stickman. It can be really hard to
tell the characters apart. If you're not the person who created the storyboards,
in some cases, you would have
character designs to work with to help you
clean up the storyboards. Sometimes you may not have the final designs yet from
the design department. Using the character
design reference, you should try and add important character
details so that the audience knows who is who. So now I'm gonna do a
demonstration of cleaning up storyboards for you guys to
see how I approach doing it. And then I'm going to tell you guys about
your assignment. Okay? So this is the screen grab from the previous rough storyboard
that we can to clean up. Now, I chose this one because it fairly has enough characters and enough background
to show you guys all that goes into
cleaning up a storyboard. Now, before we clean
up the storyboard, I want to show you
the character sheet we're going to use
for this storyboard. Now these are a bit rough character
designs of the characters. So let's just see that
your design team send these rough but not
final character designs to you for you to use to
clean up the storyboard. So you're going to be looking
at these character designs and you're going to clean up your storyboards
using this reference. So let's get started
with cleaning up. Usually when I clean
up storyboards, I would have the
character designs opened up on a separate monitor. And then I would just reference
it when I'm cleaning up. So in this shot,
as we said before, it has all the characters. So we gonna start
cleaning up now, the first thing that I do is that I would draw
the background first. So if that's the groan or if it's like some walls and
some trees in the background, I draw that first. Now in this example, we just have the ground. So I'm just going to
draw in the grid. And when I draw in the
grid or the background, I put that on a separate layer. So I'm just going to
draw in the grid and then put the characters
on a separate layer. So once you have
your grid in place, you get then sat, booking on your characters, which would be on
a separate layer. I usually put all the characters
on one layer on less, like I need something
specifically moving differently from
the character layers. So I'm going to start off with the character and its center, which is Jordan, who is this
character in the scene. And I'm just going
to start cleaning up the storyboards would
de-reference in mind. Now, it doesn't have to be a poor representation of the character from the
character designs. It just needs to be
a more cleaned up, well constructed funtion
of the character. And as you watch this, you will see that
it's not totally exactly like the
character designs. It's, but it is more closely referencing the character design as compared to the
foos rough paths, which was basically
just a stick man. So usually I would, as I go on, I would repeat the process for all the other
characters and clean up the characters as we go along. So let's cut to finishing
up the characters. Now once I finish
up the characters, the next thing I would do, if necessary, for this
type of production, would be to add some gray tones. Now, the reason you want to add gray tones to storyboard is two. For one, make things clear
to draw attention to certain elements in the scene that show more important, right? So the two things that have the most important
in the scene, or the characters that are
looking up at something. So we want the audience
to focus on them. So when we add the grid tool, and it's just gonna be simply by making an increase in
contrast on the characters. We simply going to add a
grid tune to the background, and then we're going to add
a white onto the characters. Know, adding this would create a real big contrast
on the characters. And it would draw the eye of the audience to the characters. And that's basically why we add gray tones to storyboards. And this is basically how a cleaned up storyboard
would look at the end. So now if you flip back
and forth between the two, you could see how
much different it is. It's not super, super complete. It's not likely the final
product of the production, but it would be much clearer
and more understandable when you pass on these
storyboards to the next team, most likely be in
the animation team, who could then interpret
your storyboards and animate the scenes accordingly
without any confusion. So for your assignment
for this class, I want you to take the
rough thumbnails that you did for your
previous storyboard, for the Freeman script. And I want you to do clean up. And I want you to add some
gray tones to your storyboard. I want you to use the gray
tones to help you add more clarity to see
for your audience. That's your assignment
for this class. Good luck and see you.
11. 10 Pitching: Okay, everyone know that you
have your storyboards ready. In this lesson,
we're going to talk about pitching your storyboards. Pitching is basically getting up in front of your director. I'm presenting your
storyboards of a sequence. The main goal is to make the director understanding
sequence clearly. So what I'm going
to do is to share some suggestions
that may help you pitch your boards
more effectively. So first things first, make sure and prepare. Practice pitching or boards
to a fellow artists before it main presentation nor the boards and the dialogue like
the back of your hand. Most of the time, you may have to do the voice-over for the
characters in your sequence. If you are comfortable doing the character voices,
go right ahead. But if you're not doing your
own voice is good enough. Speak clearly. Try very hard not to mumble
through your sequence, project vocally
to your audience, present with confidence, sure that you are really
confident in the sequence. If you're not confident, it might affect
the overall impact of a story on your audience. The next suggestion
is make sure and have a nice piercing
fair presentation. Try to make everything flows
smoothly and effectively. Don't stop to over-explain technical things like
screen direction. And don't stop to compare
your shots to other movies. Don't be too horrid to Rashtriya sequence at the
expense of being clear. Short energy while presenting, but don't over OK, and draw attention
away from your boards. Talking in front of people is a number one fail few months. One way of getting
rid of your fear is to focus on the boards
you're presenting. Concentrating on
your storyboard will help you feel less
self-conscious. Always remember to
be yourself and you will be fine during
your presentation. So now I'm going to
do a sample pitch. It's going to be
short story that I wrote and the storyboards for. So let's do it.
Since opened with this really cool
looking toy cities that a kid is like all
this toy is so awesome. He runs across those. Mom pulls her time, mom, mom, mom come and check
and look at this toy. It's so awesome. Pull it across the
room, check it out. It's so neat. Look, mom. She looks across, looks down at the price that too expensive. Well, right now, could you, could you listen to me
for a bit? Right now? You see, I can't really afford
something that expensive. But I want it. Rubs her hand. It looks across to
the other side of the store and sees
a cheaper t-shirt. She's like, Come
on, let me show you something a little more cooler. Walks across the toy store. He looks back and he
noticed that the toys moving further and further
away from him gets sad. It's like Look at this, look at this T-Shirt. It's really awesome. It has Ultra Man on
it. That's not cool. I don't want that. Well, I guess you
won't get the coal altering powers that
come with this t-shirt. Yep, only special people get the powers and put
this t-shirt on. Really, I want the
ultra wing powers. But you have to be really
worthy to get the powers. I'll take it, I'm
worthy like here, then put it on and get
your altro empowers. Yeah. He puts it on, imagines that he's turning into altering juice based supersonic. Flying to almost light-speed. Stops and see this alien
creature opening up to you. You'll never destroy
the universe. I'll stop. You. Love monsters, charges that in. Flies up. She goes ahead it but suddenly stops because
something distracts them. It looks over, Mamluks over to the other side of the store that could you get that toy for me? Wow, it's so awesome. Thanks, dad. Books over the kid
getting the toys. Oh, I don't want this anymore. Okay, guys. So basically
that was the pitch. Basically what I did is that
I just add in some dialogue, I mean, some rough description of what's going on in the scene. This quick pitch could
definitely be improved. But you get the basic idea
of what you need to do. Like, I didn't stop to describe, like shots and pan
shots and Sandy, the camera is going to
Pontiac zooming in here. Those things are unnecessary, or do you need to do is just add more effects, more torque. And because the antibiotic is already showing them things, and what you need to do is add Onto the automatic and
give it sound effects. Try and make it as close as
possible to the final film. So now that you've
seen an example, Let's move on to the assignment. So for your assignment, what I want you to do is take the previous story boards that
you created and I want you to practice pitching the boards themselves alone, the dialogue. All defects in the scene. I'm practice doing it. And then I want you to
pitch it to maybe a friend, Bridget maybe do a
brother or sister and just practice pitching
it to as many people as possible until you get used to the art form of pitching
your storyboards. That's your assignment for this class and see you next time.
12. 11 Portfolio: So before we talk about what you should have in your
storyboard portfolio, I want to talk about
the formats you can present your portfolio in. First of all, there's a physical
copy of your portfolio. You basically you organize all these storyboards together
and you print them out. And then you can create that, create a book, go bind
it together, right? This was the only way to show
your boards in the past, it was effective if
you're attending a convention or workshop and you wanted to easily presented
to the employer or to like a senior storyboard
artists for critique. Now the downside of this format is that you may not always have your portfolio on you
when you're going out and you never know who
you might run into. Like having a physical
copy of your boards could be restrictive in terms of
being ready for opportunities. The next thing about the format for a physical portfolio
for storyboard is the format of the actual
storyboards because physical copies can be put
together and antibiotics, physical copies of a storyboard
portfolio could only have the traditional
column or row format. Now there are some
reviewers that like to flip through one panel pH's in PDF format. And this is another thing the physical copy can do is have one panel pH for them to flip through really
fast and a PDF format, you can print it
one panel Bu pH, but then you would have
these really thick portfolio and that's not a good idea. Now the second
format you can have your portfolio and
is a digital one, and they form of a website dedicated to just
your storyboard. There are many free websites that you can build
your portfolio on. Blogspot are wings or Tumblr. And if you can afford it, you could go for one
of the period ones like Squarespace, etc. Now the big advantage of
having an online portfolio of a physical portfolio is that
you will have easy access. It will always be
there on your phone, your laptop, or your
computer connect. Once it's connected
to the internet, ready to show someone. You can also send it via
link to anyone via e-mail, WhatsApp, anything
is very convenient. The second advantage
is that you can create antibiotics and upload
them on your website. Physical portfolios can have another matrix as
we said before. Now antiemetics, sure, more obvious cinematic
skills, right? Because antibiotics
involve editing, voice, actin, pacing, et cetera. So antibiotics are a great thing to have in your portfolio. Now, the way I've been talking, it would suggest
that you should only have a digital portfolio, a digital storyboard portfolio. What I would actually suggest
is that you have both. Because at the end of the day, you never know
what could happen. Maybe that storyboard
artist you look up to, or that storyboard artist who is looking
through your work. Maybe they just so happen
to love physical copies of storyboard portfolios and maybe that's just their thing. And they might hire
you because you have a physical portfolio and
maybe somebody else, I prefer PDF or
maybe somebody else might have people
watching antibiotics. So the main gist of this is
to have all of them ready. I would just suggest to all Pavlov physical
copy of a website, instagram, Facebook, whatever, just be
ready for all of them. I'm just telling you
all the ways you can be ready now that we have
that out of the way, let's talk about
what you should be putting in your
storyboard portfolio. Now the first thing you
should know is that your storyboard portfolio
should be geared towards the industry that
you want to get into. For example, let's
say you want to do storyboards for Disney
or DreamWorks Animation. Your portfolio should
not have storyboards for live action films
or commercial book. Your storyboard should be in
the vein of animated films. Now studios that do
animated films look for different things as compared
to live-action studios. For example, Disney looks
for storyboards that have lots of gesture, drawing, nuance, acting with
the characters, and a variety of emotional
and action oriented scenes. Also, your style
should be similar to the work of the studio
you are applying for. Disneyworld probably
quicker hire someone who can adapt to their style quicker over someone that needs to be truly
into drawing their style. Now, this is a pretty
obvious suggestion, but always keep
your best work to the front or the beginning
of your portfolio. You don't get a second chance to make a good first impression. Try and leave you all unless strong work to the back
of your portfolio. Or you could put your weaker work in-between
your stronger pieces. The next suggestion would be to tell a variety of stories. Trying not to have storyboards that are only in one genre. If you want to put five
storyboard on your portfolio. My suggestion would be to have a love story and action story, a horror story, a sad story, and maybe even a musical. This will show your employer
that you can handle a variety of stories and
your range is very wide. The last step I
want to share with you guys is something
a little different. It's something you should
be aware of while showing your portfolio to
a senior artist or a potential employer. Tip is to be quiet and listen. When receiving
feedback, listen to the critique you are
getting ticket in. Try to understand the point of view of the art
critic in your work. Don't interrupt them to
make excuses and ramble. Keep your ego in check. You may feel a bit
hood if the critic is harsh but learning as P and for, and it's worth the group. So just listen and
take everything in. So guys, this was some tips and suggestions on putting your
portfolio together. I hope it helps you if you
didn't know these things. I came up with these points, basically from trial and error applying to
different studios. And they've given me feedback
on my portfolio and I just wanted to share
it with you guys. Hopefully this helps and good luck would put in your storyboard
portfolio together.
13. 12 Overview : All right everyone,
we have finally come to an end of
introduction to storyboard. In this video, I just want to do a little overview of the course and give you a last
bit of advice. Now for those of you who never knew about storyboarding before, there would have been a lot of information in here to absorb. But the great thing is you
can re-watch these videos as many times as possible
because they are free. Just in case you didn't
understand something. Those of you who are familiar
with storyboarding before this class may or may not have been introduced to
new information. But if you did and you still
watched all the videos, it shows that you're hungry
to learn new things and you're just learning constantly,
which is really good. Now, these videos covered the basic knowledge
that you would need to know when
working on storyboard. But the greatest
challenge in creating storyboards is not knowing
the rules of storyboarding, but actually creating on
telling your stories. The only way you will get better at storyboarding is by creating as many storyboards and telling as many
stories as you can. Practice doing
boards from scripts. Or if you want to write your
own story and storyboard, that most of your improvement won't come by watching
videos of classes, but from creating your
stories and your storyboards. There'll be things that
you will learn that could only come from creating
these storyboards. And learning from the actual process of
creating storyboards. Work as hard and as
smart as you can. Tell the stories that
you want to tell. Don't create stories that
you think would be popular. Create stories that you
would love creating. You will actually create better stories if you
enjoy creating them. Everyone has a unique story
to share with the world. So make sure and tell yours. Before I say my final goodbyes, I just want to make a last
bit of a shameless plug. These classes will be here, always free of charge, and I will be adding new
classes as much as I can. And they will be
available for free. But thank you for watching. I really appreciate you taking the time to watch these classes. Good luck with everything
and see you guys next time.